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Gira

5 Level (0/14000 XP for level-up) Haunted One Background Yuan-ti Race / Species / Heritage Neutral Evil Alignment
Conquest Paladin
Level 5
Hit Dice: 5/5
1d10+2 Class 1

STR
16
+3
DEX
13
+1
CON
15
+2
INT
13
+1
WIS
11
+0
CHA
20
+5
43
Hit Points
+1
Initiative (DEX)
20
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+8 Attack mod
CHA Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+3 Strength
+1 Dexterity
+2 Constitution
+1 Intelligence
+3 Wisdom
+8 Charisma
saving throws
+1 Acrobatics DEX
+0 Animal Handling WIS
+4 Arcana INT
+3 Athletics STR
+5 Deception CHA
+1 History INT
+0 Insight WIS
+8 Intimidation CHA
+1 Investigation INT
skills
+3 Medicine WIS
+1 Nature INT
+0 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Greatsword +6 STR 2d6+3 Slashing
Light crossbow +4 DEX D6+1 Piercing
Trident(thrown) +6 STR d6+3 piercing
Javelin +6 STR 1d6+3 piercing
WarHammer +6 STR d10+3 blungeoning
Trident(not thrown) +3 STR d8+3 piercing
Attacks

Spell Book

-immunity to poison and the poison condition
-Advantage on magical saves
-Fighting Style: Defense(+1 AC)
-Feature: Heart of Darkness
-Cannot non-Lethal


Those who look into your eye(he only have one working one) can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.


-Harrowing Event: You were born under a dark star. You can feel it watching you, coldly and distantly. Sometimes it beckons you in the dead of night.

Features & Traits
• Greatsword and a Shield
• Light Crossbow
•Explorer's Pack
• Holy Symbol of Selune
• A lock that opens when blood is dripped in its keyhole
• 1454 gold 5 silver
• handy sack
•Cat ears
•Disguise Kit
• Monster Hunter Kit
• Common Clothes
• book on edible plants written in Undercommon
• fulcrum Full plate
• Five javelins
• Trident
• WarHammer

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
-Lay on hands
-Poison Spray
-You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
Spellcasting
Common, Abyssal, UnderCommon, and Draconic, Infernal, Netherese
Armor: Light Armor, Medium Armor, Heavy Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Survival, Medicine, Intimidation, Arcana

Languages & Proficiencies
-Strong Silent type
-Has a weakness for Strawberry Cake
  • Likes to read

  • Personality Traits
    -Life is not fair
    -the strong survive

    Ideals
    -Cannot Non-Lethal
    -DC 12 CHA save after killing a humanoid or smear their blood on you
    -WOOHOO ONE WORKING EYE AND EVEN MORE SHIT PERCEPTION YEAH BAYBEE WOO YEAH(6 passive perception)

    Flaws


    ™ & © 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.

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

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    Paladin (Conquest)


    Hit Points

    Hit Dice: d10 per Paladin (Conquest) level
    Hit Points at first Level: 10 + your Constitution modifer
    Hit Points at Higher Levels: 1d10!<=2 +your Constitution modifier per Paladin level after 1st (minimum of 2 on the roll)

    Proficiences

    Armor: All armor, Shields
    Weapons: Simple Weapons, Martial Weapons
    Tools: None
    Saving Throws: Wisdom, Charisma
    Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

    Overview & Creation

    Level Proficiency Bonus Features
    1 +2 Divine Sense, Lay on Hands
    2 +2 Fighting Style, Spellcasting, Divine Smite
    3 +2 Divine Health, Sacred Oath : Conquest, Channel Divinity : Conquering Presence & Guided Strike
    4 +2 Ability Score Improvement
    5 +3 Extra Attack
    6 +3 Aura of Protection
    7 +3 Oath Feature : Aura of Conquest
    8 +3 Ability Score Improvement
    9 +4
    10 +4 Aura of Courage
    11 +4 Improved Divine Smite
    12 +4 Ability Score Improvement
    13 +5
    14 +5 Cleansing Touch
    15 +5 Oath Feature : Scornful Rebuke
    16 +5 Ability Score Improvement
    17 +6
    18 +6 Aura Improvements (check both Auras)
    19 +6 Ability Score Improvement
    20 +6 Oath Feature : Invincible Conqueror

     


    Class Features

    Level 1

    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 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.  

    Level 2

    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.  
    • Blessed Warrior. You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
    • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
    • Defense. While you are wearing armor, you gain a +1 bonus to AC.
    • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
    • Great Weapon Fighting. 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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
    • 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.
    • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
     

    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.  

    Level 3

    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. For information on the subclass, see Info.  

    Oath Spells

    Paladin Level Spells
    3rd Armor of Agathys, Command
    5th Hold Person, Spiritual Weapon
    9th Bestow Curse, Fear
    13th Dominate Beast, Stoneskin
    17th Cloudkill, Dominate Person

    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.  
    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.  

    Level 4

    Ability Score Improvement

    When you reach 4th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. Through this way, you can't increase an Ability Score beyond 20. Alternatively, you can pick a feat.  

    Level 5

    Extra Attack

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

    Level 6

    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.  

    Level 7

    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.  

    Level 8

    Ability Score Improvement

    For detail see Ability Score Improvement  

    Level 9

     

    Level 10

    Aura of Courage

    Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.   At 18th level, the range of this aura increases to 30 feet.  

    Level 11

    Improved Divine Smite

    By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.  

