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Sebastion the 20th LEVEL

20 Level (0/355000 XP for level-up) Planes Lost Background Jar-gon Race / Species / Heritage Chaotic Alignment
Paladin
Level 20
Hit Dice: 20/20
1d10+3 Class 1

STR
20
+5
DEX
11
+0
CON
16
+3
INT
10
+0
WIS
11
+0
CHA
20
+5
260
Hit Points
+0
Initiative (DEX)
19
Armor Class (AC)
+6
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
+12 Expertise Bonus
+6 Proficiency Bonus
+5 Strength
+0 Dexterity
+3 Constitution
+0 Intelligence
+6 Wisdom
+11 Charisma
saving throws
+0 Acrobatics DEX
+0 Animal Handling WIS
+6 Arcana INT
+11 Athletics STR
+5 Deception CHA
+0 History INT
+0 Insight WIS
+11 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+0 Perception WIS
+5 Performance CHA
+11 Persuasion CHA
+0 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Channel Divinity: Perfect Self
As a bonus action, you present your holy symbol and turn it into your perfect form for 1 minute, you can choose what the form looks like at character creation and gain features relating to your channel divinity choice. You may choose 3 features at character creation (These features cannot be changed), these will be discussed with the DM. You gain the following for 1 minute;

Explosive Onslaught:
As an action, you can channel your divine energy into a devastating explosion attack. Choose a point within 30 feet of you, and a wave of radiant energy erupts from that point in a 20-foot radius. Each creature in that area must make a Dexterity saving throw against your paladin spell save DC. On a failed save, a target takes fire damage equal to your Paladin level + your Charisma modifier. On a successful save, the damage is halved. Additionally, any flammable objects caught in the blast are ignited as long as they are not worn or carried.

Harvested Blessings:
When you defeat a humanoid creature or an undead creature with a Challenge Rating equal to or greater than your paladin level, you can use your bonus action to capture its essence in yourself. You can hold a number of essences equal to your Charisma modifier (minimum of 1). Each essence stored within the you grants you a temporary ability or power. You can use a bonus action to consume one of the essences and gain one of the following abilities until the end of your next turn:

Life Leech: Whenever you hit a creature with a melee weapon attack, you regain hit points equal to your Charisma modifier.

Fierce Retribution: When a creature hits you with a melee attack, it takes fire damage equal to your Charisma modifier.

Death's Resilience: You gain resistance to damage related to the creatures soul and advantage on saving throws against being charmed or frightened.

Inspiring Presence:
You gain a 10ft aura in which you unleash a wave of divine energy that empowers and bolsters your allies. Each chosen creature inside the aura gains temporary hit points equal to your Paladin level + your Charisma modifier at the end of their turn while inside the aura. In addition, for the duration, they have advantage on saving throws against being frightened, and whenever they make a weapon attack, they deal an extra 1d6 fire damage.


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.


7th Level Feature
Aura of the Dominance
At 7th level, your commanding presence extends in a 10-foot radius from you. Friendly creatures within this aura gain advantage on STR saving throws and you gain expertise in Athletics. At 18th level, the range of this aura increases to 30 feet.

15th Level Feature
Indomitable Versatility
You gain the ability to alter your Blank Channel Divinity choices. Whenever you finish a long rest, you can swap one or both of your chosen Channel Divinity options with different options from any Paladin subclass. The restriction on homebrew still affects one of them.

Features & Traits
Vortexia Liminara - 2d6 (3d6) - Katana

Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Everything: This sword does every damage type, which means that it ignores resistances and immunities unless they are resistant or immune to all damage and it takes advantage of vulnerability.

Implosion: When you miss an attack roll, you cause an implosion within the missed space. All creatures within 5ft of the missed target takes d8 force damage.

Chosen of Vortexia: You use your action to raise the blade into the sky, then you become everything.

Reach

PERMA SOUL CHARACTER BOUND*

Weapon made from the scales of the Dragon-God after his descent from Godhood.

Schnitt des Himmels: As an action you can place the blade into it's sheath and begin to count down from 3. Each round you must use your action to count down until you reach 0 and the countdown resets if you unsheath early. While counting down you have resistance to all damage beside psychic and advantage on all saving throws.

Once you reach 0, you unsheath the blade as a roar of the God-dragon is released. All creatures of your choice within 120ft are slashed by the unseen roar, they must make a DEX save DC 20 or be reduced to 0 hit points. Creatures who have legendary actions instead take 10d10 True Fire Damage.

Ein Ruf der Flammen: Any fire damage dealt by this blade bypasses fire immunity and resistance, in addition it can harm creatures within the ethereal plane.


Efreeti Chain
While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground.

The wearer has disadvantage on Dexterity (Stealth) checks.

If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.



Thanatos, Orb of life, enchanted with the spell revivify at will when attuned

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
PlanesLost


As a being that does not originate from this plane, you possess a natural resilience to the magical effects of the mortal realm. This grants you an advantage on saving throws against spells, and you are resistant to one type of damage of your choosing (Fire).

As a being that does not originate from this plane, you possess a natural resilience to the magical effects of the mortal realm. This grants you an advantage on saving throws against spells, and you are resistant to one type of damage of your choosing (which must be selected during character creation).

In addition, whenever you deal damage with a spell or weapon, you can substitute the damage type with your chosen type up to a number of times equal to your proficiency bonus. This feature can be used a maximum number of times before requiring a long rest to recharge.

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.

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.

Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
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, to a maximum of 6d8.

Divine Health
By 3rd level, the divine magic flowing through you makes you immune to disease.



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 Courage
Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while 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.

Cleansing Touch
Beginning at 14th level, 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.

Languages & Proficiencies
3rd Absorb Elements, Compelled Duel
5th Aid, Branding Smite
9th Beacon of Hope, Elemental Weapon
13th Banishment, Death Ward
17th Skill Empowerment, Wall of Force

Notes


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