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Human Paladin

Paladin 5 Class & Level
Noble Background
Human Race
Alignment

Strength 17
+3
Dexterity 12
+1
constitution 14
+2
intelligence 9
-1
wisdom 10
+0
charisma 16
+3
Total Hit Dice 5
Hit Die
1d10+2
++3 proficiency bonus
+4 Strength
+1 Dexterity
+2 Constitution
-1 Intelligence
+3 Wisdom
+6 Charisma
saving throws
+1 Acrobatics
+0 Animal Handling
-1 Arcana
+7 Athletics
+3 Deception
+2 History
+0 Insight
+3 Intimidation
-1 Investigation
+0 Medicine
-1 Nature
+0 Perception
+3 Performance
+6 Persuasion
+2 Religion
+1 Sleight of Hands
+1 Stealth
+0 Survival
skills Athletics, History, Religion, Persuasion proficiencies

 
21
Armor Class
60
Hit Points
+1
Initiative
30
Speed
Longsword 1d20+7 1d8+4
Javelin (30\120)roll: 1d20+7] 1d6+4
Attacks
Light Armor, Medium Armor, Heavy Armor, Shields
Simple Weapons, Martial Weapons
One Type of Gaming Set
Proficiences
Spell Attack | 1d20+6
Spell DC | 14
Lay on Hands | 25
Spellcasting
Plate Mail
Longsword
Shield
Javelin (5)
Priest's Pack
Holy Symbol
Set of Fine Clothes
Signet Ring
Scroll of Pedigree
Purse
Equipment
Languages:
  • Common
  • Extra Language
  • One Extra Language

  • Noble Features:
  • You can secure an audience with a local noble.

  • Paladin Features:
  • Divine Sense: As an action, detect the location of any celestial, fiend or undead and any consecrated or desecrated place or object within 60 feet (1+CHA modifier times per day)
  • Lay on Hands: Gain a reservoir of healing power (25hp), and as an action, you can heal a creature you touch by draining that power. You can also cure one poison or disease from the creature by sacrificing 5hp from the reservoir.
  • Fighting Style - Defense: +1 to AC while wearing armor.
  • Divine Smite: You can sacrifice a spell slot to deal (1 + spell level)d8 radiant damage plus 1d8 extra damage vs undead/fiends, when you hit with a melee weapon attack.
  • Gain immunity to disease

  • Paladin Archetype: Devotion
  • Sacred Weapon: As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your CHA modifier to Attack Rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
  • Turn the Unholy: As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you 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 you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, i8t 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.
  • You can make two attacks on your turn whenever you take the Attack Action.
  • Features & Traits

    Heroes Enabled

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

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    BalrogSlayer7.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed