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Norixius Gunthar Artrax

Paladin Oath of Conquest 7 Class & Level
Sailor Background
Dragonborn Race
Lawful-Good Alignment

Strength 18
+4
Dexterity 8
-1
constitution 18
+4
intelligence 8
-1
wisdom 9
-1
charisma 18
+4
Total Hit Dice 4
Hit Die
1d10+4
+2 proficiency bonus
+0 Strength
+0 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
-1 Acrobatics
-1 Animal Handling
-1 Arcana
+6 Athletics
+4 Deception
-1 History
-1 Insight
+6 Intimidation
-1 Investigation
-1 Medicine
-1 Nature
+1 Perception
+4 Performance
+4 Persuasion
+1 Religion
-1 Sleight of Hands
-1 Stealth
-1 Survival
skills Common, Draconic proficiencies

 
18
Armor Class
48
Hit Points
-1
Initiative
30
Speed
Attacks
Simple, Martial weapons
All armor, Shields
Proficiences
Charisma
Spellcasting
Girlfriends Plat armor, Sexy girlfriends maul, Hand axes, and rations the necessities.
Equipment
Simple, but loyal to hes ideals. He respects strength and is easily confused with intelligent conversation.

Respect is earned not given, you must prove yourself to gunthar as a capable allie or honorable person for him to treat you as a equal or have a heart of a lion, courage.
Personality Traits
Honor, compassion, Duty, Justice, Courage and a good mead with a hearty meal.

And religious devotion.
Ideals
To the church of Bieshulla.
The land of Eleril.
The Dragon Nandu.
He's friends.
Bonds
Quick to anger when forced to use hes brain, not hes brawn.
Not very intelligent, and book smart.
Gullible to the outside world, as he has little experience in this world.
Has seen the worst in people from hes time at sea, so distrusts people who are not a authority figure, such as a guard or priest.
Curious of many things, as a life of battle and teachings has left hes view of the world quite selective, and has much to learn.
Flaws
Cold Resistance: You have draconic ancestry.
Choose one type of dragon from the Draconic Ancestry
table. Your breath weapon and damage resistance are
determined by the dragon type. as shown in the table.
Dragon Breath: You can use your action to exhale
destructive energy. Your draconic ancestry determines
the size, shape. and damage type of the exhalation.
When you use your breath weapon, each creature in
the area of the exhalation must make a saving throw.
the type of which is determined by your draconic
ancestry. The DC for this saving throw equals 8 +
your Constitution modifier + your proficiency bonus. A
creature takes 2d6 damage on a failed save. and half
as much damage on a successful one. The damage
increases to 3d6 at 6th levei. 4d6 at 11th leveI, and 5d6
at 16th leveI.
After you use your breath weapon, you can't use it till after a long rest.
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 leveI 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.
Ships passage: When you need to, you can secure free passage on
a sailing ship for yourself and your adventuring
companions. You might sail on the ship you served on,
or another ship you have good relations with (perhaps
one captained or former crewmate). Because you're
calling in a favor, you can't be certain of a schedule or
route that wiII meet your every need. Your Dungeon
Master wiII determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage
GWF: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Spellcasting: he 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.
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.
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.
GWM: You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

• On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
• Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the at⁠tack roll. If the atta⁠ck hits, you add +10 to the attack’s damage.
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Valks.

Statblock Type

Character Sheet (Legacy)

Link/Embed