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Gloria Zhirinovsky

10 Level (0/85000 XP for level-up) Aristocratic Noble Background Human Race / Species / Heritage Lawful Neutral Alignment
Paladin
Level 10
Hit Dice: 10/10
1d10+3 Class 1

STR
10
+0
DEX
18
+4
CON
16
+3
INT
9
-1
WIS
10
+0
CHA
18
+4
116
Hit Points
+4
Initiative (DEX)
17
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+8 Attack mod
CHA Ability
+4 Abi Mod
16 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+4 Strength
+8 Dexterity
+7 Constitution
+3 Intelligence
+8 Wisdom
+12 Charisma
saving throws
+4 Acrobatics DEX
+0 Animal Handling WIS
-1 Arcana INT
+0 Athletics STR
+8 Deception CHA
-1 History INT
+4 Insight WIS
+8 Intimidation CHA
-1 Investigation INT
skills
+0 Medicine WIS
-1 Nature INT
+0 Perception WIS
+4 Performance CHA
+8 Persuasion CHA
-1 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Wrath Axe (NO) +4 DEX 2d6+4 Slashing
 Heavy, Two-Handed, Brutal, Hafted, Momentum (2d8)
Dagger +8 DEX 1d4+4 piercing
  Finesse, light, thrown (range 20/60)
Knightly Sword +8 DEX 1d8+4 slashing
 Guard, defending, precise, versatile (1d10)
Attacks

Spell Book

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Bless 1 20ft 1 minute 0
Command +8
Compelled Duel +8
Detect Magic
Wrathful Smite +8
Armor of Agathys

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Aid
Magic Weapon
Zone of Truth +8
Wilting Smite 1 bonus self C - 1 min 2d10
 Notes:As part of casting this spell, you must expend two hit dice or the spell automatically fails. If you do, the next time you hit a creature with a melee weapon attack during this spell’s duration, blood flows over your weapon then desiccates into black spores falling onto the attack’s target, and the attack deals an extra necrotic damage to the target. Roll the hit dice expended to cast this spell, and the total equals the amount of this extra necrotic damage. Additionally, the creature loses all damage resistances it has until the start of your next turn.
Bloodletter +8 1 bonus touch C - 1 min 2d6 V,S
 Notes:You touch a nonmagical weapon. Until the spell ends, the next creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound.A creature with a festering wound takes 2d6 necrotic damage at the beginning of its turn for the remainder of the spell’s duration. A creature can only have one festering wound at a time. Receiving at least 1 point of magical healing closes a festering wound, ending the recurring damage and the spell.

Level 3 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Crusader's Mantle
Dispel Magic +8
Revivify
Remove Curse +8
Bestow Curse +8
Fear +8
Bloodletter +8 1 bonus touch C - 1 min 2d6 + V,S
 Notes:You touch a nonmagical weapon. Until the spell ends, the next creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound.A creature with a festering wound takes 2d6 necrotic damage at the beginning of its turn for the remainder of the spell’s duration. A creature can only have one festering wound at a time. Receiving at least 1 point of magical healing closes a festering wound, ending the recurring damage and the spell.

ASI



LV4 ASI


+2 CHA

LV8 FEAT


Sentinel


You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Features & Traits
Diplomat's Pack: • a chest • 2 cases for maps and Scrolls • a set of Fine clothes • a bottle of ink • an Ink pen • a lamp • 2 flasks of oil • 5 sheets of paper • a vial of Perfume • Sealing wax • soap.
ARISTOCRATIC Equipment: A quill and ink, a letter opener,parchment, a piece of fine jewelry that displays your status, and 25 sp.
NOBLE Additional Equipment: A signet ring engraved with your family crest, fine clothes.
HOLY SYMBOL

Half Plate (750 gp) AC=15+Dex(max 2) - 40lb (Stealth Disadvantage)
Studded leather (45 gp) AC=12 + Dex modifier - 13 lb.


