Hul Stonebull -Deceased- | Verum Character Sheet | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Hul Stonebull -Deceased-

Minotaur Race
Badlands Origin
Oath of the Linnorms Paladin 7 Class & Level
True Neutral Alignment
Cassius Deity
Linnorm Lords Faction
Chapter Master Rank/Position
9 Loyalty
Company

Strength 20
+5
Dexterity 11
+0
constitution 16
+3
intelligence 10
+0
wisdom 11
+0
charisma 16
+3
Total Hit Dice 7
Hit Die
1d10+3
+3 proficiency bonus
+10 Strength
+5 Dexterity
+8 Constitution
+10 Intelligence
+8 Wisdom
+16 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+0 Arcana
+8 Athletics
+3 Deception
+0 History
+3 Insight
+6 Intimidation
+0 Investigation
+3 Martial
+0 Medicine
+0 Nature
+0 Perception
+3 Performance
+3 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 
23
MV
0
Prestige
1
Attunement Slots
19
Armor Class
97
Hit Points
+0
Initiative
30
Speed
WeaponAttackDamageTypeRangeQualities
Warhammer 1d20+5+3 ( 1d8+5 / 1d10+5 )Bludgeoning5ftVersatile
Javelin 1d20+5+3 1d6+5 Piercing5ft (30/120)Thrown
Funeral Carver 1d20+5+3 2d8+5+1 Slashing5ftHeavy, Cleaving, Two-Handed
Attacks
ProficiencySource
Saving Throws
WisdomPaladin
CharismaPaladin
Skills
AthleticsPaladin
InsightPaladin
IntimidationMinotaur
MartialCassius
Weapons & Armor
Simple WeaponsPaladin
Martial WeaponsPaladin
Butcher's AxeTrained (Academy)
Light ArmorPaladin
Medium ArmorPaladin
Heavy ArmorPaladin
ShieldsPaladin

Proficiences
Prepared Spells = 6

Spell Save DC = 14

Spell Attack modifier = 6


Spells

Prepared spells bolded.

1st Level

Bless
Ceremony
Cause Fear (Oath)
Command
Compelled Duel
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Divine Favor
Heroism
Jump (Oath)
Protection from Evil and Good
Purify Food and Drink
Searing Smite
Shield of Faith
Thunderous Smite
Wrathful Smite
2nd Level

Aid
Branding Smite
Dragon's Breath (Oath)
Enhance Ability (Oath)
Find Steed
Lesser Restoration
Locate Object
Magic Weapon
Protection from Poison
Zone of Truth



Bless
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.


Cause Fear (Oath)
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.


Cure Wounds
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.


Command
1st-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.

Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop: The target drops whatever it is holding and then ends its turn.

Flee: The target spends its turn moving away from you by the fastest available means.

Grovel: The target falls prone and then ends its turn.

Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.


Dragon's Breath (Oath)
2nd-level transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a hot pepper)
Duration: Concentration, up to 1 minute
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.


Enhance Ability (Oath)
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (fur or a feather from a beast)
Duration: Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.

Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles.

Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.

Eagle's Splendor: The target has advantage on Charisma checks.

Fox's Cunning: The target has advantage on Intelligence checks.

Owl's Wisdom: The target has advantage on Wisdom checks.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.


Heroism
1st-level enchantment
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.


Jump (Oath)
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a grasshopper's hind leg)
Duration: 1 minute
You touch a creature. The creature's jump distance is tripled until the spell ends.


Lesser Restoration
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.


Protection from Evil and Good
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration, up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Spellcasting
QuantityItemWeight
Weapons
1Warhammer2 lbs
4Javelin(s)10 lbs
1"Funeral Carver"18 lbs
Armor
1Masterwork Plate Armor65 lbs
1Shield6 lbs
1Mantle of the Last Hearth---
1Log of Deception20 lbs
Items
1Holy Symbol of Cassius (Amulet)1 lb
1Backpack5 lbs
1Bedroll7 lbs
1Mess Kit1 lb
1Tinderbox1 lb
10Torches10 lbs
5Day Ration(s)10 lbs
1Waterskin5 lbs
150ft of Hempen Rope10 lbs
1Wooden Staff4 lbs
1Hunting Trap25 lbs
1Traveler's Clothes4 lbs
1Belt Pouch---
5Vial(s)---
1Bandolier1 lb
1Lesser Healing Potion2 lbs
4Greater Healing Potion8 lbs
1Bullseye Lantern2 lbs
9Oil Flask(s)9 lbs
1Insect Repellent (Salve)1 lb
1Sledgehammer10 lbs
16Crafting Tokens---
1100Gold Pieces22 lbs
Total Carried Weight230270 lbs



Crafting Materials
1 Rent Stardust Flawless Base Material - Adornment Weapons - Wondrous Constitution - Wisdom Astral, Evil, Water, Flow, Charm, Maneuvers Awakened - 10% cheaper
1 Might of an Astral Serpent Superior Enchantment Armor - Wondrous Strength - Charisma Astral, Necrotic, Storms, Tyranny, Arcana N/A
1 Hot Dog Syrup Superior Enhancement Armor - Wondrous - Shields Constitution Health, Curse, Poison N/A


Funeral Carver
Butcher's Axe - Major Uncommon (750 gp, 8 Days)

When it connects with a target, sound of thunder can be heard.

