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Faith WindGlaide MK.2

Paladin 8 Class & Level
Hero for Hire Background
Human Race
Chaotic Good Alignment

Strength 16
+3
Dexterity 9
-1
constitution 14
+2
intelligence 11
+0
wisdom 13
+1
charisma 15
+2
Total Hit Dice 8
Hit Die
1d10+2
+3 proficiency bonus
+5 Strength
+1 Dexterity
+4 Constitution
+2 Intelligence
+6 Wisdom
+7 Charisma
saving throws
-1 Acrobatics
+1 Animal Handling
+0 Arcana
+6 Athletics
+2 Deception
+3 History
+1 Insight
+5 Intimidation
+0 Investigation
+1 Medicine
+0 Nature
+1 Perception
+2 Performance
+5 Persuasion
+0 Religion
-1 Sleight of Hands
-1 Stealth
+1 Survival
skills

 
10
Armor Class
66
Hit Points
-1
Initiative
30
Speed
NameBonusDamageType
BlackRazor 1d20+6 2d6+6 Slashing
Attacks

Channel Divinity: Champion Challenge

As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

Channel Divinity: Turn the Tide

As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

Oath Spells


3rd | Command, Compelled Duel
5th | Warding Bond, Zone of Truth

Spellcasting

Aura of Protection

Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Divine Allegiance

When a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Paladin - Oath of the Crown


Hit Points

Hit Dice: d10 per Paladin - Oath of the Crown level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st

Proficiences

Armor: All light, medium, heavy, shields
Weapons: All simple, martial
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Class Features

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 x 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.  

Fighting Style

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.  
  • Defense: While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • 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.
  • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
 

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.  

Divine Health

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

Scared Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths.   Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.  

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.   If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.  

Breaking Your Oath

A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress their oath.   A paladin who has broken a vow typically seeks absolution from a cleric who shares their faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.   If a paladin willfully violates their oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option.    

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.   When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.   Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Extra Attack

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

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.   At 18th level, the range of this aura increases to 30 feet.  

Aura of Courage

Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.   At 18th level, the range of this aura increases to 30 feet.  

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.  

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.


Subclass Options

Oath of the Crown

  The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or sovereign, and undergo their oath as part of their admission to the order's ranks.  

Tenets of the Crown

The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.  
  • Law: The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
  • Loyalty: Your word is your bond. Without loyalty, oaths and laws are meaningless.
  • Courage: You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?
  • Responsibility: You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
 

Oath Spells

LevelSpells
3rdCommand, Compelled Duel
5thWarding Bond, Zone of Truth
9thAura of Vitality, Spirit Guardians
13thBanishment, Guardian of Faith
17thCircle of Power, Geas
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.  
  • Champion Challenge: As a bonus action, you issue a challenge to each creature of your choice that you can see within 30 feet of you, forcing them to make a Wisdom saving throw. On a failed save, it can't willingly move more than 30 feet away from you. This effect ends if you are incapacitated or die or if the creature is more than 30 feet away from you.
  • Turn the Tide: As a bonus action, each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (min 1) if it has no more than half of its hit points.
 

Divine Allegiance

At 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to take the damage instead of them. This damage cannot be reduced or prevented in any way.  

Unyielding Spirit

At 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.  

Exalted Champion

At 20th level, you can use your action to gain the following benefits for 1 hour:  
  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • Your allies have advantage on death saving throws while within 30 feet of you.
  • You have advantage on Wisdom saving throws, as do your allies within 30 ft of you. This effect ends early if you are incapacitated or die.
  Once you use this feature you can't use it again until you finish a long rest.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Human

Ability Score Increase +2 Con, +1 Cha
Size Medium
Speed 30ft.

Traits

Age

Most Humans mature at around the 16 to 18 year mark, and can live up to about 150 years. Their heights can vary but usually stay within 4'8" to 6'10".

