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Dinkle Dreavali Dime III

7 Level (0/34000 XP for level-up) Knight Background Tabaxi Race / Species / Heritage Lawful Good Alignment
Oath of Anarchy/Paladin
Level 7
Hit Dice: 7/7
1d10+2 Class 1

STR
7
-2
DEX
16
+3
CON
14
+2
INT
9
-1
WIS
11
+0
CHA
18
+4
50
Hit Points
+3
Initiative (DEX)
12
Armor Class (AC)
+3
Prof. Bonus
30ft/20ft Climb
Speed (walk/run/fly)
25 / 25
Lay On Hands
5 / 5
Divine Sense
Spellcasting ...
+7 Attack mod
CHA Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-2 Strength
+3 Dexterity
+5 Constitution
-1 Intelligence
+5 Wisdom
+7 Charisma
saving throws
+3 Acrobatics DEX
+0 Animal Handling WIS
-1 Arcana INT
-2 Athletics STR
+4 Deception CHA
+2 History INT
+3 Insight WIS
+4 Intimidation CHA
-1 Investigation INT
skills
+0 Medicine WIS
-1 Nature INT
+3 Perception WIS
+4 Performance CHA
+7 Persuasion CHA
-1 Religion INT
+3 Sleight of Hand DEX
+6 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Whipping Boy's Wazikashi +7 DEX 1d6+1d4+2+3 Slashing/Fire
 Versatile, Simple, Finesse
Claws +1 STR 1d6-2 Slashing
 Unarmed
Attacks

Spell Book

Tabaxi Features!
Feline Agility
Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.


Cat’s Claws
Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.


Cat’s Talent
You have proficiency in the Perception and Stealth skills.

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Paladin Features!
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 × 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.


Fighting Style: 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.


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.

---------------------
Subclass Features!
Chaos Table
When you take this oath at 3rd level, you channel the powers of the Apocalypse to aid you in your journey to eliminate suppression. At the start of True Combat and when the DM prompts you to, you roll on the Chaos Table. This table will determine your Channel Divinity and 7th Level Feature.

At level 3, you roll twice, once for each Channel Divinity option. At level 7, you roll one more time, for your 7th Level Feature. Results cannot be changed or “assigned” to features. You must make the most out of the chaos that is given to you

1 = Conquest
2 = War
3 = Famine
4 = Death


Channel Divinity: Mark of the Apocalypse
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Mark of the Apocalypse
You can use your Channel Divinity to draw power from the Four Horsemen of the Apocalypse to mark your enemies.

- Vanquish the Deserving
Upon rolling a 1 on the Chaos Table, you draw power from Ada Perwall, Horseman of Conquest. As an Action, you select a creature within 30ft. It must succeed on a Wisdom Saving Throw or be Marked for Conquest until the end of your next turn. Attacks rolls against the Marked Creature are made at advantage and have an increased critical threshold range of 2.

- Challenge the Cowardly
Upon rolling a 2 on the Chaos Table, you draw power from Vanessa Moonmourn, Horseman of War. 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 failure, they are Marked for War for 1 minute. While Marked, they must target you with targeted attacks and harmful effects. They may remake the save at the end of their turns.

- Deprive the Opulent
Upon rolling a 3 on the Chaos Table, you draw power from Nikio Hidewanderer, Horseman of Famine. 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 failure, they are Marked for Famine for 1 minute. While Marked they cannot heal hit points and their movement is halved. They may remake the save at the end of their turns.

- Reap the Dead
Upon rolling a 4 on the Chaos Table, you draw power from Casey Blackwater, Horseman of Death. As a Bonus Action, you select a creature within 30ft. It must succeed on a Wisdom Saving Throw or be Marked for Death until the end of your next turn. If the marked creature is killed by you or an allied creature, that creature heals (XdY + your CHA Modifier) hitpoints. X being its proficiency modifier, and Y being its hit die number.
-------
Chaos Unleashed.
You can use your Channel Divinity to draw power from the Four Horsemen to enhance your next attack.

- Scorched Earth
Upon rolling a 1 on the Chaos Table, you strike with the (un)holy powers from Ada Perwall, Horseman of Conquest. As a bonus action, you can enhance your next attack. This attack does 1d6 extra radiant damage and desecrates the space(s) that the attacked creature takes up with (un)holy fire for 1 minute. If a creature starts its turn in that space, they must make a Dexterity Saving Throw or take 1d10 radiant damage, halved on a success.

