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Azrahir thelam

paladin wizard 7 Class & Level
Hunted one Background
earth genasi Race
lawful neutral Alignment

Strength 13
+1
Dexterity 8
-1
constitution 18
+4
intelligence 14
+2
wisdom 14
+2
charisma 10
+0
Total Hit Dice
Hit Die
1d+4
+3 proficiency bonus
+1 Strength
-1 Dexterity
+4 Constitution
+2 Intelligence
+5 Wisdom
+3 Charisma
saving throws
-1 Acrobatics
+2 Animal Handling
+5 Arcana
+1 Athletics
+0 Deception
+2 History
+2 Insight
+3 Intimidation
+2 Investigation
+2 Medicine
+2 Nature
+2 Perception
+0 Performance
+3 Persuasion
+2 Religion
-1 Sleight of Hands
-1 Stealth
+5 Survival
skills

 
15
Armor Class
59
Hit Points
-1
Initiative
30ft
Speed
Attacks
Breastplate
3 javelins
a shield
ring of resistance
Backpack
Equipment
I don’t run from evil. Evil runs from me.
I expect danger around every corner.
Personality Traits
I kill monsters to make the world a safer place.
I like to know my enemy’s capabilities and weaknesses before rushing into battle.
Ideals
I would sacrifice my life and my soul to protect the innocent.
I have a child to protect. I must make the world a safer place for her.
Bonds
I assume the worst in people.
Flaws

Heroes Enabled

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

DnD 5e SRD SRD

Breastplate Armor

Medium Armor Common

Type AC STR Req. Stealth Dis. Properties
Medium 14 + Dex Modifier (max 2)

Cost: 400 gp Weight: 20 lb


 

DnD 5e SRD SRD

Shield

Shield Common

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Type AC STR Req. Stealth Dis. Properties
Shield +2

Cost: 10 gp Weight: 6 lb


 

DnD 5e SRD SRD

Javelin

Melee Weapon Thrown Common

Type Damage Damage Range Properties
Simple 1d6 Piercing 30/120 ft Thrown

Cost: 5 sp Weight: 2 lb


 

DnD 5e SRD SRD

Javelin

Melee Weapon Thrown Common

Type Damage Damage Range Properties
Simple 1d6 Piercing 30/120 ft Thrown

Cost: 5 sp Weight: 2 lb


 

DnD 5e SRD SRD

Javelin

Melee Weapon Thrown Common

Type Damage Damage Range Properties
Simple 1d6 Piercing 30/120 ft Thrown

Cost: 5 sp Weight: 2 lb


 

DnD Basic Rules

Ring of Resistance

Ring Magical Rare (this item requires attunement)

You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly.


 

d10 1d10 Damage TypeGem
1AcidPearl
2ColdTourmaline
3FireGarnet
4ForceSapphire
5LightningCitrine
6NecroticJet
7PoisonAmethyst
8PsychicJade
9RadiantTopaz
10ThunderSpinel

The statblocks of your class features

Oath of Devotion


Hit Points

Hit Dice: d10 per Oath of Devotion 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 Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels — the perfect servants of good — as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.  

Tenets of Devotion

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.  
  • Honesty: Don't lie or cheat. Let your word be your promise.
  • Courage: Never fear to act, though caution is wise.
  • Compassion: Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
  • Honor: Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible, while causing the least amount of harm.
  • Duty: Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
 

Oath Spells

 
LevelSpells
3rdProtection From Evil and Good, Sanctuary
5thLesser Restoration, Zone of Truth
9thBeacon of Hope, Dispel Magic
13thFreedom of Movement, Guardian of Faith
17thCommune, Flame Strike
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.  
  • Sacred Weapon: As an action, for 1 minute, you add your Charisma modifier to attack rolls made with a weapon of your choice (with a minimum bonus of +1).The weapon also emits bright light in a 20-foot 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 can make any fiend or undead, provided that it's within 30 feet and that can see or hear you, 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, it 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.
 

Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.  

Purity of Spirit

Beginning at 15th level, you are always under the effects of a Protection From Evil and Good spell.  

Holy Nimbus

At 20th level, as an action, you can emanate light. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.   Once you use this feature, you can't use it again until you finish a long rest.
 

School of War Magic


Hit Points

Hit Dice: d6 per School of War Magic level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses. Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters' magical energy against them.   In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage's typical response: "What good is being able to throw a mighty Fireball if I die before I can cast it?"


Class Features

Arcane Deflection At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.   When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.   Tactical Wit Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.   Power Surge Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells.   You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.   Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.     Durable Magic Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.   Deflecting Shroud At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice within 60 feet of you each take force damage equal to half your wizard level.

Statblocks for your familiars, mounts etc.

SRD

Lizard

Tiny beast, unaligned
Armor Class 10
Hit Points 2 (1d4) 1d4
Speed 20ft Climb: 20ft

STR
2 -4
DEX
11 0
CON
10 0
INT
1 -5
WIS
8 -1
CHA
3 -4

Senses darkvision 30 ft., passive Perception 9
Challenge 0 (10 XP)


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


 

Statblocks for race/species of the character.

Earth Genasi

Ability Score Increase +2 CON, +1 STR
Size Tiny
Speed 30ft

Earth Walk Merge with Stone
 

Languages. Common, Primordial

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Player's Handbook

Mold Earth

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30FT
Components: S
Materials: N/a
Duration: Instantaneous / 1hr
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.   • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.   • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.   If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Available for: Druid, Sorcerer, Wizard

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

[block: nothing ]

Created by

cookymonsterking.

Statblock Type

Character Sheet (Legacy)

Link/Embed