Level 8 Orc Lawful Evil Paladin (Conquest)
/ 76 HP

A young soldier, out for blood.

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Storytelled by opticalcite


Paladin (Conquest) 8 Class & Level
Charlatan Background
Orc Race
Lawful Evil Alignment

Strength 15
Dexterity 12
constitution 15
intelligence 11
wisdom 12
charisma 20
Total Hit Dice 8
Hit Die
+3 proficiency bonus
+2 Strength
+1 Dexterity
+2 Constitution
+0 Intelligence
+4 Wisdom
+8 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+0 Arcana
+5 Athletics
+8 Deception
+0 History
+1 Insight
+8 Intimidation
+0 Investigation
+1 Medicine
+0 Nature
+1 Perception
+5 Performance
+8 Persuasion
+0 Religion
+4 Sleight of Hands
+1 Stealth
+1 Survival

Armor Class
Hit Points
WeaponTo HitDamage
Greatsword 1d20+5 2d6+2
Longsword 1d20+5 1d8+2
Grenades (5) 1d20+4 5d6+3
Musket 1d20+1 3d8+6
Armor: Light, medium, heavy, shields.

Weapons: Simple weapons, martial weapons.

Tools: Disguise kit, forgery kit.

Saving throws: Wisdom, Charisma.
Spell Save DC: 16
Spell Attack Modifier: +6
Lay On Hands: You can touch a creature and draw from a pool of inner healing, restoring up to 40 hit points. You do not have to use these all at once, but may divide them up as you see fit. You may also expend 5 hit points from your pool not to heal, but to cure one disease or poison affecting the target. This healing pool replenishes after a long rest.
Extra Attack: Can attack twice, instead of once, when the Attack action is taken on your turn.
Divine Smite: 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, plus 1d8 for any spell level you chose to expend above first (maximum 5d8). The damage increases by 1d8 if the target is undead or a fiend.

Channel Divinity: Once per rest, you may use an action to do one of the following:
Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Aura of Protection: When 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 (+5). You must be conscious to grant this bonus.
Aura of Conquest: You constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.
Divine Health: Your divine magic makes you immune to all disease.
Divine Sense: You are particularly in tune with the morality of the universe. As an action, you can detect the location of any celestial, fiend, or undead within 60 feet that is not behind total cover. Within the same radius, you also detect any place that has been consecrated or desecrated. You can use this feature 6 times per long rest.
Fighting Style: Defense. While you are wearing armor, you gain a +1 bonus to AC.
Darkvision: You can see in dim light within 60 feet as if it were bright light, and bright light as if it were dim light. You can't discern color, only shades of green.
Powerful Build: You count as one size category larger when determining your carrying capacity and how much you can push, drag, or lift.
Features & Traits

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