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Simon the Flower

1 Level (0/300 XP for level-up) Haunted One - The Inquisitorial Pyre Background Dryad (Spring) Race / Species / Heritage Lawful Neutral Alignment
Paladin
Level 1
Hit Dice: 1/1
1d10+2 Class 1

STR
16
+3
DEX
10
+0
CON
14
+2
INT
8
-1
WIS
10
+0
CHA
16
+3
12
Hit Points
+0
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30ft
Speed (walk/run/fly)
10
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+0 Dexterity
+4 Constitution
+1 Intelligence
+0 Wisdom
+3 Charisma
saving throws
+0 Acrobatics DEX
+0 Animal Handling WIS
-1 Arcana INT
+5 Athletics STR
+3 Deception CHA
-1 History INT
+0 Insight WIS
+3 Intimidation CHA
-1 Investigation INT
skills
+0 Medicine WIS
-1 Nature INT
+0 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
-1 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Greatsword +6 STR 2d6+3 Slashing
 Versatile and Finesse
Attacks
Race Features!
-----
Barkskin
You have a naturally occurring tough skin covering you from head to toe. When unarmored, your Armor Class is equal to 13 + your Dexterity modifier.


Forest Blend
As a reaction, You have advantage on Stealth checks made to hide amongst foliage, trees, and other plant life. As well advantage on Survival Checks while in the Forest or Fey.


Dyradian
Your creature type is both fey and humanoid. Given that your physiology is primarily composed of plant matter, you are vulnerable to fire damage.


Tree Stride
Over time you have learned the skill of using trees as a type of transportation. Once a turn, you can step magically into one living tree within your reach and emerge from a second living tree within 30 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Medium or larger.


Destructive Roots
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead and blow up in a 10 foot radius 1d4 dealing force damage to all creatures. You can’t use this feature again until you finish a long rest.


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 (the vampire Count Strahd von Zarovich, for instance). 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.


Faction Features!
-----
My Life for the Pyre and the Brotherhood
With the Runic Tattoos branded into your skin and armor represents your oaths to Ra, As you can channel these runes to empower your crusade. Whenever you activate a class feature with a charge. You summon a runic seal in a radius up to 15 feet until the end of your next turn. Allies within the aura if they would take any physical damage or fire damage is transferred all to you.


Misc Features!
----
Heart of Darkness
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Features & Traits
Basic Inventory
Great Nyx Hammer, Warhammer, Shield, Chainmail, Holy Symbol, Dagger, Dungeoneer's Pack, Craftsman's Tools, Smith's Tools, Maker's Mark Chisel, Traveler's Clothes, 10gp Gem


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 5, Platinum: 0 Money
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: All artisan’s tools
Saving Throws: Constitution, Intelligence
Skills: Athletics, Investigation, History, Insight, Sleight of Hand
Language: Common, Dwarven, and Aribel

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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Created by

Fizzy Biscuit.

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