 

Language

Most Humans are taught Common from a young age along with their native language. While some communities might teach the languages of the races they communicate with regularly, most humans only know enough for simple interactions.

 

Unyielding Perseverance

Once per week, a Human may muster up its remaining strength and willpower to re-roll one death saving throw per week. If another bonus gives them this trait already then they instead only need to roll two death saving throws instead of three to stabilize.

A Human's resolve can be overwhelming even in the face of unending adversity.  

Driven Ambition

Humans drive to achieve their goals tend to surpass even the most driven of races. They gain proficiency in Persuasion and may add their Charisma modifier to any and all Inspiration rolls.

The drive to enforce one's will is never-ending.  

Heritage

There are various different cultural heritages that Humans derive from, mostly separated by their geographical origin. These merely affect the look and language of the character. Here are a few examples:

  • Riveras

    Hail from the western country of Rive. Brown to blonde hair colors; blue to green eye colors. Often on the taller side of the spectrum, with longer head shapes and larger eyes. Pale-skinned and have a range of differing dialects stemming from their root language of Rivian. They tout being dexterous, wise, and creatives who like to travel and spread stories to different lands.

  • Somdasian

    Mostly black haired, with a chance of brown or green, with predominately green and brown eye colors. Average height and head shape with slightly more inset eyes. They are dark to tawny skinned individuals who tend to be multi-talented and respect hard physical labor more than luck and study. They originate from the northwestern country of Somdas, however they tend to be part of a lot of different communities. Their regional language is Simmish which often borrows words from other languages.

  • Ling'Xae

    Dark-haired with brown or gray eyes. Tend to be slightly shorter with smaller facial features. Their skin ranges from fair to tanned, which can lean on the fairer in the northern region of Ling'Xae. These are the only humans that originate from the continent of Reia, and are believed to be descendants or at least more closely related to the Kovik who reside there. They speak a mix of Xhang and Issen due to their divided nature of North and South, however they borrow and mix a lot of aspects with each other to help prevent confusion in trade between the distinct lands.

     
 

Languages.

  • Common
  • Heritage Specific Language
  • One Extra Language of Choice

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

SRD

Command

1-level Enchantment

Casting Time 1 action
Range 60ft
Duration 1 round
Components V

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.

Class(es): Cleric, Paladin

Compelled Duel

1-level Enchantment

Casting Time 1 Bonus Action
Range 30 ft
Duration Concentration, up to 1 minute
Components V

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.

Class(es): Paladin

SRD

Shield of Faith

1-level Abjuration

Casting Time 1 bonus action
Range 60ft
Duration Concentration, Concentration, up to 10 minutes
Components V, S, M
Materials A small parchment with a 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

Thunderous Smite

1-level Evocation

Casting Time 1 bonus action
Range Self
Duration Concentration, Concentraion, up to 1 minute
Components V

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.

Class(es): Paladin

PHB, page 234 SRD

Divine Favor

1-level Evocation

Casting Time 1 bonus action
Range Self
Duration Concentration, 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): Paladin

SRD

Bless

1-level Enchantment

Casting Time 1 action
Range 30ft
Duration Up to 1 minute
Components V, S, M
Materials A sprinkling of holy water

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.

Class(es): Cleric, Paladin

Level 2 Spells

SRD

Warding Bond

2-level Abjuration

Casting Time 1 action
Range Touch
Duration 1 hour
Components V, S, M
Materials A pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.  
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Class(es): Cleric

SRD

Zone of Truth

2-level Enchantment

Casting Time 1 action
Range 60 ft
Duration 10 minutes
Components V S

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 creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

Class(es): Bard, Cleric, Paladin

PHB SRD

Find Steed

1-level Conjuration

Casting Time 10 minutes
Range 30ft
Duration Instantaneous
Components V, S

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 it 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.

Class(es): Paladin

PHB: P. 219

Branding Smite

2-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: V
Duration: Concentration, Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Available for: Artificer (Battlesmith), Paladin

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LecyBerdude.

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