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Medskan Folthes

Paladin 2 Class & Level
Folk Hero Background
Dragonborn Race
Lawful Good Alignment

Strength 17
+3
Dexterity 8
-1
constitution 13
+1
intelligence 10
+0
wisdom 12
+1
charisma 15
+2
Total Hit Dice 2
Hit Die
1d10+1
+2 proficiency bonus
+3 Strength
-1 Dexterity
+1 Constitution
+0 Intelligence
+3 Wisdom
+4 Charisma
saving throws
-1 Acrobatics
+3 Animal Handling
+0 Arcana
+5 Athletics
+2 Deception
+0 History
+1 Insight
+2 Intimidation
+0 Investigation
+1 Medicine
+0 Nature
+1 Perception
+2 Performance
+4 Persuasion
+0 Religion
-1 Sleight of Hands
-1 Stealth
+3 Survival
skills Wis Save Cha Save Animal Handling Athletics Persuasion Survival Cook's Utensils Vehicles (land) proficiencies

 
18
Armor Class
11
Hit Points
-1
Initiative
30
Speed
WeaponAttackDamageType
Longsword 1d20+5 1d8+3 Slashing
Longsword (2H) 1d20+5 1d10+3 Slashing
Javelin 1d20+5 1d8+3 Piercing
Breath AttackDex Save DC11 2d6 Fire
Attacks
Cook's Utensils
Vehicles (land)
Proficiences
• Chain mail (75gp)(55lb)
• Lonsword (Versatile)(15gp)(3lb)
• Shield (10gp)(6lb)
• Javelin (5) (5sp ea.)(2lb ea.)
• Holy symbol (Amulet) (5gp)(1lb)
• Common clothes (5sp)(3lb)
• Belt pouch (10gp)
===========================
• Explorer's Pack: (10gp)
  • Backpack (2gp)(5lb)
  • Bedroll (1gp)(7lb)
  • Mess kit (2sp)(1lb)
  • Torch (10) (1cp ea)(1lb ea)
  • Tinderbox (5sp)(1lb)
  • Rations (10) (5sp ea)(2lb ea)
  • 50 ft Hemp rope (1gp)(10lb)
  • Waterskin (2sp)(5lb full)
  • • Cook's Utensils: (1gp)(8lb)
  • Metal Pot
  • Knives
  • Forks
  • Stirring Spoon
  • Laddle
  • • Shovel (2gp)(5lb)
    • Iron Pot (2gp)(10lb)
    Equipment
    • I judge people by their actions, not their words.
    • I'm confident in my own abilities and do what I can to instill confidence in others.
    Personality Traits
    Destiny. Nothing and no one can steer me away from my higher calling.
    Ideals
    My shield was given to me by my clan leader.
    Bonds
    I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
    Flaws
    • I stood alone against a terrible monster.
    • Feature: Rustic Hospitality
  • Common folk may give place to hide|rest|recuperate (unles you show a danger to them)
  • Shield you from (law|anyone searching for you) will not risk life.
  • Features & Traits

    Heroes Enabled

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

    DnD 5e SRD SRD

    Longsword

    Melee Weapon Versatile Common

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

    Cost: 15 gp Weight: 3 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


     

    PHB, page 151

    Holy Symbol

    Spellcasting Focus Varies

    A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. A cleric or paladin can use a holy symbol as a spell-casting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.   Multiple variations of this item exist, as listed below:

    • Amulet
    • Emblem
    • Reliquary


     

    PHB, page 150. Available in the SRD.

    Common Clothes

    Adventuring Gear Varies

    Cost: 5 sp Weight: 3 lbs


     

    Explorer's Pack

    Adventuring Gear Common

    Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

    Cost: 10 gp Weight: 59 lb


     

    DnD 5e XAN

    Cook's Utensils

    Tool Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit.
    Components. Cook's utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.
    History. Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture's eating habits.
    Medicine. When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.
    Survival. When foraging for food , you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.
    Prepare Meals. As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook's utensils and sufficient food.
    COOK'S UTENSILS

    Activity DC
    Create a typical meal 10
    Duplicate a meal 10
    Spot poison or impurities in food 15
    Create a gourmet meal 15
    Common

    Cost: 1 gp Weight: 8 lb.


