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Sydiri Galeas

Sorcerer/Paladin 5 / 1 Class & Level
Knight of the Silver Chalice Background
Aasimar Race
Good Neutral Alignment

Strength 13
+1
Dexterity 10
+0
constitution 15
+2
intelligence 9
-1
wisdom 12
+1
charisma 18
+4
Total Hit Dice 6
Hit Die
1d10+2
+3 proficiency bonus
+1 Strength
+0 Dexterity
+5 Constitution
-1 Intelligence
+1 Wisdom
+7 Charisma
saving throws
+0 Acrobatics
+1 Animal Handling
-1 Arcana
+1 Athletics
+4 Deception
+2 History
+4 Insight
+7 Intimidation
-1 Investigation
+4 Medicine
-1 Nature
+1 Perception
+4 Performance
+7 Persuasion
+2 Religion
+0 Sleight of Hands
+0 Stealth
+1 Survival
skills Persuasion   History   Religion   Intimidation   Medicine   Insight proficiencies

 
20
Armor Class
47
Hit Points
+0
Initiative
30
Speed
MoveWeaponHit RollDamageSpecial
Normal AttackGreatsword of the Silver Chalice 1d20+3 2d6+1 Slashing
Divine Favor AttackGreatsword of the Silver Chalice 1d20+3 2d6+1d4+1 Radiant
Attacks
Simple Weapons
Martial Weapons
Armor
Harp
Constitution Save
Charisma Save
Proficiences
Cantrip:
Silver Sword Burst | (Dex Save) Dmg: 2d6
Angel Song Blade | (Melee Attack) Dmg: 1d8 2d8
Light
Virtue | Temp HP 1d4+4
Sacred Flame | (Dex Save) Dmg: 2d8
Hand of Radiance | (Con Save) Dmg: 2d6

Spells:
1 Cure Wounds | 1d8+4 Lv Up 1d8
1 Divine Favor | Weapon Buff
1 Guiding Bolt | (Ranged Attack) Dmg: 4d6 Lv Up 1d6
1 Shield of Faith | +2 AC
2 Prayer of Healing | 2d8+4 Lv Up 1d8
2 Warding Bond | +1 AC +1 Save + Resist +Share Damage
3 Spirit Guardians | (Wis Save) Dmg: 3d8 Lv Up 1d8
Spellcasting
Greatsword of the Silver Chalice
Gallant Plate
Traveler's Clothes
4x Signet Ring (Symbol of the Knighthood)
Dagger
Short Bow
Arrows X 20

Backpack
Full Plate w/ Fur Cloak
Chainmail
Bedroll
Mess kit - includes cup and cutlery
Tinderbox
Torch x 10
Rations x 10 days
Waterskin
Hempen rope x 50 ft
Equipment
Face problems head on. A simple direct solution
Personality Traits
The Greater Good. Laying down our lives for the sake of others.

Ideals
Someone saved my life on the battlefield. To this day, i will never leave a friend behind.
Bonds
Hatred for enemy is blind and unreasoning
Flaws
Dark Vision - 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.

Fighting Style: Defense - While you are wearing armor, you gain a +1 bonus to AC.

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. (CD: Long Rest)
(Healing Pool = Paladin Lvl 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.

Celestial Resistance - resistance to Necrotic and Radiant Damage

Healing Hands - Action, touch creature to heal (Heal = Lvl) (CD: Long Rest)

Radiant Soul - Action, eyes glimmer and two luminous, incorporeal wings sprout from back.
Transformation lasts 1 minute or until end it as a bonus action. Gain flying speed of 30 feet, and once on each of your turns, can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. (Dmg = Lvl) (CD: Long Rest)

Favored by the Gods - If fail a saving throw or miss an attack roll, you can roll 2d4 and add it to the total. (CD: Short/Long Rest)

Leadership - For 1 minute, utter a special command to add 1d4 to any non hostile creature's attack/saving throw.

