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Shasta McNasty

Paladin 5 Class & Level
Noble Background
Tortle Race
Neutral Chaotic Alignment

Strength 20
+5
Dexterity 12
+1
constitution 15
+2
intelligence 10
+0
wisdom 11
+0
charisma 13
+1
Total Hit Dice 1
Hit Die
1d10+2
+3 proficiency bonus
+4 Strength
+1 Dexterity
+2 Constitution
+0 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+1 Acrobatics
+0 Animal Handling
+0 Arcana
+4 Athletics
+1 Deception
+0 History
+0 Insight
+1 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+0 Perception
+1 Performance
+1 Persuasion
+1 Religion
+1 Sleight of Hands
+1 Stealth
+0 Survival
skills You can speak, read, and write Common, Aquan and Elvish. proficiencies

 
19
Armor Class
41
Hit Points
+1
Initiative
30 ft.
Speed
Claws (Unarmed) 1d20+3 1d4+3
Morning-Star 1d20+3 1d8+3
Javelin 1d20+3 1d6+3
Bite 1d20+3 1d6+3
Attacks
Survival Instinct: You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.

Armor: light armor, medium armor, heavy armor, shields

Weapons: simple weapons, martial weapons

Tools: none

Saving Throws: Wisdom, Charisma

Skills: Choose 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, and
Religion.
Proficiences
Level 1:
1.) Purify Food and Drink
2.) Detect Good and Evil
3.) Command
4.) Bless

Level 2:
1.) Zone of Truth
2.) Lesser Restoration
Spellcasting
- Backpack
  • Morningstar
  • Javelin (5)
  • Shield
  • Chain Mail
  • Holy Symbol
  • Dice Set
  • Fine Clothes
  • Signet Ring
  • Scroll of Pedigree
  • Bed Roll
  • Mess Kit
  • Tinderbox
  • Torch(10)
  • Rations (10)
  • Waterskin
  • Hempen Rope (50 ft.)

  • Equipment
    Don't believe in coincidences. Never back down from a fight. Smoke Green Grog every day.
    Personality Traits
    Keep my promises. Quick to lend support.
    Ideals
    Praying to the gods for my vengeance.
    Bonds
    Smokes excessive Green Grog. Suspicious of others motives. Thinks he's right all the time.
    Flaws
    Hold Breath
    You can hold your breath for 1 hour.

    Shell Defense
    You can use an action to withdraw into your shell, gaining +4 AC and Advantage on Str and Con saving throws, at the cost of being Prone, having Speed 0, Disadvantage on Dex saving throws (because reasons? Seems like it should help against a fireball) and the inability to take reactions until you exit your shell. Indeed, you can't use any action, save for a bonus action to emerge from your shell, so long as you are using Shell Defense.

    Position of Privilege
    Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

    Green Grog Addiction
    You need to be constantly high on Green Grog. The effects of Green Grog are -1 to DEX and +1 HP every hour for 4 hours. If you go a half a day without a bowl you will have a debuff of -3 DEX.

    Features & Traits

    Heroes Enabled

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

    PHB, page 149

    Morningstar

    Weapon Martial Weapon, Melee Weapon. Common

    Type Damage Damage Range Properties
    Martial Melee 1d8 Piercing 5 ft. Martial Weapon, Melee Weapon.

    Cost: 15gp Weight: 4lb


     

    PHB, page 153. Available in the SRD.

    Backpack

    Adventuring Gear A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack. Common

    Cost: 2gp Weight: 5lb


     

    PHB, page 149

    Javelin

    Weapon Common

    Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

    Type Damage Damage Range Properties
    Simple Melee 1d6 Piercing 30/120 ft.

    Cost: 5 sp Weight: 2 lb


     

    PHB, page 144

    Shield

    Armor Common

    A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

    Type AC STR Req. Stealth Dis. Properties
    Shield +2

    Cost: 10 gp Weight: 6 lb


     

    PHB, page 145

    Chain Mail

    Armor Common

    Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. The wearer has disadvantage on Stealth (Dexterity) checks.   If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.

    Type AC STR Req. Stealth Dis. Properties
    Heavy 16 13+ YES

    Cost: 75 gp Weight: 55 lbs


     

    PHB, page 151

    Holy Symbol

    Spellcasting Focus Varies

    A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. A cleric or paladin can use a holy symbol as a spell-casting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.   Multiple variations of this item exist, as listed below:

    • Amulet
    • Emblem
    • Reliquary


     

    PHB, page 154. Additional information from XGE, page 81. Available in the SRD.

    Dice Set

    Gaming Set Common

    If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. See the Tool Proficiencies entry for more information.   Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice. Components. A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens. History. Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it. Insight. Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood. Sleight of Hand. Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pick-pocketing attempt. Gaming Set Activity DC Catch a player cheating 15 Gain insight into an opponent's personality 15

    Cost: 1sp


     

    PHB, page 150. Available in the SRD.

    Fine Clothes

    Adventuring Gear Common

    Cost: 15 gp Weight: 6 lbs


     

    PHB, page 150. Available in the SRD.

