Remove these ads. Join the Worldbuilders Guild

Freedom Deep

Paladin 7 Class & Level
Inheritor Background
Tiefling Race
Chaotic good Alignment

Strength 14
+2
Dexterity 10
+0
constitution 14
+2
intelligence 11
+0
wisdom 10
+0
charisma 16
+3
Total Hit Dice 7
Hit Die
1d10+2
+3 proficiency bonus
+5 Strength
+3 Dexterity
+5 Constitution
+3 Intelligence
+6 Wisdom
+9 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+0 Arcana
+2 Athletics
+3 Deception
+0 History
+0 Insight
+6 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+0 Perception
+3 Performance
+6 Persuasion
+3 Religion
+0 Sleight of Hands
+0 Stealth
+3 Survival
skills Religion, survival, intimidation, persuasion. Common, infernal, deep aquan. proficiencies

 
18
Armor Class
69
Hit Points
+0
Initiative
30ft.
Speed
WeaponAttackDamage
Trident 1d20+5 1d6+2
Battleaxe 1d20+5 1d8+2
Lance 1d20+5 1d12+2
Horns 1d20+5 1d6+2
Spell 1d20+7 [DC 15]
Attacks
Wisdom, charisma
Proficiences
Charisma +1
Spellcasting
Jar of wind
Fiendish quill
Extreme teen bible
Equipment

Heroes Enabled

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

The statblocks of your class features

Paladin


Hit Points

Hit Dice: d10 per Paladin level
Hit Points at first Level: 10 + Con mod
Hit Points at Higher Levels: 6 + Con mod

Proficiences

Armor: All armor, shields
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Wis, Cha
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.

Overview & Creation

A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to gods of good, a paladin’s power comes as much from a commitment to justice itself as it does from a god.
Paladins train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice.


Class Features

Divine Sense

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.

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, you can restore a total number of hit points equal to your paladin level x 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.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin 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.

Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
 


Starting Equipment

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a priest’s pack or (b) an explorer’s pack
  • Chain mail and a holy symbol


Spellcasting

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, 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
  Paladins can learn Cleric cantrips. At first level they start with just one. Starting at second level, Paladins know as many Cleric cantrips as their proficiency bonus.   You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.   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.   You regain all expended spell slots when you finish a long rest.
 


Subclass Options

Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin’s training. Som e characters with this class don’t consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.   Choose from: Oath of Devotion, Oath of the Ancients, Oath of Vengeance, Oath of the Crown (SCAG), Oath of Conquest (Xan), or Oath of Redemption (Xan).

Oath of the Ancients


Hit Points

Hit Dice: d10 per Oath of the Ancients level
Hit Points at first Level: See Paladin
Hit Points at Higher Levels: See Paladin

Proficiences

Armor: See Paladin
Weapons: See Paladin
Tools: See Paladin
Saving Throws: See Paladin
Skills: See Paladin

Subclass Options

The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things — leaves, antlers, or flowers — to reflect their commitment to preserving life and light in the world.  

Tenets of the Ancients

The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its fair central principles are simple.
  • Kindle the Light: Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
  • Shelter the Light: Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
  • Preserve Your Own Light: Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
  • Be the Light: Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
 

Oath Spells

LevelSpells
3rdEnsnaring Strike, Speak With Animals
5thMoonbeam, Misty Step
9thPlant Growth, Protection From Energy
13thIce Storm, Stoneskin
17thCommune With Nature, Tree Stride
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.  
  • Nature's Wrath: As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
  • Turn the Faithless: As an action, you can make each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature 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, it can use only the Dash action try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If the creature's true form is concealed by an illusion, shape-shifting, or other effect, that form is revealed while it is turned.
 

Aura of Warding

Beginning at 7th level, you and friendly creatures within 10 feet of you have resistance to damage from spells. At 18th level, the range of this aura increases to 30 feet.  

Undying Sentinel

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.  

Elder Champion

At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. Using your action, you undergo a transformation.   For 1 minute, you gain the following benefits:
  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
  Once you use this feature, you can't use it again until you finish a long rest.

Sentinel

You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:

  • When you hit a creature with an opportunity attack, the creature’s speed becom es 0 for the rest of the turn.
  • Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Tiefling

Ability Score Increase Intelligence +1, Charisma +2
Size Medium
Speed Your base walking speed is 30 feet.

Orphans of the stars; Tieflings are descended from ancient humans who, in their profane curiosity, managed to communicate with the stars themselves and somehow managed to copulate with the obscure beings who came after.   Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their profane heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes’ horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colours—black, red, white, silver, or gold—with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red or purple. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.   Lacking a homeland, and considered demons by most of the Waning Land’s races, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling’s companions demonstrate that they trust him or her, the tiefling learns to extend the same trust to them. There is no way of knowing what exactly happened all those aeons ago when Tieflings were first birthed into the world, those few scattered records and verbal accounts which speak of it come tainted by the ravages of time upon the collected memory since, all were certainly derived millennia—at the very least—after the events first took place. There was, perhaps, a clan, or an empire, or a kingdom of humans who worshipped, studied or basked in the celestial light, and managed in their prayer, art or sorcery to gain to attention of something which should never have been able to see them. The truth of the matter, I am afraid to say, seems as if it will forever be lost to us, as so much is in this age of decay; however what can be said is each Tiefling is an orphan in their own right, shunned by humanity and abandoned by the stars. All Tiefling are alone in a way the other races fail to understand, and all feel an implacable, essential yearning when the gaze up at the night sky and see the oddly familiar patterns of the cosmos sprawled across the heavens.  

Traits:

  Age. Tieflings mature at the same rate as humans but live a few years longer.   Size. Tieflings are about the same size and build as humans. Your size is Medium.   Darkvision. Thanks to your celestial heritage, you have superior vision in dark and dim conditions. 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 colour in darkness, only shades of grey.   Fire Resistance. You have resistance to fire damage.   Profane Legacy. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.   Languages. You can speak, read, and write Common.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

DatWitchMitch.

Statblock Type

Character Sheet (Legacy)

Link/Embed