+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+3 | Strength | |
+1 | Dexterity | |
+2 | Constitution | |
-1 | Intelligence | |
+3 | Wisdom | |
+5 | Charisma |
+1 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
-1 | Arcana | INT | |
+5 | Athletics | STR | |
+3 | Deception | CHA | |
-1 | History | INT | |
+3 | Insight | WIS | |
+3 | Intimidation | CHA | |
+1 | Investigation | INT |
+1 | Medicine | WIS | |
-1 | Nature | INT | |
+3 | Perception | WIS | |
+3 | Performance | CHA | |
+5 | Persuasion | CHA | |
+1 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Caspian Battleblade | +5 | STR | 1d8+3 | slashing | |
Heavy, versatile ( 2d6 ) | |||||
Mace | +5 | STR | 1d6+3 | bludgeoning |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|
1st | +2 | Divine Sense, Lay on Hands | - | - | - | - | - |
2nd | +2 | Fighting Style, Spellcasting, Divine Smite | 2 | - | - | - | - |
3rd | +2 | Divine Health, Sacred Oath | 3 | - | - | - | - |
4th | +2 | Ability Score Improvement | 3 | - | - | - | - |
5th | +3 | Extra Attack | 4 | 2 | - | - | - |
6th | +3 | Aura of Protection | 4 | 2 | - | - | - |
7th | +3 | Sacred Oath Feature | 4 | 3 | - | - | - |
8th | +3 | Ability Score Improvement | 4 | 3 | - | - | - |
9th | +4 | - | 4 | 3 | 2 | - | - |
10th | +4 | Aura of Courage | 4 | 3 | 2 | - | - |
11th | +4 | Improved Divine Smite | 4 | 3 | 3 | - | - |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | - | - |
13th | +5 | - | 4 | 3 | 3 | 1 | - |
14th | +5 | Cleansing Touch | 4 | 3 | 3 | 1 | - |
15th | +5 | Sacred Oath Feature | 4 | 3 | 3 | 2 | - |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | - |
17th | +6 | - | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Aura Improvements | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Sacred Oath Feature | 4 | 3 | 3 | 3 | 2 |
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.
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.At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Paladins dedicated to the Oath of Radiance are shining beacons of hope sworn to keep the darkness at bay. They value peace but know full well that some conflicts can only be resolved by bloodshed. Following a strict code of honorable conduct on the battlefield, these paladins hold to the convictions that war does not excuse depravity and that victory does not excuse immorality. Ensuring the proper burial of the dead is among their sacral duties, and they take equal care with the corpses of comrades and enemies alike.
The undead are an affront to all these blessed champions stand for, and they will stop at nothing to put the shambling dead and other unquiet spirits to eternal rest.
Perhaps the most famous of these types of paladins are the Precursor Knights of Cygnar, who follow the virtues taught by the warrior-philosopher god Morrow and his martial ascendants. Although Morrow is worshipped throughout western Immoren, the Precursors are a distinctly Cygnaran order. Originally sanctified on the holy grounds of Caspia’s Archcourt Cathedral, they occupy a number of far-flung fortress monasteries throughout the kingdom.
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Blessing of Purity. As a bonus action, you speak a blessing of purification and cleanse any arcane spells maintained by your foes. Each enemy creature within 30 feet of you that is concentrating on a spell must succeed on a Constitution saving throw against your spell save DC to maintain concentration. This roll is made with disadvantage.
Condemn Undead. As an action, you present your holy symbol and shout a battle prayer condemning the undead. Each undead within 30 feet of you that can see or hear you must make a Wisdom saving throw. If the creature fails its saving throw, it is knocked prone and stunned until the end of your next turn.
You gain oath spells at the paladin levels listed.
Paladin Level | Spells |
---|---|
3rd | exorcism, guiding bolt |
5th | spellpiercer, spiritual weapon |
9th | beacon of hope, sunbeam |
13th | freedom of movement, hold undead |
17th | hallow, purification |
Starting at 7th level, fey, fiend, and undead creatures within 10 feet of you have disadvantage on attack rolls, Wisdom saving throws, and Charisma saving throws.
