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Adrion Windhorn

3 Level (0/2700 XP for level-up) Soldier Background Half-Elf Race / Species / Heritage Lawful Good Alignment
Paladin
Level 3
Hit Dice: 3/3
1d10+2 Class 1

STR
15
+2
DEX
7
-2
CON
14
+2
INT
11
+0
WIS
9
-1
CHA
15
+2
31
Hit Points
-2
Initiative (DEX)
8
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
9
Passive Perception
Spellcasting ...
+4 Attack mod
CHA Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
-2 Dexterity
+2 Constitution
+0 Intelligence
+1 Wisdom
+4 Charisma
saving throws
+0 Acrobatics DEX
-1 Animal Handling WIS
+0 Arcana INT
+4 Athletics STR
+2 Deception CHA
+0 History INT
+1 Insight WIS
+4 Intimidation CHA
+0 Investigation INT
skills
-1 Medicine WIS
+0 Nature INT
-1 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+2 Religion INT
-2 Sleight of Hand DEX
+0 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longsword +2 STR 1d8+2 Slashing
 Versatile
Spear +2 STR 1d6+2 Piercing
 Thrown, Versatile
Attacks

Spell Book

Shield, Chain Mail, Longsword, Spear, Backpack, Clothes Common, Playing Card Set, Amulet, Bedroll, Mess Kit, Rations (1 day), Rope Hempen (50 feet), Tinderbox, Torch, Waterskin

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 20, Platinum: 0 Money
Common, Elvish, Orc

Languages & Proficiencies
Live and Let Live. Ideals arent worth killing over or going to war for. (Neutral)

Ideals
Someone saved my life on the battlefield. To this day, I will never leave a friend behind.

Bonds
I have little respect for anyone who is not a proven warrior.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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Level 1 Spells

PHB

Bless

1-level Enchantment

Casting Time: 1A
Range/Area: 30ft
Components: V/S/M
Materials: sprinkling of holy water (otherwise use of a Holy Symbol)
Duration: Concentration, up to 1 minute
Damage/Effect: Buff
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

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

Player's Handbook

Compelled Duel

1-level Enchantment

Casting Time: 1 bonus action
Range/Area: 30 feet
Components: Verbal
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 DC 8 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

Player's Handbook

Cure Wounds

1-level Evocation

Casting Time: 1 Action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

Detect Evil and Good

1-level Divination

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Concentration, up to 10 minutes

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch o f common metal, a thin sheet of lead, or 3 feet of wood or dirt.

PHB p231

Detect Magic

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.   The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Available for: Bard, Cleric, Druid, Inventor, Paladin, Ranger, Sorcerer, Wizard

Player's Handbook (Woc)

Detect Poison and Disease

1-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: A yew leaf
Duration: Up to 10 minutes
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 ft of you. You also identify the kind of poison, poisonous creature, or disease in each case.   The spell can penetrate most barriers, but it is blocked by 1 ft of stone, 1 inch of common metal, a thin sheet of lead, or 3 ft of wood or dirt.
Available for: Cleric, Druid, Paladin, Ranger

Divine Favour

1-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: V, S
Duration: Concentration, up to 1 minute
Damage/Effect: radiant

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

Available for: Paladins

Heroism

1-level Enchantment

Casting Time: 1 action
Range/Area: Touch (Willing Creature)
Components: V, S
Duration: Concentration, Up to 1 Minute
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
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: Bard, Paladin

Protection From Evil And Good

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: Holy Water
Duration: Concentration, Up to 10 minutes
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.
Available for: Cleric, Paladin, Warlock, Wizard

Purify Food and Drink

1-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 10ft
Components: V, S
Duration: Instantaneous

All nonmagical food and drink within a 5 foot radius sphere centred on a point of your choice within range is purified and rendered free of poison and disease.

PHB

Searing Smite

1-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, up to 1 minute
Damage/Effect: Fire
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.   At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
At higher levels: When you cast this spell 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6.
Available for: Paladin, Ranger

Shield of Faith

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Available for: Paladins

Thunderous Smite

1-level Evocation

Casting Time: 1 Bonus Action
Range/Area: Self
Components: Verbal
Duration: Concentration, up to 1 minute
Damage/Effect: thunder
The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings 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.
Available for: Paladin

Wrathful Smite

1-level Enchantment

Casting Time: Bonus Action, which you take immediately after hitting a creature with a weapon or an unarmed strike
Range/Area: Self
Components: V
Duration: Concentration, up to 1 minute
As you hit the creature, it takes an extra 1d6 Psychic damage, and it must succeed on a Wisdom saving throw or have the Frightened condition until the spell ends. At the end of each of its turns, the Frightened target repeats the saving throw, ending the spell on itself on a success.
At higher levels: When you cast this spell 2nd level or higher, the damage increases by 1d6 for each level above 1st.
Available for: Paladin

SRD

Ceremony

1-level Abjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 hour
Range/Area: touch
Components: V,S, M
Materials: 25 gp worth of powdered silver, which the spell consumes
Duration: Instantaneous
You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.  
  • Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
  • Bless Water. You touch one vial of water and cause it to become holy water.
  • Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
  • Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
  • Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a Wish spell.
  • Investiture (UA). You touch one willing humanoid. Choose one 1st-level spell you have prepared and expend a spell slot and any material components as if you were casting that spell. The spell has no effect. Instead, the target can cast this spell once without having to expend a spell slot or use material components. If the target doesn’t cast the spell within 1 hour, the invested spell is lost.
  • Offering (HB). You make an offering to your god, sacrificing either a living creature or inanimate matter. The sacrifice must be appropriate to the theme of the god in question and at least of some value. A goddess of the hearth would not accept a blood sacrifice and a god of war would not appreciate a rusty old sword. Depending on the quality of the sacrifice, the caster and any previous targets of Coming of Age will be blessed by their god for a period 24 + 2d12 hours.
  • Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
Available for: Cleric, Paladin

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