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Chrome

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Jul 19th, 2019
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  1. Chrome, Fallen Aasimar
  2. Paladin(Vengeance): 20
  3. HP: 152/152 AC: 20
  4. Str: 20, Dex: 12, Con: 14, Int: 16, Wis: 15, Cha: 20
  5.  
  6. PROFICIENCIES: (+6)
  7. -Armor: Light, Medium, and Heavy armor, Shields.
  8. -Weapons: Simple and Martial weapons.
  9. -Saves: Wisdom, Charisma
  10. -Skills: Intimidation, Insight
  11.  
  12. FEATS:
  13. -Polearm Master:
  14. -While wielding a Polearm, other creatures provoke an opportunity attack from you when they enter your range.
  15. -When you take the attack action with a Polearm, you can use a bonus action to make a melee attack with the other end of the weapon. The damage die is a d4 (add attribute modifiers as normal) and deals bludgeoning damage. Otherwise, this attack functions just as if you attacked with the weapon in question.
  16.  
  17. FEATURES:
  18. --Aasimar Features--
  19. -Necrotic Shroud(1/1): The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a DC19 Charisma saving throw or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.
  20. -During it, once on each of your turns, you can deal 20 extra necrotic damage to one target when you deal damage to it with an attack or a spell.
  21. --Paladin Features--
  22. -Divine Sense(6/6): 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.
  23. -Lay On Hands(100/100): 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.
  24. -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 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 6d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 7d8.
  25. -Dueling Style: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  26. -Divine Health: The divine magic flowing through you makes you immune to disease.
  27. -Channel Divinity(3/3):
  28. -Abjure Enemy: As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
  29. -Vow of Enmity: As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
  30. -Soul of Vengeance: The authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.
  31. -Extra Attack: You can attack twice, instead of once, whenever you take the attack action on your turn.
  32. -Aura of Protection: Whenever you or a friendly creature within 30 feet of you must make a saving throw, the creature gains a +5 bonus to the saving throw. You must be conscious to grant this bonus.
  33. -Relentless Avenger: Your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.
  34. -Aura of Courage: You and friendly creatures within 30 feet of you can't be frightened while you are conscious.
  35. -Cleansing Touch(5/5): You can use your action to end one spell on yourself or on one willing creature that you touch.
  36. -Avenging Angel(1/1): You can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
  37. -Wings sprout from your back and grant you a flying speed of 60 feet.
  38. -You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
  39.  
  40. Partisan of the Absolute: Legendary Martial Weapon. Requires Attunement.
  41. -+3 Partisan; Reach, Heavy, Versatile; You have disadvantage when you use this weapon to attack a target within 5 feet of you; +14 to hit; 2d4+10 piercing damage. (2d6+10 in two hands)
  42. -Once per round, or whenever an opportunity attack is being made against you, you may parry a melee weapon attack directed at you, halving the damage dealt to you, and sending the prevented damage at the attacker.
  43. -You may use Channel Divinity one additional time each day if you are Chrome, the Aasimar.
  44. -Antimagic fields and other similar effects do not disable this item's effects if you are Chrome, the Aasimar.
  45. -If the holder is not Chrome, the Aasimar, whenever a melee weapon attack targets you or an ally within 5 feet, roll a d6. On a 1, the attack deals double damage.
  46.  
  47. Ring of Repose: Legendary Ring. Requires Attunement.
  48. -Damage dealt to the wearer is reduced by the wearer's proficiency bonus if the wearer is Chrome, the Aasimar.
  49. -2 charges. 15 charges if the wearer is Chrome the Aasimar.
  50. -(1 charge): Using a reaction, bonus action, or action, the wearer may create an antimagic field that extends 15 feet. Spells and other enchanted items have no effect in this area. The wearer may end the field at any time without using any actions.
  51. -If the wearer is not Chrome, the Aasimar, any time a damage-dealing spell is cast within 30 feet, they roll 1d6. On a 1, the spell targets them instead.
  52.  
  53. Ring of Wrath: Rare Ring.
  54. -Creatures within 30 feet of you who are Frightened take 1d6 force damage at the start of each of your turns.
  55. -Antimagic fields and other similar effects do not disable this ring.
  56.  
  57. Chrome Buckler: Very Rare Shield.
  58. -+2 AC.
  59. -You may wield a two-handed weapon while this shield is equipped.
  60.  
  61. Plate Armor: Base 18 AC. Heavy Armor.
  62.  
  63. Spellcasting:
  64. 1st(4/4): Bane*, Hunter's Mark*, Command, Cure Wounds, Wrathful Smite, Searing Smite
  65. 2nd(3/3): Hold Person*, Misty Step*, Zone of Truth, Branding Smite, Locate Object
  66. 3rd(2/3): Haste*, Protection from Energy*, Revivify, Blinding Smite, Remove Curse
  67. 4th(3/3): Banishment*, Dimension Door*, Find Greater Steed, Staggering Smite
  68. 5th(2/2): Hold Monster*, Scrying*, Destructive Wave, Geas, Holy Weapon
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