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Kreuzritter

Paladin 4 Class & Level
Soldier Background
Dragonborn Race
Lawful Good Alignment

Strength 20
+5
Dexterity 12
+1
constitution 16
+3
intelligence 7
-2
wisdom 10
+0
charisma 13
+1
Total Hit Dice 10
Hit Die
1d10+3
+2 proficiency bonus
+5 Strength
+1 Dexterity
+3 Constitution
-2 Intelligence
+2 Wisdom
+3 Charisma
saving throws
+1 Acrobatics
+0 Animal Handling
-2 Arcana
+7 Athletics
+1 Deception
-2 History
+2 Insight
+3 Intimidation
-2 Investigation
+0 Medicine
-2 Nature
+0 Perception
+1 Performance
+3 Persuasion
-2 Religion
+1 Sleight of Hands
+1 Stealth
+0 Survival
skills Insight Persuasion, Athletics Intimidation proficiencies

 
19
Armor Class
48
Hit Points
+1
Initiative
30
Speed
Longsword 1d20+5+2 1d8+5
Slashing
Javelin 1d20+5+2 1d6+5
Piercing Range 30/120
Dragon breath 2d6 Saveing throw: 8+3+2=13
15 ft cone cold
Divine Smite 2d8 Undead: 1d8
Attacks
Armor: All armour, shields
Weapons: Simple weapons, martial weapons
Tools: None

Saving Throws: Wisdom, Charisma
Skills:
Class: Insight, Persuasion,
Background: Athletics, Intimidation
Proficiences
Divine Smite - on strike 2d8
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.

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

Bane
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of blood)
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw

Hunter's Mark
1st-level divination
Casting Time: 1 bonus action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
Spellcasting
Longsword | 1d20+5+2 | 1d8+5
Slashing
Javelin| [roll:1d6+5
Piercing Range 30/120
Shield +2AC
Chain mail (16AC)
Holy symbol of Bahamut

a Backpack
• a Blanket
• 10 candles
• a Tinderbox
• an alms box
• 2 blocks of incense
• a censer
• vestments
• 2 days of Rations
• a Waterskin.

An insignia of rank, a trophy: an oriental dagger, a set of bone dice, a set of common clothes, and a belt pouch containing 10 gp

Equipment
I enjoy being strong and like breaking things.

I am a holy crusader for Bahamut, fighting for justice in the eyes of my god
Personality Traits
Greater Good. Our lot is to lay down our lives in
defense of others. (Good)
Ideals
I fight for those who cannot fight for themselves.
Bonds
My hatred of my enemies is blind and unreasoning.
Flaws
F e a t u r e : M i l i t a r y R a n k
You have a military rank from your career as a soldier.
Soldiers loyal to your former military organization
still recognize your authority and influence, and they
defer to you if they are o f a lower rank. You can invoke
your rank to exert influence over other soldiers and
requisition simple equipment or horses for temporary
use. You can also usually gain access to friendly
military encampments and fortresses where your
rank is recognized.


Features & Traits

Heroes Enabled

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

| 1d8+5 Slashing Javelin| [roll:1d6+5 Piercing Range 30/120   Chainmaile 16 AC]

The statblocks of your class features

[block: Oath of Vengeance Lvl 3 - Bane]
[block: Hunter’s Mark     Divine Sense The presence of strong evil registers on your senses like a noxious odor]
[block: 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]
[block: 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]
[block: you can restore a total number of hit points equal to your paladin level × 5. As an action]
[block: up to the maximum amount remaining in your pool. Alternatively]
[block: expending hit points separately for each one. This feature has no effect on undead and constructs.   Fighting Style   At 2nd level]
[block: you adopt a style of fighting as your speciality. Defense While you are wearing armor]
[block: you gain a +1 bonus to AC.   Spellcasting   By 2nd level]
[block: you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list. Preparing and Casting Spells   The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher]
[block: you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of paladin spells that are available for you to cast]
[block: rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.   For example]
[block: you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   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. Spellcasting Ability   Charisma is your spellcasting ability for your paladin spells]
[block: 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 Spellcasting Focus You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.   Divine Smite Starting at 2nd level]
[block: to a maximum of 6d8. Divine Health   By 3rd level]
[block: the divine magic flowing through you makes you immune to disease. Sacred Oath   When you reach 3rd level]
[block: committed to the path but not yet sworn to it. Now you choose the Oath of Devotion detailed at the end of the class description or one from another source.   Your choice grants you features at 3rd level and again at 7th]

Ferren Background


1d20 Background
1A nasty fight left you scarred.
2You were seduced by a devil. Gain 1 Corruption.
3You spent a few years in the wilderness. Gain a random wilderness profession.
4You killed someone in cold blood. Gain 1 Corruption.
5You fell in love with a human and had a child.
6You were raised by priestesses of the Moon Maiden.
7You stumbled into a hidden kingdom and remained there for 1d6 years.
8Someone important to you died; the loss haunts you still.
9Some rotten child mistook you for a cat and took you home. You only just escaped with your life.
10You earned a living working in one of your professions.
11You traveled extensively. You can speak one additional language.
12Someone discovered your true nature and mistook you for a skinchanger. You left everything behind to start over somewhere else.
13You received an education. You know how to read the Common Tongue.
14You helped defend your community from a beastmen attack.
15You found a scroll containing an incantation of a rank 0 spell (chosen by the GM).
16You unmasked a killer or a cultist at large in your community.
17You created a lasting piece of art. Add artist to your list of professions.
18You found a potion (of the GM’s choice).
19Someone important owes you a big favor.
20You came into money. Start the game with 2d6 cp.
[block: and 20th level. Those features include oath spells and the Channel Divinity feature. Oath Spells   Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell]
[block: you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.   If you gain an oath spell that doesn’t appear on the paladin spell list]
[block: the spell is nonetheless a paladin spell for you. Channel Divinity   Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.   When you use your Channel Divinity]
[block: you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.   Some Channel Divinity effects require saving throws. When you use such an effect from this class]
[block: the DC equals your paladin spell save DC.   Ability Score Improvement: Strength +1 and Cons +1]

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

[block: Dragonborn - Silver Cold 15 ft. cone (Con. save)]

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

Level 2 Spells

Level 3 Spells

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


Created by

Eogan93.

Statblock Type

Character Sheet (Legacy)

Link/Embed