     
    Shovel

    DnD 5e, PHB

    Pot, Iron

    Adventuring Gear Common

    A mundane pot made of iron, small enough to be considered 'portable'. Its capacity is 1 gallon liquid.

    Cost: 2gp Weight: 10 lbs.


     
    ]

    The statblocks of your class features

    Paladin


    Hit Points

    Hit Dice: d10 per Paladin level
    Hit Points at first Level: 10 + Con mod
    Hit Points at Higher Levels: 6 + Con mod

    Proficiences

    Armor: All armor, shields
    Weapons: Simple weapons, Martial weapons
    Tools: None
    Saving Throws: Wis, Cha
    Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.

    Overview & Creation

    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.


    Class Features

    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. 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, 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.

    Divine Smite

    Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

    Divine Health

    By 3rd level, the divine magic flowing through you makes you immune to disease.

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
     


    Starting Equipment

    • (a) a martial weapon and a shield or (b) two martial weapons
    • (a) five javelins or (b) any simple melee weapon
    • (a) a priest’s pack or (b) an explorer’s pack
    • Chain mail and a holy symbol


    Spellcasting

    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.

    Spell save DC = 8 + your proficiency bonus + your Charisma modifier
    Spell attack modifier = your proficiency bonus + your Charisma modifier
      Paladins can learn Cleric cantrips. At first level they start with just one. Starting at second level, Paladins know as many Cleric cantrips as their proficiency bonus.   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.   You regain all expended spell slots when you finish a long rest.
     


    Subclass Options

    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).

    Paladin: Oath of Vengeance


    Hit Points

    Hit Dice: d10 per Paladin: Oath of Vengeance level
    Hit Points at first Level: 10 + your Constitution modifier
    Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after the 1st

    Proficiences

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

    Overview & Creation

    The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside - at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins - sometimes called avengers or dark knights - their own purity is not as important as delivering justice.

    Tenets of Vengeance
    The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.
    Fight the Greater Evil. Face with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.
    No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.
    By Any Means Necessary. My qualms can't get in the way of exterminating my foes.
    Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.


    Class Features

    Oath spells
    You gain oath spells at the paladin levels listed below.

    Channel Divinity
    When you take this oath at 3rd level, you gain the following two Channel Divinity options.
    Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.
    On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.
    On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
    Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

    Relentless Avenger
    By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

    Soul of Vengeance
    Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

    Avenging Angel
    At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

    • Wings sprout from your back and grant you a flying speed of 60 feet.
    • You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

    Once you use this feature, you can't use it again until you finish a long rest.


    Paladin LevelSpells
    3rdbane, hunter's mark
    5thhold person, misty step
    9thhaste, protection from energy
    13thbanishment, dimension door
    17thhold monster, scrying

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Dragonborn Traits

    Ability Score Increase Your Strength score increases by 2, and your Charisma score increases by 1.
    Size Medium
    Speed 30 ft

    Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach Adulthood by 15. They live to be around 80.   Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.   Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.   Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.

    Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.


    Scale colorDamage typeRange
    BlackAcid5 by 30 ft. line (Dex. save)
    BlueLightning5 by 30 ft. line (Dex. save)
    BrassFire5 by 30 ft. line (Dex. save)
    BronzeLightning5 by 30 ft. line (Dex. save)
    CopperAcid5 by 30 ft. line (Dex. save)
    GoldFire15 ft. cone (Dex. save)
    GreenPoison15 ft. cone (Con. save)
    RedFire15 ft. cone (Dex. save)
    SilverCold15 ft. cone (Con. save)
    WhiteCold15 ft. cone (Con. save)

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 1 Spells

    PHB

    Shield of Faith

    1-level Abjuration

    Casting Time 1 Bonus Action
    Range 60 feet
    Duration Concentration, Concentration, up to 10 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

    Bonus AC+2

    DnD 5e handbook

    Thunderous Smite

    1-level Evocation

    Casting Time 1 bonus action
    Range Self
    Duration Concentration, 1 Minute
    Components V

    The first time you hit with a melee weapon attack during this spell's duration, your weapon ring's 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.

    Class(es): Paladin

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


    Created by

    Odnanref101993.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed