Proficiencies Scale Armor,and Medium Armor,Polearms,Simple Weapons,Martial Weapons
Languages Dwarvish,Common,Celestial,Primordial
7.Attacks and Spellcasting:
Charisma
Spellcasting DC13
1st Level Spells level 3rd
Bless:
Verbal: “Manticore’s blessing!”
Somatic: Trace the radiant symbol (resembling a Manticore’s tail barb with the sun behind it) on the target’s forehead.
Material: None
Effect: Grant a target ally a bonus to attack and damage rolls for 1 minute, adding +1d4 to attack and damage rolls.
Usage: 4 times per long rest
Manticore’s Wisdom (Homebrew):
Verbal: “Manticore’s wisdom!”
Somatic: Trace a swirling symbol resembling a Manticore’s tail with your finger.
Material: None
Effect: Grant a chosen number of allies within 30 feet a bonus to Intelligence and Dexterity saving throws equal to your Charisma modifier for 1 minute. (Requires Dungeon Master approval)
Cloud of Poison:
Verbal: “Cloud”
Somatic: Throw a vial of Manticore’s fart.
Material: A small vial of Manticore’s fart
Effect: Deal 1d6 venom damage to a target and potentially stun it for 1 minute (DC 15 Constitution saving throw).
Usage: 4 times per long rest
Branding Smite:
Verbal: “Light and Venom, combine!”
Somatic: Trace the radiant symbol on the target’s forehead.
Material: None
Effect: Deal 2d6 radiant damage and 2d6 venom damage to a target for 1 minute (DC 15 Constitution saving throw).
Usage: 3 times per long rest
3rd Level Spells level 5
Withering Touch:
Somatic: Hit the target with a withered hand.
Material: A withered hand.
Effect: Deal 1d8 venom damage to a target (DC 15 Constitution saving throw).
Usage: 4 times per long rest
Toxic Radiance:
Casting Time: 1 action
Range: Self (30-foot radius)
Components:
Verbal (none)
Somatic (raise hands to sky)
Material (vial of venom, pinch of alchemist’s fire)
Duration: Instantaneous
Effect: Unleash radiant energy with searing flames and a touch of venom. Creatures within 30 feet make a DC 15 Constitution saving throw, taking 2d6 fire damage and 2d6 poison damage on a failed save, or half as much damage on a success.
5th Level Spells Level 9
Contagion:
Verbal: “Plague”
Somatic: Throw a rotting object.
Material: A small rotting object
Effect: Deal 3d6 venom damage to a target and potentially infect it with a deadly disease (DC 15 Constitution saving throw).
Usage: 2 times per long rest
Dawn:
Verbal: “Here Comes the Sun”
Somatic: Raise your signet ring hand.
Material: Holy signet ring
Effect: Deal 60 force damage to all creatures in a 60-foot radius.
Usage: 1 time per long rest
7th level spells level 11
Noxious Blight:
Level: 3rd
Casting Time: 1 bonus action
Range: 60 feet
Components:
Verbal (none)
Somatic (snap fingers, hurl vial)
Material (vial with Manticore venom, accelerant, and flammable cloth)
Duration: Instantaneous (fumes linger for 1 round)
Effect:
Hurl a vial filled with a volatile concoction, dealing 2d6 + your Charisma modifier poison damage to a creature you choose within range (on a successful hit).
The vial shatters on impact, creating a burst of noxious fumes and a small explosion in a 5-foot radius around the target.
Explosion: Creatures within the radius must make a DC 13 Dexterity saving throw, taking half damage (2d4 fire damage) on a success, and full damage on a failure. Flammable objects within the radius that are not being worn or carried automatically
Weapon of the Manticore
Verbal: “Imbue!”
Somatic: Run the claw along your ally’s weapon.
Material: A claw from the Celestial Manticore
Effect: Imbue an ally’s weapon with venom and light damage for 1 hour.
Somatic: Take the stopper off the vial and throw it with a violent jerk.
Material: A small dagger in a vial of Manticore’s fart.
Effect:
A 20-foot-radius sphere of glowing green fog erupts from the vial, centered on a point you choose within range.
The fog spreads around corners and lasts for 1 minute or until strong wind disperses it, ending the spell. The area is heavily obscured.
