Benjen Conversion

For characters who aren't active in a campaign, but who still have plans for world domination.
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Benjen Conversion

Post by EvilGenius »

Name: Benjen
Race: Human
Background: Sage (Wizard Apprentice)
Class: Wizard/Paladin
Archtype: Abjurer/Oath of Vengence
Level: 3/12

Abilities: Mod Save
Str 10__0 _____+4
Dex 12__1 _____+5
Con 12__1 _____+5
Int 16__3 _____+12
Wis 14__2 _____+11
Chr 16__3 _____+7

Proficiency Modifier +5
Arcana +8
History +8
Investigation +8
Perception +7
Religion +8

HP: 101
AC: 18
Armor: (Breastplate, Shield, Dex, Ring of Protection)

Attacks: 2
Init: +6
Long Sword (+1), Beacon minor property. +6 to hit, 1d8+3 (Magic +1, Dueling Style)

Class Abilities:
Arcane Recovery
During a short rest, recover up to 2 levels of expended spell slots. You can use this feature again after finishing a long rest.
Arcane Tradition Feature: Abjuration Savant
Arcane Tradition Feature: Arcane Ward
When you cast an abjuration spell of 1st level or higher, you an simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has 9 hp. Whenever you take damage, the wrad takes damage instead. If this damage reduces the ward to 0 hp, you take any remaining damage instead. If this damage reduces the ward to 0 hp, it can't absorb damage but it's magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains hp equal to twice the spell's level. You can create the ward again after finishing a long rest.

Divine Sense
As an action, know the location of any celestial, fiend, or undead within 60ft (not in total cover) until the end of your next turn and detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature 4 times per long rest.
Lay on Hands
As an action, touch a creature and restore it's hit points from your healing pool (60hp). Expend 5 hp from your pool to cure a disease or neutralize a poison affecting it. This has no effect on undead or constructs.
Divine Smite
When you hit a creature with a melee weapon attack, 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 (max 5d8). This increases by 1d8 if the target is undead or a fiend.
Fighting Style: Dueling
Gain +2 bonus to damage when wielding a melee weapon in one hand.
Divine Health
You are immune to disease.
Sacred Oath: Vengence
Channel Divinity: 1 per short or long rest.
* Abjure Enemy
* Vow of Enmity
Aura of Protection
Friendly creatures within 10ft gain +3 bonus to saves while you are conscious.
Relentless Avenger
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.

* Increase (Wisdom) by 1
* If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading lips.
* You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
* +5 bonus to Initiative
* Cannot be surprised while conscious
* Other creatures don't gain advantage on attack rolls against you as a result of being hidden from you.
Mage Slayer
*When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against the creature.
* When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain concentration.
* You have advantage on saving throws against spells cast by creatures within 5 feet of you.

Magical Items:
Bracers of Defense Not currently used
Cloak of Elvenkind Not currently used
Ring of Protection Attuned.
Ring of Spell Storing Attuned.
+1 Longsword, Beacon property
+1 Light Crossbow, Sentinel and Advantage vs Fiends
Wand of Magic Missiles
Greater Healing x2
Resistance vs Poison x2

Fly x2
Protection from Energy x2
Magic Weapon

Spell Casting:
Cantrips Known 3
Wizard Spells Known: 8 first level spells, 2 second level spells
Wizard Spells Prepared: 6
Paladin Spells Known: Up to 3rd level
Paladin Spells Prepared: 9
Spell Slots: 4/3/3/3/2/1
Spell DC 16
Spell Attack Modifier +8
Another daring escape for the intrepid Spaceman Spiff!
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