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Saira

3 Level (0/2700 XP for level-up) Pirate Background Triton Race / Species / Heritage Chaotic Good Alignment
Paladin
Level 3
Hit Dice: 3/3
1d10+2 Class 1

STR
14
+2
DEX
10
+0
CON
15
+2
INT
10
+0
WIS
10
+0
CHA
16
+3
34
Hit Points
+0
Initiative (DEX)
19
Armor Class (AC)
+2
Prof. Bonus
30/60/-
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+0 Dexterity
+2 Constitution
+0 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+0 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+4 Athletics STR
+3 Deception CHA
+0 History INT
+2 Insight WIS
+5 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+2 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+0 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Scimitar +4 STR 1d6+2 Slashing
 Finesse, Light, Martial
Spear +4 STR 1d6(1d8)+2 Piercing
 Range (20/60), Thrown, Versatile, Simple
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Control Air and Water 1
 Notes:A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.
- Tends to start tavern brawls, especially in new cities.
  • Due to the point above and his bacground as Sigurd's right hand - has a bit of a reputation in most ports.

  • Features & Traits
    Chain mail, weapons (check the tab), shield, holy symbol (a burnt flag wrapped around one of his forearms, an explorer's pack (Backpack, bedroll, messkit, tinderbox, 10 days of rations, a waterskin and 50 feet of hempen rope)

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    331513 Compelled duel
    333259 Cure wounds
    375401 Divine Favor
    Spellcasting
    Armor: All Armor, Shields
    Weapons: Simple Weapons, Martial Weapons
    Tools: Navigator's Tools, Water Vehicles
    Languages: Primordial

    Languages & Proficiencies
    Quiet (not by choice, really), vengeful, hands-on, direct, blunt. Somewhat self-righteous.

    Personality Traits

    One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.

    The sea is freedom. The freedom to go anywhere and do anything.

    Ideals
    Ruthless pirates murdered his captain and crewmates, plundered their ship and left him to die. He seeks vengeance.

    Bonds
    Once someone questions his courage he tends to try and prove them wrong, refusing to back down almost no matter how dangerous the situation might be.

    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

    Basic Rules, pg. 230

    Cure Wounds

    1-level Evocation

    Casting Time 1 Action
    Range Touch
    Duration Instantaneous
    Components V, S

    Damage Type: Healing   Saving Throws: None   Description: 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.

    Class(es): Bard, Cleric, Druid, Paladin, Ranger, Artificer

    Player's Handbook, pg. 224

    Compelled Duel

    1-level Enchantment

    Casting Time 1 Action
    Range 30 ft
    Duration Concentration, 1 Minute
    Components V

    Damage Type: Debuff, Control   Attack/Save Throw: WIS Save   Description: 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.

    Class(es): Paladin

    Player's Handbook

    Divine Favor

    1-level Evocation

    Casting Time 1 bonus action
    Range Self
    Duration Concentration, 1 minute
    Components V,S

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

    Class(es): Paladin

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