Behold Dihn my new oc. The tall firbolg plant mage. Flying around on a space ship. Think like Treasure planet ship. Too tall for the hallways but makes do. Plus one wear my clothes edition

seen from Malaysia

seen from Malaysia

seen from United States
seen from Malaysia
seen from Austria

seen from United States
seen from Moldova
seen from China

seen from United States

seen from United States
seen from Netherlands
seen from Australia
seen from United States
seen from France
seen from China
seen from Moldova

seen from United States

seen from United States
seen from Germany
seen from Malaysia
Behold Dihn my new oc. The tall firbolg plant mage. Flying around on a space ship. Think like Treasure planet ship. Too tall for the hallways but makes do. Plus one wear my clothes edition
Drawtober 7- have a Dihn. My plant buddy got a cottage core make over
Demon in Human Nature
Rahii - Ninette’s mother Diaba - Ninette’s father
Melek - Brother of Diaba and Uncle to Ninette. Melek is father to Sophie and Peter. Penemae - Sophie and Peter’s mother.
Ninette - A blue demon with gold eyes and horns on her head. One the strongest demons around.
Sophie - The twin of Peter, the cousin of Ninette, and lived with Ninette for a few years. Sophie is 7 minutes older than Peter, and will joke about it just to be annoying.
Peter - The twin of Sophie, the cousin of Ninette, and lived in the Underworld for most of his life to then move in with Sophie for a few years. Did work as Bail hunter for some time to then contemplate becoming a demon hunter like his sister and cousin.
Do not mess with Dihn, the ship or the people on said ship. Plant mage will be pissed and take it out on you. So much for lovelable firbolg. #oc #firbolg #plantmage #dihn https://www.instagram.com/p/CEPmLjBJaBV/?igshid=xg6r7rnrznua
Dihn outfit moods. Pirate meets disney prince. In earth tones over reds though.
Jaden Blackstar
Half-Elf / Monk-12 / Acolyte
HP: 70 AC: 18 (Unarmored Defense feature) Initiative: +5 Hit Dice: 12d8 Prof. Bonus: +4 Speed: 50-ft
*STR: 12 (+1) *DEX: 20 (+5) CON: 12 (+1) INT: 10 (+0) WIS: 17 (+3) CHA: 12 (+1)
Skills: Acrobatics +9, Stealth +9, Religion +7, Insight +7, Perception +7, and Persuasion +5.
Proficiencies: Simple Weapons, Longswords, Shortswords, Longbows, Shortbows, and Weaver’s Tools.
Senses: Darkvision(60-ft), Passive Perception: 17
Ki Points: 12 Ki Save DC: 15 Shadow Art Spells: Minor Illusion(cantrip), Darkness (2 Ki), Darkvision (2 Ki), Pass without Trace (2 Ki), and Silence (2 Ki).
Languages: Common, Elven, Undercommon, Giant, and Dwarven.
FEATURES:
Shelter of the Faithful
Fey Ancestry
Elven Weapon Training
Darkvision
Unarmored Defense
Unarmored Movement
Shadow Arts
Slow Fall
Stunning Strike
Ki-Empowered Strikes
Stillness of Mind
Shadowstep
Evasion
Purity of Body
Cloak of Shadows
PERSONALITY TRAITS:
Nothing can shake my optimistic attitude.
I always try to help those in need, regardless of the personal cost.
I owe my life to the monks who took me in when I left home.
I judge others harshly and myself even more severely.
INVENTORY:
Quarterstaff, Holy Symbol of Selune, Prayer Book, Incense (5 sticks), Common Clothes, Belted Pouch, Backpack, Bedroll, Mess Kit, Tinderbox, Torches (x10), Rations (1-Day)(x10), Waterskin, and 50-ft of Hempen Rope.
Lokdorre
Half-Orc / Paladin-2 / Outlander
HP: 20 AC: 18 (chainmail and shield) Initiative: +1 Hit Dice: 2d10 Prof. Bonus: +2 Speed: 30-ft
STR: 15 (+2) DEX: 12 (+1) CON: 15 (+2) INT: 8 (-1) WIS: 10 (+0) CHA: 15 (+2)
Skills: Athletics +4, Medicine +2, Survival +2, Intimidation +4, and Persuasion +4.
Proficiencies: All armor, shields, martial weapons, simple weapons, and lyres.
Senses: Darkvision(60-ft), Passive Perception: 10
Spellcasting Ability: Charisma Spell Attacks: +4 Spell Save DC: 12
Spells Known: 3 Level 1 Spells: Bless, Cure Wounds, and Shield of Faith.
Languages: Common, Orc, and Giant.
FEATURES:
Relentless Endurance: When you are reduced to 0 hit points, but not killed outright, you can instead drop to 1 hit point. You must finish a long rest to regain this feature.
Savage Attack: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice again and add it to the total damage.
Divine Sense: As an Action, you open your awareness to the location of any Celestial, Fiend, or Undead within 60-ft that is not behind total cover. You know which of those types the creature(s) are, but not their specific kind(ex. vampires or zombies.) In the same radius, you can detect any place or object that has been consecrated or desecrated, as with the Hallow spell.
Lay on Hands: You have a healing pool of energy equal to 5x your Paladin Level. As an Action, you can touch a creature to expend points from your pool as hit points. Alternatively, you can expend a burst of 5 points to cure one poison or disease in the creature. This has no effect on Undead or Constructs.
Fighting Style - Dueling: 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.
Divine Smite: When you hit a creature with a melee weapon attack, you can expend one Paladin Spell Slot to deal an additional 2d8 Radiant Damage to the target. At higher levels, increase the damage by 1d8 per slot above first to a maximum of 5d8 Radiant Damage. If the target is Undead or a Fiend, add an extra 1d8 on top of that.
Rufus (Hell Hound)
HP: 45 AC: 15 (natural armor) Speed: 50-ft
STR: 17 (+3) DEX: 12 (+1) CON: 14 (+2) INT: 6 (-3) WIS: 13 (+1) CHA: 6 (-3)
Skills: Perception +5
Damage Immunities: Fire
Senses: Darkvision(60-ft), Passive Perception: 15
Languages: Understands Common, but cannot speak it.
Keen Hearing and Smell: The Rufus has Advantage on Perception checks relying on hearing and scent.
Pack Tactics: The Rufus has Advantage on an attack roll against a creature if at least one of the hounds allies is within 5-ft of the target and isn’t incapacitated.
ACTIONS:
Bite, Melee Weapon Attack: +5 vs. AC; one target, adjacent. Hit: 1d8 + 3 piercing damage plus 2d6 fire damage.
Fire Breath(recharge 5-6) The Rufus exhales fire in a 15-ft cone. Each creature in the area must make a DC 12 Dexterity Saving Throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one.