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K'rendarus

Paladin 1 Class & Level
Exiled from his tribe Background
Half-Orc Race
Lawful Good Alignment

Strength 18
+4
Dexterity 11
+0
constitution 19
+4
intelligence 7
-2
wisdom 9
-1
charisma 12
+1
Total Hit Dice 1
Hit Die
1d10+4
+2 proficiency bonus
+4 Strength
+0 Dexterity
+4 Constitution
-2 Intelligence
+1 Wisdom
+3 Charisma
saving throws
+0 Acrobatics
-1 Animal Handling
-2 Arcana
+4 Athletics
+1 Deception
-2 History
-1 Insight
+3 Intimidation
-2 Investigation
+1 Medicine
-2 Nature
-1 Perception
+1 Performance
+1 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
-1 Survival
skills Intimidation, Religion, Medicine proficiencies

 
18
Armor Class
14
Hit Points
+0
Initiative
30ft
Speed
Warhammer 1d20+6 1d8+4
Unarmed Strike 1d20+6 5
Attacks
Wisdom, Charisma, Intimidation, Religion, Medicine
Proficiences
Combat: Warhammer, Shield, Chain mail, 5 Javelins
Non-Combat: Alms box, holy amulet, backpack, blanket, incense block, candle, censer, 2 days of rations, tinderbox, vestments, waterskin
Equipment
Quick to leap into battle to save his friends. Wants to take all evildoers head-on.
Personality Traits
Equality, fairness, and protecting others.
Ideals
Divine Sense
As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature (1+cha mod) times per long rest.
Lay on Hands
You have a pool of healing power that can restore (lvlx5) HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.
Darkvision
You can see in darkness (shades of gray) up to 60 ft.
Menacing
You gain proficiency in the Intimidation skill.
Relentless Endurance
When you are reduced to 0 HP but not killed, you can drop to 1 HP instead once per long rest.
Long Rest
Savage Attacks
When you score a critical hit, roll one of the dice an additional time and add it to the extra damage.
Features & Traits

Heroes Enabled

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

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

Warhammer

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Martial 1d8 / 1d10 Bludgeoning Versatile

Cost: 15 gp Weight: 2 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


 

Holy Symbol

Spellcasting Focus Common

A holy symbol is a representation of a god or pantheon. A cleric or paladin can use a holy symbol as a spellcasting focus, as described in the Spellcasting section. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.


 

The statblocks of your class features

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.

Half-Orc

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

Once, far into the murky past, the half-orc was a rare, abominable thing, something feared and reviled, considered the result of an unspeakable act. Such infants of the race were often destroyed upon birth. But those times are long since past, now the half-orc is a race unto itself and a common sight amidst the Waning Lands.   Half-orc’s skin can come in a variety of hues, through grey to rust-red. They possess jutting jaws, prominent teeth and towering builds from their orc heritage and stand at 5 to 7 feet tall.   Most half-orcs live within their own communities, or integrated with the other races of the Waning Lands. Some however live amongst orcs, a savage society of constant warfare and ritualistic slaughter and combat, who regard battle scars as tokens of pride and ornamental scars as things of beauty, though other scars may mark an orc or half-orc as a former slave or a disgraced exile. Any half-orc who has lived amongst or near orcs has scars, whether they are marks of humiliation or of pride, recounting their past exploits and injuries. Such a half-orc having escaped such a society might display these scars proudly or hide them in shame. Despite their human heritage half-orcs are looked upon fondly by many of the high evfyl, who though still beneath them, view their strength and will as admirable qualities, a view strengthened through a history of alliances between the two races, to the point where half-orc slaves are outlawed amidst the Vir’xhur empire, and a foreign legion of half-orcs serves freely as auxiliary to their army.  

Traits:

  Age. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.   Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.   Speed. Your base walking speed is 30 feet.   Menacing. You gain proficiency in the Intimidation skill.   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.   Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.   Languages. You can speak, read, and write Common. You can speak Orc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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

DnD 5e SRD

Backpack

Adventuring Gear Common

A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear.   You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

Cost: 2gp Weight: 5lb


 

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

Waterskin

Adventuring Gear Common

A waterskin can hold 4 pints of liquid.

Cost: 2sp Weight: 5lb


 

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


 

Created by

Wizurddd.

Statblock Type

Character Sheet (Legacy)

Link/Embed