When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Constitution saving throw (DC 15).
On a failed save, it takes 3d6 venom damage and 2d6 radiant damage.
On a successful save, it takes half as much damage of each type. Creatures are affected even if they hold their breath or don’t need to breathe.
Movement: The fog drifts 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors are heavier than air and sink to the lowest levels, even pouring down openings.
Usage: 1 time per long rest.
Revivify
Verbal: “Rise”
Somatic: Push the stone into the creature’s heart.
Material: A small, glowing crystal.
Effect: Bring a dead creature back to life with 1 hit point.
Usage: 1 time per long rest
8.Weapons:
Halberd of Venomous Radiance (Uncommon, Requires Attunement):
Flavor Text: This legendary halberd, forged by a warrior blessed by celestial manticores, shimmers with radiant energy and is imbued with a potent venom.
Manticore Dagger of Venomous Radiance (Uncommon, Requires Attunement):
Flavor Text: This massive ax, wielded by a legendary warrior of both light and venom, cleaves through foes, leaving a trail of radiant light and poisonous fumes.
9.Armor:
Scale Armor of the Manticore (Uncommon):
AC: 18
Resistance: Radiant and Venom damage
Attunement: Not Required
Flavor Text: Crafted from the molted scales of a manticore, this shimmering armor reflects both light and darkness, offering resistance to radiant damage. Additionally, the scales possess natural toxins, granting resistance to venom.
10.Equipment:
Tools:
Poisoner's Kit
Brewer’s Supplies
Jewelry:
Holy Signet Ring of the Venomous Light(holy symbol)
Dwarven Resilience: Advantage on saving throws against poison, resistance to poison damage.
Dwarven Combat Training: Proficiency with battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency: Proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.
Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your
proficiency bonus to the check.
Dwarven Armor Training: Proficiency with light and medium armor.
Class traits
Manticore's Resilience: You gain resistance to both radiant and venom damage, and advantage on saving throws against being poisoned.
Poisoner's kit proficiency
12 Feats:
Manticore’s Touch (Level 1):
Additional damage: 1d6
Even numbers: Venom damage
Odd numbers: Radiant damage
Debilitating effect: Venomed or blinded for 1 minute
Flavor Text: As you strike with your divine touch, venomous tendrils intertwine with radiant energy, leaving foes both blinded and poisoned.
Manticore’s Hide (Level 4):
Choose one: Resistance to cold or lightning damage
Flavor Text: Your armor, crafted from manticore scales, shimmers with an otherworldly light. It grants protection against the elements, reflecting the celestial manticores’ blessings.
Weapon Master (Level 5):
Choose a weapon: +2d6 damage when using it
Flavor Text: Your mastery over weapons is unparalleled. With each swing, your chosen weapon channels both venom and radiant power, striking fear into your enemies.
Toxic Aegis (Level 10):
Allies within 10 feet gain resistance to venom damage
Enemies within 10 feet have disadvantage on saving throws against venom damage
Flavor Text: Your aura envelops allies, shielding them from venomous harm. Meanwhile, foes caught within its radius find their resistance waning against your divine toxins.
Aura of the Manticore (Level 11):
10-foot radius, 1-minute duration
Deals 2d6 radiant damage and 2d6 venom damage to all enemies within the area
Damage frequency: Every 2 rounds (at the start of your turn)
Flavor Text: The air crackles with energy as your aura manifests. Radiant light and venomous mist swirl, punishing those who dare approach.
Manticore’s Celestial Blessing (Level 14):
10-foot radius, 1-minute duration
Allies in the area gain advantage on attack rolls and ability checks
Flavor Text: Your celestial blessing infuses your companions with courage. Their strikes become surer, their steps more confident, as they fight alongside you.
13 Personality Traits:
You lead by example, inspiring courage and unwavering morality in those around you.
Oaths and promises are sacred, and betrayal is an unforgivable sin.
You believe in the power of law and order, tempered by your experiences in the crucible of war.
Though scarred by war, you retain a deep faith in the good of people and the power of redemption.