    Signet Ring

    Adventuring Gear Varies

    Cost: 5 gp


     

    PHB 127

    Scroll of Pedigree

    Scroll Varies

    A scroll of pedigree proves a character's noble lineage.


     

    PHB, page 150. Available in the SRD.

    Bedroll

    Adventuring Gear Varies

    Cost: 1 gp Weight: 7 lbs


     

    PHB, page 153. Available in the SRD.

    Tinderbox

    Adventuring Gear Varies

    This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

    Cost: 5 sp Weight: 1 lb


     

    PHB, page 152. Available in the SRD.

    Mess Kit

    Adventuring Gear Varies

    This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

    Cost: 2 sp Weight: 1 lb


     

    Source: PHB, page 153. Available in the SRD.

    Torch

    Adventuring Gear Varies

    A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

    Cost: 1 co Weight: 1 lb


     

    PHB, page 153. Available in the SRD.

    Ration

    Adventuring Gear Varies

    Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

    Cost: 5 sp Weight: 2 lbs


     

    PHB, page 153. Available in the SRD.

    Waterskin

    Adventuring Gear Varies

    A waterskin can hold up to 4 pints of liquid.

    Cost: 2 sp Weight: 5 lbs


     

    PHB, page 153. Available in the SRD.

    Hempen Rope (50 ft.)

    Adventuring Gear Varies

    Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

    Cost: 1 gp Weight: 10 lbs


     

    The statblocks of your class features

    Divine Sense


    Hit Points

    Hit Dice: d4 per Divine Sense level
    Hit Points at first Level:
    Hit Points at Higher Levels:

    Proficiences

    Armor:
    Weapons:
    Tools:
    Saving Throws:
    Skills:

    Overview & Creation

    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


    Hit Points

    Hit Dice: d4 per Lay on Hands level
    Hit Points at first Level:
    Hit Points at Higher Levels:

    Proficiences

    Armor:
    Weapons:
    Tools:
    Saving Throws:
    Skills:

    Overview & Creation

    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.

    Protection


    Hit Points

    Hit Dice: d4 per Protection level
    Hit Points at first Level:
    Hit Points at Higher Levels:

    Proficiences

    Armor:
    Weapons:
    Tools:
    Saving Throws:
    Skills:

    Overview & Creation

    Tempting for Defender builds, but allies need to remain adjacent to you for this to work. Being adjacent to the front line Fighter is generally a bad place to be unless you can do so safely without someone defending you.

    Statblocks for your familiars, mounts etc.

    Randy The Manta Ray

    Gargantuan celestial, dragon, any
    Armor Class
    Hit Points
    Speed

    STR
    0
    DEX
    0
    CON
    0
    INT
    0
    WIS
    0
    CHA
    0

    Challenge 5



     

    Statblocks for race/species of the character.

    Tortle

    Ability Score Increase +2 Str, +1 Wis
    Size Medium
    Speed 30 ft.

    Ability Score Increase Your Strength score increases by 2, and your Wisdom score increases by 1.   Age Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years.   Alignment Tortles tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are lawful good. A few can be selfish and greedy, tending more toward evil, but it's unusual for a tortle to shuck off order in favor of chaos.   Size Tortle adults stand 5 to 6 feet tall and average 450 pounds. THeir shells account for roughly one-third of their weight. Your size is Medium.   Speed Your base walking speed is 30 feet.   Claws 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.   Hold Breath You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.   Natural Armor Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.   Shell Defense You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.   Survival Instinct You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.

    Languages. You can speak, read, and write Common and Aquan.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 1 Spells

    PHB, page 231. Available in the SRD.

    Detect Good and Evil

    1-level Divination

    Casting Time 1 action
    Range Self
    Duration Concentration, Concentration, up to 10 minutes
    Components V, S

    For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Class(es): Cleric, Paladin

    PHB, page 270. Available in the SRD.

    Purify Food and Water

    1-level Transmutation

    Casting Time 1 action
    Range 10 ft.
    Duration Instantaneous
    Components V, S

    All non-magical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

    Class(es): Artificer, Cleric, Druid, Paladin

    PHB, page 223. Available in the SRD.

    Command

    1-level Enchantment

    Casting Time 1 action
    Range 60 ft.
    Duration 1 round
    Components V

    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 DM 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: 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.

    Class(es): Cleric, Paladin

    PHB, page 219. Available in the SRD.

    Bless

    1-level Enchantment

    Casting Time 1 action
    Range 30 ft.
    Duration Concentration, up to 1 minute
    Components V, S, M
    Materials a sprinkling of holy water

    You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
    At higher levels: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

    Class(es): Cleric, Paladin

    Level 2 Spells

    PHB, page 289. Available in the SRD.

    Zone of Truth

    2-level Enchantment

    Casting Time 1 action
    Range 60 ft.
    Duration 10 minutes
    Components V, S

    You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.   An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

    Class(es): Bard, Cleric, Paladin

    PHB, page 255. Available in the SRD.

    Lesser Restoration

    2-level Abjuration

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

    You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

    Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger

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


    Created by

    Blunts4Cuntz.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed