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Stryker Unit KR-2 "Kârn"

10 Level (0/85000 XP for level-up) Corporation - J.A.W.S Background Warforged Race / Species / Heritage Neutral Evil Alignment
Paladin
Level 7
Hit Dice: 7/7
1d10+3 Class 1
Fighter
Level 3
Hit Dice: 3/3
1d10+3 Class 2

STR
18
+4
DEX
12
+1
CON
16
+3
INT
9
-1
WIS
12
+1
CHA
18
+4
130
Hit Points
+1
Initiative (DEX)
20
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
+8 Expertise Bonus
+4 Proficiency Bonus
+4 Strength
+1 Dexterity
+3 Constitution
-1 Intelligence
+5 Wisdom
+8 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
-1 Arcana INT
+8 Athletics STR
+4 Deception CHA
-1 History INT
+5 Insight WIS
+8 Intimidation CHA
-1 Investigation INT
+5 Martial WIS
skills
+1 Medicine WIS
-1 Nature INT
+5 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
-1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Great Mace/ Flail +8 STR 2d6+4 Bludgeoning
Warhammer +8 STR 1d8+4 Bludgeoning
Warhammer (Versatile) +8 STR 1d10+4 Bludgeoning
Attacks
Background/Origin:

Corporate:
+1 ASI
Starting Item; Great Mace/Flail (w/ Siege Property)

J.A.W.S (Militech Corp):

+1 STR

You gain prof in all armor and weapons, if you already have prof then you gain a +1 to AC and attack rolls.

Once per long rest, you can take over a creature's cybernetics causing them to take orders. They undergo the effects of the command spell but the self harm effect is negated.

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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.

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

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

  • Spellcasting: By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

    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. When you do so, choose a number of paladin spells equal to your 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.

    For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

    You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

    Spellcasting Ability: Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

  • 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 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.

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

    Sacred Oath: When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

    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. Conquest.

    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.

    At 18th level, the range of this aura increases to 30 feet.

    Channel Divinity: When you take this oath at 3rd level, you gain the following two Channel Divinity options.

    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 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.

    At 18th level, the range of this aura increases to 30 feet.

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    Fighter:

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

  • Tunnel Fighter (UA): As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

  • Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

    Once you use this feature, you must finish a short or long rest before you can use it again.

    Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

    Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

    Martial Archetype: At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Runeknight.

    Bonus Proficiencies: When you choose this archetype at 3rd level, you gain proficiency with Smith’s tools, and you learn to speak, read, and write Giant.

    Rune Carver: Starting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.

    Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.
    The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.

    Giant Might: At 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute.

    If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.

    You have advantage on Strength checks and Strength saving throws.

    Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.

    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

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    Racial Features:

    Ability Score Increase: Your Constitution score increases by 2, and one other ability score of your choice increases by 1.

    Age: A typical warforged is between two and thirty years old. The maximum lifespan of the warforged remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.

    Speed: Your base walking speed is 30 feet.

    Constructed Resilience: You were created to have remarkable fortitude, represented by the following benefits:

    You have advantage on saving throws against being poisoned, and you have resistance to poison damage.

    You don’t need to eat, drink, or breathe. You are immune to disease. You don't need to sleep, and magic can't put you to sleep.

    Sentry's Rest: When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

    Integrated Protection: Your body has built-in defensive layers, which can be enhanced with armor. You gain a +1 bonus to Armor Class.

    You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.

    While you live, your armor can't be removed from your body against your will.

    Specialized Design: You gain one skill proficiency and one tool proficiency of your choice.
    Athletics.

    Languages:
    You can speak, read, and write Common and one other language of your choice.

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    Implants:

    Guerrilla Arms: This implant augments the strength and power of your melee attacks, enabling you to unleash devastating strikes. This implant offers the following benefits:

  • Enhanced Striking Power: When making melee weapon attacks (Unarmed Strikes count), your strikes are imbued with increased force and impact. You gain a bonus to the damage rolls of your melee weapon attacks equal to your proficiency bonus.

  • Precision Strikes: The Arm Booster implant enhances your aim and precision in melee combat. You gain a +1 bonus to attack rolls with melee weapons.

  • Muscle Replacers: Through the power of nanotechnology, your muscles have been augmented and infused with nanites, enhancing your physical capabilities. The Muscle Replacers provide the following benefits:

  • Enhanced Unarmed Strikes: Your unarmed strikes are empowered by the nanites coursing through your muscles. You deal an additional 1d4 damage when making unarmed strikes. This bonus damage is considered the same type as the damage you normally deal with your unarmed strikes (e.g., bludgeoning).

  • Superior Strength: The nanites optimize your strength and agility, giving you an advantage in physical contests. You have advantage on Athletics checks, allowing you to perform feats of strength, grapple foes, and excel in physical challenges.

  • Quick Recovery: The nanites within your muscles aid in recovery, reducing fatigue and allowing you to recuperate faster. During a short rest, you can spend Hit Dice to regain hit points at a faster rate. When rolling Hit Dice to regain hit points, you can add your Constitution modifier twice instead of once.

  • Features & Traits
    Maul
    Warhammer
    Flail
    Holy Symbol
    Plate Armor

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    Explorer’s Pack:

    Backpack
    Bedroll
    Mess kit
    Tinderbox
    Torches (10)
    Days of Rations (10)
    a Waterskin
    Hempen rope (50ft)

    -------

    -

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Common, Primordial, Giant

    Languages & Proficiencies
    You have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.

    Notes


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