Caculeo | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Caculeo

Paladin 1 Class & Level
Acolyte Background
Dragonborn Race
Chaotic Neutral Alignment

Strength 20
+5
Dexterity 11
+0
constitution 14
+2
intelligence 10
+0
wisdom 13
+1
charisma 17
+3
Total Hit Dice 1
Hit Die
1d10+2
+2 proficiency bonus
+5 Strength
+0 Dexterity
+2 Constitution
+0 Intelligence
+3 Wisdom
+5 Charisma
saving throws
+0 Acrobatics
+1 Animal Handling
+0 Arcana
+5 Athletics
+3 Deception
+0 History
+3 Insight
+5 Intimidation
+0 Investigation
+3 Medicine
+0 Nature
+1 Perception
+3 Performance
+3 Persuasion
+2 Religion
+0 Sleight of Hands
+0 Stealth
+1 Survival
skills Religion, Intimidation, Insight, Medicine proficiencies

 
16
Armor Class
12
Hit Points
+0
Initiative
30
Speed
WeaponAttackDamage
Battleaxe 1d20+7 1d8+5 / 1d10+5
Mace 1d20+7 1d6+5
Attacks
All Armor, All Weapons
Proficiences
Spell | SSDC / Attack | Damage
Breath Weapon | 12 vs Dex | 2d6 / 2d6/2
Spellcasting
Chain Mail, Priest's Pack, Battleaxe, Holy Mace, Shield
Equipment
Cactus God
Ideals
Divine Sense, Lay On Hands, Draconic Ancestry (brass), Damage Resistance (fire)
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e SRD SRD

Battleaxe

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Martial 1d8 / 1d10 Slashing Versatile

Cost: 10 gp Weight: 4 lb


 

DnD 5e SRD SRD

Mace

Melee Weapon Common

Type Damage Damage Range Properties
Simple 1d6 Bludgeoning

Cost: 5 gp Weight: 4 lb


 

DnD 5e SRD SRD

Chain Mail Armor

Heavy Armor Common

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Type AC STR Req. Stealth Dis. Properties
Heavy 16 13+ YES

Cost: 75 gp Weight: 55 lb


 

DnD 5e SRD SRD

Shield

Shield Common

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Type AC STR Req. Stealth Dis. Properties
Shield +2

Cost: 10 gp Weight: 6 lb


 

Player's Handbook

Priest's Pack

Adventuring Gear Common

Includes:

  • a backpack
  • a blanket
  • 10 candles
  • a tinderbox
  • an alms box
  • 2 blocks of incense
  • a censer
  • vestments
  • 2 days of rations
  • a waterskin

Cost: 19 gp


 

The statblocks of your class features

Paladin


Hit Points

Hit Dice: d10 per Paladin level
Hit Points at first Level: 10 + Con Mod
Hit Points at Higher Levels: 1d10 + Con Mod

Proficiences

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wis, Cha
Skills: Choose two: Athletics, Insight, Intimidation, Medicine, Persuasion, Religion.

Class 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. Vou 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.  

Fighting Styles

At 2nd level, choose one of the following options. You can't choose the same style twice, even if you later get to choose again.   • Defender: When wearing armor, you gain a +1 bonus to AC. When you are wielding a shield, you may use your reaction to impose disadvantage on an attack roll targeting another ally within 5 feet of you.   • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.   • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a weapon held in two hands, you can reroll the die and must use the new roll, even if it a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.   • Protection: When a creature you can see attacks a target other than you that is within 5 feet o f you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.  

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-levei 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.  

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level Those features include oath spells and the Channel Divinity feature.  

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.   If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.  

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.   Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.  

Ability Score Increase

At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.   Alternatively, you can choose to gain a single feat of your choice.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.   At 18th level, the range of this aura increases to 30 feet.  

Aura of Courage

Starting at 10th level you and friendly creatures within 10 feet of you can't be frightened while you are conscious.   At 18th level, the range of this aura increases to 30 feet.  

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.  

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.


Starting Equipment

• Choose: a martial weapon and a shield; or two martial weapons   • Choose: five javelins; or any simple melee weapon   • Choose: a priest's pack; or an explorer's pack   • Chain mail and a holy symbol
 


Spellcasting

Preparing and Casting Spells

The table above shows how many spell slots you have to cast spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended 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 spells equal to your Charisma modifier + your paladin level (min. 1 spell). These must be of a level for which you have spell slots. You may change your list of prepared spells whenever you finish a long rest; doing so requires 1 minute of prayer or meditation per spell level of the chosen the spells.  

Spellcasting Ability

Charisma is your casting ability for paladin spells. Your magic comes from the strength of your convictions. When a spell refers to your spellcasting ability, you use Charisma . In addition, you use your Charisma to determine the save DC of any paladin spell which requires one, 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 may use a holy symbol as a spellcasting focus for your spells. Every deity or religion has at least one holy symbol, and you may use any associated with your religion. They are traditionally amulets or pendants, but can also be signet rings, insignias on a shield, or even a held banner. Whatever form they take, you must be able to take hold of the object and present it towards the target(s) of your spell.


Subclass Options

Oath of the Argonaut

Tenets of the Argonaut

Aid. Assist those in need along your way. The gods have led you to them en route to your goal; serve all those you encounter.   Commitment. Death, disaster, and distance are no obstacles to your quest. Continue until you complete your task, no matter the challenge.   Focus. Do not stray from your chosen task. While your path may wander, every step should ultimately bring you closer to your goal.   Loyalty. You are one of a group of adventurers; any of their failures are also your own. Support and serve one another.   Awe. Yours is not a small oath, nor a minor mission: you are called to change the world and the cosmos. Do not settle for lesser accomplishments.  