Armor:
Quilted Jack (11+Dex)
Breastplate Cuirass (+2)

Shield +2AC

1x POTION OF FIRE BREATH

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
================= 1st 4 ==================================
Bless
Command
Compelled Duel
Detect Magic
Wrathful Smite
Armor of Agathys
================= 2nd 3 ==================================
Aid
Magic Weapon
Zone of Truth
Wilting Smite
Bloodletter
================= 3rd 2 ==================================
Crusader's Mantle
Dispel Magic
Revivify
Remove Curse
Bestow Curse
Fear
Spellcasting

Languages


Ostoy , Burach Alto , Castinellano
HOOMAN - il linguaggio della tua nazione e un linguaggio Extra a tua scelta
ARISTOCRATIC - Choose one standard language.


Proficiency


Armor: light, medium, heavy, shield
Weapons: simple, martial
Tools: None
Saving Throws: Wisdom, Charisma

Languages & Proficiencies

ORIGIN



https://www.worldanvil.com/w/diabboru---grim-hollow-diabboru/a/aristocratic-article

Aristocratic


Skill Proficiencies: Choose one from Deception,History, Insight, Performance, Persuasion,or Religion.
Languages: Choose one standard language.
Equipment: A quill and ink, a letter opener,parchment, a piece of fine jewelry that displays your status, and 25 sp.

Talenti


Court Schemer
Whenever you make a Charisma (Deception) check when conversing with Aristocrats, you can add your Profession Die.
Disciplinarian
Whenever you make a Charisma (Intimidation) check while issuing a command to an individual of lower rank within your background, you can add your Profession Die to the roll.
Local Historian
Whenever you make an Intelligence (History) check to determine the history of an item, location, or cultural phenomenon from the same region as you, you can add your Profession Die to the roll.


https://www.worldanvil.com/w/diabboru---grim-hollow-diabboru/a/noble-article?preview=true?

Noble


Skill Proficiency: Persuasion.
Additional Equipment: A signet ring engraved with your family crest, fine clothes.

Personality Traits

DIO


Tormach, Arcidemonio della collera, il guerriero, patrono della guerra e della furia, il simbolo è uno scudo di bronzo che raffigura un minotauro e 6 lance

Ideals

PALADIN


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 (1+4). 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 × 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.

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


At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Interception When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.


Preparing and Casting Spells.


The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list.
paladin spells = Charisma modifier + half your paladin level, rounded down (minimum of one spell).
The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier


Spellcasting Focus.


You can use a holy symbol as a spellcasting focus for your paladin spells.

Divine Health


By 3rd level, the divine magic flowing through you makes you immune to disease.

Channel Divinity


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.


Harness Divine Power


You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

Extra Attack


Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

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.


Aura of Courage


Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.

CONQUERING PALADIN


Channel Divinity: 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.

Channel Divinity: 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 Conquest


Starting at 7th level, 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.

Bonds

VAMPIRE


https://www.worldanvil.com/w/diabboru---grim-hollow-diabboru/a/vampire-article

Alcune tue Abilità richiedono che il target esegua un Saving Throw per resisterne gli effetti. Il DC Saving Throw viene calcolato così:
Transformation Save DC = 8 + Proficiency Bonus + Dexterity Modifier.

Transformation Level 1



Transformation Boon: Blood Fury


You have become possessed by the thirst that grips all Vampires. In combat, this thirst drives you into an insatiable frenzy of bloodshed. Whenever you deal combat damage with an unarmed strike or a melee/ranged weapon to a target that can bleed, and is not undead or a construct, you gain one Fury Point. You may only have a maximum of 4 Fury Points at any time. Upon completing a short or long rest, the number of Fury Points you have is reset to 0. These points are used by certain abilities that you can learn through your transformation levels.

