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Gyve

3 Level (0/2700 XP for level-up) Acolyte Background warforged infernal Race / Species / Heritage Chaotic good Alignment
Paladin
Level 3
Hit Dice: 3/3
1d10+5 Class 1

STR
14
+2
DEX
14
+2
CON
20
+5
INT
12
+1
WIS
11
+0
CHA
15
+2
37
Hit Points
+2
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
1 / 1
HELLISH ENTANGLEMENT
Spellcasting ...
+4 Attack mod
CHA Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+2 Dexterity
+5 Constitution
+1 Intelligence
+2 Wisdom
+4 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+1 Arcana INT
+4 Athletics STR
+2 Deception CHA
+1 History INT
+2 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
skills
+0 Medicine WIS
+1 Nature INT
+0 Perception WIS
+2 Performance CHA
+4 Persuasion CHA
+3 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Flail +2 STR 1d8+2 bludgeoning
chain (1-handed) +3 STR 1d8+3+2 slashing
Javalin +2 STR 1d6+2 Piercing
 Range(30/120), Thrown
Chain (2-Handed +3 STR 1d10+1+2 slashing
 reach, grapple on hit using a bonus action
Attacks

Spell Book

Infernal parentage:
Canian Resistance (3 Points)
You have resistance to cold damage.

Devil's Sight (6 points)
You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.

Devil’s Chain (3 Points)
When you hold a normal chain, it sprouts spikes and hooks along its length. Upon losing your grip on the chain, these growths immediately vanish. You can use chains as a weapon, and are always proficient ,you can make a melee with them. While using a chain one-handed, the chain deals 1d8 slashing damage on a hit. While using a chain two-handed, the chain deals 1d10 damage on a hit and has the reach property. When you take the attack action and hit with a chain, you can use a bonus action to initiate a grapple with the target.

Flaming fury (2 points)
When you hit a target with a melee weapon attack, you deak an additional 1d10 fire damage as the fury of the nine hells erupts from you. Once you use this trait, you can't use it again until you finish a long rest.

HELLISH REJUVENATION (2 POINTS)
As an action, you can gain a number of temporary hit points equal to 1d4 + your Charisma modifier. These hit points last until the end of your next turn. Once you use this trait, you can't use it again until you finish a short or long rest.

HELLISH ENTANGLEMENT (2 POINTS)
You can cast entangle as a 1st-level spell and regain the ability to do so when you finish a long rest. The vines and weeds are replaced by ethereal chains covered in spikes and flames. You can also cast this spell using any spell slots you have of the appropriate level Charisma is your spellcasting ability for it.

IMPROVED NATURAL ARMOR (2 POINTS)
When you aren't wearing armor, your AC is equal to 13+ your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.


Warforged parentage:
Integrated PROTECTION (6 POINTS)
Your body has built-in defensive layers, which can be enhanced with armor.
• You gain a +1 bonus to Armor Class.

UNSTABLE FORM (-10 POINTS)
Your body is not completely rigid, and your limbs often fluctuate in size and shape as you move. You are unable to wear armor, but can still use shields.

MUNDANE VULNERABILITY (-12 POINTS)
You have vulnerability to bludgeoning damage.

Magic resistance: (7 points)
You have advantage on all strenght, constitution and dexterity saving throws against magic.

Sentry's Rest (1 point)
When you take a long rest, you must spend at least 6 hours in an inactive, motionless state, rather than sleeping. In this state you appear inert but are not uncouncious, and you can see and hear as normal.


Upbringing: Defender
Raised to know how to defend yourself and your people.
Ability Score Increase. Con +2, Strenght +1

Background: acolyte
Shelter of the Faithful
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

Class Features: Paladin
Hit Points
Hit Dice: 1d10 per paladin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st

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.

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.

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

Oath of Sacrifice
The Oath of Sacrifice is taken by paladins that embody the ideals of selflessness and care for others above all else.
hese paladins forgo their own safety to defend the weak, punishing those who intend to do harm to the innocent with holy retribution.
In the Forgotten Realms, paladins of this oath likely model themselves after Ilmater, the Rack-Broken God who oversees the benevolent necromancy associated with healing. Ilmater tends to be worshiped by those who suffer, were oppressed, and the persecuted. Paladins of this
oath are encouraged to be the bearer of the burdens for the less fortunate and meek.

