Vash Coratash

Children

Vash Coratash

Protector Aasimar Race
Orde/Church Child Origin
Oath of Conquest Paladin 6 Class & Level
Chaotic Good Alignment
The Seven Deity
Inquisition Faction
Member Rank/Position
10 Loyalty
Company

Strength 16
+3
Dexterity 12
+1
constitution 14
+2
intelligence 10
+0
wisdom 12
+1
charisma 18
+4
Total Hit Dice 5
Hit Die
1d10+2
+3 proficiency bonus
+3 Strength
+0 Dexterity
+2 Constitution
+0 Intelligence
+4 Wisdom
+7 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+0 Arcana
+6 Athletics
+4 Deception
+0 History
+4 Insight
+4 Intimidation
+0 Investigation
+1 Martial
+1 Medicine
+3 Nature
+4 Perception
+4 Performance
+7 Persuasion
+3 Religion
+1 Sleight of Hands
+1 Stealth
+1 Survival
skills

 
20
MV
0
Prestige
1
Attunement Slots
22
Armor Class
59
Hit Points
+1
Initiative
30
Speed
Javelin 1d20+6 1d6+3 Piercing
Inquisitor’s Right 1d20+6+1 1d8+3+(1or1d4vsevilaliment) Slashing and Radiant
Mountain Top 1d20+6+1 1d8+3+1d4 Slashing/Thunder
Attacks
Tool Proficiencies- Disguise Kit, Poisoner's Kit,Calligrapher's Supplies

Armor Proficiencies- Light Armor, Medium Armor, Heavy Armor, Shields

Weapon Proficiencies- Simple Weapons, Martial Weapons

Languages: Common, Celestial
Proficiences
Cantrips -
Light
Guidance
----------------------
Level 1-
Protection from Evil and Good
Shield of Faith
Command
Wrathful Smite
Cure Wounds
Armor of Agathys
Heroism
Ceremony
----------------------
Level 2-
Spiritual Weapon
Hold Person
Find Steed
Zone of Truth
Lesser Restoration
Spellcasting
Wearing-
MasterWork Full Plate
Shield
Inquisitorial Badge
Inquisitor’s Right
Explorer's Pack
Waterskin
Healer's Kit
Disguise Kit
Holy Symbol
Fine Clothes
Mountain Top
x1 Holy Water (flask)
x4 Javelin's
x2 Bandolier
x20 rations
------------------------------------------------
In the Backpack-
Stalwart Sentinel blueprint
x1 Antitoxin
x3 Healing Potion's
x4 Greater Healing Potion's
x3 Fire Breath Potion's
x1 Alchemist fire
x1 book to look like blood born armors
x1 Potion's of growth
Crowbar
x1 Scroll Case
x5 tier 3 Food tokens
------------------------------------------------
First Bandolier Holds-
  • x1 Greater Healing Potion's
  • x1 Potion's of growth
  • x1 Sheild
  • ------------------------------------------------
    Second Bandolier Holds-
  • x1 Greater Healing Potion's
  • x1 Bless level 1 Spell scroll
  • x1 Heroism level 1 Spell scroll
  • ------------------------------------------------
    Scroll Case Holds-
    x3 Bless level 1 Spell scroll
    x1 Command level 1 Spell scroll
    x1 false life
    ------------------------------------------------
    Money-
    1778GP 10 SP

    Equipment
    Inquisition
    Faction
    Mad man
    Stat Array
    Radiant Soul- Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.

    Celestial Resistance- You have resistance to necrotic damage and radiant damage.

    Light Bearer- You know the Light cantrip. Charisma is your spellcasting ability for it.

    Church Child- gain a cantrip from the cleric spell list and may cast it at character level.

    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.

    Healing Hands-As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

    Attribute Cap Increase- Charisma +2; This boosts the maximum of an ability score but not the score itself

    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.

    Inquisitor’s Right- This weapon deals an additional 1 radiant damage on a hit. As a bonus action, you can designate a creature you can see within 30 feet of you as your quarry. If they are of the evil alignment, the radiant damage increases to 1d4 against them for 1 minute. Once you use this ability, you cannot use it again until the next dawn.

    Mountain Top- Cacophonous Blast: This Warhammer has a thrown range of 20ft, and when thrown you can cast Shatter centered on the warhammer (DC 14) once per long rest.
    After Shatter is cast in this way, Mountain Top returns to the attuned creature's hand.

    Level 4 Feat- Arbiter(AASIMAR)
    You are an arbiter of neutrality, and dispense such power in battle. You gain the following benefits:
    Once per turn, when you deal bludgeoning and/or slashing damage, you can add an additional 1d4 force damage to the damage total.
    When you would make an attack roll at disadvantage, you can use your reaction to negate the disadvantage. If you are a Balance Domain Cleric, you can instead use your reaction to add a 1d4 bonus to the attack roll. This ability has a number of uses equal to your Charisma modifier (minimum 1) per long rest.
    You have advantage on Charisma (Deception, Intimidation, Persuasion) and Wisdom (Insight) ability checks while you are actively trying to settle disputes between other parties, and only if they are not hostile towards you.

    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.

    Loyalty Perks:

    Boons of the White Pantheon

    Fury of the Light- Once per mission or act of a campaign, a member of the Inquisition may call upon the light to empower their next attack. This must be decided to be used at the start of the turn in which you wish to use it. It empowers the next attack, that if it hits, is considered a critical hit. If the attack misses, the effect is wasted. if this is used against a target without the evil alignment the effect is wasted. This may only be used on an effect with an attack roll.

    Loyalty 2
    Choose from one of the following benefits. You must choose Service to the White Pantheon if you are a paladin, cleric, or gregorian rogue.

    Service to the White Pantheon (Paladin, Cleric, Gregorian): Gain a 2nd Lip Service and Church Boon from a deity that is in the White Pantheon.

    The Seven 1st Lip Service and Church Boon- +1 Char + Skill Proficiency – Persuasion
    Vavren 2nd Lip Service and Church Boon- +1 dex + Skill Proficiency – Perception
    Class/Racial Features & Traits

    Comments

    Please Login in order to comment!