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Lancelot Rolland

1 Level (0/300 XP for level-up) Knight of the Order Background Human Race / Species / Heritage Alignment
Paladin
Level 1
Hit Dice: 1/1
1d10+2 Class 1

STR
16
+3
DEX
15
+2
CON
14
+2
INT
13
+1
WIS
11
+0
CHA
9
-1
12
Hit Points
+2
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
5 / 5
Lay on Hands
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+2 Dexterity
+2 Constitution
+1 Intelligence
+0 Wisdom
-1 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+1 Arcana INT
+5 Athletics STR
-1 Deception CHA
+1 History INT
+0 Insight WIS
+5 Intimidation CHA
+1 Investigation INT
skills
+0 Medicine WIS
+1 Nature INT
+0 Perception WIS
-1 Performance CHA
+1 Persuasion CHA
+3 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longsword +5 STR 1d8+3 slashing
 Versatile (1d10)
Javelin +5 STR 1d6+3 piercing
 Thrown (range 30/120)
Attacks

  • Knightly Orders of Faerûn: Many who rightfully call themselves "knight" earn that title as part of an order in service to a deity, such as Kelemvor's Eternal Order or Mystra's Knights of the Mystic Fire. Other knightly orders serve a government, royal family, or are the elite military of a feudal state, such as the brutal Warlock Knights of Vaasa. Other knighthoods are secular and non-governmental organizations of warriors who follow a particular philosophy, or consider themselves a kind of extended family, similar to an order of monks. Although there are organizations, such as the Knights of the Shield, that use the trappings of knighthood without necessarily being warriors, most folk of Faerûn who hear the word "knight" think of a mounted warrior in armor beholden to a code. Below are a few knightly organizations.
  • 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.
  • 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.



Features & Traits

  • Chain mail
  • Holy symbol
  • Longsword
  • Shield
  • Five javelins
  • Explorer's pack (backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50ft of hempen rope)



Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

  • Language: Aarakocran, Abyssal, Celestial, Common
  • Weapons: Simple, Martial
  • Armor: Light, Medium, Heavy, Shields
  • Tools:



Languages & Proficiencies


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