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Jodah Goldburrow

5 Level (0/14000 XP for level-up) Knight of the Order Bahamut Background Halfling Lightfoot Race / Species / Heritage LG Alignment
Devotion Paladin
Level 5
Hit Dice: 5/5
1d10+1 Class 1

STR
14
+2
DEX
14
+2
CON
13
+1
INT
12
+1
WIS
12
+1
CHA
14
+2
39
Hit Points
+2
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
25/50/0
Speed (walk/run/fly)
14
Passive Perception
Spellcasting ...
+5 Attack mod
CHA Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+2 Dexterity
+1 Constitution
+1 Intelligence
+4 Wisdom
+5 Charisma
saving throws
+5 Acrobatics DEX
+4 Animal Handling WIS
+1 Arcana INT
+5 Athletics STR
+2 Deception CHA
+4 History INT
+4 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
+5 STR Tool STR
+5 DEX Tool DEX
+4 INT Tool INT
+4 WIS Tool WIS
+5 CHA Tool CHA
skills
+1 Medicine WIS
+1 Nature INT
+4 Perception WIS
+2 Performance CHA
+8 Persuasion CHA
+4 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
+4 CON Tool CON
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longsword +5 STR 1d8+2 Slash
 One-handed
Longsword +5 STR 1d10+2 Slash
 Versatile (1d10)
Longsword +7 STR 1d8+2 Slash
 Sacred Weapon, One-handed
Longsword +7 STR 1d10+2 Slash
 Sacred Weapon, Versatile (1d10)
Attacks

Spell Book

Halfling
Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
Alignment. Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of the old ways.
Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is small.
Speed. Your base walking speed is 25 feet.
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
Brave. You have advantage on saving throws against being frightened.
Nimble. You can move through the space of any creature that is of a size larger than yours.
Naturally Stealthy. You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.

Paladin
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.

Fighting Style
Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your paladin spells.

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.

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

Harness Divine Power (Optional)
Also at 3rd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

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

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.
At 18th level, the range of this aura increases to 30 feet.

Tenets of Devotion
Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
Honesty. Don't lie or cheat. Let your word be your promise.
Courage. Never fear to act, though caution is wise.
Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Oath Spells
3rd Protection from Evil and Good, Sanctuary
5th Lesser Restoration, Zone of Truth
9th Beacon of Hope, Dispel Magic
13th Freedom of Movement, Guardian of Faith
17th Commune, Flame Strike

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Feats/ASI
1 AL: Skilled : Animal Handling, Insight, Perception
4 Skill Expert (STR): Acrobatics

Features & Traits
Knight of the Order (Bahamut)
A set of traveler's clothes
a signet
a seal representing your place or rank in the order (Teacher)
a pouch containing 10gp

Paladin
two martial weapons: Greatsword x2 (sold +50gp), Buy Longsword -15gp
simple melee weapon: Quarterstaff
explorer's pack: 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.
Chain mail and a holy symbol (Bahamut scale relicquary)

Amulet of the Devout +1 (Bahamut)
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 45, Platinum: 0 Money
Spell Attack/ Save DC +1
Spellcasting
Languages: Common, Halfling, Draconic
Tools: Teaching tools

Paladin
Armor: All armor, shields
Weapons: Simple weapons, martial weapons

Languages & Proficiencies
I'm always polite and respectful.

I speak knowledge and wisdom to those who are willing to listen and the manners to go with it.

Personality Traits
Manners before knowledge is I always say.

Ideals
Teaching what I know would be my legacy for the next generation.

Bonds
Sweets, honey, and mead makes life bearable.

Flaws
Knightly Regard
You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community – whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals.

This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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