Sorcery - Has 3 Sorcery Points
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.
Creating Spell Slots. Unexpended sorcery points can be transformed into one spell slot as a bonus action on your turn.
2SP - 1st
3SP - 2nd
5SP - 3rd
6SP - 4th
7SP - 5th
Metamagic - Adds bonus to spell listed below

Twinned Spell - When you cast a spell that targets only one creature and doesn't have a range of self, you can spend (SP = Spell Slot Lvl)(SP = 1 if Cantrip) to target a second creature in range with the same spell. To use Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

Careful Spell - When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Cha Mod (min 1). A chosen creature automatically succeeds on its saving throw against the spell.
Features & Traits

Heroes Enabled

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

Gallant Plate

Armor (Heavy)

Very Rare Requires Attunment Requires Attunement

Full Plate

This armor is given to those that show their true mettle in the nick of time and those who seek to help others when they themselves need help. Those who deserve to wear the armor are those that show gallantry above all others.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Gain the Following Benefits while Attuned

Gallant Defense: While wearing this magical armor you gain +1 to AC

Divine Favor: When you cast a spell that restores another creature's hit points, you also regain hit points equal to half the restored value.

Persistent Healer: When you cast a spell that restores a creature's hit points by an amount determined with a die roll, you may re-roll dice that show a 1 or 2, accepting the new result.

Type AC STR Req. Stealth Dis.
Heavy 18 12 Yes

Cost: 5000gp
Weight: 65 lb / 30kg

Greatsword of the Silver Chalice

Weapon Heavy, Two-Handed, Focus, Rare (this item requires attunement)

Greatsword use by Knights who have made an oath to the Order of the Silver Chalice.

Type Damage Damage Range Properties
Martial Melee 2d6 Slashing Melee Heavy, Two-Handed, Focus,

Cost: 500 gp Weight: 6 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Shortbow

Ranged Weapon Ammunition, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d6 Piercing 80/320 ft Ammunition, Two-Handed

Cost: 25 gp Weight: 2 lb


 

DnD 5e Players handbook

Clothes, Travelers

Adventuring Gear Common

A set of common travelers clothes to protect from the elements. This may be a set of oiled leathers or tailored furs.

Cost: 2 gp Weight: 4 lb.


 

Player's Handbook, Wizards of the Coast, p. 150

Arrows (20)

Ammunition Common

Cost: 1 GP (5 CP per arrow) Weight: 1 lb. / 0.5 kg (0.05 lb. / 0.025 kg per arrow)


 

The statblocks of your class features

Sorcerer


Hit Points

Hit Dice: d6 per Sorcerer level
Hit Points at first Level: 1d6
Hit Points at Higher Levels: 1d6 + your Constitution modifier

Proficiences

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbow
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Starting Equipment

(a) a light crossbow and 20 bolts or (b) any simple weapon (a) a component pouch or (b) an arcane focus (a) a dungeoneers pack or (b) an explorers pack two daggers


Spellcasting

An event in your past, or in your life of a parent or ancestor, left and indelible mark on you. infusing you with arcane magic. this font of magic, whatever its origin. fuels your spells.

Paladin


Hit Points

Hit Dice: d10 per Paladin level
Hit Points at first Level: 1d10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier

Proficiences

Armor: All armour, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Starting Equipment

You start with the following equipment in addition to the following equipment granted by your background   (a) a martial weapon and shield or (b) any simple weapon (a) five javelins or (b) any simple melee weapon (a) a perists pack or (b) an explorers pack chain mail and a holy symbol


Spellcasting

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Protector Aasimar

Ability Score Increase +2 CHA, +1 WIS
Size Medium
Speed 30ft

Celestial Resistance Healing Hands Light Bearer Darkvision Radiant Soul

Languages. Common, Celestial

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Silver Sword Burst

0-level (Cantrip) Conjuration

Casting Time 1 Action
Range 5ft
Duration Instantaneous
Components V

You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 radiant damage.
At higher levels: This spell's damage increases by 1d6 when you reach 5th levelĀ  1d6 (2d6), 11th level (3d6), and 17th level (4d6).

Class(es): Sydiri

Angel Song Blade

0-level (Cantrip) Evocation

Casting Time 1 action
Range 5 feet
Duration 1 round
Components V
Materials A Weapon

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in Divine energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1D8 Radiant damage, and the spell ends.


