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Ludio

Paladin 4 Class & Level
Lost One Background
High Elf Race
Lawful Good Alignment

Strength 16
+3
Dexterity 12
+1
constitution 14
+2
intelligence 11
+0
wisdom 12
+1
charisma 14
+2
Total Hit Dice
Hit Die
1d+2
+2 proficiency bonus
+3 Strength
+1 Dexterity
+2 Constitution
+0 Intelligence
+3 Wisdom
+5 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+0 Arcana
+5 Athletics
+2 Deception
+2 History
+3 Insight
+2 Intimidation
+0 Investigation
+1 Medicine
+0 Nature
+3 Perception
+2 Performance
+2 Persuasion
+2 Religion
+1 Sleight of Hands
+1 Stealth
+1 Survival
skills Skills: Athleticcs Arcana History Religion Insight Perception proficiencies

 
19
Armor Class
36
Hit Points
+1
Initiative
35
Speed
WeaponAttack RollDamage RollDamage Type
Longsword 1d20+5 1d8+5 Slashing
Thrown Javelin (between 30-120 ft Roll with Disadvantage) 1d20+5 1d6+3 Piercing
Attacks
Armor: Light Armor, Medium Armor, Heavy Armor, Shields
Weapons: All simple and martial weapons
Tools: Herbalism Kit
Languages: You can speak, read, and write Common, Elvish, and Gnomish
Proficiences
You may cast a total of 4 spells each day. Your known spells are in your spellbook tab.

General Spell Attack: 1d20+4
Spell Save DC: 12

Divine Favor Spell active? : add 1d4 Radiant Damage to attack rolls

Wrathful Smite active?: add 1d6 psychic damage and read your spellbook entry to extra effects

You have one wizard cantrip from being an elf. This cantrip is FIREBALL. See below for description:
You hurl a mote of fire at a creature or object within range. 1d20 to make a ranged spell attack. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
Spellcasting
-Splint Armor (makes AC 17 but heavy Armor with Disadvantage on stealth checks)
-Shield (adds 2 to AC)
Equipment
Fey Ancestry: You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.

Darkvision
Accustomed to twilit forests and the night sky, 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 color in darkness, only shades of gray.

Features & Traits

Heroes Enabled

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

The statblocks of your class features

Paladin: Oath of the Narrative


Hit Points

Hit Dice: d10 per Paladin: Oath of the Narrative 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 1st

Proficiences

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools:
Saving Throws: Wisdom, Charisma
Skills:

Overview & Creation

Fighting style: DUELING When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.   Divine Smite Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one 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, to a maximum of 6d8


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 × 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 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. The damage increases by 1d8 if the target is an undead or a fiend.   Channel Divinity Anihcam xe Sued Prayer: You call up to the greatest powers you know, the mythical DM who rules the world and governs your life, to ask for divine intervention. You do not know what form the help will take and you may use this power only once per long rest.
 

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

Protection From Evil and Good

1-level Abjuration

Casting Time 1 Action
Range Touch
Duration Up to Ten Minutes
Components holy water or powdered silver and iron, which the spell consumes

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.

Class(es): Cleric, Paladin, Warlock, Wizard, Fighter (Eldritch Knight), Fighter (Monster Hunter), Ranger (Horizon Walker), Ranger (Monster Slayer), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

Sanctuary

1-level Abjuration

Casting Time 1 Bonus Action
Range 30ft
Duration 1 Minute
Components V, S, M
Materials a small silver mirror

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.   If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

Class(es): Artificer, Cleric, Paladin (Oath of Devotion), Paladin (Oath of Redemption), Sorcerer (Divine Soul), Warlock (The Raven Queen)

Divine Favor

1-level Evocation

Casting Time 1 Bonus Action
Range Self
Duration Concentration, up to 1 Minute
Components V, S

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

Class(es): Paladin, Cleric (War Domain)

Wrathful Smite

1-level Evocation

Casting Time 1 Bonus Action
Range Self
Duration Concentration, up to 1 Minute
Components V

The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

Class(es): Paladin, Warlock (The Hexblade)

PHB pg 219

Bless

1-level Enchantment

Casting Time 1 action
Range 30 Feet
Duration Concentration, Up to 1 minute
Components VSM

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  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.

Class(es): Cleric, Paladin

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


Created by

Kylo_Rendra.

Statblock Type

Character Sheet (Legacy)

Link/Embed