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Shilver

12 Level (0/120000 XP for level-up) Soldier Background Half-Elf Race / Species / Heritage Neutral Good Alignment
Fighter
Level 6
Hit Dice: 6/6
1d10+2 Class 1
Paladin
Level 6
Hit Dice: 6/6
1d8+2 Class 2

STR
20
+5
DEX
10
+0
CON
14
+2
INT
14
+2
WIS
12
+1
CHA
16
+3
94
Hit Points
+0
Initiative (DEX)
17
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
4 / 4
Superiority Dice (d8)
Spellcasting ...
+7 Attack mod
CHA Ability
+3 Abi Mod
15 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+9 Strength
+0 Dexterity
+6 Constitution
+2 Intelligence
+1 Wisdom
+3 Charisma
saving throws
+0 Acrobatics DEX
+1 Animal Handling WIS
+2 Arcana INT
+9 Athletics STR
+3 Deception CHA
+2 History INT
+1 Insight WIS
+7 Intimidation CHA
+2 Investigation INT
skills
+1 Medicine WIS
+6 Nature INT
+5 Perception WIS
+3 Performance CHA
+7 Persuasion CHA
+2 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Vineheart (one hand) +9 STR 1d10+5+5 Slashing
 Versatile (one-handed). Has a chance to poison.
Vineheart (two hand) +9 STR 1d12+5+5 Slashing
 Versatile (two-handed). Has a chance to poison.
Magic Handaxe +9 STR 1d8+5+5 Slashing
 Light, thrown (20/60)
Net +9 STR 0+5
 Restrains if it hits. DC 10 STR check (or 5 piercing/slashing) to destroy it.
Attacks

Spell Book

Heritage (Half-Elf)
Trance: Elves (and half-elves) don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Cantrip (Lightning Lure): You know one cantrip of your choice from the wizard spell list (Lightning Lure).
Darkvision: 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 gray.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Background (Soldier)
Military Rank (Captain): You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Feats
Sentinel: Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. Creatures within your reach provoke opportunity attacks even if they took the Disengage action. Additionally, when a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Shield Mastery: In combat, you can don or doff a shield as the free object interaction on your turn. Additionally, you can use a shield as a spellcasting focus.
Fey Touched: CHA+1. You learn the Misty Step spell and one 1st-level Divination/Enchantment spell of your choice (Hunter's Mark). You can cast each of these spells without expending a spell slot once per day, AND you can also cast these spells using spell slots you have of the appropriate level.
Inspiring Leader: Spend 10 minutes: Up to 6 creatures within 30 ft of you gain 15 (level + CHA) temporary hp.

Fighter
Fighting Style (Versatile): Increase the size of one weapon die for any weapon you wield (up to d12).
Second Wind: On your turn, use a bonus action to regain HP equal to 1d10 + your Fighter level. Resets on a short/long rest.
Action Surge: On your turn, you can take one additional action. Resets on a short/long rest.
Extra Attack: You can attack three times, instead of once, whenever you take the Attack action on your turn.

Battlemaster
Superiority Dice: You have four superiority dice, which are d8s. They reset on a short/long rest.
Disarming Attack: When you hit a creature with a weapon attack, spend a die to attempt to disarm them. Add the die to the damage roll. The target must make a Strength saving throw or else drop the object.
Menacing Attack: When you hit a creature with a weapon attack, spend a die to attempt to frighten them. Add the die to the damage roll. The target must make a Wisdom saving throw or else it becomes frightened of you until the end of your next turn.
Snipe: As a bonus action, spend a die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the die to the attack’s damage roll.