At higher levels:

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 Radiant damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Class(es): Sydiri

Light

0-level (Cantrip) Evocation

Casting Time 1 Action
Range Touch
Duration 1 Hour
Components V, S, M
Materials a firefly or phosphorescent moss

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

Class(es): Artificer, Bard, Cleric, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Celestial)

Virtue

0-level (Cantrip) Abjuration

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V

You touch one creature, imbuing it with vitality. If the target has at least 1 hp, it gains a number of temp hp equal to 1d4+ your spellcasting ability modifier. The temporary hit points are lost when the spell ends.

Class(es): Cleric

Sacred Flame

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V, S

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1D8 radiant damage. The target gains no benefit from cover for this saving throw.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Cleric, Sorcerer (Divine Soul)

Hand of Radiance

0-level (Cantrip) Evocation

Casting Time 1 action
Range Self (5-foot radius)
Duration Instantaneous
Components S, M
Materials A holy symbol worth at least 1 sp

You hold aloft your holy symbol, and burning radiance erupts from it. Each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level ( 2d6 ), 11th level ( 3d6 ), and 17th level ( 4d6 ).

Class(es): Cleric

Level 1 Spells

Cure Wounds

1-level Evocation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S

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.

Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

Divine Favor

1-level Evocation

Casting Time 1 Bonus Action
Range Self
Duration Concentration, up to 1 Minute
Components V, S

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

Class(es): Paladin, Cleric (War Domain)

PHB, page 248

Guiding Bolt

1-level Evocation

Casting Time 1 action
Range 120ft
Duration 1 round
Components V, S

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.

Class(es): Cleric

Shield of Faith

1-level Abjuration

Casting Time 1 Bonus Action
Range 60ft
Duration Concentration, Up to Ten Minutes
Components V, S, M
Materials a small parchment with a bit of holy text written on it

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Class(es): Cleric, Paladin, Sorcerer (Divine Soul)

Level 2 Spells

Prayer of Healing

2-level Evocation

Casting Time 10 Minutes
Range 30ft
Duration Instantaneous
Components V

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + 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 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

Class(es): Cleric, Sorcerer (Divine Soul)

Warding Bond

2-level Abjuration

Casting Time 1 action
Range Touch
Duration 1 hour
Components V, S, M
Materials A pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration

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.

Class(es): Cleric

Level 3 Spells

Spirit Guardians

3-level Conjuration

Casting Time 1 Action
Range Self (15 ft. radius)
Duration Concentration, 10 Minutes
Components V, S, M
Materials A holy symbol

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.   When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Class(es): Cleric

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

DnD 5e SRD

Rope, Hempen

Adventuring Gear Common

Rope, has 2 hit points and can be burst with a DC 17 Strength check.

Cost: 1gp Weight: 10lb


 

DnD 5e SRD SRD

Chain Mail Armor

Heavy Armor Common

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Type AC STR Req. Stealth Dis. Properties
Heavy 16 13+ YES

Cost: 75 gp Weight: 55 lb


 

DnD 5e SRD SRD

Plate Armor

Heavy Armor Common

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Type AC STR Req. Stealth Dis. Properties
Heavy 18 15+ YES

Cost: 1,500 gp Weight: 65 lb


 

Bedroll

Adventuring Gear Common

Adventurers often don't know where they're going to sleep. Bedrolls help them get better sleep in haylofts or on the ground. A bedroll is bedding and a blanket thin enough to be rolled up and tied.

Cost: 1 gp Weight: 7 lb


 

DnD 5e SRD

Mess Kit

Adventuring Gear Common

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

Cost: 2sp Weight: 1lb


 

DnD 5e SRD

Tinderbox

Adventuring Gear Common

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.

Cost: 5sp Weight: 1lb


 

DnD 5e SRD

Torch

Adventuring Gear Common

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Cost: 1cp Weight: 1lb


 

DnD 5e SRD

Rations (1 day)

Adventuring Gear Common

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Cost: 5sp Weight: 2lb


 

DnD 5e SRD

Waterskin

Adventuring Gear Common

A waterskin can hold 4 pints of liquid.

Cost: 2sp Weight: 5lb


 

Created by

megamage91.

Statblock Type

Character Sheet (Legacy)

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