Oliver Cornwallis (Character Sheet)

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Oliver Cornwallis 
Paladin of Vengeance Devotion? | Human | LN | Noble

STRENGTH
(+4)
18

DEXTERITY
(+0)
10

CONSTITUTION
(+2)
14

INTELLIGENCE
(+1)
12

WISDOM
(+1)
12

CHARISMA
(+5)
20

SAVING THROWS

4         Strength
0         Dexterity
2         Constitution
1         Intelligence
5         Wisdom 
9         
Charisma


SKILLS

0          Acrobatics (Dex)
1          Animal Handling (Wis)
1          Arcana (Int)
8          Athletics (Str)
5          Deception (Cha)
1          History (Int)
1          Insight (Wis)
9          Intimidation (Cha)
1          Investigation (Int)
1          Medicine (Wis)
1          Nature (Int)
1          Perception (Wis)
5          Performance (Cha)
9          Persuasion (Cha)
1          Religion (Int)
0          Sleight of Hand (Dex)
0          Stealth (Dex)
1          Survival (Wis)

AC
20

INITIATIVE
+0

SPEED
30


MAX HIT POINTS

108


PROFICIENCIES & LANGUAGES

Languages:
Common, Dwarven

Weapons:
Simple and Martial Weapons

Armor:
Heavy Armor, Shields


FEATS

Mounted Combatant

You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:
• You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
• You can force an attack targeted at your mount to target you instead.
• If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

PERSONALITY TRAITS

Timid and soft spoken, yet a strange darkness burns behind his closed eyes.


IDEALS

Rulers may be corrupt, but the benevolent acts of individuals are the cure


BONDS

Having abandoned his past oath, he tirelessly works for a better tomorrow


FLAWS

Desires to find his purpose in life as a paladin, yet struggles to find it


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 VampireCount 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 Hallowspell.
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.


Fighting Style: Protection

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 Smite

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

Spellcasting

By 2nd level, you have learned to draw on Divine Magic through meditation and prayer to cast Spells as a Cleric does. Charisma is your spellcasting ability for your paladin Spells, since their power derives from the Strength of your convictions. You can use a holy Symbol as a spellcasting focus for your paladin Spells.

Divine Health

By 3rd level, the Divine Magic flowing through you makes you immune to disease.


Sacred Oath: Devotion


Channel Divinity

Sacred Weapon: As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to Attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the Duration.
You can end this effect on Your Turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall Unconscious, this effect ends.


Turn the Unholy. As an action, you present your holy Symbol and speak a prayer censuring Fiends and Undead, using your Channel Divinity. 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.

Extra Attack

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

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your
Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet

Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.

Aura of Courage

Starting at 10th level, you and friendly creatures within 10 feet of you can't be Frightenedwhile you are conscious. At 18th level, the range of this aura increases to 30 feet.

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an Attack, you add this damage to the extra damage of your Divine Smite.

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