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Szívos (Ltot'nf Voros Erhedan)

Paladin 3 Class & Level
Sage Background
Illex Race
NG Alignment

Strength 16
+3
Dexterity 12
+1
constitution 15
+2
intelligence 12
+1
wisdom 18
+4
charisma 18
+4
Total Hit Dice 3
Hit Die
1d10+2
+2 proficiency bonus
+3 Strength
+1 Dexterity
+2 Constitution
+1 Intelligence
+6 Wisdom
+6 Charisma
saving throws
+1 Acrobatics
+4 Animal Handling
+1 Arcana
+3 Athletics
+4 Deception
+1 History
+6 Insight
+4 Intimidation
+3 Investigation
+4 Medicine
+1 Nature
+6 Perception
+4 Performance
+6 Persuasion
+1 Religion
+1 Sleight of Hands
+1 Stealth
+4 Survival
skills | Insight | Investigation | Perception | Persuasion | proficiencies

 
18
Armor Class
36
Hit Points
+1
Initiative
30 ft
Speed
WeaponAttackDamage
Morningstar1d20 + 51d8 + 3 P
Javelin1d20 + 51d6 + 3 (Range 30/120)
Attacks
Simple Weapons, Martial Weapons
All Armor
Languages: Common, Illic, Xylen, Vielan
Proficiences
Spell Save: 14
Spell Attack Modifier: +6
Spellcasting
10 GP, 0 SP, 0 CP
Morningstar (flavor this to look thematic to the character somehow)
Shield
5x Javelins (1d6 P, 30/120)
Backpack (bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 ft rope)
Chain mail
Holy symbol
Bottle of ink + quill
Small knife
Letter from a dead colleague posing a question I cannot yet answer
Common clothes
Equipment
P - Divine Health: The divine magic flowing through you makes you immune to disease.

P - Reduced Darkvision: You can see in dim light within 30 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.

U - Ferocity: Once per short rest, you may choose to have advantage on the damage of an attack.

U - Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

A - Divine Sense: As an action, until the end of your next turn, you know the location of any Celestial, Fiend, or Undead within 60ft. of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. 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 5 (CHA+) times, regain all uses on a long rest.

A* - Divine Smite: When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target. The extra damage is 2d8 for a 1st-level, plus 1d8 for each level higher, to a max of 5d8 (4th). The damage increases by 1d8 if the target is an undead or a fiend, to a max of 6d8.

A - Lay on Hands: 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, expend 5 HP from your pool of healing to cure the target of one disease or neutralize one poison affecting it.

BA - Harness Divine Power: You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). You regain all expended uses when you finish a long rest.

R - Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.


Oath Spells:
  • Shield of Faith
  • Thunderwave

  •  
    Channel Divinity (recharge on short or long rest):
    U - Firewall: When you fail a Wis, Int, or Cha saving throw, you can use your Channel Divinity to reroll the save, possibly changing the failure to a success.

    BA - Overclock: You can use your Channel Divinity as a bonus action to accelerate your processing ability beyond your normal limits. For 1 minute, or until you are unconscious, your movement speed increases by a number of feet equal to 5 x CHA mod, and opportunity attacks targeting you are made at disadvantage. When you use this Channel Divinity option and at the start of each of your turns while under its effect, you gain temporary HP = CHA mod.


    Physical Stats:
    5' 9" (total reach height of 8' 7")
    High Jump - 6' w/ 10' running start, else halved. (Add total reach height to jump to determine highest reach point)
    Long Jump - 16' w/ 10' running start, else halved.
    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.

    Level 1 Spells

    Spell Preparation

    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.