Ideals:
Divine Law: The law of the land, however harsh, brings order and protects the innocent. (Lawful)
Redemption: Even those who have strayed can be brought back from the darkness with guidance and faith. (Good)
Bonds:
You wear a holy symbol alongside the signet ring, a silent vow to your fallen comrade and the ideals they embodied.
You fight to clear the name of a falsely accused fellow soldier, a testament to your unwavering loyalty.
(Consider incorporating this into your backstory – perhaps the falsely accused soldier was a mentor or close friend)
You swore an oath to protect a specific place from corruption, a sacred duty passed down through generations of your noble house.
14 Flaws:
Injustice and blatant disregard for the law infuriate you.
You can be inflexible, believing laws are sacred and shouldn't be bent, even for seemingly noble goals.
Your inherent trust in people's potential for good may lead you to be overly trusting at times.
15.Background Details:
Born and raised within the dwarven stronghold of Thessan, Terra Novahammer was forged in the fires of martial tradition. Her fiery red hair, a stark contrast to the usual greys and browns of her kin, mirrored the burning passion within her – a passion for combat and unwavering loyalty to her people. By the age of 45, she had already carved a name for herself within the mountain dwarf army, her prowess with the halberd earning her the respect of her comrades.Tragedy struck Terra early. When she was just 45, a brutal orc raid tore through Thessan, leaving a trail of devastation. In that bloody night, Terra lost her parents, their love and guidance ripped away in an instant. Grief threatened to consume her, but dwarven resilience ran deep in her veins. She channeled her sorrow into a steely determination to protect her people, joining the army at the very next opportunity.Years passed, and Terra rose through the ranks, her skills and bravery earning her the rank of Major. Yet, the memory of the orc raid and the loss of her parents remained a burning ember within her. Then, at the age of 55, another orc horde descended upon Thessan. Terra fought valiantly, the memory of her parents fueling her ferocity. But the orcs were overwhelming. The village was ransacked and burned, loved ones lost to the savagery. Terra herself was gravely wounded, her body riddled with orcish arrows and her spirit shattered by the carnage.Grief and a thirst for vengeance consumed Terra. She dedicated herself to the eradication of orcs, delving into the forbidden art of poisons. Venturing deep into the Underdark, she learned from reclusive shadow dwarves, mastering the extraction and refinement of potent venoms. These concoctions, though deadly, fueled her singular purpose – to make the orcs pay for the blood they spilled.One night, amidst her venomous studies, Terra was visited by a vision – Gorm Gulthyn, the dwarven god of vigilance and defense. He saw the potential for good within Terra, the righteous fury that could be channeled into a weapon of justice. He revealed the path of the Manticore Paladin, warriors who wielded both radiant light and potent toxins to vanquish evil while protecting the innocent. Gorm Gulthyn's words resonated with Terra. She embraced the teachings, channeling her grief and hatred into a righteous cause. The venom remained a tool, but now wielded with the guiding light of the celestial manticore. Years of dedicated training followed, honing her combat skills and forging a deep connection with the power that pulsed within her – a potent mix of radiant spell and venom. Emerging from seclusion, Terra Novahammer was a changed dwarf. Clad in standard-issue female dwarven paladin armor, a symbol of her integration back into the army, she nevertheless stood out. The mark of the celestial manticore adorned her arm, a constant reminder of her oath. Her fiery spirit remained, but tempered now by unwavering resolve and the blessing of radiant light.Terra, now a Major within the mountain dwarf army, is a living testament to the power of redemption. The Paladin of Venomous Radiance strikes fear into the hearts of evildoers, her halberd a beacon of both radiant justice and potent venom. She is a mountain’s fury, a warrior touched by the scorpion’s kiss, a symbol of hope for her people, and a beacon of light in the darkest corners of the world.
16.Allies and Organizations:
Oath of the Manticore, Mountain Dwarf Army
17.Character Appearance:
Appearance:
Hair color:Red
Skin color:Faire
Eye Color:Gray
Height:5’6”
Weight:145 lbs
18.Additional Notes:
Venomous Radiance Mechanic (Homebrew)
Before Each Attack:
Roll a d8 to determine the weapon you will use in this attack:
1 & 3: Halberd
2 & 4: Dagger
5 & 7: Unarmed Strike (damage specified by class and level)
6 & 8: Great Ax
After Hit or Miss:
If the attack hits, roll a d6 to determine the additional damage type:
Odd roll: Venom damage (discuss the amount with your Dungeon Master)
Even roll: Radiant damage (discuss the amount with your Dungeon Master)
Roll a d8 to determine the amount of additional damage dealt (venom or radiant, based on the previous roll).
