+3 | Strength |
+0 | Dexterity |
+2 | Constitution |
-1 | Intelligence |
+4 | Wisdom |
+6 | Charisma |
+0 | Acrobatics |
+1 | Animal Handling |
-1 | Arcana |
+6 | Athletics |
+3 | Deception |
-1 | History |
+4 | Insight |
+3 | Intimidation |
-1 | Investigation |
+1 | Medicine |
-1 | Nature |
+1 | Perception |
+3 | Performance |
+6 | Persuasion |
+2 | Religion |
+0 | Sleight of Hands |
+0 | Stealth |
+1 | Survival |
Weapon | Attack | Damage |
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Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Paladin level 1
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, 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, you regain all expended uses.
Paladin Level 1
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you 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 your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.
Paladin level 2
While you are wearing armor, you gain a +1 bonus to AC.
Paladin level 2
Starting at 2nd level, when you hit a creature with a melee weapon attack, you 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.
Paladin level 3
By 3rd level, the divine magic flowing through you makes you immune to disease.
Paladin level 3, Oath of Heroism
Paladin Level Spells 3rd expeditious retreat, guiding bolt 5th enhance ability, enthrall 9th haste, protection from energy 13th compulsion, freedom of movement 17th commune, conjure volley
Paladin level 3, Oath of Heroism
You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Peerless Athlete. You can use your Channel Divinity to augment your athleticism with divine favor. As a bonus action, you gain advantage on all Strength (Athletics) and Dexterity (Acrobatics) checks for the next 10 minutes.
Legendary Strike. You can use your Channel Divinity as a bonus action to guide your attacks: for 1 minute, your weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Proficiency with heavy armor
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
Barbarian, Fighter, Monk, Paladin, or Ranger of 5th Level
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Scourge aasimar are imbued with a divine energy that blazes intensely within them. It feeds a powerful desire to destroy evil — a desire that is, at its best, unflinching and, at its worst, all-consuming. Many scourge aasimar wear masks to block out the world and focus on containing this power, unmasking themselves only in battle. Age Aasimar mature at the same rate as humans, but they can live up to 160 years. Alignment Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil. Size Aasimar have the same range of height and weight as humans. Darkvision Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Celestial Resistance You have resistance to necrotic damage and radiant damage. Healing Hands As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest. Light Bearer You know the light cantrip. Charisma is your spellcasting ability for it. Radiant Consumption Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can’t use it again until you finish a long rest.
Languages. You can speak, read, and write Common and Celestial.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Player's Handbook
0-level (Cantrip) Evocation
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
PHB, page 238
1-level Transmutation
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
PHB, page 248
1-level Evocation
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
1-level Enchantment
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
PHB, page 234
1-level Evocation
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
PHB, page 250
1-level Enchantment
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
2-level Transmutation
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
Bear's Endurance: The target has advantage on Constitution Checks. It also gains 2d6 Temporary Hit Points, which are lost when the spell ends.
Bull's Strength: The target has advantage on Strength Checks, and his or her carrying capacity doubles.
Cat's Grace: The target has advantage on Dexterity Checks. It also doesn't take damage from Falling 20 feet or less if it isn't Incapacitated.
Eagle's Splendor: The target has advantage on Charisma Checks.
Fox's Cunning: The target has advantage on Intelligence Checks.
Owl's Wisdom: The target has advantage on Wisdom Checks.
2-level Enchantment
You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be Charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are Incapacitated or can no longer speak.
2-level Evocation
The next time you hit a creature with a weapon Attack before this spell ends, the weapon gleams with astral radiance as you strike. The Attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's Invisible, and the target sheds dim light in a 5-foot radius and can't become Invisible until the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. 3rd level 3d6 , 4th level 4d6 , 5th level: 5d6 , 6th level 6d6 , 7th level 7d6 , 8th level 8d6 , 9th level 8d6 .
2-level Conjuration
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with each other telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
Statblocks for your Trinkets, businesses, building, castles, empires.