+5 | Strength |
+3 | Dexterity |
+5 | Constitution |
+3 | Intelligence |
+6 | Wisdom |
+9 | Charisma |
+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 |
Weapon | Attack | Damage |
---|---|---|
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] |
Heroes Enabled
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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.
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.
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).
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.
Level | Spells |
---|---|
3rd | Ensnaring Strike, Speak With Animals |
5th | Moonbeam, Misty Step |
9th | Plant Growth, Protection From Energy |
13th | Ice Storm, Stoneskin |
17th | Commune With Nature, Tree Stride |
You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:
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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.
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