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Quill

3 Level (0/2700 XP for level-up) Acolyte Background Tabaxi Race / Species / Heritage Chaotic Neutral Alignment
Paladin (Oath of Conquest)
Level 3
Hit Dice: 3/3
1d10+1 Class 1

STR
15
+2
DEX
11
+0
CON
13
+1
INT
12
+1
WIS
12
+1
CHA
15
+2
25
Hit Points
+0
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30/60/-
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+6 Attack mod
CHA Ability
+2 Abi Mod
24 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+0 Dexterity
+1 Constitution
+1 Intelligence
+3 Wisdom
+4 Charisma
saving throws
+0 Acrobatics DEX
+1 Animal Handling WIS
+3 Arcana INT
+4 Athletics STR
+2 Deception CHA
+1 History INT
+3 Insight WIS
+4 Intimidation CHA
+1 Investigation INT
skills
+1 Medicine WIS
+1 Nature INT
+3 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+3 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longsword +2 STR 1d8+2 Slashing
 Versatile, Sap
Unarmed Strike +6 STR 3+2 Bludgeoning
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Species Features:
Cat's Claws, Cat's Talent, Darkvision, Feline Agilty

Class Features:
Divine Sense, Lay On Hands

Features & Traits
Shield, Plate Armor, Longsword, Javelin, Backpack, Amulet, Rations, Robe, Blanket, Tinderbox, Lamp, Holy Water

Equipment Copper: , Silver: , Electrum: , Gold: , Platinum: 27 Money
Languages: Common, Elvish
Proficiencies: Heavy Armor, Light Armor, Medium Armor, Shields, Martial Weapons, Simple Weapons, Caligrapher's Supplies

Languages & Proficiencies
Nothing can shake my optimistic attitude.
Whenever I come to a new place, I like collect local rumors.

Personality Traits
Self-improvement. The goal of a life of study is the betterment of oneself.
Redemption. There's a spark of good in everyone. (Good)

Ideals
I protect those who cannot protect themselves.

Bonds
If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.

Flaws
Advantage in charisma based rolls (Persuasion, Intimidation) while in the Weeping Cliffs province

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.

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The statblocks of your class features

Paladin

Paladins are united by their oaths to stand against the forces of annihilation and corruption. Whether sworn before a god’s altar, in a sacred glade before nature spirits, or in a moment of desperation and grief with the dead as the only witnesses, a Paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion. Paladins train to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the injured, smite their foes, and protect the helpless and those who fight at their side.   Almost by definition, the life of a Paladin is an adventuring life, for every Paladin lives on the front lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of a world’s armies, but even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic.
hit dice: 1d10
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.
armor proficiencies: Light, Medium and Heavy Armor and Shields
weapon proficiencies: Simple and Martial Weapons
tools: -
saving throws: Wisdom, Charisma
skills: Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion
starting equipment:
Chose A or B
(A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest's Pack, and 9 GP
(B) 150 GP
spellcasting:
You have learned to cast spells through prayer and meditation. Spell Slots. The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.   Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells.   The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.   If another Paladin feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you.   Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots.   Spellcasting Ability. Charisma is your spellcasting ability for your Paladin spells.   Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.
class features:
Level 1: Lay On Hands Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level. As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.   You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don’t also restore Hit Points to the creature.   Level 1: Weapon Mastery Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.   Level 2: Fighting Style You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below. Blessed Warrior You learn two Cleric cantrips of your choice. The chosen cantrips count as Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip. Fighting Style feat   Level 2: Paladin’s Smite You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.   Level 3: Channel Divinity You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class’s Channel Divinity, you choose which effect from this class to create.   You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.   If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.   Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. 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.   Level 3: Paladin Subclass You gain a Paladin subclass of your choice. A subclass is a specialization that grants you features at certain Paladin levels. For the rest of your career, you gain each of your subclass’s features that are of your Paladin level or lower.   Level 4: Ability Score Improvement You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16.   Level 5: Extra Attack You can attack twice instead of once whenever you take the Attack action on your turn.   Level 5: Faithful Steed You can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared.   You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.   Level 6: Aura of Protection You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.   You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).   If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.   Level 9: Abjure Foes As a Magic action, you can expend one use of this class’s Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.   Level 10: Aura of Courage You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.   Level 11: Radiant Strikes Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.   Level 14: Restoring Touch When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove; those points don’t also restore Hit Points to the creature.   Level 18: Aura Expansion Your Aura of Protection is now a 30-foot Emanation.   Level 19: Epic Boon You gain an Epic Boon feat or another feat of your choice for which you qualify.
subclass options:
LevelProficiency BonusClass FeatureChannel DivinityPrepared Spells12345
1+2Lay on Hands, Spellcasting, Weapon Mastery-22----
2+2Fighting Style, Paladin's Smite-32----
3+2Channel Divinity, Paladin Subclass243----
4+2Ability Score Improvement253----
5+ 3Extra Attack, Faithful Steed2642---
6+3Aura of Protection2642---
7+3Subclass feature2743---
8+3Ability Score Improvement2743---
9+4Abjure Foes29432--
10+4Aura of Courage29432--
11+4Radiant Strikes310433--
12+4Ability Score Improvement310433--
13+5-3114331-
14+5Restoring Touch3114331-
15+5Subclass Feature3124332-
16+5Ability Score Improvement3124332-
17+6-31443331
18+6Aura Expansion31443331
19+6Epic Boon31543332
20+6Subclass Feature31543332

