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Kamen Ryder Forge

Air Genasi Race
Guild Artisan Origin
Paladin (Oath of Glory) 12 Class & Level
Neutral Good Alignment
Urist Deity
Faction
Rank/Position
Loyalty
Company

Strength 20
+5
Dexterity 18
+4
constitution 16
+3
intelligence 8
-1
wisdom 13
+1
charisma 18
+4
Total Hit Dice 12
Hit Die
1d10+3
+4 proficiency bonus
+5 Strength
+4 Dexterity
+1 Constitution
-1 Intelligence
+5 Wisdom
+8 Charisma
saving throws
+3 Acrobatics
+1 Animal Handling
-1 Arcana
+9 Athletics
+4 Deception
-1 History
+5 Insight
+4 Intimidation
-1 Investigation
+1 Martial
+5 Medicine
-1 Nature
+1 Perception
+4 Performance
+5 Persuasion
-1 Religion
+4 Sleight of Hands
+4 Stealth
+4 Survival
skills

 

MV
3
Prestige

Attunement Slots
20
Armor Class
110
Hit Points
+4
Initiative
40ft Walk/Fly
Speed
WeaponHitDamage
Warhammer 1d20+8 1d8+4
Warhammer Two Handed 1d20+8 1d10+4
Javelin 1d20+8 1d6+4
Greatsword 1d20+8 2d6+4
Ryder Kick/Punch 1d20+8 1d6+4 or 1d8+4
Attacks
Weapons: Simple/Martial Weapons

Armor: All armor types/Shields

Tools: Smith's Tools

Skills:
Class: Athletics/Medicine
Background: Insight/Persuasion

Saving Throws: Wisdom/Charisma

Languages: Common/Primordial/Dwarvish

Proficiences
Air Genasi: Spell Save DC - 14
Levitate

Oath of Glory Spells: Spell Save DC - 16
Guiding Bolt
Heroism
Enhance Ability
Magic Weapon
Haste
Protection From Energy
Spellcasting
Weapons/Armor:
Hope's Blustering Striker
A warhammer with an immaculately crafting handle. The white crystalized wood curves where one would grip it giving the wielder further leverage when swinging it without hurting their hands. The wood is stylized with grooves in rings traveling up the handle where it meets the metal end where further twines of wood have been fashioned onto it to increase its sturdiness and prevent any slipping of the head. It seems to almost glow with a divine power.
Attunement
+2 Strength
Divine Flow – When you would channel your smite through this weapon you may forgo doing any radiant damage and instead make an additional attack. This may be done once per turn.
Perfect Fit – At the beginning of every round you gain an additional +1 to hit. This bonus is lost if you unequip the hammer.
Protector’s Protector – The lingering energy from the wood protects its   Should you fail a saving throw you may expend a spell slot and reroll that saving throw. This may be done as long as you have the slots to do so.
Grand Strike – When you hit with an attack you may expend the bonus from perfect fit to do an additional 1 damage per bonus. If the attack was a critical hit it is instead and additional 2 damage.


Stalwart Boots
An absolute unit of a pair of boots. They are heavy, clunky, and made of thick metal. Thankfully they don’t seem to slow the wearer down. The bottoms of them seem to have some movable metal that is enchanted.
Attunement
+2 Con
Hunker Down - While standing on the ground you may spend all of your movement this turn to plant your boots into the ground and solidify your stance. Until the start of your next turn you may not be knocked prone or moved in any way. In addition you gain a bonus to your AC equal to your proficiency bonus.
Foot Grab - Twice per long rest as a bonus action you may attempt to grab at your foes feet with the contraption on your boots in an attempt to hold them down. They must make a DEX save against your spell DC. If they fail their move speed becomes 0 and they are grappled and restrained. They may repeat this save at the end of each of their turns except it is a strength save.
Weather the Storm - If you fail a DEX save against an AoE effect you may instead use your reaction and lose a use of foot grab to help shield some of the effects by dispersing the magic in the boots. You take half damage from the effect instead.


