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Jarred's Dragonborn

Paladin (Ancients) 9 Class & Level
Far Traveler Background
Dragonborn (Blue) Race
Alignment

Strength 15
+2
Dexterity 12
+1
constitution 14
+2
intelligence 12
+1
wisdom 10
+0
charisma 16
+3
Total Hit Dice 9
Hit Die
1d10+2
+4 proficiency bonus
+2 Strength
+1 Dexterity
+2 Constitution
+1 Intelligence
+4 Wisdom
+7 Charisma
saving throws
+1 Acrobatics
+0 Animal Handling
+1 Arcana
+6 Athletics
+3 Deception
+1 History
+4 Insight
+3 Intimidation
+1 Investigation
+0 Medicine
+1 Nature
+4 Perception
+3 Performance
+7 Persuasion
+1 Religion
+1 Sleight of Hands
+1 Stealth
+0 Survival
skills

 
15
Armor Class
83
Hit Points
+1
Initiative
30
Speed
Attack NameRangeAttack BonusDamageDamage TypeSpecial
Lightning Breath30ft LineSave DC = 8 + CON + Proficiency3d6LightningEveryone in the line takes the damage. A successful DEX save on their part halves the damage.
Attacks
FAR TRAVELER: Insight, Perception; Firebones
PALADIN: Athletics, Persuasion; All weapons and armor; Cha and Wis saves.
Proficiences
PALADIN SPELLCASTING: as a paladin, you gain your spells from your divine link with your deity. You know every spell on the Paladin spell list. Each time you finish a Long Rest, you choose a number of spells equal to CHA + LVL/2 (round down). These spells are saved into your mind until you take another Long Rest.

If you find yourself in a pinch and need to change which spells you you have memorized for the day, you can replace one spell on your memorized list with another one from the Paladin list by spending 1 minute in uninterrupted prayer with your deity. This does not affect your spell slots.

When casting a spell you have memorized for the day, you choose which of your spell slots to cast it with. This expends the spell slot, but not the spell. You regain all used spell slots after a Long Rest.

CURRENT SPELL SLOTS: 4 1st level slots, 3 2nd level slots, 2 1st level slots.

WAR CASTER FEAT
Spellcasting
Smoldering Breastplate (AC = 14+Dex (max 2))
Chromatallic Greatsword
Equipment
PALADIN
-------------
DIVINE SENSE: 4/long rest
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: 45 HP pool
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.

FIGHTING STYLE: 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. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

IMMUNE TO DISEASE
Features & Traits

Heroes Enabled

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

West of Aedeva

Lightbringer

Weapon Very Rare (this item requires attunement)

Summary

Deals 2d6 damage.   Damage type determined by blessings below.   Gain +1 to attack and damage rolls with Lightbringer.  

Details

This beautifully ornate greatsword hilt is made from a twist of pure gold, silver, brass, bronze, and copper. Along the crossguard are set gems of every color, culminating in the pommel, which is shaped from a single diamond. When viewed with magical senses, Lightbringer emits a gentle but beautiful aura of evocation, conjuration, and abjuration.   Forged long ago, so long that not even the Council of Ancients can remember its creator, Lightbringer has long been a sacred treasure for followers of Ava'tr.   Initially, the hilt is inert, apart from the slight magical auras it emits. However, when taken to the primary shrine of a Constellation, the wielder may perform a ritual to receive that Constellation's blessing into the sword. Once powered in this way, the wielder can utter a short prayer to Ava'tr as a bonus action to cause a blade to extend from the hilt, turning Lightbringer into a +1 greatsword.   The exact nature of the blade that extends from Lightbringer's hilt is dependent on the blessing used to create it (details below). Once multiple blessings have been stored in the sword, the wielder may spend part of a short rest to change which blessing the blade is drawn from. This gem or metal is "attuned" and it glows brighter than the others.   As Lightbringer accumulates blessings, it grows in power, as do its magical auras. Whenever a new blessing is attained, the corresponding gem or metal on the hilt glows, giving off dim light within 5ft. This divine light cannot be extinguished by any known means. This light radius increases by 5ft for each accumulated blessing after the first.   Desperate Hour: the wielder may use their action to change which blessing is currently attuned. To do so, they utter a prayer to Ava'tr by making a DC 15 Charisma check. If the check succeeds, the blade immediately changes to the appropriate type in a flash of divine energy, and the new blessing's Surge is activated. Once this ability is used, it cannot be used again until the wielder finishes a long rest.   The DC for all checks related to this item (including Desperate Hour) is equal to 8 + Your Charisma Bonus + Number of Blessings  

Blessing of Silver

Blade of Mists: Empowered by the blessing of Mekshtiss, Protector of the Lost, Lightbringer's blade is formed from a column of frigid, shifting mists. The blade's damage type changes to Cold.   When you get a critical hit the target is frozen in a block of ice. While frozen, the creature cannot breathe. At the beginning of each of its turns it must succeed a Constitution Saving Throw or begin suffocating. A suffocating creature can hold its breath for a number of rounds equal to its Constitution Modifier.   At the end of each of their turns they may attempt to break free of the ice by succeeding a Strength Saving Throw.   Surge: Every space within Lightbringer's light radius is filled with a frigid mist. This mist counts as heavy obscurement, and deals 1d6 Cold damage to any creature who enters it, or ends their turn inside it. It also freezes any water it touches, potentially creating slick surfaces.   While you are attuned to the Blessing of Silver, this mist's cold damage and any resulting slick surfaces do not affect you.  

