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Rock Pomsky

3 Level (0/2700 XP for level-up) Acolyte Background Earth Genasi Race / Species / Heritage Lawful Good Alignment
Paladin: Oath of Conquest
Level 3
Hit Dice: 3/3
1d10+4 Class 1

STR
17
+3
DEX
13
+1
CON
18
+4
INT
10
+0
WIS
10
+0
CHA
20
+5
42
Hit Points
+1
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
5 / 5
Divine Sense
15 / 15
Lay on Hands
1/1 /
Divine Smite (Long rest)
1 / 1
Channel Divinity
Spellcasting ...
+7 Attack mod
CHA Ability
+5 Abi Mod
15 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+1 Dexterity
+4 Constitution
+0 Intelligence
+2 Wisdom
+7 Charisma
saving throws
+1 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+3 Athletics STR
+5 Deception CHA
+0 History INT
+2 Insight WIS
+7 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+0 Perception WIS
+5 Performance CHA
+7 Persuasion CHA
+2 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longsword +5 STR 1d8+3 Slashing
 Versatile, Sap
Javelin +5 STR 1d6+3 Piercing
 Thrown, Slow
Pistol +6 STR 1d10+3 Piercing
 Ammunition (Firearms), Range, Loading, Vex, (Range: 30ft-90ft Disadvantaged)
Lance of Storms +5 STR 1d10+1d4+3 Piercing
 The owner of this weapon can summon it by extending their hand and saying “Return.” This can only be done within 10 feet and as a bonus action.
Tobi +1 DEX 1d10+2+1 Slashing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Sacred Flame 1 action 60 ft Instant 1d8
Mending 1 minute touch instant
 Notes:This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item, but it can’t restore magic to such an object.

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Shield of Faith 1 bonus action 60 ft Concentration
 Notes:A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Sacred Flame 1 action 60 ft Instant 1d8 +
Divine Smite +7 Bonus Action Yes 2d8(+1d8)
 Notes:The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead, if you miss you can reuse the smite within 10 turns
Armor of Agathys Action Self 1 hour
 Notes:A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.
Command Action 60 ft 1 hour
 Notes:You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Gift of the gem dragon (+1 Cha, 2d8 force reaction on taking damage within 10 feet, DC equals 8 + your proficiency bonus + Cha modifier)


You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.


You can move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor.


Earth walk: You can cast the Pass without Trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.


Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.


Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.


Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.


(Soul Type: Augmenter, Cursed Mark: Both Eyes) Avatar of the Genasi: Rock channels the elements of every type of Genasi. Once activated, he can use the abilities of every Genasi at once. At the end of his turn, he must select an element to disengage. While in this state, gain a +2 to all ability scores. Once all extra elements are gone, suffer from exhaustion for a turn. Recover this ability at long rest.




Features & Traits

Shield, Chain Mail, Longsword, Javelin, Pistol, Signet Ring, Backpack, Rations, Robe, Blanket, Tinderbox, Lamp, Holy Water, Iridescent Needle




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 24, Platinum: 0 Money
Common, Primordial

Languages & Proficiencies
He has dedicated his life to ensuring that those who are righteous are protected, and those who threaten their safety are dealt with. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well.

Ideals
Rock Pomsky feels a strong responsibility to protecting the image of all Genasi, to ensure no one else is abandoned like he was He also holds onto the pendant that he was left with at birth, as it is his only connection that he has to his biological parents He is heavily protective of Glip Glorp Pomsky as they see themselves as their only family

Bonds
He with often be too trusting when meeting people due to his relatively peaceful upbringing, leading him to believe in the good of all people.

Flaws

give ten gold to glip glorp when you see him next





Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
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Created by

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Character Sheet (2020)

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