The tenets of Sacrifice
The tenets of the Oath of Sacrifice are based on charity
Altruism. Selflessness is the only way in which society will progress.
Charity. Forgo material wealth if it can be spent toward a greater good.
Compassion. Those who do no harm are precious, and you shall be their vanguard.
Relieve Suffering. Go to any lengths necessary to help those in need, even if it means taking on their pain as your own.
 
Bearer of Burdens. As a bonus action, you can use your Channel Divinity to replenish the pool of hit points in your Lay on Hands by sacrificing your own health. Reduce your hit points and hit point maximum by an amount of your choice. You regain a number of hit points in your Lay on Hands pool equal to twice the reduction. At the same time, you can also add 10 hit points into the pool by taking 1 level of exhaustion. You die if your hit point maximum is reduced to 0. This reduction to your hit point maximum and the level of exhaustion gained through the use of this Channel Divinity last until you regain the use of your Channel Divinity. 
Blood for Blood. When you use your Divine Smite, you can use your Channel Divinity as a part of the same attack to deal additional radiant damage. When you do, you can expend any number of your paladin hit dice and cause the attack to deal an additional 1d10 radiant damage per hit die you expended for this Channel Divinity option. and ensuring the well-being of others over the self.

AURA OF THE ALTRUIST 7th- and 18th-level Oath of Sacrifice feature You have been blessed with an aura that extends the reach of your divine healing. You can project an aura of good will out to a radius of 10 feet. You can use your Lay on Hands feature targeting any creature within the aura, as though you could touch them. When you cause a creature in the aura to regain hit points using a spell or class feature, you can choose to gain temporary hit points equal to half of the hit points you restored to the target. At 18th level, the range of this aura increases to 30 feet.

Features & Traits
Flail
Shield
Javalins 7
Chain mail

Backpack
Blanket
Tinderbox
Common clothes
Rations 2
Waterskin

Holy symbol 2
Prayer book
Incense sticks 5
Blocks of incence 2
Candels 10
Alms box
Vestments 2
Cencer

Equipment Copper: 0, Silver: 9, Electrum: 0, Gold: 13, Platinum: 0 Money
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Wisdom, Charisma
Skills: Athletics, Persuasion, Insight, Religion

Languages: Common, Infernal, Dwarfish and gnomish

Languages & Proficiencies
I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.

Personality Traits
Charity. I always try to help those in need, no matter what the personal cost. (Good)

Ideals
Everything I do is for the common people.

Bonds
Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.

Flaws
I was created as a warforged by a loving but slightly incompetent wizard. I was born malfunctioning. To save my life he made a pact with a devil hence my infernal heritage.

Notes


™ & © 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.

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

Icewinddale

ORC STONE

Wondrous Item

Uncommon Requires Attunement

A stone with the symbol of the Many-Arrows tribe (a humanoid skull pierced by three arrows) carved into it. The stone is an uncommon magic item that requires attunement, and only I can. attune to it. As an action, I can use the stone to summon the spirit of an orc warrior, which appears within 30 feet of me. The spirit uses the orc war chief stat block in the Monster Manual and disappears after 10 minutes or when reduced to 0 hit points. The spirit understands any language I speak and obeys my commands. After the stone is used three times, it turns to dust.


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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

Entangle

1-level Conjuration

Casting Time: 1 action
Range/Area: 90ft
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: Strength saving throw
Damage/Effect: restrained

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

When the spell ends, the conjured plants wilt away.

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)

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 2nd level or higher, the healing increases by 1d8 for each level above 1st.
Available for: Bard, Druid, Cleric, Paladin, Ranger

One DnD Playtest 6

Thunderous Smite

1-level Evocation

Casting Time: Bonus Action, which you take immediately after hitting a creature with a melee weapon or an Unarmed Strike
Range/Area: Self
Components: V
Duration: Instantaneous
Attack/Save: Strength Save
Damage/Effect: Thunder, Prone
As you hit the target, your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot levelabove 1st.
Available for: Paladin

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