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Juno Solus

5 Level (0/14000 XP for level-up) Knight of Solamnia Background Metallic Dragonborn(Gold) Race / Species / Heritage Lawful Good Alignment
Paladin Oath to Elowen
Level 5
Hit Dice: 5/5
1d10+1 Class 1

STR
18
+4
DEX
8
-1
CON
13
+1
INT
10
+0
WIS
12
+1
CHA
16
+3
55
Hit Points
-1
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
5 / 5
Divine Sense
25 / 25
Lay on Hands
3 / 3
Breath Weapon
1 / 1
Metallic Breath Weapon
1 / 1
Chandiv
Spellcasting ...
+6 Attack mod
CHA Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
-1 Dexterity
+1 Constitution
+0 Intelligence
+4 Wisdom
+6 Charisma
saving throws
-1 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+7 Athletics STR
+3 Deception CHA
+0 History INT
+1 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+1 Perception WIS
+3 Performance CHA
+6 Persuasion CHA
+3 Religion INT
-1 Sleight of Hand DEX
-1 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Background
- Knight of Solamnia

Prerequisite: Dragonlance Campaign
Skill Proficiencies: Athletics, Survival

Languages: Elvish/Celestial
Equipment: An insignia of rank, a deck of cards, a set of common clothes, and a pouch containing 10 gp

Feature: Squire of Solamnia
You gain the Squire of Solamnia feat.

In addition, the Knights of Solamnia provide you free, modest lodging and food at any of their fortresses or encampments.






Racial
Metallic Dragonborn
- ASI
+2 Charisma and +1 Constitution

- Metallic Ancestry.
You have a metallic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Metallic Ancestry table. This determines the damage type for your other traits, as shown in the table.
Metallic Ancestry
Dragon Damage Type
Gold Fire

- Breath Weapon.
When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Metallic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

- Draconic Resistance.
You have resistance to the damage type associated with your Metallic Ancestry.
Metallic Breath Weapon. At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one:

Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.

Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.

Once you use your Metallic Breath Weapon, you can't do so again until you finish a long rest.

- Languages. You can speak, read, and write Common and one other language (Draconic)






Class
Class

- Divine Sense
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.

- Lay on Hands
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.

- Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

- Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

- Spellcasting

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.

Preparing and Casting Spells
The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier(15)
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your paladin spells.

- Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.

- Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.






Subclass
- Paladin Oath to Elowen
The Oath:
You swear to uphold order, justice, and strength.
Your heart overflows with compassion and mercy.
Forgiveness is your shield, and courage is your sword.
Let love be your guiding light.

Oath Spells:
You gain oath spells at the listed paladin level. However instead of normal you choose two spells out of the four that are listed.
3rd lvl: Command, Shield
5th lvl: Hold Person Lesser Restoration
9th lvl: Crusader's Mantle, Remove Curse
13th lvl: Guardian of Faith, Death Ward
17th lvl: Geas, Greater Restoration

Channel Divinity: Elowen's Blessing
Starting at 3rd level, you can use your Channel Divinity to bring Elowen's blessing to the battlefield. As an action, you can choose a number of creatures within 30 feet of you (up to your Charisma modifier). These creatures gain temporary hit points equal to your Paladin level + charisma modifier and advantage on saving throws against being frightened for 1 minute.

Channel Divinity: Guided Strike
You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.






Feat
- Squire of Solamnia

Prerequisites: Dragonlance Campaign, plus Fighter, Paladin, or Knight of Solamnia
Your training in the ways of the Knights of Solamnia grants you these benefits:

Mount Up. Mounting or dismounting costs you only 5 feet of movement.

Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.

- Inspiring Leader

Prerequisite: Charisma 13 or higher
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.


Features & Traits
Starting Equipment
You start with the following items, plus anything provided by your background.

  • Greatsword
  • Shield
  • Explorer's Pack
  • a backpack
    a bedroll
    a mess kit
    a tinderbox
    10 torches
    10 days of rations
    a waterskin
    50 feet of hempen rope
  • Chain mail
  • a holy symbol of Elowen
  • 10 gp
  • Insignia of rank(Vice Commander)
  • a deck of cards
  • a set of common clothes

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    1st level
    Detect Good and Evil
    Heroism
    Searing Smite
    Shield of Faith
    Command
    Shield

    2nd lvl
    Branding
    Zone of Truth
    Hold Person
    Lesser Restoration
    Spellcasting
    Proficiencies
    Language:
    Common
    Draconic
    Elvish
    Celestial

    Armor:
    light armor, medium armor, heavy armor, shields
    Weapons:
    simple weapons, martial weapons
    Tools: none
    Saving Throws:
    Wisdom, Charisma
    Skills:
    Persuasion(Class), Religion (Class), Athletics(BG) and Survival(BG)

    Languages & Proficiencies
    normally stoic and has a static face.

    Personality Traits
    14 9 13 10 12 14

    Notes


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