This seems like you're adding a whole lot of homebrew at once - it would be easier for us forum readers to parse if you posted the homebrew parts separately. For example, it seems like you're using a homebrew Cleric subclass that's some kind of Manticore based thing. It also seems like a lot of your chosen spells are homebrew. And it also looks like you have a homebrew Feat, and a homebrew damage type (Venom).
We can't exactly know if your sheet is completed, because we don't know what any of those homebrew do to their full extent. Did your table/DM make them up? Did you find them somewhere on this site or a different site?
Lastly, I don't understand the need for the Venomous Radiance homebrew mechanic of attacks. It seems like you're adding more dice rolls for no real reason, which will only slow things down when you play.
Rollback Post to RevisionRollBack
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
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1.Character Basics:
Name:Terra Novahammer
Race:Mountian Dwarf
Class: Paladin of Venomous Radiance
Background:Noble Veteren
Alignment:lawful good
Level:1
2.Ability Scores:
Strength: 15 (+5 Saving throw)
Dexterity:13
Constitution:15
Intelligence:14
Wisdom:15
Charisma:16(+4 Saving throw)
3.Skills:
Athletics
Intimidation
Medicine
Perception
Nature
4.Speed:
Base: 30 feet per round
5.Combat Stats:
Armor Class (AC):18
Hit Points (HP):10
Hit Dice (HD):10
Initiative:4
6.Proficiencies and Languages
Proficiencies Scale Armor,and Medium Armor,Polearms,Simple Weapons,Martial Weapons
Languages Dwarvish,Common,Celestial,Primordial
7.Attacks and Spellcasting:
Charisma
Spellcasting DC13
1st Level Spells level 3rd
Bless:
Verbal: “Manticore’s blessing!”
Somatic: Trace the radiant symbol (resembling a Manticore’s tail barb with the sun behind it) on the target’s forehead.
Material: None
Effect: Grant a target ally a bonus to attack and damage rolls for 1 minute, adding +1d4 to attack and damage rolls.
Usage: 4 times per long rest
Manticore’s Wisdom (Homebrew):
Verbal: “Manticore’s wisdom!”
Somatic: Trace a swirling symbol resembling a Manticore’s tail with your finger.
Material: None
Effect: Grant a chosen number of allies within 30 feet a bonus to Intelligence and Dexterity saving throws equal to your Charisma modifier for 1 minute. (Requires Dungeon Master approval)
Cloud of Poison:
Verbal: “Cloud”
Somatic: Throw a vial of Manticore’s fart.
Material: A small vial of Manticore’s fart
Effect: Deal 1d6 venom damage to a target and potentially stun it for 1 minute (DC 15 Constitution saving throw).
Usage: 4 times per long rest
Branding Smite:
Verbal: “Light and Venom, combine!”
Somatic: Trace the radiant symbol on the target’s forehead.
Material: None
Effect: Deal 2d6 radiant damage and 2d6 venom damage to a target for 1 minute (DC 15 Constitution saving throw).
Usage: 3 times per long rest
3rd Level Spells level 5
Withering Touch:
Somatic: Hit the target with a withered hand.
Material: A withered hand.
Effect: Deal 1d8 venom damage to a target (DC 15 Constitution saving throw).
Usage: 4 times per long rest
Toxic Radiance:
Casting Time: 1 action
Range: Self (30-foot radius)
Components:
Verbal (none)
Somatic (raise hands to sky)
Material (vial of venom, pinch of alchemist’s fire)
Duration: Instantaneous
Effect: Unleash radiant energy with searing flames and a touch of venom. Creatures within 30 feet make a DC 15 Constitution saving throw, taking 2d6 fire damage and 2d6 poison damage on a failed save, or half as much damage on a success.
5th Level Spells Level 9
Contagion:
Verbal: “Plague”
Somatic: Throw a rotting object.
