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Rhain Yù

2 Level (0/900 XP for level-up) Defiance Background Shifter (Beasthide) Race / Species / Heritage N Alignment
Paladin
Level 2
Hit Dice: 2/2
1d10+2 Class 1

STR
15
+2
DEX
11
+0
CON
15
+2
INT
9
-1
WIS
11
+0
CHA
20
+5
20
Hit Points
+0
Initiative (DEX)
19
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+7 Attack mod
CHA Ability
+5 Abi Mod
15 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+0 Dexterity
+2 Constitution
-1 Intelligence
+2 Wisdom
+7 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+1 Arcana INT
+4 Athletics STR
+5 Deception CHA
-1 History INT
+2 Insight WIS
+5 Intimidation CHA
-1 Investigation INT
+0 Martial WIS
skills
+0 Medicine WIS
-1 Nature INT
+0 Perception WIS
+5 Performance CHA
+7 Persuasion CHA
-1 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Paladin 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 × 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 (Spoiler)

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


Spellcasting information

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.


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
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.

Features & Traits
Longsword and a shield
Dao Brush - (Reflavoured Pike)
five javelins
an explorer's pack
Chain mail and a holy symbol

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Detect Poison and Disease
Cure Wounds
Protection from Evil and Good
Purify Food and Drink
Detect Evil and Good
Spellcasting
Proficiencies
Languages: Common, Primordial
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: Calligraphers
Saving Throws: Wisdom, Charisma
Skills: Athletics, Persuasion, Acrobatics, Arcana, Insight

Languages & Proficiencies
Heroic: 20/14/13/11/11/9

Notes


™ & © 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.

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