Varyano: Difference between revisions
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|+ Quick Info | |+ Quick Info | ||
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| Class: [[Paladin]], Level | | Class: [[Paladin]], Level 3 || Subclass: Oath of the Glorious | ||
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| Race: Hobgoblin || Alignment: Chaotic Good | | Race: Hobgoblin || Alignment: Chaotic Good |
Revision as of 14:19, 30 August 2022
Varyano
Class: Paladin, Level 3 | Subclass: Oath of the Glorious |
Race: Hobgoblin | Alignment: Chaotic Good |
Background: Folk Hero | Game: Peril of the Fire Druid |
Combat
Armor Class (AC): 18 | Initiative Bonus: +1 |
Max HP: 20 | Speed: 30ft |
Name | Range | Attack Roll | Resources Expended | Damage | Notes |
---|---|---|---|---|---|
Fail | Melee, 10ft | 1d20+5 | N/A | 1d8+3 Bludgeoning Damage | N/A |
Javelin | Melee, Thrown (30/120) | 1d20+5 | N/A | 1d6+3 Piercing Damage | N/A |
Stats
Strength: +3 (16) | Dexterity: +1 (12) | Constitution: +2 (14) |
Intelligence: -1 (9) | Wisdom: 0 (10) | Charisma: +3 (16) |
Ability Score | Proficiency | Total Bonus |
---|---|---|
Strength (+3) | No | +3 |
Dexterity (+1) | No | +1 |
Constitution (+2) | No | +2 |
Intelligence (-1) | No | -1 |
Wisdom (0) | Yes (+2) | +2 |
Charisma (+3) | Yes (+2) | +5 |
Skill | Ability Score | Proficiency | Total Bonus |
---|---|---|---|
Acrobatics | Dexterity (+1) | No | +1 |
Animal Handling | Wisdom (0) | Yes (+2) | +2 |
Arcana | Intelligence (-1) | No | -1 |
Athletics | Strength (+3) | Yes (+2) | +5 |
Deception | Charisma (+3) | No | +3 |
History | Intelligence (-1) | No | -1 |
Insight | Wisdom (0) | Yes (+2) | +2 |
Intimidation | Charisma (+3) | No | +3 |
Investigation | Intelligence (-1) | No | -1 |
Medicine | Wisdom (0) | Yes (+2) | +2 |
Nature | Intelligence (-1) | No | -1 |
Perception | Wisdom (0) | No | +0 |
Performance | Charisma (+3) | No | +3 |
Persuasion | Charisma (+3) | No | +3 |
Religion | Intelligence (-1) | No | -1 |
Sleight of Hand | Dexterity (+1) | No | +1 |
Stealth | Dexterity (+1) | No | +1 |
Survival | Wisdom (0) | Yes (+2) | +2 |
Proficiencies
Languages. Common, Goblin
Armor. Light Armor, Medium Armor, Heavy Armor, Shields
Weapons. Simple Weapons, Martial Weapons
Tools. Cook's Utensils, Land Vehicles
Features
Paladin Features
Divine Sense. 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 aberration, highling or undead within 60 feet of you that is not behind total cover. You know the type (aberration, highling or undead) of any being whose presence you sense, but not its identity. 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. You can touch a creature as an action to heal it. You have a pool of 10 Hit Points to draw from. You can also spend 5 Hit Points to cure the target of one disease or neutralize one poison affecting it. This has no effect on Undead and Constructs, and you regenerate the pool at the end of a long rest.
Interception. When a creature hits a creature other than you with an attack, and that creature is within 5ft of you, you can use your Reaction to reduce the damage dealt by 1d10+2.
Divine Smite. When you hit a creature with a melee weapon attack, you can spend a 1st level spell slot to deal 2d8 Radiant Damage, or 3d8 if attacking an Undead or Aberration.
Hobgoblin Features
Darkvision. You can see in Dim Light within 60ft of you as if it were normal Bright Light, and you can see in Darkness within 60ft of you as if it were Dim Light
Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Fey Gift. You can use the Help action as a Bonus Action twice per long rest.
Fortune of the Many. Twice per long rest, you can gain a bonus on a failed saving throw or attack equal to the number of allies you can see within 30ft of you (maximum of 3).
Folk Hero Feature
Rustic Hospitality. You can find a place to hide, rest, or recuperate among commoners unless you've shown yourself to be a danger. They'll protect you from the law or anyone else searching for you but won't risk their lives. Once per long rest, you can give up to five creatures within 15ft of you 2 Temporary Hit Points when you succeed a Saving Throw.
Spells
2 Level 1 Spell Slots
Level: 1 | Casting Time: 1 Action | Enchantment |
Range: 30ft | Duration: 10 Minutes (Concentration) | Components: VSM (a sprinkling of holy water) |
You bless up to three creatures in range. They add a d4 to all Attack Rolls and Saving Throws they make.
Level: 1 | Casting Time: 1 Minute (Ritual) | Divination |
Range: Self | Duration: 10 Minutes (Concentration) | Components: VS |
You know if there's an aberrations, elemental, fey, highling, undead, or place or object that's been magically consecrated or desecrated within 30ft of you, as well as where the creature and/or object's located. The spell can penetrate barriers, but is blocked by 1ft of stone, 1 inch of metal, a thin sheet of lead, or 3ft of wood or dirt.
Level: 1 | Casting Time: 1 Action | Enchantment |
Range: 60ft | Duration: 1 Minute (Concentration) | Components: VS |
You touch a creature, it's immune to being Frightened and it gains 3 Temporary Hit Points at the start of each of its turns. When the spell ends the creature loses its Temporary Hit points.
Level: 1 | Casting Time: 1 Bonus Action | Abjuration |
Range: 60ft | Duration: 10 Minutes (Concentration) | Components: VSM (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.