+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+2 | Strength | |
+4 | Dexterity | |
+3 | Constitution | |
+1 | Intelligence | |
+4 | Wisdom | |
+5 | Charisma |
+6 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+7 | Athletics | STR | |
+2 | Deception | CHA | |
+1 | History | INT | |
+1 | Insight | WIS | |
+2 | Intimidation | CHA | |
+1 | Investigation | INT |
+1 | Medicine | WIS | |
+1 | Nature | INT | |
+4 | Perception | WIS | |
+2 | Performance | CHA | |
+5 | Persuasion | CHA | |
+4 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+4 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Scimitar | +7 | DEX | 1d6+4 | Slashing | |
Finesse, light | |||||
Club | +5 | STR | 1d4+2 | Bludgeoning | |
Light | |||||
Dagger | +7 | DEX | 1d4+4 | Piercing | |
Finesse, light, thrown (20/60) |
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Medium Armor Common
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Medium | 13 + Dex modifier (max 2) |
Cost: 50 gp Weight: 20 lb
DnD 5e SRD SRD
Melee Weapon Light Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d4 | Bludgeoning | Light |
Cost: 1 sp Weight: 2 lb
Adventuring Gear Common
When using this buckler, a character may use their reaction to parry and counterattack a melee attack made against them. If an enemy makes an attack against the character with a buckler and the attack misses while the roll is within 3 of the user's AC (for example: 12, 13, 14 if user's AC is 15 ) the user can use their reaction to make a single attack against the enemy. The buckler requires proficiency with martial weapons (can be learned specifically) to use
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
None | +1 |
DnD 5e SRD SRD
Melee Weapon Common [Finesse, Light]
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Slashing |
Cost: 25 gp Weight: 3 lb
DnD 5e SRD SRD
Melee Weapon Finesse, Light, Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d4 | Piercing | 20/60 ft | Finesse, Light, Thrown |
Cost: 2 gp Weight: 1 lb
Ring Uncommon (this item requires attunement)
While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.
The statblocks of your class features
Clad in plate arm or that gleams in the sunlight despite the dust and grim e of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance shines from her hands, the man’s wounds knit closed, and his eyes open wide with amazement. A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two ores are dead before they even realize he is there. Silver hair shining in a shaft of light that seems to illuminate only him, an elf laughs with exultation. His spear flashes like his eyes as he jabs again and again at a twisted giant, until at last his light overcomes its hideous darkness. Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god’s altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin’s oath is a powerful bond. It is a source of pow er that turns a devout warrior into a blessed champion.
You start with the following equipment, in addition to the equipment granted by your background:
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.
Level | Proficiency | Features | --Spell Slots per Spell Level-- |
---|---|---|---|
Bonus | 1st 2nd 3rd 4th 5th | ||
1st | +2 | Divine Sense, Lay on Hands | --- --- --- --- --- |
2nd | +2 | Fighting Style, Spellcasting, Divine Smite | -2- --- --- --- --- |
3rd | +2 | Divine Health, Sacred Oath | -3- --- --- --- --- |
4th | +2 | Ability Score Improvement | -3- --- --- --- --- |
5th | +3 | Extra Attack | -4- -2- --- --- --- |
6th | +3 | Aura of Protection | -4- -2- --- --- --- |
7th | +3 | Sacred Oath Feature | -4- -3- --- --- --- |
8th | +3 | Ability Score Improvement | -4- -3- --- --- --- |
9th | +4 | --- | -4- -3- -2- --- --- |
10th | +4 | Aura of Courage | -4- -3- -2- --- --- |
11th | +4 | Improved Divine Smite | -4- -3- -3- --- --- |
12th | +4 | Ability Score Improvement | -4- -3- -3- --- --- |
13th | +5 | --- | -4- -3- -3- -1- --- |
14th | +5 | Cleansing Touch | -4- -3- -3- -1- --- |
15th | +5 | Sacred Oath Feature | -4- -3- -3- -2- --- |
16th | +5 | Ability Score Improvement | -4- -3- -3- -2- --- |
17th | +6 | --- | -4- -3- -3- -3- -1- |
18th | +6 | Aura Improvements | -4- -3- -3- -3- -1- |
19th | +6 | Ability Score Improvement | -4- -3- -3- -3- -2- |
20th | +6 | Sacred Oath Feature | -4- -3- -3- -3- -2- |
You sailed on a vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to destroy your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new. Discuss the nature of the ship you previously sailed with your DM. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost with all hands? What were your duties on board – boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?
Feature: Ship's Passage:
When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crew mate). Because you're calling in a favour, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
Variant Feature: Bad Reputation
If your character has a sailor background, you may select this background feature instead of Ship's Passage.
No matter where you go, people are afraid of you due to your reputation. When you are in a civilised settlement, you can get away with minor criminal offences, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments.
Roll a d8 1d8 | Personality Trait |
---|---|
1 | My friends know they can rely on me, no matter what. |
2 | I work hard so that I can play hard when the work is done. |
3 | I enjoy sailing into new ports and making new friends over a flagon of ale. |
4 | I stretch the truth for the sake of a good story. |
5 | To me, a tavern brawl is a nice way to get to know a new city. |
6 | I never pass up a friendly wager. |
7 | My language is as foul as an otyugh nest. |
8 | I like a job well done, especially if I can convince someone else to do it. |
Roll a d6 1d6 | Ideal |
---|---|
1 | Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good) |
2 | Fairness. We all do the work, so we all share in the rewards. (Lawful) |
3 | Freedom. The sea is freedom-the freedom to go anywhere and do anything. (Chaotic) |
4 | Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil) |
5 | People. I'm committed to my crew mates, not to ideals. (Neutral) |
6 | Aspiration. Someday I'll own my own ship and chart my own destiny. (Any) |
Roll a d6 1d6 | Bond |
---|---|
1 | I'm loyal to my captain first, everything else second. |
2 | The ship is most important – crew mates and captains come and go. |
3 | I'll always remember my first ship. |
4 | In a harbour town, I have a paramour whose eyes nearly stole me from the sea. |
5 | I was cheated out of my fair share of the profits, and I want to get my due. |
6 | Ruthless pirates murdered my captain and crew mates, plundered our ship, and left me to die. Vengeance will be mine. |
Roll a d6 1d6 | Flaw |
---|---|
1 | I follow orders, even if I think they're wrong. |
2 | I'll say anything to avoid having to do extra work. |
3 | Once someone questions my courage, I never back down no matter how dangerous the situation. |
4 | Once I start drinking, it's hard for me to stop. |
5 | Once I start drinking, it's hard for me to stop. |
6 | Once I start drinking, it's hard for me to stop. |
The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels — the perfect servants of good — as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.
Level | 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 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
1-level Evocation
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. this spell has no effect on undead o 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.
1d8 + Spellcasting Ability modifier | Healing |
---|
Player's Handbook
1-level Enchantment
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.
PHB pg 270
1-level Abjuration
Until the spell ends, one willing creature you touch is protected against certain types of creature: 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.
PHB pg 272
1-level Abjuration
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack casts a spell that affects an enemy, this spell ends.
Basic Rules, pg. 270
1-level Transmutation (ritual)
XGE pg 151
1-level Abjuration (ritual)
You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, 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 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 add 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 the wish spell. 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.
Statblocks for your Trinkets, businesses, building, castles, empires.