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Faux Dragon

Paladin 5 Fighter 1 6 Class & Level
Acolyte Background
Faux Dragon Race
Lawful Neutral Alignment

Strength 13
+1
Dexterity 15
+2
constitution 12
+1
intelligence 12
+1
wisdom 9
-1
charisma 13
+1
Total Hit Dice 10
Hit Die
1d10+1
+0 proficiency bonus
+5 Strength
+2 Dexterity
+4 Constitution
+1 Intelligence
+2 Wisdom
+3 Charisma
saving throws
+2 Acrobatics
-1 Animal Handling
+1 Arcana
+5 Athletics
+0 Deception
+1 History
+2 Insight
+1 Intimidation
+1 Investigation
-1 Medicine
+1 Nature
-1 Perception
+1 Performance
+4 Persuasion
+4 Religion
+2 Sleight of Hands
+2 Stealth
-1 Survival
skills Athletics, Insight, Persuasion, Religion proficiencies

 
16
Armor Class
62
Hit Points
+2
Initiative
30ft/60ft
Speed
Attacks
Languages: Common, Draconic, Elvish, & Giant.
Proficiences
Darkvision: 120 ft
Ability: Keen Sight- gives advantage on perception
Florescence- 15 foot radius of light in dark areas

Affinity: Lvl 4. 2/10
Features & Traits

Heroes Enabled

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

The statblocks of your class features

[block: Channel Divinity Your oath allows you to channel divine energy to fuel magical effects. When you use your Channel Divinity]
[block: 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 (DC 13).   / Short Rest Channel Divinity: Abjure the Extraplanar You present your holy symbol and each elemental]
[block: the creature is turned for 1 minute or until it takes damage.   A turned creature must spend its turns trying to move as far away from you as it can]
[block: the creature can use the Dodge action.   Channel Divinity: Watcher’s Will As an action]
[block: and Charisma saving throws.   Divine Sense As an action]
[block: undead within 60 ft. that is not behind total cover. You can use this feature 3 times per long rest.   / Long Rest Lay on Hands Pool You have a pool of healing power that can restore 25 HP per long rest. As an action]
[block: or 5 HP to either cure a disease or neutralize a poison affecting the creature.   25 / Long Rest Current:   25   Unarmed Strike You can punch]
[block: or use a similar forceful blow and deal bludgeoning damage equal to 1 + STR modifier   BONUS ACTIONS Actions in Combat Two-Weapon Fighting Spells Shield of FaithConcentration(1st) Second Wind Once per short rest]
[block: you can use a bonus action to regain 1d10 + 1 HP.   / Short Rest REACTIONS Actions in Combat Opportunity Attack Protection While wielding a shield and a creature you can see attacks a target other than you within 5 ft.]
[block: you can use your reaction to impose disadvantage on the attack roll.   OTHER Actions in Combat Interact with an Object Spells Alarm(1st) ]
[block: Augury(2nd) Divine Smite (Special) When you hit with a melee weapon attack]
[block: you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends.   Extra Attack (Special) You can attack twice]

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

Alarm

1-level Abjuration (ritual)

Casting Time 1 Minute
Range 30ft
Duration 8 hours
Components V, S, M
Materials a tiny bell and a piece of fine silver wire

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.   A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.   An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Class(es): Artificer, Ranger, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Cure Wounds

1-level Evocation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

Shield of Faith

1-level Abjuration

Casting Time 1 Bonus Action
Range 60ft
Duration Concentration, Up to Ten Minutes
Components V, S, M
Materials a small parchment with a bit of holy text written on it

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Class(es): Cleric, Paladin, Sorcerer (Divine Soul)

Level 2 Spells

Cure Wounds

1-level Evocation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

Moonbeam

2-level Evocation

Casting Time 1 Action
Range 120ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials several seeds of any moonseed plant and a piece of opalescent feldspar

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.   When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.   A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.   On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Class(es): Druid, Paladin (Oath of the Ancients)

Augury

2-level Divination

Casting Time 1 Minute
Range Self
Duration Instantaneous
Components V, S, M
Materials specially marked sticks, bones, or similar tokens worth at least 25 gp

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

  • Weal, for good results
  • Woe, for bad results
  • Weal and woe, for both good and bad results
  • Nothing, for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.   If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Class(es): Cleric, Barbarian (Path of the Ancestral Guardian), Sorcerer (Divine Soul)

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


Created by

RiftWolfen.

Statblock Type

Character Sheet (Legacy)

Link/Embed