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Abilities[]

Ability Source Details First Appearance
Flight Race: Aarakocra Sunny has a flying speed of 50 feet, she shouldn't be able to use this whilst wearing medium armor but it's unclear if this rule was followed (Sunny's AC indicates a brestplate which is medium armor). Episode 1: A Heaping Helping of Trouble
Divine Sense Paladin Level 1 The presence of strong evil registers on Sunny's senses like a noxious odor, and powerful good rings like heavenly music in her ears. As an action, she can open her awareness to detect such forces. Until the end of her next turn, she knows the location of any celestial, fiend, or undead within 60 feet that is not behind total cover. Sunny knows the type (celestial, fiend, or undead) of any being whose presence she senses, but not its identity. Within the same radius, Sunny also detects the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. She can use this feature a number of times equal to 1 + her Charisma modifier. When she finishes a long rest, she regains all expended uses. Episode 1: A Heaping Helping of Trouble
Divine Smite Paladin Level 2 When Sunny hits a creature with a melee weapon attack, she 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. Episode 3: Into the Sternwood
Extra Attack Paladin Level 5 Sunny can attack twice, instead of once, whenever she takes the Attack action on her turn. Episode 3: Into the Sternwood
Shield Master Feat Sunny uses shields not just for protection but also for offense. She gains the following benefits while she is wielding a shield: if she takes the Attack action on her turn she can use a bonus action to try to shove a creature within 5 feet with her shield; if she isn't incapacitated she can add her shield's AC bonus to any Dexterity saving throw she makes against a spell or other harmful effect that targets only her; if she is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage she can use her reaction to take no damage if she succeed on the saving throw- interposing her shield between herself and the source of the effect. Episode 3: Into the Sternwood
Chanel Divinity: Turn the Unholy Oath of Devotion Paladin Level 3 As an action, Sunny presents her holy symbol and speaks a prayer censuring fiends and undead, using her Channel Divinity. Each fiend or undead that can see or hear her within 30 feet must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from Sunny as it can, and it can’t willingly move to a space within 30 feet of her. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Episode 4: I'm Worth This
Lay on Hands Paladin Level 1 Sunny's blessed touch can heal wounds. She has a pool of healing power that replenishes when she takes a long rest. With that pool, she can restore a total number of hit points equal to her paladin level × 5 (as Sunny is level 5 her pool is 25 hp). As an action, she 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 her pool. Alternatively, Sunny can expend 5 hit points from her pool of healing to cure the target of one disease or neutralize one poison affecting it. She can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. never used
Chanel Divinity: Sacred Weapon Oath of Devotion Paladin Level 3 As an action, Sunny can imbue one weapon that she is holding with positive energy, using her Channel Divinity. For 1 minute, she adds her Charisma modifier to attack rolls made with that weapon. The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. Sunny can end this effect on her turn as part of any other action. If she is no longer holding or carrying this weapon, or if she falls unconscious, this effect ends. never used


Spells[]

Spell Spell Level Source Details First Appearance
Shield of Faith 1st Paladin As a bonus action, a shimmering field appears and surrounds a creature of Sunny's choice within 60 feet, granting it a +2 bonus to AC for the duration. Episode 3: Into the Sternwood
Command 1st Paladin Sunny speaks a one-word command to a creature she can see within 60 feet. 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 the language, or if Sunny's command is directly harmful to it. Episode 5: Scramble to the Ramble

Inventory[]

A list of items belonging to, given to, or found by Sunny:

Item Acquired from Details First Appearance
Staff Handmade An old pirate hook fashioned onto a long stick with some rope. Deals 1D8 damage. Episode 1: A Heaping Helping of Trouble
Shield Handmade Fashioned from a rum barrel lid. It gives +2 to Sunny's AC and allows her to use her sheild master feat Episode 1: A Heaping Helping of Trouble
Harrows Hook Tulwar Zuhari-Royce A magical hook placed at the end of Sunny's staff. It grants plus 1 to attack and damage. Also it allows sunny to re-roll 1’s and 2’s on her divine smite damage rolls. Episode 5: Scramble to the Ramble
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