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Vergil Eventide

Fighter (3) - Paladin (1) 4 Class & Level
Acolyte Background
Human Race
Chaotic Good Alignment

Strength 17
+3
Dexterity 12
+1
constitution 16
+3
intelligence 9
-1
wisdom 10
+0
charisma 14
+2
Total Hit Dice 4
Hit Die
1d10+3
+2 proficiency bonus
+5 Strength
+3 Dexterity
+3 Constitution
-1 Intelligence
+0 Wisdom
+2 Charisma
saving throws
+1 Acrobatics
+0 Animal Handling
-1 Arcana
+3 Athletics
+2 Deception
-1 History
+2 Insight
+4 Intimidation
-1 Investigation
+0 Medicine
-1 Nature
+2 Perception
+2 Performance
+4 Persuasion
+1 Religion
+1 Sleight of Hands
+1 Stealth
+0 Survival
skills Religion Insight Perception Intimidation Persuasion
  proficiencies

 
17
Armor Class
44
Hit Points
+1
Initiative
30
Speed
Rushlight 1d20+6 1d8+4
Flail of the Zealot 1d20+6 1d8+4
Handaxe of Bloodletting 1d20+6 1d6+4
Attacks
Two weapon fighting

  • When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

  • Dual wielder:

    You master fighting with two weapons, gaining the following benefits:

    -You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
    -You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
    -You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

    Action Surge:

    Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action

    Once you use this feature, you must finish a short or long rest before you can use it again.

    Second wind:

    You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

    Champion:

    -Improved Critical:
    Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

    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 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.
    Proficiences
    Cursed Luckstone - Requires attunment (attuned)
    - While carrying this stone, you can gain advantage on one ability check of your choice
    - After using this you gain disadvantage to your next two ability checks
    - The stone can't be used again until the next dawn
    - You cannot discard the stone

    Captian's Spyglass
    - Advantage to perception checks to see withing 30ft of the user.
    - Does not work with investigation checks

    Gloves of the Strongman
    - Once a day gain advantage on strength checks

    Handaxe of Bloodletting (Requires Attunement):
    - +1 To Hit and +1 Damage. On a Critical, deal 1d6 bleeding damage. On a hit, the
    target must succeed a DC 12 Constitution Save, or have speed reduced by 1/2. Only
    available once per target.

    Giant Eagle Talons x8 8 inches long
    Giant Eagle Beak 12 inches long 8 inches high
    10 12oz eagle steaks
    Yeti hide x2
    Equipment
    Hates Undead (Kill on sight)
    Confident
    Pious
    Kind to the weak


    Personality Traits
    Eradication of the Undead
    Serve the Light
    Help those in danger

    Ideals
    Friends:

    Viska
    Tokeman
    Terezor
    Astarya
    Viviri
    Theo
    Bonds
    Ruthless when it comes to Undead
    Flaws
    53 years old (Magically aged to 63)
    Pale skin
    6' 3" tall
    210 lbs.
    Good vision (Glasses)
    Green eyes
    Salt and pepper hair (Now completely grey after magical aging)

    8 luck points
    7600 exp
    Features & Traits

    Heroes Enabled

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

    Explorer's Pack

    Adventuring Gear Common

    Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

    Cost: 10 gp Weight: 59 lb


     

    DnD 5e SRD SRD

    Chain Mail Armor

    Heavy 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.

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

    Cost: 75 gp Weight: 55 lb


     

    DnD 5e SRD SRD

    Longsword

    Melee Weapon Versatile Common

    Type Damage Damage Range Properties
    Martial 1d8 / 1d10 Slashing Versatile

    Cost: 15 gp Weight: 3 lb


     

    DnD 5e SRD SRD

    Longbow

    Ranged Weapon Ammunition, Heavy, Two-Handed Common

    Type Damage Damage Range Properties
    Martial 1d8 Piercing 150/600 ft Ammunition, Heavy, Two-Handed

    Cost: 50 gp Weight: 2 lb


     

    DnD 5e SRD SRD

    Handaxe

    Melee Weapon Light, Thrown Common

    Type Damage Damage Range Properties
    Simple 1d6 Slashing 20/60 ft Light, Thrown

    Cost: 5 gp Weight: 2 lb


     

    DnD 5e SRD SRD

    Battleaxe

    Melee Weapon Versatile Common

    Type Damage Damage Range Properties
    Martial 1d8 / 1d10 Slashing Versatile

    Cost: 10 gp Weight: 4 lb


     

    D&D 5e PHB Equipment

    Caltrops (Bag of 20)

    Adventuring Gear DAMAGE, MOVEMENT, COMBAT Varies

    As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.