Blood Fury Abilities
You can spend Fury Points (FP) to use the following abilities. The entries below detail their names, Fury Points cost in parentheses, and features:
Fanged Bite (1FP). On your turn, immediately after you take the attack action, you can use your bonus action to make a special unarmed bite attack. You can use your Dexterity modifier instead of strength to hit with this attack. This attack deals piercing damage equal to 1d4 + your Strength or Dexterity modifier. The target must then succeed at a Constitution saving throw or take 2d6 necrotic damage. You regain hit point equal to the necrotic damage dealt this way. This attack generates 1 Fury Point as normal. If this attack reduces a humanoid creature of size Medium or smaller to 0 hit points, you gain 3 Fury Points instead.

Calculated Strike (1FP). When you hit with a melee weapon attack, you may use this ability before damage is dealt. If you do so, you may add 1d6 of the same damage as your weapon to the damage result. If this ability is used, no Fury Points are generated for this attack.

Vampiric Mist (2FP). As a bonus action, you can disappear in a puff of shadowy mist and teleport up to 30 feet to an unoccupied space you can see.

Unearthly Reflexes (1FP). After you have rolled a Dexterity saving throw, but before the GM has determined the result, you can use your reaction and take half damage on a failed save, and no damage on a successful one.

Deathly Horror (3FP). As a bonus action, you can emit a ghastly distortion of your true form. A creature of your choice within 30 feet of you must succeed on a Wisdom saving throw or become Frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to this ability for 24 hours.

Transformation Boon: Undead Form


Your Dexterity score increases by 2 and your Charisma score increases by 1. An ability score cannot be increased beyond 16 this way. In addition, your creature type changes to undead. Spells and abilities that state effects or conditions specifically regarding Undead of a specific CR have no effect on you. If a spell or ability other than your own would cause you to gain Hit Points, you gain that many temporary Hit Points instead. If you are reduced to 0 hit points and fall unconscious as a result, any healing you receive will stabilize you and leave you on 1 hit point and unconscious. Furthermore, you cannot die from old age and you do not require air, food or drink.

Transformation Flaw: Sanguine Curse


The sanguine curse has taken a hold on you. As a result you gain the following features:
- You cannot enter a residence you do not own without an invitation from one of the occupants. If you enter a residence involuntarily such as by being dragged into one, you take 1d10 psychic damage at the start of your turn while you are inside it.
- You gain Darkvision (60 ft.) if you do not already have it.
- While in sunlight, you have disadvantage on attack rolls and ability checks.
- You must feed every 7 days.

Transformation Level 2



Transformation Boon: Dread Knight Combat Training


You become trained in the martial ways of the Dread Knights. As a bonus action, you may enter, exit, or change combat stances. While in a combat stance, you gain the features of that stance.

Offensive. While in this stance, you deal an additional amount of damage with your melee weapon equal to the number of Fury Points you currently possess (minimum of 1).

Defensive. While in this stance, you gain a bonus to your AC equal to half the number of Fury Points you currently possess (minimum of 1).

Accuracy. While in this stance, you gain a bonus to hit with your weapon attacks equal to half the number of Fury Points you currently possess (minimum of 1).

Additionally you may use Dexterity instead of Strength for the attack and damage rolls of any melee weapon with the slashing damage type.

Transformation Flaw: Hideous Appearance


Your appearance has greatly altered from its original features. The first signs were the fangs that started to protrude from your upper row of teeth. You have no reflection in mirrors or other reflective surfaces. With dry, pale skin and occasional burns from the sun, you can hide your true appearance by concentrating on your prevampirism appearance. However, the following situations can reveal your true appearance:
Concentrating on a spell.
Gaining the unconscious condition.
Entering hallowed ground.
Choosing to reveal yourself.
In events of extreme emotional or physical stress, a GM may call for a Constitution saving throw with a DC of their choosing to see if you maintain your humanoid form.

Flaws
VAMPIRE 1 - Darkvision (60 ft.)

Notes


™ & © 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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