Material: A small rotting object
Effect: Deal 3d6 venom damage to a target and potentially infect it with a deadly disease (DC 15 Constitution saving throw).
Usage: 2 times per long rest
Dawn:
Verbal: “Here Comes the Sun”
Somatic: Raise your signet ring hand.
Material: Holy signet ring
Effect: Deal 60 force damage to all creatures in a 60-foot radius.
Usage: 1 time per long rest
7th level spells level 11
Noxious Blight:
Level: 3rd
Casting Time: 1 bonus action
Range: 60 feet
Components:
Verbal (none)
Somatic (snap fingers, hurl vial)
Material (vial with Manticore venom, accelerant, and flammable cloth)
Duration: Instantaneous (fumes linger for 1 round)
Effect:
Hurl a vial filled with a volatile concoction, dealing 2d6 + your Charisma modifier poison damage to a creature you choose within range (on a successful hit).
The vial shatters on impact, creating a burst of noxious fumes and a small explosion in a 5-foot radius around the target.
Explosion: Creatures within the radius must make a DC 13 Dexterity saving throw, taking half damage (2d4 fire damage) on a success, and full damage on a failure. Flammable objects within the radius that are not being worn or carried automatically
Weapon of the Manticore
Verbal: “Imbue!”
Somatic: Run the claw along your ally’s weapon.
Material: A claw from the Celestial Manticore
Effect: Imbue an ally’s weapon with venom and light damage for 1 hour.
Damage: 1d6 + Charisma modifier venom damage and 1d6 + Charisma modifier radiant damage.
Usage: 3 times per long rest.
9th levels spells level 14
Manticore’s Storm
Verbal: “Manticore Storm!”
Somatic: Take the stopper off the vial and throw it with a violent jerk.
Material: A small dagger in a vial of Manticore’s fart.
Effect:
A 20-foot-radius sphere of glowing green fog erupts from the vial, centered on a point you choose within range.
The fog spreads around corners and lasts for 1 minute or until strong wind disperses it, ending the spell. The area is heavily obscured.
When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Constitution saving throw (DC 15).
On a failed save, it takes 3d6 venom damage and 2d6 radiant damage.
On a successful save, it takes half as much damage of each type. Creatures are affected even if they hold their breath or don’t need to breathe.
Movement: The fog drifts 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors are heavier than air and sink to the lowest levels, even pouring down openings.
Usage: 1 time per long rest.
Revivify
Verbal: “Rise”
Somatic: Push the stone into the creature’s heart.
Material: A small, glowing crystal.
Effect: Bring a dead creature back to life with 1 hit point.
Usage: 1 time per long rest
8.Weapons:
Halberd of Venomous Radiance (Uncommon, Requires Attunement):
Damage: 1d10 + 1 piercing
Weight: 12 lbs.
Properties: Venomous, Radiant, Uncommon, Requires Attunement
Flavor Text: This legendary halberd, forged by a warrior blessed by celestial manticores, shimmers with radiant energy and is imbued with a potent venom.
Manticore Dagger of Venomous Radiance (Uncommon, Requires Attunement):
Damage: 1d4 + 1 piercing
Ranged Properties: Thrown (20/60 ft.)
Weight: 1 lb.
Properties: Venomous, Radiant, Uncommon, Requires Attunement
Flavor Text: Crafted from a manticore's stinger, this curved dagger gleams with radiant energy while carrying a deadly venom.
Great Ax of Venomous Radiance (Uncommon, Requires Attunement):
Damage: 1d12 + 1 slashing
Weight: 16 lbs.
Properties: Venomous, Radiant, Uncommon, Requires Attunement
Flavor Text: This massive ax, wielded by a legendary warrior of both light and venom, cleaves through foes, leaving a trail of radiant light and poisonous fumes.
9.Armor:
Scale Armor of the Manticore (Uncommon):
AC: 18
Resistance: Radiant and Venom damage
Attunement: Not Required
Flavor Text: Crafted from the molted scales of a manticore, this shimmering armor reflects both light and darkness, offering resistance to radiant damage. Additionally, the scales possess natural toxins, granting resistance to venom.
