Remove these ads. Join the Worldbuilders Guild

Eric Willer

Level 8 Human Lawful Good Paladin
(Farm boy)
/ 63 HP

Extremamente leal à Coroa, tem um grande ódio por criaturas maléficas e é prolixo.


Played by
pedrolevi10

Health Tracker

Hit points Out of of 63 total.

Hit Dice Available Out of of 8 total.

Current Temp HP

Total Temp HP

Applied Conditions

Resources Tracker

Inspiration

Class Resource Remaining

Current Experience Points


 

Available Spellslots Tracker

1-Level Available slots Out of 4 in total.

2-Level Available slots Out of 3 in total.

Eric Willer

Paladin 8 Class & Level
Farm boy Background
Human Race
Lawful Good Alignment

Strength 18
+4
Dexterity 11
+0
constitution 14
+2
intelligence 11
+0
wisdom 14
+2
charisma 20
+5
Total Hit Dice 8
Hit Die
1d10+2
+3 proficiency bonus
+4 Strength
+0 Dexterity
+2 Constitution
+0 Intelligence
+5 Wisdom
+8 Charisma
saving throws
+0 Acrobatics
+2 Animal Handling
+0 Arcana
+7 Athletics
+4 Deception
+0 History
+2 Insight
+4 Intimidation
+0 Investigation
+2 Medicine
+3 Nature
+2 Perception
+4 Performance
+7 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+5 Survival
skills

 
22
Armor Class
63
Hit Points
+0
Initiative
9m
Speed
Espada Longa 1d20+9 1d8+4
Lança de Montaria 1d20+7 1d12+4
Arco 1d20+0 1d6+0
Attacks
Ferramentas de Cultivo
Comum e Celestial
Proficiences
Poço de Cura: 40/40
Spellcasting
Extremamente leal à coroa
Gato
Religioso (Pholtus)
Personality Traits
Honestidade, Coragem, Compaixão,
Honra e Dever.
Destruir o Mal.
Ideals
Rainha Lirian Howell
Pais Camponeses
Pholtus
Bonds
Ingênuo, intransigente, rigoroso consigo mesmo e às vezes bem prolixo.
Flaws
XP: 45825
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Paladin


Hit Points

Hit Dice: d10 per Paladin level
Hit Points at first Level: 1d10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier

Proficiences

Armor: All armour, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Starting Equipment

You start with the following equipment in addition to the following equipment granted by your background   (a) a martial weapon and shield or (b) any simple weapon (a) five javelins or (b) any simple melee weapon (a) a perists pack or (b) an explorers pack chain mail and a holy symbol


Spellcasting

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

Statblocks for your familiars, mounts etc.

Touro de Ferro

Large celestial, lawful good
Armor Class 12
Hit Points 27
Speed 40ft

STR

17 +3

DEX

10 +0

CON

14 +2

INT

6 -2

WIS

12 +1

CHA

7 -2

Saving Throws 12
Skills Tackle: Move-se pelo menos 6 metros em linha reta na direção do inimigo, o qual deve fazer um saving throw de força (CD 14). Caso falhe no teste, cai no chão e será pisoteado como um ataque extra.
Languages Celestial (entende)

Actions

Ação Ataque Dano Alcance
Chifres 1d20+5 1d8+3 1,5m
Cascos 1d20+5 1d6+3 1,5m


Heavy Warhorse

Large beast, unaligned
Armor Class 12 (natural armor)
Hit Points 34 (4d10 + 12)
Speed 50ft

STR
18 +4
DEX
12 +1
CON
17 +3
INT
2 -4
WIS
12 +1
CHA
7 -2

Skills Athletics +6, Perception +3
Senses Passive Perception 13
Challenge 1


Rider control. If rider is nearby, heavy warhorse has advantage on saving throws against charmed and frightened condition.   Heavy Combat Trained. Heavy warhorse is proficient with light, medium and heavy armor. Also a rider on heavy warhorse gets a advantage on all checks to maintain control or not dropping from saddle.  

Possible traits

  Any heavy warhorse can have three of those traits.   Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.   Mobile Charge. After galloping for 20 feet or more, this creature does not provoke attacks of opportunity when moving in or out of range of any enemy.   Harassment. If charging a unit smaller than itself, upon impact they must make a strength check, DC15, to avoid being knocked prone for one round. Anyone caught flat footed or fleeing is automatically knocked down.   Endurance. A heavy warhorse make Constitution saving throw against exhausted with advantage.   Run. A heavy warhorse can make a Dash as bonus action.  


Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.


 

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

PHB

Cure Wounds

1-level Evocation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V S

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. this spell has no effect on undead o constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Class(es): Bard, Cleric, Duid, Paladin, Ranger

LevelHP RestoredType
1 1d8+8 Healing
2 2d8+8 Healing

PHB

Divine Smite

1-level Abjuration

Casting Time instantaneous
Range Self
Duration 1 turn
Components v, s, m

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 (max 5d8) for a 1st-level spell slot. The damage increases by 1d8 if the target is undead or fiend (max 6d8).
At higher levels: The damage increases by 1d8 for each spell level higher than 1st, to a maximum of 5d8.

