+12 | Expertise Bonus | |
+6 | Proficiency Bonus |
+5 | Strength | |
+0 | Dexterity | |
+3 | Constitution | |
+0 | Intelligence | |
+6 | Wisdom | |
+11 | Charisma |
+0 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+11 | Athletics | STR | |
+5 | Deception | CHA | |
+0 | History | INT | |
+6 | Insight | WIS | |
+11 | Intimidation | CHA | |
+0 | Investigation | INT |
+0 | Medicine | WIS | |
+0 | Nature | INT | |
+0 | Perception | WIS | |
+5 | Performance | CHA | |
+11 | Persuasion | CHA | |
+6 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+0 | Stealth | DEX | |
+0 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Morningstar | +11 | STR | 1d8+2+5 | piercing |
The statblocks of your Weapons, armor and other important/magical equipment
PHB
Armor (Heavy)
Common
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Heavy | 18 | 15+ | Yes |
Cost: 1,500 gp
Weight: 65 lb
Player's Handbook
Armor (Shield)
Common
Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Shield | 2 | - | No |
Cost: 10 gp
Weight: 6 lbs
The statblocks of your class features
The | Paladin | Slots | slots | Per | Level | ||
---|---|---|---|---|---|---|---|
level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
1 | +2 | Divine Sense, Lay on Hands | - | - | - | - | - |
2 | +2 | Fighting Style, Spellcasting, Divine Smite | 2 | - | - | - | - |
3 | +2 | Divine Health, Sacred Oath, Harness Divine Power (Optional) | 3 | - | - | - | - |
4 | +2 | Ability Score Improvement, Martial Versatility (Optional) | 3 | - | - | - | - |
5 | +3 | Extra Attack | 4 | 2 | - | - | - |
6 | +3 | Aura of Protection | 4 | 2 | - | - | - |
7 | +3 | Sacred Oath feature | 4 | 3 | - | - | - |
8 | +3 | Ability Score Improvement, Martial Versatility (Optional) | 4 | 3 | - | - | - |
9 | +4 | - | 4 | 3 | 2 | - | - |
10 | +4 | Aura of Courage | 4 | 3 | 2 | - | - |
11 | +4 | Improved Divine Smite | 4 | 3 | 3 | - | - |
12 | +4 | Ability Score Improvement, Martial Versatility (Optional) | 4 | 3 | 3 | - | - |
13 | +5 | - | 4 | 3 | 3 | 1 | - |
14 | +5 | Cleansing Touch | 4 | 3 | 3 | 1 | - |
15 | +5 | Sacred Oath feature | 4 | 3 | 3 | 2 | - |
16 | +5 | Ability Score Improvement, Martial Versatility (Optional) | 4 | 3 | 3 | 2 | - |
17 | +6 | - | 4 | 3 | 3 | 3 | 1 |
18 | +6 | Aura improvements | 4 | 3 | 3 | 3 | 1 |
19 | +6 | Ability Score Improvement, Martial Versatility (Optional) | 4 | 3 | 3 | 3 | 2 |
20 | +6 | Sacred Oath feature | 4 | 3 | 3 | 3 | 2 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Player's Handbook
1-level Abjuration
1-level Enchantment
1-level Enchantment
1-level Evocation
One DnD Playtest 6
1-level Evocation
One DnD Playtest 6
1-level Necromancy
2-level Enchantment
SRD
2-level Evocation
Dungeons & Dragons 5e
2-level Abjuration
2-level Abjuration
Wizards of the Coast, Unearthed Arcana, "One D&D: The Cleric and Revised Species"
2-level Abjuration
3-level Necromancy
3-level Illusion
One DnD Playtest 6
3-level Abjuration
3-level Evocation
3-level Abjuration
4-level Enchantment
4-level Abjuration
4-level Abjuration
One DnD Playtest 2
4-level Abjuration
4-level Conjuration
5-level Conjuration
5-level Enchantment
5-level Evocation
Xanathar's Guide to Everything
5-level Abjuration
You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30—foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration. As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each Of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.
Statblocks for your Trinkets, businesses, building, castles, empires.