10.Equipment:
Tools:
Poisoner's Kit
Brewer’s Supplies
Jewelry:
Holy Signet Ring of the Venomous Light(holy symbol)
Thessan Signet Ring
Other Items:
Backpack
Bedroll
Mess Kit
Rations (10 days)
Rope (50 feet)
Tinderbox
Torches (10)
Waterskin
Coins:
50 Gold Pieces (GP)
10 Silver Pieces (SP)
5 Copper Pieces (CP)
11.Features and Traits:
Race Traits (Mountain Dwarf):
Ability Score Increase: +2 Strength, +2 Constitution
Dwarven Resilience: Advantage on saving throws against poison, resistance to poison damage.
Dwarven Combat Training: Proficiency with battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency: Proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.
Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your
proficiency bonus to the check.
Dwarven Armor Training: Proficiency with light and medium armor.
Class traits
Manticore's Resilience: You gain resistance to both radiant and venom damage, and advantage on saving throws against being poisoned.
Poisoner's kit proficiency
12 Feats:
Manticore’s Touch (Level 1):
Additional damage: 1d6
Even numbers: Venom damage
Odd numbers: Radiant damage
Debilitating effect: Venomed or blinded for 1 minute
Flavor Text: As you strike with your divine touch, venomous tendrils intertwine with radiant energy, leaving foes both blinded and poisoned.
Manticore’s Hide (Level 4):
Choose one: Resistance to cold or lightning damage
Flavor Text: Your armor, crafted from manticore scales, shimmers with an otherworldly light. It grants protection against the elements, reflecting the celestial manticores’ blessings.
Weapon Master (Level 5):
Choose a weapon: +2d6 damage when using it
Flavor Text: Your mastery over weapons is unparalleled. With each swing, your chosen weapon channels both venom and radiant power, striking fear into your enemies.
Toxic Aegis (Level 10):
Allies within 10 feet gain resistance to venom damage
Enemies within 10 feet have disadvantage on saving throws against venom damage
Flavor Text: Your aura envelops allies, shielding them from venomous harm. Meanwhile, foes caught within its radius find their resistance waning against your divine toxins.
Aura of the Manticore (Level 11):
10-foot radius, 1-minute duration
Deals 2d6 radiant damage and 2d6 venom damage to all enemies within the area
Damage frequency: Every 2 rounds (at the start of your turn)
Flavor Text: The air crackles with energy as your aura manifests. Radiant light and venomous mist swirl, punishing those who dare approach.
Manticore’s Celestial Blessing (Level 14):
10-foot radius, 1-minute duration
Allies in the area gain advantage on attack rolls and ability checks
Flavor Text: Your celestial blessing infuses your companions with courage. Their strikes become surer, their steps more confident, as they fight alongside you.
13 Personality Traits:
You lead by example, inspiring courage and unwavering morality in those around you.
Oaths and promises are sacred, and betrayal is an unforgivable sin.
You believe in the power of law and order, tempered by your experiences in the crucible of war.
Though scarred by war, you retain a deep faith in the good of people and the power of redemption.
Ideals:
Divine Law: The law of the land, however harsh, brings order and protects the innocent. (Lawful)
Redemption: Even those who have strayed can be brought back from the darkness with guidance and faith. (Good)
Bonds:
You wear a holy symbol alongside the signet ring, a silent vow to your fallen comrade and the ideals they embodied.
You fight to clear the name of a falsely accused fellow soldier, a testament to your unwavering loyalty.
(Consider incorporating this into your backstory – perhaps the falsely accused soldier was a mentor or close friend)
You swore an oath to protect a specific place from corruption, a sacred duty passed down through generations of your noble house.
14 Flaws:
Injustice and blatant disregard for the law infuriate you.
You can be inflexible, believing laws are sacred and shouldn't be bent, even for seemingly noble goals.
Your inherent trust in people's potential for good may lead you to be overly trusting at times.
