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Abilities[]

Ability Source Details First Appearance
Control Undead Oath Breaker: Channel Divinity As an action, Cody targets one undead creature he can see within 30 feet. The target must make a Wisdom saving throw. On a failed save, the target must obey Cody's commands for the next 24 hours, or until he uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than Cody's paladin level is immune to this effect. Episode 3: The Mystery of the Haunted Subway
Extra Attack Paladin Level 5 Cody can attack twice instead of once when he takes the Attack action. Episode 3: The Mystery of the Haunted Subway
Great Weapon Master Feat On Cody's turn, when he scores a critical hit with a melee weapon or reduces a creature to 0 hit points with one, he can make one melee weapon attack as a bonus action. Also before he makes a melee attack with a heavy weapon that he is proficient with, he can choose to take a -5 penalty to the attack roll. If the attack hits, he adds +10 to the attack’s damage. Episode 3: The Mystery of the Haunted Subway
Divine Smite Paladin Level 2 When Cody hits a creature with a melee weapon attack, he 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. When Cody reached 11th Level the damage on all divine smites increased by 1 D8 Episode 3: The Mystery of the Haunted Subway
Aura of Protection Paladin Level 6 Whenever Cody or an ally within 10 feet makes a saving throw, the creature gains a bonus to the saving throw equal to Cody's Charisma modifier. He must be conscious to grant this bonus. Episode 3: The Mystery of the Haunted Subway
Aura of Hate Oathbreaker Paladin Level 7 Cody, as well any fiends and undead within 10 feet, gain a bonus to melee weapon damage rolls equal to his Charisma modifier. A creature can benefit from this feature from only one paladin at a time. Episode 3: The Mystery of the Haunted Subway
Aura of Courage Paladin Level 10 Cody and his allies within 10 feet cannot become frightened while Cody is conscious. Episode 3: The Mystery of the Haunted Subway
Divine Sense Paladin Level 1 The presence of strong evil registers on Cody's senses like a noxious odor, and powerful good rings like heavenly music in his ears. As an action, Cody can open his awareness to detect such forces. Until the end of his next turn, he knows the location of any celestial, fiend, or undead within 60 feet that is not behind total cover. He knows the type (celestial, fiend, or undead) of any being whose presence he senses, but not its identity. Within the same radius, he can also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. Cody can use this feature a number of times equal to 1 + his Charisma modifier. When he finishes a long rest, he regains all expended uses. Episode 4: We Need to Talk About Cody
Dreadful Aspect Oath Breaker: Channel Divinity As an action, Cody channels the darkest emotions and focuses them into a burst of magical menace. Each creature of his choice within 30 feet must make a Wisdom saving throw if it can see Cody. On a failed save, the target is frightened of him for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from Cody, it can attempt another Wisdom saving throw to end the effect on it. Episode 5: Trouble at the Tunnel
Mounted Combatant Feat While Cody is mounted and isn't incapacitated, he gains the following benefits: he has advantage on melee attack rolls against any unmounted creature that is smaller than his mount. He can force an attack targeted at his mount to target him instead. If his mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Episode 16: Treachery at Gramercy
Lay on Hands Paladin Level 1 Cody's touch can heal wounds. He has a pool of healing power that replenishes when he takes a long rest. With that pool, he can restore a total number of hit points equal to his paladin level x 5. As an action, he 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 his pool. Alternatively, he can expend 5 hit points from this pool of healing to cure the target of one disease or neutralize one poison affecting it. He can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. Episode 17: Two Sides of the Same Coin (Part 1)

Spells[]

Spell Spell Level Source Details First Appearance
Compelled Duel 1st Paladin As a bonus action, Cody attempts to compel a creature into a duel. One creature that he can see within 30 feet must make a Wisdom saving throw. On a failed save, the creature is drawn to Cody, compelled by his divine demand. For 1 minute (or if concentration is dropped), it has disadvantage on attack rolls against creatures other than Cody, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from him; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. The spell ends if Cody attacks any other creature, if he casts a spell that targets a hostile creature other than the target, if a creature friendly to Cody damages the target or casts a harmful spell on it, or if Cody ends his turn more than 30 feet away from the target. Episode 3: The Mystery of the Haunted Subway
Thunderous Smite 1st Paladin After casting as a bonus action, within the next minute (or if concentration is dropped before this) the first time Cody hits with a melee weapon attack, his weapon rings with thunder that is audible within 300 feet, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from Cody and knocked prone. Episode 3: The Mystery of the Haunted Subway
Find Steed 2nd Paladin Cody summons a spirit that assumes the form of an unusually intelligent, strong, and loyal steed (his moped), creating a long-lasting bond with it. It appears in an unoccupied space within 30 feet. The steed has the statistics of the chosen form (the moped has warhorse stats), though it is a celestial, fey or fiend instead of its normal type. Additionally, if the steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language that Cody speaks. The steed serves Cody as a mount , both in combat and out and they have an instinctive bond with it that allows them to fight as a seamless unit. While with his moped, Cody can make any spell he casts that targets only him also target his steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. Cody can also dismiss his moped at any time as an action, causing him to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While the steed is within 1 mile of Cody, they can communicate with each other telepathically. Episode 4: We Need to Talk About Cody (mentioned)

