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Deku Vigilante

1 Level (0-2/300 XP for level-up) Athlete Background Deku Scrubs Race / Species / Heritage Lawful(Good) Alignment
Paladin
Level 1
Hit Dice: 1/1
1d10+3 Class 1

STR
15
+2
DEX
12
+1
CON
16
+3
INT
8
-1
WIS
10
+0
CHA
12
+1
10
Hit Points
+1
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30 feet
Speed (walk/run/fly)
10
Passive Perception
Spellcasting ...
+3 Attack mod
CHA Ability
+1 Abi Mod
11 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+1 Dexterity
+3 Constitution
-1 Intelligence
+2 Wisdom
+3 Charisma
saving throws
+3 Acrobatics DEX
+0 Animal Handling WIS
-1 Arcana INT
+4 Athletics STR
+1 Deception CHA
-1 History INT
+0 Insight WIS
+1 Intimidation CHA
-1 Investigation INT
skills
+2 Medicine WIS
-1 Nature INT
+0 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Scimitar +4 STR 1d6+2 Slashing
 finesse , light
Javelin +4 STR 1d6+2 Piercing
 Thrown(30/120)
Attacks

Spell Book

Favored Event: Pentothlong
Divine Sense: As an action you know the location of celestial, fiend, or undead with 60 feet that is not behind total cover until the end of your next turn.
Lay of Hands: You can restore hit points equal to your paladin level times 5. You can use this feature equal to 1+ your charisma modifier. Regain all expended uses after long rest.
Darkvision. Your vision has grown accustomed to deep and dark forests. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.
Deku Seed. You store seed pods inside you and spit them. Your seed pods are natural ranged weapons with a range of 60 feet, which you have proficiency with. On a hit, you deal bludgeoning damage equal to 1d4 + your Dexterity modifier.
Deku Nut. As an action, you can spit out a special deku nut at a point you choose within 60 feet of you. The nut explodes in a burst of blinding light, and each creature within 5 feet of that point must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, a target takes 2d4 radiant damage and is blinded until the end of its next turn. On a successful save, a target takes half as much damage and isn't blinded. Once you use this trait, you can't use it again until you finish a long rest.
Photosynthesis. You're revitalized by the light of the sun. When you're in direct sunlight, you can use your action to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
False Appearance. While you remain motionless, you can choose to appear indistinguishable from a patch of scrub. When in this state, you count as prone.

Features & Traits
Silk Ball, Lucky Charm, Travelers clothes, and a pouch contatining 9 GP and 9 silver.
Martial weapon and a shield, Five javelins, explorer's pack, chain mail and holy symbol.
Scimitar and Shield

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Tool Proficiencies: Vehicles(land)
All armor, shields
Simple weapons, martial weapons
Languages. You can speak, read, write Common, Sylvan and Gnomish

Languages & Proficiencies
I don't like to sit idle.

Personality Traits
Tradition: Every game has rules, and the playing field must be level.

Ideals
I strive to live up to a specific hero's example.

Bonds
I do anything to save innocet people.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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