15.Background Details:
Born and raised within the dwarven stronghold of Thessan, Terra Novahammer was forged in the fires of martial tradition. Her fiery red hair, a stark contrast to the usual greys and browns of her kin, mirrored the burning passion within her – a passion for combat and unwavering loyalty to her people. By the age of 45, she had already carved a name for herself within the mountain dwarf army, her prowess with the halberd earning her the respect of her comrades.Tragedy struck Terra early. When she was just 45, a brutal orc raid tore through Thessan, leaving a trail of devastation. In that bloody night, Terra lost her parents, their love and guidance ripped away in an instant. Grief threatened to consume her, but dwarven resilience ran deep in her veins. She channeled her sorrow into a steely determination to protect her people, joining the army at the very next opportunity.Years passed, and Terra rose through the ranks, her skills and bravery earning her the rank of Major. Yet, the memory of the orc raid and the loss of her parents remained a burning ember within her. Then, at the age of 55, another orc horde descended upon Thessan. Terra fought valiantly, the memory of her parents fueling her ferocity. But the orcs were overwhelming. The village was ransacked and burned, loved ones lost to the savagery. Terra herself was gravely wounded, her body riddled with orcish arrows and her spirit shattered by the carnage.Grief and a thirst for vengeance consumed Terra. She dedicated herself to the eradication of orcs, delving into the forbidden art of poisons. Venturing deep into the Underdark, she learned from reclusive shadow dwarves, mastering the extraction and refinement of potent venoms. These concoctions, though deadly, fueled her singular purpose – to make the orcs pay for the blood they spilled.One night, amidst her venomous studies, Terra was visited by a vision – Gorm Gulthyn, the dwarven god of vigilance and defense. He saw the potential for good within Terra, the righteous fury that could be channeled into a weapon of justice. He revealed the path of the Manticore Paladin, warriors who wielded both radiant light and potent toxins to vanquish evil while protecting the innocent. Gorm Gulthyn's words resonated with Terra. She embraced the teachings, channeling her grief and hatred into a righteous cause. The venom remained a tool, but now wielded with the guiding light of the celestial manticore. Years of dedicated training followed, honing her combat skills and forging a deep connection with the power that pulsed within her – a potent mix of radiant spell and venom. Emerging from seclusion, Terra Novahammer was a changed dwarf. Clad in standard-issue female dwarven paladin armor, a symbol of her integration back into the army, she nevertheless stood out. The mark of the celestial manticore adorned her arm, a constant reminder of her oath. Her fiery spirit remained, but tempered now by unwavering resolve and the blessing of radiant light.Terra, now a Major within the mountain dwarf army, is a living testament to the power of redemption. The Paladin of Venomous Radiance strikes fear into the hearts of evildoers, her halberd a beacon of both radiant justice and potent venom. She is a mountain’s fury, a warrior touched by the scorpion’s kiss, a symbol of hope for her people, and a beacon of light in the darkest corners of the world.
16.Allies and Organizations:
Oath of the Manticore, Mountain Dwarf Army
17.Character Appearance:
Appearance:
Hair color:Red
Skin color:Faire
Eye Color:Gray
Height:5’6”
Weight:145 lbs
18.Additional Notes:
Venomous Radiance Mechanic (Homebrew)
Before Each Attack:
Roll a d8 to determine the weapon you will use in this attack:
1 & 3: Halberd
2 & 4: Dagger
5 & 7: Unarmed Strike (damage specified by class and level)
6 & 8: Great Ax
After Hit or Miss:
If the attack hits, roll a d6 to determine the additional damage type:
Odd roll: Venom damage (discuss the amount with your Dungeon Master)
Even roll: Radiant damage (discuss the amount with your Dungeon Master)
Roll a d8 to determine the amount of additional damage dealt (venom or radiant, based on the previous roll).
This seems like you're adding a whole lot of homebrew at once - it would be easier for us forum readers to parse if you posted the homebrew parts separately. For example, it seems like you're using a homebrew Cleric subclass that's some kind of Manticore based thing. It also seems like a lot of your chosen spells are homebrew. And it also looks like you have a homebrew Feat, and a homebrew damage type (Venom).
We can't exactly know if your sheet is completed, because we don't know what any of those homebrew do to their full extent. Did your table/DM make them up? Did you find them somewhere on this site or a different site?
Lastly, I don't understand the need for the Venomous Radiance homebrew mechanic of attacks. It seems like you're adding more dice rolls for no real reason, which will only slow things down when you play.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?