Class(es): Paladin

LevelDamageType
1 2d8 or 3d8 (Undead and Fiends)Radiant
2 3d8 or 4d8 (Undead and Fiends)Radiant

PHB

Divine Favor

1-level Evocation

Casting Time 1 Bonus Action
Range Self
Duration Concentration, Concentration, up to 1 minute
Components V S

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

Class(es): Cleric, Paladin

Weapon Attacks+ 1d4 Radiant Damage

PHB

Shield of Faith

1-level Abjuration

Casting Time 1 Bonus Action
Range 60 feet
Duration Concentration, Concentration, up to 10 minutes
Components V S M
Materials (a small parchment with a bit of holy text written on it)

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Class(es): Cleric, Paladin

Bonus AC+2

Protection From Evil and Good

1-level Abjuration

Casting Time 1 Action
Range Touch
Duration Up to Ten Minutes
Components holy water or powdered silver and iron, which the spell consumes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.   The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Class(es): Cleric, Paladin, Warlock, Wizard, Fighter (Eldritch Knight), Fighter (Monster Hunter), Ranger (Horizon Walker), Ranger (Monster Slayer), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

Sanctuary

1-level Abjuration

Casting Time 1 Bonus Action
Range 30ft
Duration 1 Minute
Components V, S, M
Materials a small silver mirror

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.   If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

Class(es): Artificer, Cleric, Paladin (Oath of Devotion), Paladin (Oath of Redemption), Sorcerer (Divine Soul), Warlock (The Raven Queen)

Purify Food and Drink

1-level Transmutation

Casting Time 1 Action
Range 10ft
Duration Instantaneous
Components V, S

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Class(es): Cleric, Druid, Paladin, Artificer (Alchemist), Sorcerer (Divine Soul)

Heroism

1-level Enchantment

Casting Time 1 Action
Range Touch
Duration Concentration, up to 1 Minute
Components V, S

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
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.

Class(es): Bard, Paladin, Artificer (Battle Smith)

Detect Poison and Disease

1-level Divination

Casting Time 1 Action
Range Self
Duration Concentration, Up to Ten Minutes
Components V, S, M
Materials a yew leaf

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.   The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Class(es): Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul)

Compelled Duel

1-level Enchantment

Casting Time 1 Bonus Action
Range 30ft
Duration Concentration, up to 1 Minute
Components V

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.   The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

Class(es): Paladin

Searing Smite

1-level Evocation

Casting Time 1 Bonus Action
Range Self
Duration Concentration, up to 1 Minute
Components V

The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.

Class(es): Paladin, Artificer (Battle Smith), Cleric (Forge Domain)

LevelDamageType
1 1d6 Fire
2 2d6 Fire

PHB

Command

1-level Enchantment

Casting Time 1 Action
Range 60 feet
Duration 1 round
Components V

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Class(es): Cleric, Paladin, Warlock

Saving ThrowWisdom

Level 2 Spells

Aid

2-level Abjuration

Casting Time 1 Action
Range 30ft
Duration 8 hours
Components V, S, M
Materials a tiny strip of white cloth

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

Class(es): Artificer, Cleric, Paladin, Sorcerer (Divine Soul)

Find Steed

2-level Conjuration

Casting Time 10 Minutes
Range 30ft
Duration Instantaneous
Components V, S

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.   Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.   When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.   While your steed is within 1 mile of you, you can communicate with each other telepathically.   You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

Class(es): Paladin

Magic Weapon

2-level Transmutation

Casting Time 1 Bonus Action
Range Touch
Duration up to 1 Hour
Components V, S

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Class(es): Artificer, Paladin, Wizard, Cleric (Arcana Domain), Cleric (Forge Domain), Cleric (War Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB

Lesser Restoration

2-level Abjuration

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V S

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Class(es): Bard, Cleric, Druid, Paladin Ranger

Protection From Poison

2-level Abjuration

Casting Time 1 Action
Range Touch
Duration 1 Hour
Components V, S

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.   For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Class(es): Artificer, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul)

Locate Object

2-level Divination

Casting Time 1 Action
Range Self
Duration Concentration, Up to Ten Minutes
Components V, S, M
Materials a forked twig

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.   The spell can locate a specific object known to you, as long as you have seen it up close — within 30 feet — at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.   This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Class(es): Bard, Cleric, Druid, Paladin, Ranger, Wizard, Artificer (Archivist), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

PHB, page 289. Available in the SRD.

Zone of Truth

2-level Enchantment

Casting Time 1 action
Range 60 ft.
Duration 10 minutes
Components V, S

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.   An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

Class(es): Bard, Cleric, Paladin

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

The major events and journals in Eric's history, from the beginning to today.

The list of amazing people following the adventures of Eric.

Played by
pedrolevi10