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River

5 Level (0/14000 XP for level-up) Soldier Background Half-Orc Race / Species / Heritage None Alignment
Paladin
Level 5
Hit Dice: 5/5
1d10+4 Class 1

STR
18
+4
DEX
17
+3
CON
19
+4
INT
13
+1
WIS
13
+1
CHA
14
+2
54
Hit Points
+3
Initiative (DEX)
20
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+8 Attack mod
CHA Ability
+2 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+7 Strength
+3 Dexterity
+4 Constitution
+1 Intelligence
+4 Wisdom
+5 Charisma
saving throws
+3 Acrobatics DEX
+1 Animal Handling WIS
+1 Arcana INT
+7 Athletics STR
+2 Deception CHA
+1 History INT
+4 Insight WIS
+5 Intimidation CHA
+4 Investigation INT
skills
+4 Medicine WIS
+1 Nature INT
+1 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Greatsword +8 STR 2d6+4 Slashing
 Heavy, Two-Handed, Graze
Attacks

Spell Book

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Wrathful Smite +8 1ba self concentration 1d6 v
 Notes:The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
sheild of faith 1ba 60 ft concentration 0 v
 Notes:A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration
cure wounds 1a touch instantaneous 1d8
 Notes:A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Wrathful Smite +8 1ba self concentration 1d6 + v
 Notes:The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
sheild of faith 1ba 60 ft concentration 0 + v
 Notes:A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration
cure wounds 1a touch instantaneous 1d8 +
 Notes:A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
warding bond 1a 60 1 hour 0 v
 Notes:This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
zone of truth 1a 60 10 min 0 v
 Notes:You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
lesser restoration 1a touch Instantaneous 0 v
 Notes:You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Greatsword +1, Shield, Plate

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Orc

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

[block: Channel Divinity When you take this oath at 3rd level]
[block: you gain the following two Channel Divinity options.   Control Undead. As an action]
[block: or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect. Dreadful Aspect. As an action]
[block: it can attempt another Wisdom saving throw to end the effect on it.   Divine Sense The presence of strong evil registers on your senses like a noxious odor]
[block: as with the hallow spell.   You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest]
[block: you regain all expended uses.   Lay on Hands Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool]
[block: you can restore a total number of hit points equal to your paladin level x 5.   As an action]
[block: up to the maximum amount remaining in your pool.   Alternatively]
[block: expending hit points separately for each one. This feature has no effect on undead and constructs.   Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands]
[block: you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.   Divine Smite Starting at 2nd level]
[block: to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.   Divine Health By 3rd level]
[block: the divine magic flowing through you makes you immune to disease.   Extra Attack Beginning at 5th level]
[block: whenever you take the Attack action on your turn.   Channel Divinity Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.   When you use your Channel Divinity]
[block: you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.   Some Channel Divinity effects require saving throws. When you use such an effect from this class]
[block: the DC equals your paladin spell save DC.   Sacred Oath When you reach 3rd level]
[block: such as the Oath of Devotion.   Your choice grants you features at 3rd level and again at 7th]

Ferren Background


1d20 Background
1A nasty fight left you scarred.
2You were seduced by a devil. Gain 1 Corruption.
3You spent a few years in the wilderness. Gain a random wilderness profession.
4You killed someone in cold blood. Gain 1 Corruption.
5You fell in love with a human and had a child.
6You were raised by priestesses of the Moon Maiden.
7You stumbled into a hidden kingdom and remained there for 1d6 years.
8Someone important to you died; the loss haunts you still.
9Some rotten child mistook you for a cat and took you home. You only just escaped with your life.
10You earned a living working in one of your professions.
11You traveled extensively. You can speak one additional language.
12Someone discovered your true nature and mistook you for a skinchanger. You left everything behind to start over somewhere else.
13You received an education. You know how to read the Common Tongue.
14You helped defend your community from a beastmen attack.
15You found a scroll containing an incantation of a rank 0 spell (chosen by the GM).
16You unmasked a killer or a cultist at large in your community.
17You created a lasting piece of art. Add artist to your list of professions.
18You found a potion (of the GM’s choice).
19Someone important owes you a big favor.
20You came into money. Start the game with 2d6 cp.
[block: and 20th level. Those features include oath spells and the Channel Divinity feature.   Spellcasting By 2nd level]
[block: you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.   Preparing and Casting Spells   The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher]
[block: you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of paladin spells that are available for you to cast]
[block: rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.   For example]
[block: you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability   Charisma is your spellcasting ability for your paladin spells]
[block: you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier   Spellcasting Focus   You can use a holy symbol as a spellcasting focus for your paladin spells.   ]

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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Created by

lomeon2.

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