Oath of the Argonaut Spells

Paladin Level Spells
3rd longstrider, find path
5th see invisibility, misty step
9th clairvoyance, water walk
13th faithful hound, fire shield
17th passwall, legend lore
   

Channel Divinity

When you take the Oath of the Argonaut, you gain the following two Channel Divinity options:   Shipmates’ Bond. You can call on the blessings of the gods to inspire and aid your companions. You may use your reaction to grant advantage on savings throws for one round to friendly creatures you can see within 10 feet of you.   Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.  

Protection of Hera

The magic of friendly gods and goddesses shields and protects you. Starting at 7th level, the first time per turn when you take damage, you may reduce that damage by your Charisma modifier (minimum of 1), as long as you are not unconscious. At 18th level, the range of this aura increases to apply to friendly creatures you can see within 10 feet.  

Spirit of the Argus

Starting at 15th level, you are always under the effects of a protection from evil and good spell.  

Magic of the Golden Fleece

The magic of the legendary Golden Fleece, the skin of a winged ram that was the goal of the original swearers of the Oath of the Argonauts, is wrapped around and through your soul. Starting at 20th level, you gain a flight speed of 60 feet per round, and proficiency in a saving throw of your choice.   Additionally, once per long rest, you may receive encouragement from the spirit of the ram, which allows you to end the frightened effect upon yourself.  

Oath of Devotion

Tenets of Devotion

Honesty. Don’t lie or cheat. Let your word be your promise.   Courage. Never fear to act, though caution is wise.   Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.   Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount o f harm.   Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those w ho have just authority over you.  

Oath of Devotion Spells

Paladin Level Spells
3rd protection from evil and good, sanctuary
5th lesser restoration, zone of truth
9th beacon of hope, dispel magic
13th freedom of movement, guardian of faith
17th commune, flame strike
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options:   Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus o f +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.   Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.   A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet o f you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.  

Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet o f you can’t be charmed while you are conscious.   At 18th level, the range of this aura increases to 30 feet.  

Purity of Spirit

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.  

Holy Nimbus

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. Once you use this feature, you can’t use it again until you finish a long rest.  

Oath of Redemption

Tenets of Redemption

Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to longlasting peace.   Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.   Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.   Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.  

Oath of Redemption Spells

Paladin Level Spells
3rd sanctuary, sleep
5th calm emotions, hold person
9th counterspell, hypnotic pattern
13th otiluke’s resilient sphere, stoneskin
17th hold monster, wall of force
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options:   Emissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.   Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.  

Aura of the Guardian

Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way. At 18th level, the range of this aura increases to 30 feet.  

Protective Spirit

Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.  

Emissary of Redemption

At 20th level, you become an avatar of peace, which gives you two benefits:   • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).   • Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.   If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.  

Oath of Vengeance

Tenets of Vengeance

Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil. I choose the greater evil.   No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.   By Any Means Necessary. My qualms can’t get in the way of exterminating my foes.   Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.  

Oath of Vengeance Spells

Paladin Level Spells
3rd bane, hunter’s mark
5th hold person, misty step
9th haste, protection from energy
13th banishment, dimension door
17th hold monster, scrying
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options:   Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.   On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.   On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.   Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.  

Relentless Avenger

By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.  

Soul of Vengeance

Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect o f your Vow of Enmity m akes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.  

Avenging Angel

At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:   • Wings sprout from your back and grant you a flying speed of 60 feet.   • You emanate an aura o f menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.   Once you use this feature, you can’t use it again until you finish a long rest.


LvlProficiency BonusFeatures1st2nd3rd4th5th
1st+2Divine Sense, Lay on Hands
2nd+2Fighting Style, Spellcasting, Divine Smite2
3rd+2Divine Health, Sacred Oath3
4th+2Ability Score Improvement3
5th+3Extra Attack42
6th+3Aura of Protection42
7th+3Sacred Oath feature43
8th+3Ability Score Improvement43
9th+4432
10th+4Aura of Courage432
11th+4Improved Divine Smite433
12th+4Ability Score Improvement433
13th+54331
14th+5Cleansing Touch4331
15th+5Sacred Oath feature4332
16th+5Ability Score Improvement4332
17th+643331
18th+6Aura improvements43331
19th+6Ability Score Improvement43332
20th+6Sacred Oath feature43332

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Dragonborn

Ability Score Increase +2 Strength, +1 Charisma
Size Medium
Speed 30 feet

Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by dragons, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars in the , and still others find themselves adrift, with no clear calling in life. Most if not all Dragonborn aspire to ascend to dragonhood.  

Traits:

  Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.   Blindsight. Blindsight 10ft   Draconic Ancestry. Choose one type of dragon from the Draconic Ancestry table. Breath weapon and damage resistance are determined by the dragon type, as shown in the table.   Breath Weapon.You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.   Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.
 

Languages. Common and Draconic


DragonDamage TypeBreath Weapon
BlackAcid5 by 30 ft. line (Dex. save)
BlueLightning5 by 30 ft. line (Dex. save)
BrassFire5 by 30 ft. line (Dex. save)
BronzeLightning5 by 30 ft. line (Dex. save)
CopperAcid5 by 30 ft. line (Dex. save)
GoldFire15 ft. cone (Dex. save)
GreenPoison15 ft. cone (Con. save)
RedFire15 ft. cone (Dex. save)
SilverCold15 ft. cone (Con. save)
WhiteCold15 ft. cone (Con. save)

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Yoav135.

Statblock Type

Character Sheet (Legacy)

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