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Tabaxi

Hailing from a strange and distant land, wandering Tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive Tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.
ability score increase: Your Dexterity score increases by 2, and your Charisma score increases by 1.
age: Tabaxis have lifespans equivalent to Humans.
alignment: Tabaxis tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Pure Common, Tabaxi and one other language.
race features:
Cat's Claws: Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Cat's Talent: You have proficiency in the Perception and Stealth skills.   Darkvision: You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.   Feline Agility: Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Racial Description

  Wandering Outcasts: Most Tabaxi remain in their distant homeland, content to dwell in small, tight clans. These Tabaxi hunt for food, craft goods, and largely keep to themselves. However, not all Tabaxi are satisfied with such a life. The Cat Lord, the divine figure responsible for the creation of the Tabaxi, gifts each of his children with one specific feline trait. Those Tabaxi gifted with curiosity are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the Tabaxi remain isolated but never ignorant of the world beyond their home.   Barterers of Lore: Tabaxi treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it's not intrinsically interesting. In the Tabaxis eyes, gathering wealth is like packing rations for a long trip. It's important to survive in the world, but not worth fussing over. Instead, Tabaxi value knowledge and new experiences. Their ears perk up in a busy tavern, and they tease out stories with offers of food, drink, and coin. Tabaxi might walk away with empty purses, but they mull over the stories and rumors they collected like a miser counting coins. Although material wealth holds little attraction for the Tabaxi, they have an insatiable desire to find and inspect ancient relics, magical items, and other rare objects. Aside from the power such items might confer, a Tabaxi takes great joy in unravelling the stories behind their creation and the history of their use.   Fleeting Fancies: Wandering Tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A Tabaxis desire burns bright, but once met it disappears to be replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets. A Tabaxi rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it for passage on a ship or a week's lodging after stealing it. The Tabaxi might take extensive notes or memorize every facet of the gem before passing it on, but the gem holds no more allure once its secrets and nature have been laid bare.   Tinkers and Minstrels: Curiosity drives most of the Tabaxi found outside their homeland, but not all of them become adventurers. Tabaxi who seek a safer path to satisfy their obsessions become wandering tinkers and minstrels. These Tabaxi work in small troupes, usually consisting of an elder, more experienced Tabaxi who guides up to four young ones learning their way in the world. They travel in small, colorful wagons, moving from settlement to settlement. When they arrive, they set up a small stage in a public square where they sing, play instruments, tell stories, and offer exotic goods in trade for items that spark their interest. Tabaxi reluctantly accept gold, but they much prefer interesting objects or pieces of lore as payment. These wanderers keep to civilized realms, preferring to bargain instead of pursuing more dangerous methods of sating their curiosity. However, they aren't above a little discreet theft to get their claws on a particularly interesting item when an owner refuses to sell or trade it.   Tabaxi Names: Each Tabaxi has a single name, determined by clan, and based on a complex formula that involves astrology, prophecy, clan history, and other esoteric factors. Tabaxi names can apply to both males and females, and most use nicknames derived from or inspired by their full names. Clan names are usually based on a geographical feature located in or near the clan's territory. The following list of sample Tabaxi names includes nicknames in parenthesis.

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Level 0 Spells

phb 2014, 272

Sacred Flame

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Attack/Save: Dexterity saving throw
Damage/Effect: radiant
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
At higher levels: 5th level: 2d8 , 11th level: 3d8 , and 17th level: 4d8
Available for: Cleric

phb 2014, 277

Spare the Dying

0-level (Cantrip) Necromancy

Ritual - does not require spell slot, takes 10 minutes longer
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs
Available for: Artificer, Cleric

Level 1 Spells

Player's Handbook

Cure Wounds

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous
Damage/Effect: 2d8 healing

A creature you touch regains a number of hit points equal to 2d8 + 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 2d8 for each slot level above 1st.

Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

Divine Smite

1-level Evocation

Casting Time: Bonus Action (Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike)
Range/Area: Self
Components: Verbal
Duration: Instantaneous
Attack/Save: 2d8
Damage/Effect: Radiant
The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.
At higher levels: The damage increases by 1d8 for each spell slot level above 1.
Available for: Paladin

Player's Handbook

Shield of Faith

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: 60'
Components: Verbal, Somatic, Material
Materials: a small parchment with a bit of holy text written on it
Duration: Concentration, up to 10 minutes

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Available for: Cleric, Paladin

Enchantment Magic

Command

1-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: 1 round
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.   Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
  • Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
  • Drop. The target drops whatever it is holding and then ends its turn.
  • Flee. The target spends its turn moving away from you by the fastest available means.
  • Grovel. The target falls prone and then ends its turn.
  • Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air
.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Cleric, Paladin

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