+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+3 | Strength | |
+3 | Dexterity | |
+4 | Constitution | |
+3 | Intelligence | |
+3 | Wisdom | |
+5 | Charisma |
+3 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+3 | Arcana | INT | |
+5 | Athletics | STR | |
+3 | Deception | CHA | |
+3 | History | INT | |
+1 | Insight | WIS | |
+5 | Intimidation | CHA | |
+3 | Investigation | INT |
+1 | Medicine | WIS | |
+3 | Nature | INT | |
+3 | Perception | WIS | |
+3 | Performance | CHA | |
+3 | Persuasion | CHA | |
+5 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
GreatAxe | +5 | STR | 1d12+3 | slashing | |
Heavy, Two-Handed |
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Varies
Improvised, finesse, thrown The vial shatters on impact. On a hit the target is covered in Alchemist's Fire which deals 1d4 Fire damage at the start of each of the target's turns. A creature within 5ft of the target can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. Once an attack is made with this item, it is destroyed though it's effects and components may linger.
Homebrew
Armor (Heavy)
Common
+2 (partial armor)
A plated armor that is overlapped piece by piece or made of one large solid piece made to protect the wearer's shoulder.
Partial armor only grants its AC bonus if you are wearing light or no armor. If you are wearing only one piece of partial armor, you are still considered to be wearing your base armor type (e.g. no armor or light armor). If you are wearing two or three pieces of partial armor, you are considered to be wearing the heaviest type of partial armor worn (e.g. medium or heavy armor). You cannot wear four or more pieces of partial armor.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Heavy | +2 | 15 | Yes |
Cost: 45gp
Weight: 18lb
The statblocks of your class features
Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|
1st | +2 | Divine Sense, Lay on Hands | - | - | - | - | - |
2nd | +2 | Fighting Style, Spellcasting, Divine Smite | 2 | - | - | - | - |
3rd | +2 | Divine Health, Sacred Oath | 3 | - | - | - | - |
4th | +2 | Ability Score Improvement | 3 | - | - | - | - |
5th | +3 | Extra Attack | 4 | 2 | - | - | - |
6th | +3 | Aura of Protection | 4 | 2 | - | - | - |
7th | +3 | Sacred Oath Feature | 4 | 3 | - | - | - |
8th | +3 | Ability Score Improvement | 4 | 3 | - | - | - |
9th | +4 | - | 4 | 3 | 2 | - | - |
10th | +4 | Aura of Courage | 4 | 3 | 2 | - | - |
11th | +4 | Improved Divine Smite | 4 | 3 | 3 | - | - |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | - | - |
13th | +5 | - | 4 | 3 | 3 | 1 | - |
14th | +5 | Cleansing Touch | 4 | 3 | 3 | 1 | - |
15th | +5 | Sacred Oath Feature | 4 | 3 | 3 | 2 | - |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | - |
17th | +6 | - | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Aura Improvements | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Sacred Oath Feature | 4 | 3 | 3 | 3 | 2 |
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.
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 × 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.At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Paladin Level | Spells |
---|---|
3rd | Armor of Agathys, Command |
5th | Hold Person, Spiritual Weapon |
9th | Bestow Curse, Fear |
13th | Dominate Beast, Stoneskin |
17th | Cloudkill, Dominate Person |
Paladin Level | Spells |
---|---|
3rd | Protection from Evil and Good, Sanctuary |
5th | Lesser Restoration, Zone of Truth |
9th | Beacon of Hope, Dispel Magic |
13th | Freedom of Movement, Guardian of Faith |
17th | Commune, Flame Strike |
Paladin Level | Spells |
---|---|
3rd | Guiding Bolt, Heroism |
5th | Enhance Ability, Magic Weapon |
9th | Haste, Protection from Energy |
13th | Compulsion, Freedom of Movement |
17th | Commune, Flame Strike |
Paladin Level | Spells |
---|---|
3rd | Command, Protection from Evil and Good |
5th | Enthrall, Pass Without Trace |
9th | Hypnotic Pattern, Nondetection |
13th | Compulsion, Mordenkainen's Private Sanctum |
17th | Dominate Person, Teleportation Circle |
Paladin Level | Creature's CR |
---|---|
7th | 1/2 or lower |
11th | 1 or lower |
15th | 2 or lower |
19th | 3 or lower |
Paladin Level | Spells |
---|---|
3rd | Bless, Divine Favor |
5th | Aid, Augury |
9th | Bestow Curse, Clairvoyance |
13th | Death WArd, Divination |
17th | Commune, Legend Lore |
Paladin Level | Spells |
---|---|
3rd | Sanctuary, Sleep |
5th | Calm Emotions, Hold Person |
9th | Counterspell, Hypnotic Pattern |
13th | Otiluke's Resilient Sphere, Stoneskin |
17th | Hold Monster, Wall of Force |
The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things - leaves, antlers, or flowers - to reflect their commitment to preserving life and light in the world.
Paladin Level | Spells |
---|---|
3rd | Ensnaring Strike, Speak with Animals |
5th | Moonbeam, Misty Step |
9th | Plant Growth, Protection from Energy |
13th | Ice Storm, Stoneskin |
17th | Commune with Nature, Tree Stride |
Paladin Level | Spells |
---|---|
3rd | Shield |
5th | Enlarge/Reduce, Warding Bond |
9th | Spirit Guardians, Wind Wall |
13th | Fire Shield, Wall of Fire |
17th | Wall of Force, Wall of Stone |
Paladin Level | Spells |
---|---|
3rd | Command, Compelled Duel |
5th | Warding Bond, Zone of Truth |
9th | Aura of Vitality, Spirit Guardians |
13th | Banishment, Guardian of Faith |
17th | Circle of Power, Geas |
Paladin Level | Spells |
---|---|
3rd | Bane, Hunter's Mark |
5th | Hold Person, Misty Step |
9th | Haste, Protection from Energy |
13th | Banishment, Dimension Door |
17th | Hold Monster, Scrying |
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.
On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.
On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Paladin Level | Spells |
---|---|
3rd | Hellish Rebuke, Inflict Wounds |
5th | Crown of Madness, Darkness |
9th | Animate Dead, Bestow Curse |
13th | Blight, Confusion |
17th | Contagion, Dominate Person |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.