At 18th level, the range of this aura increases to 30 feet.
At 15th level, you can use a bonus action to mark a fey, fiend, or undead creature you can see within 60 feet of you for 1 minute. While the target is marked, you deal an extra 1d10 radiant damage to it whenever you hit it with a weapon attack. If the target drops to 0 hit points while marked, its corporeal form explodes in a blast of radiant energy with a 15-foot radius centered on the target. Friendly humanoid creatures in the explosion regain a number of hit points equal to 2d8 + your Charisma modifier. Undead creatures in the explosion take radiant damage equal to 2d8 + your Charisma modifier.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
At 20th level, your divine spirit radiates with such intensity that corrupt magic withers in your presence. You and friendly creatures within 30 feet of you take half damage from necromancy spells and damage dealt by fiend, fey, and undead creatures. Additionally, undead and infernal creatures that start their turn within 5 feet of you take radiant damage equal to your Charisma modifier.
Paladins who take the Oath of the Wall are stalwart defenders of the faithful masses. They prioritize mercy and protection of the innocent and are capable of becoming physical embodiments of their god’s will in order to protect their flock. Encased in heavy armor and trained to hold against any enemy, these devout warriors have honed their bodies into unbreakable living weapons over years of intense training.
The best-known organization of paladins sworn to this oath is the Order of the Wall in the Protectorate of Menoth. This order has served humanity since the first words of the Canon of the True Law were revealed. Their dedication to the common people of the Protectorate often puts them at odds with the ruthless scrutators, who prefer to penalize the wayward with torture and death rather than guide them back to the path of the Creator.
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Righteous Vengeance. When a friendly creature within 30 feet of you is damaged by an enemy creature’s attack, you can use your reaction to respond with holy indignation. When you do, you gain a +2 bonus to attack and damage rolls made with melee weapons for 1 minute.
Stone-and-Mortar Stance. As an action, you can assume an unbreakable martial stance empowered by the divine might of your god. You gain a +5 bonus to AC. You can remain in this stance for up to 1 hour or until you move, are knocked prone, or are incapacitated.
You gain oath spells at the paladin levels listed.
Paladin Level | Spells |
---|---|
3rd | retaliation, sanctuary |
5th | calm emotions, sacrosanct |
9th | bulwark, spirit guardians |
13th | hallowed avenger, stoneskin |
17th | chasten, wall of stone |
Starting at 7th level, you and friendly creatures within 10 feet of you cannot be surprised in combat and gain a bonus to initiative rolls equal to your Charisma modifier.
At 18th level, the range of this aura increases to 30 feet.
At 15th level, you can absorb damage inflicted on others. Any wound absorbed in this way will appear on you approximately where the original target was struck. When a friendly creature within 30 feet of you is damaged, you can use your reaction to absorb any amount of damage caused by the attack. Divide the damage between yourself and the friendly creature in any way you choose, even if this incapacitates or kills you.
The amount of damage that can be absorbed is determined after any resistances or vulnerabilities from the original damage roll are calculated. This feature doesn’t transfer any other effects that accompany the damage, and the damage you absorb can’t be reduced in any way.
If you absorb any damage in this manner, you can immediately assume Stone-and-Mortar Stance without using an action or expending one of your uses of Channel Divinity. Once you use this feature, you can’t use it again until you finish a long rest.
At 20th level, you can become as unassailable as a wall of stone. As a bonus action, you can gain immunity to nonmagical bludgeoning, piercing, and slashing damage until the start of your next turn. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
You must be wearing heavy armor to gain this benefit.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Iron Kingdoms: Requiem
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
1-level Evocation
PHB
2-level Evocation
PHB
3-level Abjuration
PHB
8-level Evocation
PHB
4-level Abjuration
PHB
5-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.