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Miresu

4 Level (0/6500 XP for level-up) Knight of the order (Order of the blazing sun) Background Human (Variant) Race / Species / Heritage Chaotic Neutral Alignment
Paladin
Level 3
Hit Dice: 3/3
1d10+2 Class 1
Warlock
Level 1
Hit Dice: 1/1
1d8+2 Class 3

STR
15
+2
DEX
12
+1
CON
14
+2
INT
8
-1
WIS
10
+0
CHA
16
+3
35
Hit Points
+1
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+1 Dexterity
+2 Constitution
-1 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+1 Acrobatics DEX
+0 Animal Handling WIS
-1 Arcana INT
+4 Athletics STR
+3 Deception CHA
+1 History INT
+2 Insight WIS
+5 Intimidation CHA
-1 Investigation INT
skills
+0 Medicine WIS
-1 Nature INT
+0 Perception WIS
+3 Performance CHA
+5 Persuasion CHA
+1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Spear +5 CHA 1d6+2 piercing
Attacks

Spell Book

Oathbreaker Features:


Divine Sense
As an action, you can open your awareness to detect, until the end of your next turn, 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 4 times until you finish a long rest.

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 of 15 hit points.
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
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.

Divine Health
The divine magic flowing through you makes you immune to disease.

Channel Divinity
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
You have 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.

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.

Hexblade Features:


Hexblade's Curse
You have the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
   - You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
   - Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
   - If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.

Hex Warrior
The influence of your patron allows you to mystically channel your will through a particular weapon. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Used weapon: Spear and shield

Background Feature:


Knightly Regard
You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. As a religious order, you can gain aid from temples and other religious communities of E'Torrar.
This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.


Feat:


Polearm Master
You gain the following benefits:
When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

Features & Traits
a spear and a shield
a dungeoneer's pack
a priest's pack
a component pouch
a light crossbow and 20 bolts
five javelins
chain mail and a holy symbol
A set of traveler's clothes
a seal representing your rank in the order

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Spellcasting
Origin of power... well, you do hear voices.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Ability
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.

 

Preparing and Casting Spells
Let's be real, it is quite complicated due to the multiclassing but don't worry, go on and fight.

 


Cantrips


Eldritch Blast


0-level (Cantrip) Evocation
Casting Time: 1 action
Range/Area: 120 feet
Components: VS
Duration: Instantaneous
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
Available for: Warlock

Booming Blade


0-level (Cantrip) Evocation
Casting Time: 1 action
Range/Area: self (5 foot radius)
Components: SM
Materials: a melee weapon worth at least 1 sp
Duration: 1 round
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
Available for: Artificer, Sorcerer, Warlock, Wizard

Level 1 Spells (4 slots)


Hellish Rebuke


1-level Evocation
Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
Attack/Save: Dexterity Save
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
Available for: Warlock

Inflict Wounds


1-level Necromancy
Casting Time: 1 action
Range/Area: touch
Components: VS
Duration: instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
Available for: Cleric

Wrathful Smite


1-level Evocation
Casting Time: 1 bonus action
Range/Area: self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
Available for: Paladin

Hex


1-level Enchantment
Casting Time: 1 bonus action
Range/Area: 90 feet
Components: VSM
Materials: A petrified eye of a newt, or focus
Duration: Concentration, up to 1 hour
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
Available for: Warlock

Divine Favor


1-level Evocation
Casting Time: 1 Bonus Action
Range/Area: Self
Components: V, S
Duration: Instantaneous
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
Available for: Paladin

Bless


1-level Enchantment
Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: A sprinkling of holy water or focus
Duration: Concentration, Up to 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
Available for: Cleric, Paladin
Spellcasting
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Dice
Language: Common, Abyssal

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
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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Level 0 Spells

SRD

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: VS
Duration: Instantaneous
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam
Available for: Warlock

SRD

Booming Blade

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: self (5 foot radius)
Components: SM
Materials: a melee weapon worth at least 1 sp
Duration: 1 round
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
At higher levels: This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8 . Both damage rolls increase by 1d8 at 11th level ( 2d8 and 3d8 ) and again at 17th level ( 3d8 and 4d8 ).
Available for: Artificer, Sorcerer, Warlock, Wizard

Level 1 Spells

PHB, page 250

Hellish Rebuke

1-level Evocation

Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
Attack/Save: Dexterity Save
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Available for: Warlock

SRD

Inflict Wounds

1-level Necromancy

Casting Time: 1 action
Range/Area: touch
Components: VS
Duration: instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Available for: Cleric

SRD

Wrathful Smite

1-level Evocation

Casting Time: 1 bonus action
Range/Area: self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
Available for: Paladin

SRD

Hex

1-level Enchantment

Casting Time: 1 bonus action
Range/Area: 90 feet
Components: VSM
Materials: A petrified eye of a newt, or focus
Duration: Concentration, up to 1 hour
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your Concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your conce⁠ntration on the spell for up to 24 hours.
Available for: Warlock

PHB pg. 234

Divine Favor

1-level Evocation

Casting Time: 1 Bonus Action
Range/Area: Self
Components: V, S
Duration: Instantaneous
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
Available for: Paladin

PHB: P. 219

Bless

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: A sprinkling of holy water or focus
Duration: Concentration, Up to 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Cleric, Paladin

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