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Nosrac III

2 Level (0/900 XP for level-up) City Watch Background Half-Orc Race / Species / Heritage Chaotic Good Alignment
Paladin
Level 2
Hit Dice: 2/2
1d10+2 Class 1

STR
16
+3
DEX
12
+1
CON
14
+2
INT
9
-1
WIS
14
+2
CHA
16
+3
24
Hit Points
+1
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30
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
+3 Strength
+1 Dexterity
+2 Constitution
-1 Intelligence
+4 Wisdom
+5 Charisma
saving throws
+1 Acrobatics DEX
+2 Animal Handling WIS
-1 Arcana INT
+5 Athletics STR
+3 Deception CHA
-1 History INT
+4 Insight WIS
+5 Intimidation CHA
-1 Investigation INT
skills
+4 Medicine WIS
-1 Nature INT
+2 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
-1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Greatsword +5 STR 2d6+3 Slashing
"Pike" (Lance) +5 STR 1d12+3 Piercing
 Reach, disadvantage when target w/in 5ft, 2H while dismounted
Javelin (5) +5 STR 1d6+3 Piercing
 Thrown (range 30/120)
Attacks

Spell Book

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Bless +5 1 action 30 ft Concentration, up to 1 minute V, S, M (a sprinkling of holy water)
 Notes:You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. 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.
Ceremony +5 1 hour Touch Instantaneous V, S, M (25gp worth of powdered silver, which the spell consumes)
 Notes:[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 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 roll 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 a 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.
Compelled Duel +5 1 bonus action 30 ft Concentration, up to 1 minute V
 Notes: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.
Cure Wounds +5 1 action Touch Instantaneous 1d8+3 V, S
 Notes: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.
Detect Magic +5 1 action Self Concentration, up to 10 minutes V, S
 Notes:[Ritual] For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Detect Poison and Disease +5 1 action Self Concentration, up to 10 minutes V, S
 Notes:[Ritual] For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Purify Food and Drink +5 1 action 10 ft Instantaneous V, S
 Notes:[Ritual] All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
Thunderous Smite +5 1 bonus action Self Concentration, up to 1 minute 2d6 V
 Notes:The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
Features
Great Weapon Fighting - Reroll 1s & 2s on weapon damage once per hit
Divine Sense
Lay on Hands - 10hp
Divine Smite - Add 2d8 radiant on hit, expends a spell slot, can upcast

Traits
Darkvision 60ft - Dim light -> Bright Light; Darkness -> Dim Light; sees shades of grey
Savage Attacks - Add 1 extra damage die on criticals
Relentless Endurance - If not killed outright when dropped to 0hp, drop to 1hp instead

Features & Traits
Chain Mail
1 Greatsword
1 "Pike" (Lance)
5 Javelins
Holy Symbol - TBD
Explorer's Pack
Backpack
Bedroll
Mess kit
Tinderbox
10 days rations
Waterskin
50ft Hempen Rope
Waterdeep City Watch Uniform - Rank:
Manacles
Summoning Horn
Pair of Old Socks

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 160, Platinum: 0 Money
Languages
Common
Orc
Dwarvish
Elvish

Languages & Proficiencies
Personal Goal: TBD
Symbol: TBD
Nemesis: TBD (Gruumsh?)
<span class="line-spacer d-block"> </span>
Temptation: <b>Despair.</b>
You consider the great strength of the enemies you must defeat, and at times you see no way to achieve final victory.
<span class="line-spacer d-block"> </span>
Carrying Capacity: STR X 15 = 240lb
Push/Drag/Lift: STR X 30 = 480lb

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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NosracII.

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