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Banish

Paladin/Rogue 7/1 Class & Level
Urchin Background
Tiefling Race
Neutral Alignment

Strength 15
+2
Dexterity 8
-1
constitution 12
+1
intelligence 11
+0
wisdom 13
+1
charisma 18
+4
Total Hit Dice 2
Hit Die
1d10+1
+3 proficiency bonus
+2 Strength
-1 Dexterity
+1 Constitution
+0 Intelligence
+1 Wisdom
+4 Charisma
saving throws
-1 Acrobatics
+1 Animal Handling
+0 Arcana
+5 Athletics
+4 Deception
+0 History
+1 Insight
+7 Intimidation
+0 Investigation
+1 Medicine
+0 Nature
+1 Perception
+4 Performance
+4 Persuasion
+0 Religion
+2 Sleight of Hands
+5 Stealth
+1 Survival
skills

 
16
Armor Class
57
Hit Points
-1
Initiative
30
Speed
WeaponAttackDamage
Javelin (3)[1d20+6][1d6+3, piercing, range 30/120]
Longsword[1d20+6][1d8+3, 6, slashing, light]
Schimitar[1d20+6][1d6+1, 5, slashing, finesse, light]
Sneak Attack: +1d6 damage with ranged/finesse, if there is an advantage for the target has another enemy within 5 feet.
Attacks
Athletics
Intimidation
Stealth X
Sleight-Of-Hand
Proficiences
I can prepare up to seven different level I spells per day. I can use four level 1 and three level 2 spells before resting.
https://www.dandwiki.com/wiki/5e_SRD:Paladin_Spell_List
Oath of Vengeance
http://dnd5e.wikidot.com/paladin:vengeance
Hellish Rebuke, Darkness.
Protection: myself and friendlies within 10 feet get +4 to saving throws.
Spellcasting
Orange Rune Stone. Explorer's Pack: 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. Amulet of Tempus, chainmail, cloak, oil flasks x 2, whetstone. 1516GP. Opal Tablet.
Equipment
An orphan growing up on the streets of Oran-Diel, most of his life he did not even have a name. He was always just identified by his race, and constantly mistrusted and harassed by many in the city. He would occasionally encounter other Tieflings, but the few within the city also did not trust those outside their family or individual clans. The only possession from his heritage was a slightly curved dagger, given to him by an older Tiefling that he was friendly with. His first serious fight was attempting to defend this elderly friend from a group of thieves. Unfortunately the dagger wasn’t enough, the older Tiefling died and Banish was left critically wounded, missing one of his horns.
He woke up after that encounter among a strange group of humans and half elves. They were clerics and paladins, serving the God Tempus. This group was a small traveling order, determined to destroy true evil wherever possible, as well as uphold honor on the battlefield. After recovering from his injuries, Banish named himself and decided to stay with this traveling order. He was just completing his training as a beginner paladin when tragedy struck yet again. This time a group of Tieflings, both ruthless fighters and wielders of dark magic. The Order of Tempus was completely wiped out, from a surprise attack and overwhelming numbers. Banish was once again gravely injured, but the group of attackers decided not to kill him. If he survived he would make an excellent recruit for their dark brotherhood.
Without the continued training from his commanding paladin, he was not able to take a true oath. But in his heart he vowed to avenge the death of his fallen comrades, and destroyed any demonic forces he encountered. Even if that meant frequently going against his own kind.
Personality Traits
Oath of Vengeance
Ideals
Mark Of Belial": Whenever someone tries to detect the presence of Devils, you appear as one. When you die, your soul becomes indebted to Belial, meaning it is not free for resurrection. You have Advantage on Charisma checks when talking to Devils, Demons, and Humanoids who worship such beings.
Owes 139 souls.
Bonds
Death Consequence 6: Death is extremely tiresome. For the next three days, you get -2 to all ability checks and attack rolls. The next time you die, you instead subtract -4 from all ability checks and attack rolls.

Flaws

Heroes Enabled

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

The statblocks of your class features

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.

Fighter, Fighting Style: Dueling


Hit Points

Hit Dice: d10 per Fighter, Fighting Style: Dueling level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:
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Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

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Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

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Level 2 Spells

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Created by

qdragon1337.

Statblock Type

Character Sheet (Legacy)

Link/Embed