Blessing of Copper

Blade of the Mire: Empowered by the blessing of Gwynn-Moro, the Ever Branching Stream, Lightbringer's blade is formed from a pillar of dripping, wet mud. The blade's damage type changes to Bludgeoning.   When you get a critical hit the target is slowed as if wading through mud. While slowed their movement speed is halved, and they have Disadvantage on all Dexterity Checks and Dexterity Saving Throws.   At the end of each of their turns they may attempt to shake off the effect by making a Wisdom Saving Throw.   Surge: The ground within Lightbringer's light radius becomes thick mud. Any creature standing on this ground immediately sinks up to their waist in the mire. They have Disadvantage on Dexterity Checks and Saving Throws until they escape.   A creature may use half their movement attempt to escape the mire with a successful Dexterity (Acrobatics) check. If they fail, they remain trapped.   Any creature walking over this mud must succeed a Dexterity (Acrobatics) check or sink into the mire. Creatures starting their turn on the mire are also subject to this effect. Any creature whose weight (including items) is less than 2lbs is unaffected.   You treat the mire as solid ground as long as the Blade of the Mire is active. If you sheathe the blade or switch blessings, you are affected by the mire as normal.  

Blessing of Ruby

Dragonfyre Blade: Empowered by the blessing of Cirethoel, the first constellation, Lightbringer's blade is made from a billow of yellow-orange flame. The blade's damage type changes to Fire.   When you get a critical hit the target bursts into flames. At the beginning of each of your turns they take 2d6 fire damage.   They may attempt to put the fire out by making a Dexterity Saving Throw at the end of each of their turns. These flames are not magical, and can be extinguished by normal means.   Surge: Each creature within Lightbringer's light radius must succeed a Dexterity Saving Throw or burst into flames as above.  

Blessing of Bronze

Storm Blade: Empowered by the blessing of Octag, Rage of the Waters, Lightbringer's blade is made from a violently spinning storm of sharp water droplets. The blade's damage type changes to Piercing.   Due to the viciousness of the blade's storm, the Storm Blade scores a critical hit on both a 19 and a 20. Any critical hit also immediately douses any fires on or held by the target. If the fire is magical, then the target may succeed a Dexterity Saving Throw against your Spell Save DC to preserve the flame.   If the fire is part of the creature itself, then it has advantage on this save. On failure, all of your damage dice are maximized.   Surge: Each creature within Lightbringer's light radius must succeed a Dexterity Saving Throw. On failure, they are struck as if by a critical hit with the Storm Blade, suffering the damage and all relevant effects.   While you wield Storm Blade, you can move normally in water, as if affected by Freedom of Movement. In addition, you have advantage on saving throws against catching fire.  

Blessing of Lapis Lazuli

Lightning Blade: Empowered by Bolgathus, Eye of the Storm, Keeper of the Grave, Lightbringer's blade is made from a lightning bolt seemingly frozen in time. The blade's damage type changes to Lightning.   When you land a critical hit on an opponent with the Lightning Blade, the blade leaps to nearby opponents. After the first attack is resolved, you can direct the blade to jump to another enemy within 10ft of the first. For the second attack, the attack roll is equal to the first attack roll minus one. If the new attack roll value would hit against the target's AC, then the second target takes the same damage as the first target (excluding the bonus damage from the critical hit). This effect can jump to a number of opponents equal to the number of blessings you have acquired, subtracting 1 from the attack value each time it jumps.   Whenever you succeed on an attack roll with the Lightning Blade and the attack is not a critical hit, you can expend one use of your Breath Weapon to treat your attack roll as a natural 20.   Surge: Each creature within Lightbringer's light radius must succeed a Dexterity Saving Throw. On failure, they take 2d6 Lightning damage and become electrified. If you succeed at a Lightning Blade attack against an electrified opponent, you can direct the blade to leap to other nearby opponents as with a critical hit (but with the current attack's attack roll as the starting point).   More blessings will be revealed as you acquire them. . .

Type Damage Damage Range Properties
Martial Melee 2d6 None

Cost: Priceless Weight: 3 lbs.


 

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Created by

TheStoryBeard.

Statblock Type

Character Sheet (Legacy)

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