Class & Level

Paladin of Glory Lv3

Species

Hill Dwarf

Background

Folk Hero

Alignment

______________

Strength

18

+4

Dexterity

12

+1

Constitution

14

+2

Intelligence

10

+0

Wisdom

8

-1

Charisma

16

+3

18

Armour
Class

+1

Initiative
Bonus

25

Movement
Speed

32

Max Health Points

Saving Throws

Strength

+4

Dexterity

+1

Constitution

+2

Intelligence

+0

Wisdom

+1

Charisma

+5

+2

Proficiency
Bonus

CHA

+3

Spellcasting
Modifier

13

Spellsave
DC

Skills

Acrobatics Dex

+3

Animal Handling Wis

-1

Arcana Int

+0

Athletics Str

+6

Deception Cha

+3

History Int

+4

Insight Wis

-1

Intimidation Cha

+5

Investigation Int

+0

Medicine Wis

-1

Nature Int

+0

Perception Wis

-1

Performance Cha

+3

Persuasion Cha

+5

Religion Int

+0

Sleight of Hand Dex

+3

Stealth Dex

+1

Survival Wis

-1

Traits & Gear

Traits

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in darkness up to 60feet, but can’t see specific colours
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Equipment & Money

Chainmail Armour: 16AC heavy Disadvantage to Stealth | Shield: Dwarven Shield | Sword-Lance: 1d6 reach. You’ve trained to use a polearm with one hand.

 

 

Abilities & Actions

Passive Abilities

Abilities that don’t require an action, bonus action or reaction, such as something that increases your armour or enhances an attack.

Channel Oath: Inspiring Smite

Once per day when you bop an enemy with your divine smite, you can roll 2d8+4 temporary hit points and distribute them however you want to people within 30feet.

Blind fighting

You can use your sense to fight without relying on sight. You can sense invisible threats within 10 feet.

Actions

Abilities that take require an action, bonus action or reaction. 

Longsword Attack: Divine Smite

D20+6 to hit. 1d8+4 damage. Use can use a spell slot to do an extra 2d8 damage.

Lay on Hands

Range: Touch
You have a pool of 15 healing points which you can use as an action to heal anyone. You can also use 5 points to cure status effects.

Spellslots & Other Counters

Counters that determine how many of a thing can be done between rests. Some replenish after a short rest, some require a full day.

Spellslots : Lv 1 : 🟦🟦🟦 Channel Oath : Lv 1 : 🟨

 

 

Spells

Cantrips

Spells that don’t use up spellslots. A spellcaster’s equivalent to attacking.

Spells

Levelled spells. These consume spellslots of that level, unless stated otherwise.

Shield of Faith Lv1

Casting Time: 1 bonus action | Range: 60 feet | Duration: Concentration, up to 10 minutes
Create extra armour of divine power. Target gets +2AC.

Divine Favour Lv1

Casting Time: 1 bonus action | Range: Self | Duration: Concentration, up to 10 minutes
Empower your strikes with divine energy. Add 1d4 radiant damage to all your attacks.

Cure Wounds Lv1

Casting Time: action | Range: Touch

Heal the target for 1d8+3 HP.

Guiding Bolt Lv1

Casting Time: action | Range: 120 feet

Fire a bolt of divine power. Ranged spell attack: D20+5 to hit. 4d6 Radiant damage. The next attack made against the target gets advantage.