    Bless

    1-level Enchantment

    Casting Time: 1 action
    Range/Area: 30ft
    Components: Verbal, Somatic, Material
    Materials: a sprinkling of holy water
    Duration: Concentration, 1 minute
    You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
    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.
    Available for: Cleric, Paladin

    SRD

    Ceremony

    1-level Abjuration

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 hour
    Range/Area: touch
    Components: VSM
    Materials: 25 gp worth of powdered silver, which the spell consumes
    Duration: Instantaneous
    You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
    Available for: Cleric, Paladin

    SRD

    Command

    1-level Enchantment

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: V
    Duration: 1 round
    You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
    Available for: Bard, Cleric, Paladin

    SRD

    Compelled Duel

    1-level Enchantment

    Casting Time: 1 bonus action
    Range/Area: 30 feet
    Components: V
    Duration: Concentration, up to 1 minute
    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.
    Available for: Paladin

    Player's Handbook (Woc)

    Cure Wounds

    1-level Evocation

    Casting Time: 1 action
    Range/Area: Touch
    Components: Verbal, Somatic
    Duration: Instantaneous
    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. 
    Available for: Bard, Druid, Cleric, Paladin, Ranger

    SRD

    Detect Good and Evil

    1-level Divination

    Casting Time: 1 action
    Range/Area: self
    Components: VS
    Duration: Concentration, up to 10 minutes
    For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
    Available for: Cleric, Paladin

    PHB

    Detect Magic

    1-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 Action
    Range/Area: Self (30-foot radius)
    Components: V, S
    Duration: Concentration, up to 10 minutes
    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.   The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Drow High Magic (Feat)

    Detect Poison and Disease

    1-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 Action
    Range/Area: Self
    Components: V, S, M
    Materials: A Yew Leaf
    Duration: Concentration, up to 10 minutes
    For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case if you are familiar with it.
    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
    Available for: Cleric, Druid, Paladin, Ranger

    Divine Favour

    1-level Evocation

    Casting Time: 1 bonus action
    Range/Area: Self
    Components: V, S
    Duration: Concentration, up to 1 minute
    Damage/Effect: radiant

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

    Available for: Paladins

    PHB: P. 250

    Heroism

    1-level Enchantment

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: Concentration, Up to 1 minute
    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.
    Available for: Artificer (Battlesmith), Bard, Cleric (Peace), Paladin

    SRD

    Protection from Evil and Good

    1-level Abjuration

    Casting Time: 1 action
    Range/Area: touch
    Components: VSM
    Materials: Holy water, or powdered silver and iron, which the spell consumes, or focus
    Duration: Concentration, up to 10 minutes
    Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
    Available for: Cleric, Druid, Paladin, Warlock, Wizard

    Purify Food and Drink

    1-level Transmutation

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: 10 feet
    Components: VS
    Duration: instantaneous
    All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
    Available for: Artificer, Cleric, Druid, Paladin

    PHB

    Searing Smite

    1-level Evocation

    Casting Time: 1 bonus action
    Range/Area: Self
    Components: Verbal
    Duration: Concentration, up to 1 minute
    Damage/Effect: Fire
    The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.   At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.
    Available for: Paladin, Ranger

    SRD

    Shield of Faith

    1-level Abjuration

    Casting Time: 1 bonus action
    Range/Area: 60 feet
    Components: VSM
    Materials: A small parchment with a bit of holy text written on it, or focus
    Duration: Concentration, up to 10 minutes
    A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
    Available for: Cleric, Paladin

    SRD

    Thunderous Smite

    1-level Evocation

    Casting Time: 1 bonus action
    Range/Area: self
    Components: V
    Duration: up to 1 minute
    The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
    Available for: Paladin

    Level 9 Spells

    SRD

    Shield of Faith

    1-level Abjuration

    Casting Time: 1 bonus action
    Range/Area: 60 feet
    Components: VSM
    Materials: A small parchment with a bit of holy text written on it, or focus
    Duration: Concentration, up to 10 minutes
    A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
    Available for: Cleric, Paladin

    SRD

    Thunderwave

    1-level Evocation

    Casting Time: 1 action
    Range/Area: self (15 foot cube)
    Components: VS
    Duration: instantaneous
    A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
    Available for: Bard, Druid, Sorcerer, Wizard

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


    Created by

    Jedi33.

    Statblock Type

    Character Sheet (Legacy)

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