Episode 5: Trouble at the Tunnel (seen)

Bestow Curse 3rd OathBreaker Paladin Cody touches a creature, and that creature must succeed on a Wisdom saving throw or become cursed for 1 minute (or until concentration is broken) of the spell. The curse can have one from multiple effects: while cursed the target has disadvantage on ability checks and saving throws made with one ability score Cody chooses; while cursed the target has disadvantage on attack rolls against Cody; while cursed the target must make a Wisdom saving throw at the start of each of its turns- if it fails it wastes its action that turn doing nothing; while the target is cursed Cody's attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell will ends this effect. Episode 5: Trouble at the Tunnel
Crown of Madness 2nd Oathbreaker Paladin One humanoid of Cody's choice that he can see within 120 feet must succeed on a Wisdom saving throw or become charmed by him for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that Cody mentally chooses. The target can act normally on its turn if Cody chooses no creature or if none are within its reach. On Cody's subsequent turns, he must use his action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends. Episode 5: Trouble at the Tunnel
Blinding Smite 3rd Paladin After casting as a bonus action, within the next minute (or if concentration is dropped before this) the next time Cody hits a creature with a melee weapon attack during this spell’s duration, his weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded for 1 minute. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. Episode 5: Trouble at the Tunnel
Dispel Magic 3rd Paladin Cody chooses one creature, object, or magical effect within 120 feet. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, he makes an ability check using his spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. Episode 9: Fight at the Museum
Inflict Wounds 1st Oathbreaker Paladin Cody makes a melee spell attack against a creature he can reach. On a hit, the target takes 3d10 necrotic damage. Episode 12: The Battle of the Hot Dog Cart
Shield of Faith 1st Paladin A shimmering field appears and surrounds a creature of Cody's choice within 60 feet, granting it a +2 bonus to AC for 10 minutes or until concentration is broken. Episode 12: The Battle of the Hot Dog Cart
Bless 1st Paladin Cody blesses up to three creatures of his choice within 30 feet. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. Episode 13: Of Rats & Dragons
Locate Object 2nd Paladin Cody describes or names an object that he is familiar with. For 10 minutes (or until concentration is broken) he senses the direction to the object's location, as long as that object is within 1,000 feet. If the object is in motion, he knows the direction of its movement. The spell can locate a specific object known to Cody, as long as he has seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. Episode 15: For the Hoard!
Hellish Rebuke 1st Oathbreaker Paladin As a reaction after being damaged, Cody points his finger, and the creature that damaged him is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. Episode 16: Treachery at Gramercy
Hex 1st Re-forged Questing Blade As a bonus action Cody places a curse on a creature that he can see within 90 feet. For an hour (or until concentration is broken), he deals an extra 1d6 necrotic damage to the target whenever he hits it with an attack. Also, Cody chooses one ability when he casts the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, Cody can use a bonus action on a subsequent turn to curse a new creature. A Remove Curse cast on the target ends this spell early. Episode 17: Two Sides of the Same Coin (Part 1)


Inventory[]

Item Acquired From Details First Appearance
Moped Find Steed Cody's steed with the stats of a Warhorse Episode 5: Trouble at the Tunnel
Thirsting Blade Dark Excalibur Mega-Genesis (formerly) Thirsting Blade (Questing Blade) unintentionally from Sofia.

Dark Excalibur from the Metropolitan Museum.

Mega-Genesis from the Arcana of many things

-2 to attack and damage rolls. +30 to damage rolls. To use the attack action, Cody must first succeed on a DC 15 Athletics Check, which uses his object interaction on his turn each round. Every attack is rolled with Disadvantage, and no attack made with it can be granted Advantage. On a Nat 20, deals an additional 20d10 Necrotic Damage, and he regains as many hit points. Imposes Disadvantage on all Dexterity based Checks and Saving Throws. Proficiency with a great-sword allows Cody to add his proficiency bonus to the attack roll for any attack he makes. Episode 5: Trouble at the Tunnel

Episode 9: Fight at the Museum

Episode 10: Nulla Dies Umquam Memori Vos Eximet Aevo

Ninja throwing Stars unknown stats of hand axes Episode 7: Parade of Peril
Lovers Tarot Card (used) Iga's Arcana of Many Things Cody may cast the Warding Bond spell on a target of his choice without expending a Spell Slot once during the course of the following year Episode 10: Nulla Dies Umquam Memori Vos Eximet Aevo
Re-forged Questing Blade Forged himself with help from Lucifer Can cast Hex as a bonus action. Unknown other abilities. Episode 16: Treachery at Gramercy
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