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Hrodghar

7 Level (0/34000 XP for level-up) Guild Artisan Background Mountain Dwarf Race / Species / Heritage Chaotic Good Alignment
Paladin
Level 7
Hit Dice: 7/7
1d10+1 Class 1

STR
17
+3
DEX
10
+0
CON
12
+1
INT
9
-1
WIS
10
+0
CHA
14
+2
81
Hit Points
+0
Initiative (DEX)
21
Armor Class (AC)
+3
Prof. Bonus
25
Speed (walk/run/fly)
10
Passive Perception
Spellcasting ...
+5 Attack mod
CHA Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+3 Strength
+0 Dexterity
+1 Constitution
-1 Intelligence
+3 Wisdom
+5 Charisma
saving throws
+0 Acrobatics DEX
+0 Animal Handling WIS
-1 Arcana INT
+6 Athletics STR
+2 Deception CHA
-1 History INT
+3 Insight WIS
+5 Intimidation CHA
-1 Investigation INT
skills
+0 Medicine WIS
-1 Nature INT
+0 Perception WIS
+2 Performance CHA
+5 Persuasion CHA
-1 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Klaue +7 STR 2d8+5+3 Slashing
 Versatile + Feuerschaden
Javelin +6 STR 1d6+3+3 Piercing
 Thrown
Warhammer +6 STR 1d8+3+3 Bludgeoning
 Versatile
Attacks

Spell Book

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Bless +5
Compelled Duel +5
Hellish Rebuke +5 2d10
Inflict Wounds +5 3d10
Channel Divinity

Oath of Conquest:


Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.


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 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.



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.


Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.


Starting at 7th level, you constantly emanate a menacing aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.

Features & Traits
Longsword +1, Shield+1,Plate Armor , Javelin, Warhammer, Backpack, Emblem, Bedroll, Mess Kit, Rations (1 day), Rope Hempen (50 feet), Tinderbox, Torch, Waterskin

3 Healing Potions

Equipment Copper: 25, Silver: 53, Electrum: 2, Gold: 9872, Platinum: 0 Money
Common, Dwarvish, Elvish

Proficiency in Brewer's Supplies

Languages & Proficiencies
Stur

Personality Traits


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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Level 1 Spells

Player's Handbook 5E (WoC)

Bless

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 ft
Components: Verbal, Somatic, Material
Materials: A sprinkling of holy water
Duration: Concentration, Up to 1 minute
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 a 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. 
Available for: Cleric, Paladin

SRD

Compelled Duel

1-level Enchantment

Casting Time: 1 bonus action
Range/Area: 30 feet
Components: V
Duration: Concentration, up to 1 minute
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
Available for: Paladin

PHB, page 250

Hellish Rebuke

1-level Evocation

Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
Attack/Save: Dexterity Save
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Available for: Warlock

SRD

Inflict Wounds

1-level Necromancy

Casting Time: 1 action
Range/Area: touch
Components: VS
Duration: instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Available for: Cleric

Player's Handbook

Armor of Agaythys

1-level Abjuration

Casting Time: 1 action
Range/Area: self
Components: V,S,M
Materials: a cup of water
Duration: 1 hour
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
Available for: Wizards, Warlocks

Based on Player's Handbook

Command

1-level Enchantment

Casting Time: 1 action
Range/Area: 12 m
Components: Verbal
Duration: 1 round
Attack/Save: Wisdom saving throw
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.   Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.   Drop. The target drops whatever it is holding and then ends its turn.   Flee. The target spends its turn moving away from you by the fastest available means.   Grovel. The target falls prone and then ends its turn.   Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Netrunner

Level 2 Spells

Crown of Madness

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw
Damage/Effect: charmed

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.

The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

Available for: Tiefling Sorcerers, Wizards

OneD&D Paladin and Druid

Find Steed

2-level Conjuration

Casting Time: 10 minutes
Range/Area: 30 feet
Components: V, S
Duration: Instantaneous
You gain the service of an otherworldly being, which manifests as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, your steed is replaced by the new one. The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block. Combat. The steed is an ally to you and your companions. In combat, it shares your initiative count, and it functions as a controlled mount (as defined in the rules on mounted combat). If you have the Incapacitated condition, it takes its turn immediately after yours and acts independently, focusing on protecting you. Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points, if you dismiss it as a Bonus Action, or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.
At higher levels: At Higher Levels. When you cast this spell using a Spell Slot of 3rd level or higher, use the higher level wherever the spell’s level appears in the stat block.
Available for: (Divine)

PHB

Darkness

2-level Evocation

Casting Time: 1 Action
Range/Area: 60 feet (15-foot-radius sphere)
Components: V, M
Materials: Bat fur and a drop of pitch or piece of coal
Duration: Concentration, Up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Available for: Sorcerer, Warlock, Wizard, Monk (Way of Shadow)

SRD

Warding Bond

2-level Abjuration

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: A pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration
Duration: 1 hour
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
Available for: Cleric, Paladin

Based on Player's Handbook

Hold Person

2-level Enchantment

Casting Time: 1 action
Range/Area: 12 m
Components: Verbal, Somatic
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw
Damage/Effect: paralyzed
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Available for: Netrunner

PHB

Spiritual Weapon

2-level Evocation

Casting Time: 1BA
Range/Area: 60ft
Components: V/S
Duration: 1 minute
Attack/Save: Melee
Damage/Effect: Force
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.   As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.   The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
Available for: Cleric, Oath of Conquest (Paladin)

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