    Level 12

    Ability Score Improvement

    For detail see Ability Score Improvement  

    Level 13

     

    Level 14

    Cleansing Touch

    Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.  

    Level 15

    Scornful Rebuke

    Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.  

    Level 16

    Ability Score Improvement

    For detail see Ability Score Improvement  

    Level 17

     

    Level 18

     

    Level 19

     

    Level 20

    Invincible Conqueror

    At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:  
    • You have resistance to all damage.
    • When you take the Attack action on your turn, you can make one additional attack as part of that action.
    • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
    Once you use this feature, you can’t use it again until you finish a long rest.


    Starting Equipment

    You start with the following equipment, in addition to the equipment granted by your background:

    • (a) a martial weapon and a shield or (b) two martial weapons
    • (a) five javelins or (b) any simple melee weapon
    • (a) a priest's pack or (b) an explorer's pack
    • Chain mail and a holy symbol

     


    Spellcasting

    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 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.  

    Spell Slot Table

    Level 1st 2nd 3rd 4th 5th
    1 - - - - -
    2 2 - - - -
    3 3 - - - -
    4 3 - - - -
    5 4 2 - - -
    6 4 2 - - -
    7 4 3 - - -
    8 4 3 - - -
    9 4 3 2 - -
    10 4 3 2 - -
    11 4 3 3 - -
    12 4 3 3 - -
    13 4 3 3 1 -
    14 4 3 3 1 -
    15 4 3 3 2 -
    16 4 3 3 2 -
    17 4 3 3 3 1
    18 4 3 3 3 1
    19 4 3 3 3 2
    20 4 3 3 3 2

     


    Subclass Options

    Paladin: Oath of Conquest

    The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.   Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins – called hell knights – as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.   Source: Xanathar's Guide to Everything  

    Tenets of Conquest

    A paladin who takes this oath has the tenets of conquest seared on the upper arm.   Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.   Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.   Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.   Suggested gods Mundus: Mehrunes Dagon, Molag Bal, Malacath, Innos, Meridia Beliar.

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    Yuan-ti Pureblood

    Ability Score Increase +1 Int, +2 Cha
    Size Medium
    Speed 30ft

    Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.

    Purebloods

    Purebloods form the lowest caste of yuan-ti society. They closely resemble humans, yet a pureblood can't pass for human under close scrutiny because there's always some hint of its true nature, such as scaly patches of skin, serpentine eyes, pointed teeth, or a forked tongue. Wearing cloaks and cowls, they masquerade as humans and infiltrate civilized lands to gather information, kidnap prisoners for interrogation and sacrifice, and trade with anyone who has something that can further their myriad plots.

    Forsaken Humanity



    The yuan-ti were once humans who thrived in the earliest days of civilization and worshiped serpents as totem animals. They lauded the serpent's sinuous flexibility, its calculated poise, and its deadly strike. Their advanced philosophy taught the virtue of detachment from emotion and of clear, focused thought.Yuan-ti culture was among the richest in the mortal world. Their warriors were legendary, their empires always expanding. Yuan-ti temples stood at the centers of ancient metropolises, reaching ever higher in prayer to the gods they longed to emulate. In time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults bound themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the yuan-ti bred with snakes, utterly sacrificing their humanity to become like the serpent gods in form, as well as in thought and emotion.

    Serpent Kings of Fallen Empires



    The yuan-ti view their physical transformation as a transcendent moment for their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods. The yuan-ti empires withered or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races.Cold of Heart.

    Humanoid emotions are foreign to most yuan-ti, which understand sentiment only as an exploitable weakness. A yuan-ti views the world and the events of its own life with such extreme pragmatism that it is nearly impossible to manipulate, influence, or control by nonmagical means, even as it seeks to control other creatures through terror, pleasure, and awe.Yuan-ti know that the world they hope to rule can't be bound for long by brute force, and that many creatures will refuse to serve. As a result, yuan-ti first influence other creatures with the promise of wealth and power. Time and again, humanoid cultures make the fatal mistake of trusting the yuan-ti. They forget that a yuan-ti that acts honorably or lends aid in a time of trouble does so only as part of a grander design.

    Yuan-ti leaders are cunning and ruthless tacticians who readily sacrifice lesser yuan-ti if potential victory justifies such losses. They have no sense of honorable combat and strike first in decisive ambush if they can.

    False Worship



    Yuan-ti life revolves around their temples, yet yuan-ti don't love the gods they worship. Instead, they see worship as a means to attain power. A yuan-ti believes an individual who attains enough power can devour and replace one of the yuan-ti gods. The yuan-ti strive for ascension and are willing to commit the darkest atrocities to achieve it. Sseth, the Sibilant Death, is the god that sent the Yuan-ti to Deminos, with promises of evolution and exceptional power. They keep to themselves, in small pyramid homes on the outskirts of society. The only reason they remain within the walls is the only way to remain safe from the horrors that constantly batter most life beyond.

    Features

    Alignment
    Purebloods are nearly void of emotion, and see others as tools to manipulate. They care little for chaos or law, and are typically neutral evil.
    Age
    Yuan-ti Purebloods age and die at the same rate humans do.
    Darkvision
    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 gray.
    Innate Spellcasting
    You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
    Poison Immunity
    You are immune to poison damage and the poisoned condition.
    Magic Resistance
    You have advantage on saving throws against spells and other magical effects.

    Languages. Netherese, Abyssal, Draconic

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