Niknak

Ani

Info


Created
2 years, 7 months ago
Creator
Ani
Favorites
4

Profile


Started playing: 

Niknak   





 Kobold

 Race
small

Size
2'6"

Height
30lb

Weight
 Paladin

 class
12

AGE
female

Gender
Chaotic Good

Alignment








Strength
15 (+2)








Dexterity
16 (+3)








Constitution
13 (+1)








Intelligence
12 (+1)








Wisdom
10 (+0)








Charisma
8 (-1)








  • +2 str
  • +3 dex
  • +1 con
  • +1 int
  • +2 wis
  • +1 cha
Saving Throws








+3
Initiative








30 ft
Speed








Level
3
HD Used
0
Die
6 d10
Hit Dice








30 ft
SWIM SPEED
10
Passive perception








  • +3 Acrobatics
  • +0 Animal Handling
  • +1 Arcana
  • +2 Athletics
  • –1 Deception
  • +1 History
  • +2 Insight
  • –1Intimidation
  • +1 Investigation
  • +2 Medicine
  • +1 Nature
  • +0 Perception
  • –1Performance
  • –1Persuasion
  • +1 Religion
  • +3 Sleight of Hand
  • +3 Stealth
  • +0 Survival








Armor Class
18








Proficiency Bonus
+2








Maximum Hit Points
17








Current Hit Points
17








Death Saves
0








Attack NameProf AbilityRangeTo HitDamageDamage Type
Dagger
Dex
Melee
+5
1d4+ Dex
Piercing

Attack NameProf AbilityRangeTo HitDamageDamage Type
Shortsword
Dex
Melee
+5
1d6 + Dex
Piercing


ATTACKS








  • Channel Divinity - Your oath provides specific options (use once/rest).
  • Channel Divinity: Sacred Weapon - Action - Make a weapon magical, with a
    +1 attack bonus and magical light (20ft/20ft) (lasts 1 minute).
  • Channel Divinity: Turn the Unholy - Action - Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it 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, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
  • Divine Sense - Action -Within 60 ft., detect presense of undead, celestial, or fiend. Also detect consecrated or desecrated object or place (use 0 times/long rest).
  • Grovel, Cower, and Beg - Action - As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest.
  • Lay on Hands - Action - You have a healing pool of 15 HPs, with it you can heal a creature or expend 5 points to cure disease or neutralize poison (15/15-long rest).
  • Protection Fighting Style - Reaction - When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Divine Health - Immune to disease.
  • Divine Smite - When you hit with melee weapon attack, you can expend 1 X-th level spell slot to deal extra (X+1)d8 radiant damage, up to 5d8. Additional d8 on fiend or undead.
  • Pack Tactics - You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
  • Sunlight Sensitivity - Disadvantage to attack rolls and perception checks whenever you, your target, or what you're trying to perceive are in direct sunlight.
ACTIONS/Features


  • Bless - Action - 30ft - Concentration, up to 1 minute - 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. 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.
  • Command - Action - 60ft - 1 Round - 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 GM 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. 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.
  • Cure Wounds - Action - Touch - Instant - 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.
  • Detect Evil and Good - Action - Self - Concentration, 10 min - 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.
  • Detect Magic - Action - Self - Concentration, 10 min - For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
    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.
  • Detect Poison and Disease - Action - Self - Concentration, 10 min - For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
    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.
  • Divine Favor - Bonus Action - Self - Concentration, 1 min - Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
  • Heroism - Action - Touch - Concentration, 1 min - A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
    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.
  • Protection from Evil and Good - Action - Touch - Concentration, 10 min - Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
    The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
  • Purify Food and Drink - Action - 10ft - Instant - All nonmagical 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.
  • Sanctuary - Bonus Action - 30ft - 1 min - You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
    If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
  • Shield of Faith - Bonus Action - 60ft - Concentration, 10 min - A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

SPELLS  -  2/3  1st           CHA - DC 9 - 1d20+1












Senses & proficiencies
Darkvision - 60ft
Resistance - N/A

  Languages - Common, Draconic
  Tools - N/A
  Weapons - Simple, Martial
  Armor - Light, Medium, Heavy, Shields







  • Waterskin - 1
  • Bedroll - 1
  • Rations (1 day) - 10
  • Rope, Hempen - 1
  • Amulet - 1
  • Tinderbox - 1
  • Mess Kit - 1
  • Backpack - 1
  • Torch - 10
  • Tome of the Stilled Tongue
  • 5 Chocolate Coins
  • Fireball Spell Scroll - Action - 150 feet range, 20-foot-radius sphere from point
    8d6 fire damage on failed Dex saving
       0 gp 
Equipment





Niknak

  • Race: Kobold
  • Gender: Female
  • Class: Paladin
  • Background: Guild Merchant
  • Occupation: Herder
  • Description:
    • Appearance: Missing teeth
    • High Ability: Constitution-hardy, hale, healthy
    • Low Ability: Strength-feeble, scrawny
    • Talent: Drinks everyone under the table
    • Mannerism: Paces
    • Interaction Trait: Quiet
    • Values: Life (Good), Protective of close family members
    • Flaw or Secret: Prone to rage

Race: Kobold

  • Physical Characteristics:
    • Age: 12 years
    • Height: 2'5"
    • Weight: 29 lbs.
    • Eyes: Red
    • Scales: Red-brown
  • Monstrous Origin: You received divine insight that sent you on your path, and occasionally receive new visions that guide you.

Class: Paladin

  • Sacred Oath: Oath of Devotion
  • Personality:
    • Personal Goal: Duty. You will live up to what you have sworn to do or die trying.
    • Symbol: A dragon, emblematic of your nobility in peace and your ferocity in combat
    • Nemesis: A high priest who sees you as a misguided fool and wants you to abandon your religion
    • Temptation: Despair. You consider the great strength of the enemies you must defeat, and at times you see no way to achieve final victory.
    • Became a paladin because: One of my ancestors left a holy quest unfulfilled, so I intend to finish that work.

Background: Tribe Member

  • Trait: I'm driven by a wanderlust that led me away from home.
  • Ideal: Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good)
  • Bond: My family, clan, or tribe is the most important thing in my life, even when they are far from me.
  • Flaw: I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.

Life

  • Alignment: Chaotic Good
  • Origin:
    • Birthplace: Cave
    • Parent(s): Alive and well
    • Family Lifestyle: Modest
    • Childhood Home: Cave
    • Childhood Memories: Everyone knew who I was, and I had friends everywhere I went.
    • Siblings: 27
      • Taklak:
        • Gender: Female
        • Race: Kobold
        • Alignment: Neutral
        • Occupation: Laborer
        • Status: Alive and quite successful
        • Relationship: Friendly
        • Birth Order: Older
      • Sniksnak:
        • Gender: Female
        • Race: Kobold
        • Alignment: Neutral Evil
        • Occupation: Artisan or guild member
        • Status: Alive and well
        • Relationship: Indifferent
        • Birth Order: Older
  • Life Events:
    • Tragedy: You did something that brought terrible shame to you in the eyes of your family. You might have been involved in a scandal, dabbled in dark magic, or offended someone important. The attitude of your family members toward you becomes indifferent at best, though they might eventually forgive you.
    • Job: You spent time working in a job related to your background. Start the game with an extra 2d6 gp.
    • Weird Stuff: You went insane for 1d6 years and recently regained your sanity. A tic or some other bit of odd behavior might linger.
    • Crime: Smuggling. You did not commit the crime and were exonerated after being accused.
  • Trinket: A bright green feather