    Cost: 1gp Weight: 2lb


     

    SRD

    Oil

    Adventuring Gear Common

    Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

    Cost: 1 sp Weight: 1 lb


     

    DnD 5e SRD

    Javelin [x5]

    Weapon [Thrown] Common

    A bundle of 5 javelins, for throwing.

    Type Damage Damage Range Properties
    Simple Melee 1d6 Piercing 30/120 ft [Thrown]

    Cost: 5sp Weight: 2 lb


     

    DnD 5e SRD SRD

    Plate Armor

    Heavy Armor Common

    Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

    Type AC STR Req. Stealth Dis. Properties
    Heavy 18 15+ YES

    Cost: 1,500 gp Weight: 65 lb


     
    [block:   Badge compass]
    [block: Stallyn pitcrew t-shirt]
    [block: Jar of Honey x5]
    [block: Silver longsword]
    [block: Gold x 353]
    [block:   ]

    The statblocks of your class features

    Fighter


    Hit Points

    Hit Dice: d10 per Fighter level
    Hit Points at first Level: 10 + Con mod
    Hit Points at Higher Levels: 6 + Con mod

    Proficiences

    Armor: All armor, shields
    Weapons: Simple weapons, martial weapons
    Tools: None
    Saving Throws: Str, Con
    Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

    Overview & Creation

    Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Som e concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.


    Class Features

    Fighting Style

    You adopt a particular style of fighting as your specialty. Choose one of the following options: Archery, Defense, Dueling, Great Weapon Fighting, Protection, Two-Weapon Fighting.

    Second Wind

    You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
    Once you use this feature, you must finish a short or long rest before you can use it again.

    Action Surge

    Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
    Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.


    Starting Equipment

    • (a) chain mail or (b) leather, longbow, and 20 arrows
    • (a) a martial weapon and a shield or (b) two martial weapons
    • (a) a light crossbow and 20 bolts or (b) two handaxes
    • (a) a dungeoneer’s pack or (b) an explorer’s pack

     


    Subclass Options

    Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach. Choose from Champion, Battle Master, Eldritch Knight, and Arcane Archer (Xan).

    Paladin


    Hit Points

    Hit Dice: d10 per Paladin level
    Hit Points at first Level: 10 + Con mod
    Hit Points at Higher Levels: 6 + Con mod

    Proficiences

    Armor: All armor, shields
    Weapons: Simple weapons, Martial weapons
    Tools: None
    Saving Throws: Wis, Cha
    Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.

    Overview & Creation

    A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to gods of good, a paladin’s power comes as much from a commitment to justice itself as it does from a god.
    Paladins train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice.


    Class 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 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.

    Divine Smite

    Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin 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.

    Divine Health

    By 3rd level, the divine magic flowing through you makes you immune to disease.

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
     


    Starting Equipment

    • (a) a martial weapon and a shield or (b) two martial weapons
    • (a) five javelins or (b) any simple melee weapon
    • (a) a priest’s pack or (b) an explorer’s pack
    • Chain mail and a holy symbol


    Spellcasting

    Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Charisma modifier
    Spell attack modifier = your proficiency bonus + your Charisma modifier
      Paladins can learn Cleric cantrips. At first level they start with just one. Starting at second level, Paladins know as many Cleric cantrips as their proficiency bonus.   You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.   You regain all expended spell slots when you finish a long rest.
     


    Subclass Options

    Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin’s training. Som e characters with this class don’t consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.   Choose from: Oath of Devotion, Oath of the Ancients, Oath of Vengeance, Oath of the Crown (SCAG), Oath of Conquest (Xan), or Oath of Redemption (Xan).

    Statblocks for your familiars, mounts etc.

    SRD

    Riding Horse

    Large beast, unaligned
    Armor Class 10
    Hit Points 13 2d10+2
    Speed 60ft

    STR
    16 +3
    DEX
    10 0
    CON
    12 +1
    INT
    2 -4
    WIS
    11 0
    CHA
    7 -2

    Senses passive Perception 10
    Challenge 1/4 (50 XP)


    Actions

    Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 2d4+3 piercing damage.


     

    Statblocks for race/species of the character.

    Variant Human

    Ability Score Increase Choose any two unique +1
    Size Medium
    Speed 30 ft.

    Age.-Humans reach adulthood in their late teens and live less than a century.   Alignment.- Humans tend toward no particular alignment. The best and the worst are found among them.   Size.- Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.   Skills.- You gain proficiency in one skill of your choice.   Feat.- You gain one feat of your choice.

    Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

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


    Created by

    CrumblySponge.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed