+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+3 | Strength | |
+0 | Dexterity | |
+3 | Constitution | |
+1 | Intelligence | |
+3 | Wisdom | |
+6 | Charisma |
+0 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+5 | Athletics | STR | |
+4 | Deception | CHA | |
+1 | History | INT | |
+3 | Insight | WIS | |
+6 | Intimidation | CHA | |
+1 | Investigation | INT |
+1 | Medicine | WIS | |
+1 | Nature | INT | |
+1 | Perception | WIS | |
+4 | Performance | CHA | |
+6 | Persuasion | CHA | |
+1 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+0 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Warhammer | +5 | STR | 1d8+4+3 | Bludgeoning | |
Versatile | |||||
Gobbo's Stabber | +5 | STR | 1d8+1d4+5+3 | Piercing/ Slashing | |
Finesse, Martial, Melee |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
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.
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.
By 3rd Level , the divine magic flowing through you makes you immune to disease.
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.
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 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Darkvision
Languages. You can speak, read, and write Common and Infernal.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.