- Debilitating Strike
Upon rolling a 2 on the Chaos Table, you draw power from Vanessa Moonmourn, Horseman of War to weaken your enemies with a precise strike. As a bonus action, you can enhance your next attack. This attack deals 1d6 extra slashing, bludgeoning, or piercing damage depending on what weapon you use to strike. In addition, the attacked creature must make a Constitution Saving Throw or deal half damage, rounded down, until the end of its next turn.

- Plague Harvest
Upon rolling a 3 on the Chaos Table, you draw power from Nikio Hidewanderer, Horseman of Famine to reduce the vitality of your opponents. As a bonus action, you can enhance your next attack. This attack deals 1d6 extra poison damage. In addition, the attacked creature must make a Constitution Saving Throw or be poisoned for 1 minute. It may remake the save at the end of its turns.

- Last Rites
Upon rolling a 4 on the Chaos Table, you draw power from Casey Blackwater, Horseman of Death to force visions of death unto your opponents. As a bonus action, you can enhance your next attack. This attack deals 1d6 extra necrotic damage. In addition, the attacked creature must make a Wisdom Saving Throw or gain a unique condition called “Approaching Death.” for 1 minute. If that creature dies while this condition is active, you may select creatures of your choice up to your Charisma Modifier within 30 ft of the creature that died. Selected creatures gain 1d6 + your Charisma Modifier temporary hit points. It may remake the save at the end of its turns.


Aura of Mayhem
Starting at 7th level, you emulate an aura using the powers of the apocalypse.
Aura of Annihilation
Upon rolling a 1 on the Chaos Table, you emanate an overwhelming presence of Conquest. Whenever you or an ally within 10ft has advantage on an attack, you may use your reaction to allow that creature to reroll one of the dice, once. You must use the rerolled result.

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


Aura of Endurance.
Upon rolling a 2 on the Chaos Table, you emanate an bolstering aura of War. Whenever you or an ally within 10 ft takes damage, you may use your reaction to reduce that damage. The formula is as follows:
Half of Proficiency Rounded Down * 8 + CHA

At 18th level, the range of this aura increases to 20 feet.
Aura of Pestilence.
Upon rolling a 3 on the Chaos Table, you manifest great Famine in the area around you. The area 10ft from you is considered difficult terrain for enemies on the ground.

At 18th level, the range of this aura increases to 20 feet and it applies to enemy movement in the air.
Aura of Absorption
Upon rolling a 4 on the Chaos table, you drain the energy of the departed to rejuvenate you and your allies. Whenever a creature dies within 15ft of you, you gain a special resource called “Death Fragments”. You have a maximum of Death Fragments equal to your charisma modifier, and you keep them until you roll again on the Chaos Table for your Aura of Mayhem. Whenever a creature within 15ft you is healed, you can expend Death Fragments and a reaction to add your Charisma Modifier times the Fragments expended to the amount healed.

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

Features & Traits
Whipping Boy's Wazikashi
---------------------------
Very Rare Wazikashi - Attunement - Versatile(1d6/1d8) - Simple - Finesse
--------------------------
Once belonging to a Samurai framed by his lord for a crime he did not commit, Jamie has reforged it with the flames of hell. It is a black blade with the Symbol of Azazel on the Hilt. There is an inscription of a name in cursive on the blade, with a Vindicator Symbol behind it. The name is "Tehran". The Vengeance of the original owner can be felt, and with practice, can be used.

Ronin:
Once per long rest, you channel the fury of the fallen Samurai. As an Action, You select an enemy within 30 ft. That enemy must make a Wisdom Save against your Spell Save or be The Target of Vengeance. For 1 minute, you attack the Target Of Vengeance with an increased critical threshold range of 19 and you may add +3 to the weapon damage die as long as there are no allies within 10 ft of you.

Scapegoat's Gift:
Deals 1d4 extra fire damage.

Fallen Angel's Grace:
Whenever you would fall to 0 hit points, you may take the attack action as a free action immediately. This feature refreshes upon a long rest.


Silver Lining
The Silver Lining
-----------------
Very Rare +1 Whip - Finesse - Reach (10 ft) - Slashing
-----------------
A strange toothed whip, that can extend from its handle. The whip is made out of a metallic cord, with serrated translucent teeth attached to it. The handle is also metallic, and silver in color. There is groove that allows the handle to twist, extending or contracting the whip and its teeth.

Glass Edge - Deals an additional 1d4 Slashing

Surgical Precision - Upon hitting an enemy, they must make a DC 12 Con Save or gain 1 Bleed.