Paladin
Fighting Style (Defense): +1 to AC.
Divine Sense: As an action, you you know the Location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You also know of any consecrated or desecrated ground. (3 times per day)
Lay on Hands: As an action, you can restore a total number of Hit Points equal to your Paladin level x 5. Alternatively, you can expend 5 Hit Points from your pool to cure the target of one disease or poison.
Divine Smite: When you hit with a melee weapon attack, you can use a spell slot to deal 2d8 radiant damage (plus 1d8 if it's an Undead or fiend.)
Divine Health: You are immune to disease.
Aura of Protection: Allies within 10ft get +3 (CHA) to saving throws.
Prepared Spells: Find Steed, Locate Object, Protection from Evil and Good, Heroism
Other Spells: Misty Step, Hunter's Mark, Entangle, Zephyr Strike, Gust of Wind, Moonbeam

Oath of Spring
Channel Divinity (Changing Winds): As an action, you can imbue one weapon that you are holding with your choice of elemental damage type (fire, cold, lightning, poison), using your Channel Divinity. For 1 minute, you add your Charisma modifier to Attack Rolls made with that weapon (with a minimum bonus of +1). Instead of dealing its normal damage type, the weapon deals damage of the chosen type. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Channel Divinity (Renew): As an action, you can use your Channel Divinity to mend an object per the Mending cantrip. You repair a single break or tear in an object you touch. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. You can physically repair a magic item or construct, but can’t restore magic to such an object. Repairs you make with Renew glow a vibrant gold, green, or blue (your choice).

Ydbris' Blessings
Boon of Fate: When a creature within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can roll a d10 and apply the result as a bonus or penalty to the roll. (Once per short rest).

Features & Traits
Weapons and Armor
Chain Mail (55 lb)
Vineheart
Longsword (3 lb)
Shield (6 lb)
Handaxe x2 (4 lb)
Net (3 lb)
Rupert's Shield

Inventory
Explorer's Pack:
Backpack (5 lb)
Bedroll (7 lb)
Mess kit (1 lb)
Tinderbox (1 lb)
10 rations (20 lbs)
Waterskin (5 lb)
50 feet of rope (10 lb)
10 blight hearts
Symbols from the Attlegrave mirror

Total Weight: 120 / 270 lbs

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common and elvish
All weapons, armor, and shields
Smith's tools
Gaming set (cards)
Land vehicles

Languages & Proficiencies
Protective. Natural leader. Militaristic.

Personality Traits
Freedom, Opportunity, Growth.

Ideals
Has a soft spot for refugees and outcasts. Loathes crimes against nature.

Bonds
Shortsighted. Blunt.

Flaws
Conditions
for Battle Maneuvers

Restrained:
A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
The creature has disadvantage on Dexterity saving throws.

Frightened:
A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can’t willingly move closer to the source of its fear.

Notes


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

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e SRD SRD

Chain Mail Armor

Heavy Armor Common

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Type AC STR Req. Stealth Dis. Properties
Heavy 16 13+ YES

Cost: 75 gp Weight: 55 lb


 

DnD 5e SRD SRD

Longsword

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Martial 1d8 / 1d10 Slashing Versatile

Cost: 15 gp Weight: 3 lb


 

DnD 5e SRD SRD

Handaxe

Melee Weapon Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d6 Slashing 20/60 ft Light, Thrown

Cost: 5 gp Weight: 2 lb


 

DnD 5e SRD SRD

Net

Ranged Weapon Thrown.
A Large or smaller creature hit by a net is Restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
When you use an action, Bonus Action, or reaction to Attack with a net, you can make only one Attack regardless of the number of attacks you can normally make. Common

Type Damage Damage Range Properties
Martial None 5/15 ft Thrown.
A Large or smaller creature hit by a net is Restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
When you use an action, Bonus Action, or reaction to Attack with a net, you can make only one Attack regardless of the number of attacks you can normally make.

Cost: 1 gp Weight: 3 lb


 

The statblocks of your class features

Battle Master


Hit Points

Hit Dice: d10 per Battle Master level
Hit Points at first Level: See Fighter
Hit Points at Higher Levels: See Fighter

Proficiences

Armor: See Fighter
Weapons: See Fighter
Tools: See Fighter
Saving Throws: See Fighter
Skills: See Fighter

Subclass Options

Combat Superiority

Maneuvers

You learn three special maneuvers. You can use only one maneuver per attack.   You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.  