You deal an additional +1 Slashing damage with this weapon.

[Base Material, Spell Enchantment, Spell Invocation x1]


Mantle of the Last Hearth
Mantle - Major Rare (2,450gp) - Attunement
While attuned to and wearing this mantle, you gain the following abilities and features:
• You gain a +2 bonus to your Charisma score, and gain resistance to Acid damage.
• Rekindle the Flame: You gain advantage on death saving throws, and while dying, you heal for an additional 1d6 hit points whenever you would be healed.
[base material, adornment]


Log of Deception
Breastplate - Uncommon (600gp)
While wearing this wooden breastplate, if you succeed a DC 11 Dexterity (Stealth) check while prone and remain prone for 10 minutes, the illusory form of a log encompasses you. You can see out from within with ease, and so long as you do not move or take any actions or reactions, you are indistinguishable from a normal log. This effect is magical, and disperses if you are touched.

Equipment
Linnorm Lords
Faction
Mad Man - 15/11/15/10/11/14
Stat Array
Race, Origin, Class, and Faction Bonuses
Minotaur
  • +2 STR
  • +1 CON

The Labyrinth
  • Minotaurs have advantage on Wisdom (Survival) checks made to avoid getting lost and are immune to the Maze spell.

The Sin of Tyre
  • Minotaurs have a deep hatred of arcane magic, they rage against it whenever possible. Minotaurs can add their Strength modifier to Intelligence and Charisma saving throws.

Astaroth's Chosen
  • Minotaurs automatically succeed on non-contested Strength checks with a DC of 20 or below to break their chains or the chains of others. They have advantage on all other Strength checks.

Menacing
  • You have proficiency in the Intimidation skill.

Badlands
  • +10 max HP.
  • +2 to all saving throws.

Wendigo Soul
  • Whenever an enemy you can see within 10ft rolls a 1 on a d20 roll, you are healed for 3 hit points as you feed on the misfortune of others.

Cassius
  • Church Boon: +1 STR
  • Lip Service: Proficiency in Martial.

The Linnorm Lords
  • Linnormous Blessing
    • +10 max HP.

  • Attribute Cap Increase
    • +4 CHA to cap.

Paladin
Proficiency with:
  • Simple and Martial weapons
  • Light, Medium and Heavy armor
  • Shields
  • Wisdom and Charisma Saving Throws
  • Athletics
  • Insight.

Loyalty: 6
  • +5 HP
  • +25 bonus gold per Down Time Day.

Chapter Master
  • +5 HP


Level 1
Paladin 1


Divine Sense
  • As an action, you can detect beings of strong evil, or powerful good. 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.
  • Uses = 1 + CHAmod. Refreshes on Long Rest.

Lay on Hands
  • Healing Points = Paladin LVL x 5
  • As an action, you can touch a creature and heal them for an amount up to the maximum amount available. Alternatively, you may expend 5 points to purge a single disease, or poison from a creature you touch.
  • Does not affect Undead, or Constructs.


Level 2
Paladin 2


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.

Fighting Style: Defense
  • While you are wearing armor, you gain a +1 bonus to AC.


Level 3
Paladin 3


Divine Health
  • The divine magic flowing through you makes you immune to disease.

Oath of the Linnorms
  • Oath Spells: Cause Fear, Jump
  • Channel Divinity: Cull the Meek
    Whenever you defeat an enemy with a melee weapon attack, you can use your Channel Divinity as a reaction. If you do, make a melee weapon attack another creature within your reach. If you defeat this creature, you can repeat this process until you do not defeat a creature you've attacked. Each creature you defeat while using this ability gives you a stacking +1 bonus to weapon damage rolls. You can move as normal between these attacks if you have movement to spend.
  • Channel Divinity: Predator or Prey?
    As a bonus action, you bolster the resolve of your allies, granting advantage to the next saving throw they make within 1 minute. This effect ends early for an ally if they willingly move away from an enemy.


Level 4
Paladin 4


ASI: +2 STR


Level 5
Paladin 5

Oath Spells: Dragon's Breath, Enhance Ability

Extra Attack:
  • You can attack twice, instead of once, whenever you take the Attack action on your turn.


Level 6
Paladin 6

Aura of Protection
  • 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.


Level 7
Paladin 7

Primal Smites
  • Your Divine Smites deal primal damage instead of radiant damage.

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

Goon.

Statblock Type

Verum Character Sheet

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