2nd Amendment
Very Rare Personal Shield - Attunement

Every long rest, choose one of the following damage types:

Radiant, Necrotic, Psychic, Kelledenic

You gain DR equal to your proficiency modifier against that damage type.


Equipment
Rapier
Shield
5x Javelins/5x Harpoons
Backpack
Mess Kit
Tinderbox
Bedroll
10x Torches
4x Rations
Waterskin
50ft of Rope
6x Sand Dog Plates
Bucket
Book of VSL
Book of Hamlet
Bloodied Burger King Crown
Cursed Flintlock
Thunderdome Flatcap
Fortune Cookie of Wish
Radioactive Box (With Epoch)
Graviton Alloy Scrap (With Epoch)

Magmamite Crystal (With Epoch)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 5283, Platinum: 0 Money
Spells!
Blood Print
1st-level necromancy (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (an ounce or more of blood)
Duration: Instantaneous

At your touch, wet blood on a surface shifts and reforms into a pattern of crimson blotches. This blood print is unique to the particular creature to whom the blood belongs, but you can determine the creature’s kind (such as human, gnoll, deer, or fire giant) by examining the general shape. A print can be preserved by pressing a sheet of paper against it. If this spell is cast twice, it is possible to match samples of blood originating from the same creature by comparing the prints.


Clue
1st-level divination (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a magnifying glass and pipe)
Duration: 10 minutes

When you cast this spell, all footprints and fingerprints within a 45-foot radius of a point you touch become highlighted and glow faintly for the duration. At the time of casting, choose any period of time up to the last 10 days to the present; only footprints and fingerprints left within that time will be highlighted. Each creature whose footprints or fingerprints are detected by the spell is assigned a unique color, but are not otherwise identified. Any creature that moves or touches objects in the area will also leave colorful footprints and fingerprints, which might reveal invisible creatures in the area.


Divine Favor
1st-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 minute

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.


Curse Ward
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour

You reach out your hand and touch a willing creature within your reach, raising a smoke-like barrier around it. For the duration, the target has resistance to necrotic damage and can’t be cursed, possessed, or targeted by a hex. Also, its maximum hit points can’t be lowered. If the target is already affected by one of these effects, the effect is suspended until the spell ends.


Thunderous Smite
2nd-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 minute

The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.


Command
1st-level enchantment
Casting Time: 1 action
Range: 60ft
Components: V
Duration: 1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Spellcasting
You are been revived, but with a cost. You are now subservient to Jamie Tehran, Aspect of Azazel. Your soul will never be the same.

Burden of Living:
The weight of the knowledge of our inner selfishness is a burden on you. You have disadvantage on Strength Saves and Grapple Checks.
-1 to Strength.

Lies, Lies, Lies:
Everyone lies. Not you. You cannot, not after seeing what you saw. You have disadvantage on deception. Creatures that insight you to see if you are lying or deceiving them have advantage. In addition, you doubt the information you gather. You cannot use knowledge checks to determine resistances, vulnerabilities, immunities, and tactics.
-1 to Dexterity.

False Tenacity:
It all crumbles anyway. We will always fail. But we will always get back up, with time. When you are blinded, you are deafened. When you are deafened, you are blinded. When you are incapacitated, you are also stunned. When you are charmed by a creature, you are also frightened by that creature. When you are frightened by a creature, you are also Charmed by them. These addition conditions last until the triggering condition ends.
-1 to Constitution.

Leviticus 16:6–10:
You are a scapegoat, forced to bear the punishments of the sins around you. When determining targets for randomly targeted harmful effects, you count as 4 creatures instead of 1.
-1 to Intelligence.

Inner Spark:
Cynicism is ingrained in you. You understand that efforts are fruitless in the end, but it does not stop you from trying. It cannot stop you from trying.
You have expertise on Wisdom Saving Throws.

Burning Determination:
You have a purpose. A reason. It burns within you. You smites deal fire damage and the extra damage is now 4d4 for a 1st-level spell slot, plus 2d4 for each Spell Level higher than 1st, to a maximum of 10d4. The damage increases by 2d4 if the target is an Undead or a fiend. This fire damage bypasses resistances. Creatures that are immune to fire are resistance to this damage.

Mark of Kyhne:
By the mark of a god on your skin you gain +1 to Consitution.

Skye:
You have a bonus equal to your proficiency on insight checks to determine emotions.

Languages
Common and Celestial

Notes


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