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Katilla Nomikazu

15 Level (0/195000 XP for level-up) Runaway Background Deniou - Zebra Race / Species / Heritage Chaotic Good Alignment
Paladin - Oath of the Watchers
Level 15
Hit Dice: 15/15
1d10+3 Class 1

STR
16
+3
DEX
14
+2
CON
16
+3
INT
14
+2
WIS
16
+3
CHA
20
+5
195
Hit Points
+2
Initiative (DEX)
18
Armor Class (AC)
+5
Prof. Bonus
30/40(transformed)
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+10 Attack mod
CHA Ability
+5 Abi Mod
18 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
+3 Strength
+2 Dexterity
+3 Constitution
+2 Intelligence
+8 Wisdom
+10 Charisma
saving throws
+2 Acrobatics DEX
+8 Animal Handling WIS
+2 Arcana INT
+3 Athletics STR
+10 Deception CHA
+2 History INT
+8 Insight WIS
+5 Intimidation CHA
+2 Investigation INT
skills
+3 Medicine WIS
+7 Nature INT
+3 Perception WIS
+5 Performance CHA
+10 Persuasion CHA
+7 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| Traits |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|| || Advanced Hearing:
Due to your genes, you have advantage on anything perception related. If something has a stealth equal to or lower to 15 you are able to hear them.
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|| || Nature Connection:
You have been in touch with nature since the moment you were born. You are able to communicate with creatures you share features with. Such as if you were a Deer Deniou then you'd be able to communicate with Deers easily like you were talking to another person. You have the ability to communicate in a limited manner with other beasts and plants. They can understand the meaning of your words and you can with theirs, however they may communicate. You have advantage on all Charisma checks made to influence them.
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|| ||Shape Change:
Using a reaction or bonus action, you can switch your form between your half animal half human one and your fully human one.

|| Equine Build (When changed into half-zebra):
You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.

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|| || Hooves:
Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
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|| || Charge:
If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| Features |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|| || A Family History:
You might have left your family home, but it doesn't mean that you learned nothing. Based on your family's source of income- be it an artisan trade, land owners, managing an inn, being born into nobility, etc.- you'll have a higher understanding of some things than others would. You're able to appreciate craftsmanship and this may put you in good favour with the townsfolk.
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|| || 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.
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|| || 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 × 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.
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|| || Fighting Style
You adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

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.
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|| || Spellcasting:

You have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

Preparing and Casting Spells:
The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

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.
For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

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.

Spellcasting Ability:
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
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|| || Divine Smite:
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, to a maximum of 6d8.
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|| || Divine Health:
The divine magic flowing through you makes you immune to disease.
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|| || Sacred Oath & Channel Divinity :

Tenets of the Watchers
A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherwordly threats.
Vigilance. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.
Loyalty. Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.
Discipline. You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

||Watcher's Will:
You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.

||Abjure the Extraplanar:
You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature 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 end its move in a space within 30 feet of you. 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 take the Dodge action.
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|| || Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
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|| || Aura of Protection
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.
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|| || Aura of the Sentinel:
You emit an aura of alertness while you aren't incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.
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|| || Aura of Courage
Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.
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|| || Improved Divine Smite:
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.
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|| || Cleansing Touch:
You can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
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|| || Vigilant Rebuke:
You've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.
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Features & Traits
plate armor,

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
------------------Proficiencies:------------------
|| All armor, shields, Simple & Martial Weapons, Thieves' Tools, Painter’s supplies'
-------------------Languages:-------------------
|| Common, Shahari, Primordial, Sylvan, Halfling, Elvish
-------------Immunities:-------------
|| Disease

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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