Varin
Shield (Attunement)
The Wielder gains +2 to Dexterity
Silence, Coward: The command word to allow the sentient shield to communicate or not. It is a toggle. While the shield cannot speak the Sentient and Guiding Hand abilities provides no benefit.
Sentient: As a sentient weapon they can assist their wielder in combat allowing them to spot things they otherwise would not. The wielder gains advantage on knowledge checks during combat.
Destined to protect, always a coward: Once per long rest when the wielder is critically hit the shield lets out a high pitched screech potentially causing the attack to miss. The attacker must make a DC 20 wisdom save or their attack misses.
Ready to Run: As an item interaction the shield can retract into a small arm band allowing the wielder to have a free hand. (Equip/unequip as an item interaction rather than standard)
Guiding Hand: The wielder gains the rogue sneak attack feature as if they were a level one rogue except that the weapon is not required to be a finesse weapon.


Azul
Aquaveil – As a standard action you may draw the blade and make one melee attack on an adjacent enemy. Regardless if the attack hits or not you may give 3 allies temporary hit points equal to the damage the weapon would have done plus your proficiency bonus. The weapon then behaves on its own as described in animated weapon.
Animated Weapon – After the blade has been drawn Azul acts on its own after your turn has ended. The weapon attacks twice and uses your attack modifier as if you were wielding it. The weapon has 42 HP and an AC of 16 with a fly speed of 20 feet. Should the weapons HP be reduced to 0 it will become inanimate and fall to the floor until it is returned to its scabbard and drawn again.

Greatsword
5 Javelins
Shield
Holy Symbol
Plate Mail
Warhammer

Backpack
Explorer's Pack: Backpack, bedroll, mess kit, tinderbox, torch (10), rations (10), waterskin, 50ft of hempen rope, Healing Potion, Exalted Equipment
Smith's Tools
Traveler's Clothes
Letter of Introduction from the Ryder Family Guild

Money Belt Pouch:
7799gp 8sp

Exalted Equipment
A book with information on several advanced smithing tools and techniques, as well as the locations of many forges imbued with special features/forges of legend.

Tools/Techniques:
-Harnessing souls
-Planar Lure
-Divine Imbuement
-Spell Imbuing
-Soul Resonator
-Golem Smithing
-Prosthetic Smithing

Locational Amenities:
-Elemental place of power
-Divine Protection
-Undetectable
-On another plane or in a convergence of planes

Legendary Forges:
-The First Forge
-Forge of Fear
-Heavenly Forge
-Hells Forge

Equipment
15/17/10/11/13/18
Stat Array
Racial Features

Unending Breath - You can hold your breath indefinitely while you're not incapacitated.
Mingle with the Wind - You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Seal of Air - You gain a fly speed of 30ft. If you should deal lightning damage, the damage is increased by 2, this applies only once per source.
Racial ASIs - +2 CON/+1 STR


Class Features

Divine Sense - The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Lay On Hands - Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Unarmed Fighting Style - Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
Spell Save DC - 16
Spell Attack Modifier - +8
Divine Smite - Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Divine Health - By 3rd level, the divine magic flowing through you makes you immune to disease.
Oath of Glory - When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
Channel Divinities: Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC
Peerless Athlete - As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).
Inspiring Smite - Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.
Extra Attack
Aura of Protection - Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
Aura of Alacrity - At 7th level, you emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.
When you reach 18th level in this class, the range of the aura increases to 10 feet.
Aura of Protection -Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.
Improved Divine Smite
By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.


Background Stuff

+1 ASI: DEX
Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: One type of artisan's tools - Smith's Tools
Languages: One of your choice - Dwarvish
Equipment: A set of artisan's tools (Smith's Tools), a letter of introduction from your guild, a set of traveler's clothes, and a belt pouch containing 15 gp


Prestige Class
From Above: When attacking targets at a lower elevation than you, you gain bonus damage to your hits equal to your prestige level.\

Smash: When falling you may create a shockwave around yourself in a radius of 10 feet around your landing spot. You take no fall damage and all other creatures in the radius must make a DEX save against your spell DC + your prestige level or take the fall damage you would have taken. Save for half damage. You may use this feature a number of times per long rest equal to your prestige level.

Gift of Freedom: You touch one willing creature and grant them the effects of the Freedom of Movement spell for one hour
In addition if they do not already have a fly speed they gain a fly speed equal to their move speed.

Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

ThunderTank.

Statblock Type

Verum Character Sheet

Link/Embed