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Lockhardt

5 Level (0/14000 XP for level-up) Soldier Background Warforged (Juggernaut) Race / Species / Heritage Lawful Evil Alignment
Paladin (Oathbreaker)
Level 5
Hit Dice: 5/5
1d10+3 Class 1

STR
18
+4
DEX
14
+2
CON
16
+3
INT
12
+1
WIS
14
+2
CHA
18
+4
49
Hit Points
+2
Initiative (DEX)
19
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
25 / 25
Lay on Hands
Spellcasting ...
+7 Attack mod
CHA Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
+2 Dexterity
+3 Constitution
+1 Intelligence
+5 Wisdom
+7 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
+7 Athletics STR
+4 Deception CHA
+1 History INT
+5 Insight WIS
+7 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+2 Perception WIS
+4 Performance CHA
+7 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Warhammer +7 STR 1d8+6+4 Bludgeoning
 Versatile (One Hand), Silvered
Warhammer +7 STR 1d10+4+4 Bludgeoning
 Versatile (Two Hands), Silvered
Battleaxe +7 STR 1d8+6+4 Slashing
 Versatile (One Hand), Silvered
Battleaxe +7 STR 1d10+4+4 Slashing
 Versatile (Two Hands), Silvered
Javelin +7 STR 1d6+4+4 Piercing
 Thrown (30/120)
Unarmed Strike +7 STR 1d4+4+4 Bludgeoning
 Silvered
Attacks

Spell Book

Warforged

Ability Score Increase. Your Constitution score increases by 1.
Age. A typical warforged is between two and thirty years old. The maximum lifespan of the warforged remains a mystery; so far, warforged have shown no signs of deterioration due to age.
Alignment. Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality – or lack thereof – of the beings with which they served.
Size. Your size is Medium. Most warforged stand between 5 and 6 1/2 feet tall. Weight and build are affected by subrace.
Speed. Your base walking speed is 30 feet.
Warforged Resilience. You were created to have remarkable fortitude, represented by the following benefits.
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You are immune to disease.
You don’t need to eat, drink, or breathe.
You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.
Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Integrated Protection. Your body has built-in defensive layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal.
You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite.
---
Juggernaut Subrace
You’re an imposing war machine built for close combat and raw might. You tower over your comrades; juggernaut warforged stand between 6 and 7 feet in height and can weigh up to 450 pounds.

Ability Score Increase. Your Strength score increases by 2.
Iron Fists. When you make an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage instead of the normal damage.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

----
Feature: Military Rank
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
----
Paladin

Fighting Style: 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.
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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.
-----
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.
-----
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.

------
Oathbreaker

Oathbreaker:
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Control Undead. As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.
Dreadful Aspect. As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.

-----
Level 4 ASI: +1 Wis, +1 Cha
Stat Roll: 17/16/15/14/13/12

Features & Traits
Warhammer, Battleaxe, 5 Javelins, Explorer's Pack, Chain Mail, 10 healing potions, Holy Symbol of Thor
-----
An insignia of rank, a trophy taken from a fallen enemy (tattered cloth & shoulder pad), a set of bone dice or deck of cards, a set of common clothes, and a belt pouch containing 10 gp
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Sonic Oscillator

Sonic Oscillator
Wondrous (Voice Box) - Weightless - Soulchain Attunement

Handcrafted by Coltha's first Artificer, this Oscillator can be installed on a Warforged in place of their voice controller.

The Sonic Oscillator can be used as the verbal component for a spell or ability.

Thu'um. As a Bonus Action you can scream in a 10 foot radius centered on yourself. All creatures within the radius make a Constitution save or take 2d8 Thunder damage and be stunned until the start of the user's next turn. On a success, the creature takes half damage and isn't stunned. Structures automatically fail the save and take double damage (Mundane glass automatically shatters). The DC for this Saving Throw is equal to 8 + your Proficiency Bonus + your Constitution Modifier. Using this ability causes the Sonic Oscillator to overheat, and you take 1d8 fire damage. You can use this feature once, regaining its use upon finishing a short or long rest.

Noise Cancellation. As a reaction you can generate 'noise cancelling' white noise focused on a target within 60 ft casting spell that uses a verbal component or speaking. The target must make a Constitution ability check to cast this spell or continue speaking, as this strange noise assaults their ears. The DC for this ability check is equal to 8 + your Proficiency Bonus + your Constitution Modifier. You can use this feature once, regaining its use upon a short or long rest.

Gold: 460 GP

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
1st: Hellish Rebuke (Oath), Inflict Wounds (Oath), Command, Shield of Faith, Divine Favor, Detect Magic
2nd: Crown of Madness (Oath), Darkness (Oath), Branding Smite, Find Steed,
Spellcasting
Armor: Light Armor, Medium Armor, Heavy Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Athletics, Intimidation, Insight, Persuasion
Languages: Common, Abyssal

Languages & Proficiencies


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