Remove these ads. Join the Worldbuilders Guild

Astreia Hadariel

4 Level (0/6500 XP for level-up) City Watch Background Tiefling(Zariel) Race / Species / Heritage Neutral Evil Alignment
Paladin
Level 4
Hit Dice: 4/4
1d10+3 Class 1

STR
16
+3
DEX
11
+0
CON
16
+3
INT
12
+1
WIS
12
+1
CHA
18
+4
40
Hit Points
+0
Initiative (DEX)
19
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
20 / 20
Lay on Hands
5 / 5
Divine Sense
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+0 Dexterity
+3 Constitution
+1 Intelligence
+3 Wisdom
+6 Charisma
saving throws
+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
skills
+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
Skills
  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
Attacks

Spell Book

Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.


Darkvision. Thanks to your infernal heritage, 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.

Hellish Resistance. You have resistance to fire damage.

Features & Traits
COINS: 70gp 60sp
Flowers: 1 Pink and white, 1 yellow, 1 white
Handy Haversack: A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing gp, warhammer, shield, 5 javelins, chain mail, holy symbol, explorer's pack, .Clover,Yellow Dahlia,smut poem, Gobbo's Stabber, 1 vial of drow poison, Fey wolf pelt
EVP: 6

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Level 1(Prepared): Bless,Command,Cure Wounds,Hellish Rebuke,Inflict Wounds, Shield of faith, Thunderous Smite,Purify Food and Drink
Tiefling Feature: Searing Smite at level 2
Spellcasting
Languagues: Common, Infernal, Celestial and Dwarvish
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons

Languages & Proficiencies
I shall defend those that i care and love, it is my duty.
I face problems head-on. A simple, direct solution is the best path to success.

Personality Traits
Other's ideals aren't worth killing over or going to war for.

Ideals
I fight for those who cannot fight for themselves, as i see myself in them

Bonds
My hatred for those that ostracize is blind and unending

Flaws
Rejection of Love - Cannot benefit from the Ceremony spell
Rejection of Atonement - Lay on Hands class feature is unavailable until they seek forgiveness from the one they made their oath in front of

(Hp Rolls: 1-10, 2-6, 3-6, 4-6)
(Rolled Stats(After change): 13 11 16 12 12 16)
(Asi Level 4: +2 str)

Notes
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:Defense
While you are wearing armor, you gain a +1 bonus to AC

Class Features
Gobbo's Stabber(Attuned)
Masterwork Rapier - Minor Rare (1,500gp) - Attunement

A dripping and bloody rapier that was once imbedded in a bears shoulder, resonating with its ferosity.

Attacks made using this rapier deal an extra 1d4 slashing damage.

Final Gambit. You gain a +2 bonus to Strength (Athletics) and Dexterity (Acrobatics) made when climbing.

Magic Items


™ & © 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

The statblocks of your class features

Lay on Hands


Hit Points

Hit Dice: d4 per Lay on Hands level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

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.

Divine Sense


Hit Points

Hit Dice: d4 per Divine Sense level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

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.

Divine Health


Hit Points

Hit Dice: d4 per Divine Health level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

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

Oath of the Crown


Hit Points

Hit Dice: d10 per Oath of the Crown level
Hit Points at first Level: See Paladin
Hit Points at Higher Levels: See Paladin

Proficiences

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

Subclass Options

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.

Zariel Tiefling

Ability Score Increase Your Charisma score increases by 2, and your Strength score increases by 1.
Size Tiny
Speed Your base walking speed is 30 feet.

Darkvision


Thanks to your infernal heritage, 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.   Hellish Resistance
You have resistance to fire damage.   Legacy of Avernus
You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the searing smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the branding smite spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

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.


Created by

Tras7.

Statblock Type

Character Sheet (latest)

Link/Embed