Superiority Dice

You start with four superiority dice, which are d8s, and you expend one whenever you use a maneuver. You regain them all when you finish a short or long rest.   You gain another superiority die at 7th level and one more at 15th level.  

Saving Throw

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: Maneuver Save DC:8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)  

Student of War

At 3rd level, you gain proficiency with one type of artisan's tool of your choice.  

Know Your Enemy

Starting at 7th level, if you spend 1 minute observing or interacting with another creature outside of combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels (if any)
  • Fighter class levels (if any)
 

Improved Combat Superiority

When you reach 10th level, your superiority dice turn into d10. When you reach level 18, your dice turn into d12.  

Relentless

Starting at level 15, whenever you roll for initiative and have zero superiority dice, you get 1 superiority die back.  

Maneuvers

The maneuvers are presented in alphabetical order:
  • Commander's Strike: When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
  • Disarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
  • Distracting Strike: When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
  • Evasive Footwork: When you move on your turn, you can expend a superiority die, adding the total to your AC until you stop moving.
  • Feinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. Until the end of the turn, you have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack's damage roll.
  • Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has a disadvantage on all attack rolls against targets other than you until the end of your next turn.
  • Lunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
  • Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
  • Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
  • Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
  • Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
  • Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
  • Rally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
  • Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
  • Sweeping Attack: When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
  • Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw or be knocked prone.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Half-Elf

Ability Score Increase +2 Cha, +1 to two other ability scores
Size Medium
Speed 30 ft.

Age

Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.  

Size

Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.  

Darkvision

Thanks to your elf blood, you have superior vision in dark and dim conditions. 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 gray.  

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.  

Skill Versatility

You gain proficiency in two skills of your choice.

Languages. Common, Elvish, 1 extra

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Lightning Lure

0-level (Cantrip) Evocation

Casting Time 1 action
Range 15 ft.
Duration Instantanious
Components V

You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Sorcerer, Warlock, Wizard

Level 1 Spells

PHB

Divine Favor

1-level Evocation

Casting Time 1 Bonus Action
Range Self
Duration Concentration, Concentration, up to 1 minute
Components V S

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

Class(es): Cleric, Paladin

Weapon Attacks+ 1d4 Radiant Damage

Player's Handbook

Heroism

1-level Enchantment

Casting Time 1 action
Range Touch
Duration Concentration, 1 minute
Components V,S

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.

Class(es): Bard, Paladin

Player's Handbook

Shield of Faith

1-level Abjuration

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


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

Class(es): Cleric, Paladin, War Domain

SRD

Protection from Evil and Good

1-level Abjuration

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: Holy water, or powdered silver and iron, which the spell consumes, or focus
Duration: Concentration, up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: 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.
Available for: Cleric, Druid, Paladin, Warlock, Wizard

SRD

Hunter's Mark

1-level Divination

Casting Time: 1 bonus action
Range/Area: 90 feet
Components: V
Duration: Concentration, Up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Available for: Ranger

Level 2 Spells

SRD

Locate Object

2-level Divination

Casting Time: 1 action
Range/Area: self
Components: VSM
Materials: A forked twig, or focus
Duration: Concentration, up to 10 mintutes
Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Wizard

SRD

Find Steed

2-level Conjuration

Casting Time: 10 minutes
Range/Area: 30 feet
Components: VS
Duration: instantaneous
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with each other telepathically. You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
Available for: Paladin

SRD

Zone of Truth

2-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: VS
Duration: 10 minutes
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
Available for: Bard, Cleric, Paladin

Player's Handbook p260

Misty Step

2-level Conjuration

Casting Time: 1 Bonus Action
Range/Area: Self (30ft)
Components: V
Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Available for: Sorcerer, Warlock, Wizard, Circle of the Land (Coast), Oath of the Ancients, Oath of Vengeance, Oath of the Open Sea

Statblocks for your Trinkets, businesses, building, castles, empires.

Explorer's Pack

Adventuring Gear Common

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 10 gp Weight: 59 lb


 

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bmd1583.

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