Cyrus Lenkov | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Cyrus Lenkov

10 Level (0/85000 XP for level-up) Background Half-Elf Race / Species / Heritage Lawful Good Alignment
Oath of Vengeance Paladin
Level 10
Hit Dice: 10/10
1d10+3 Class 1

STR
23
+6
DEX
18
+4
CON
16
+3
INT
12
+1
WIS
13
+1
CHA
16
+3
97
Hit Points
+4
Initiative (DEX)
19
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+7 Attack mod
CHA Ability
+3 Abi Mod
15 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+6 Strength
+4 Dexterity
+3 Constitution
+1 Intelligence
+5 Wisdom
+7 Charisma
saving throws
+4 Acrobatics DEX
+5 Animal Handling WIS
+1 Arcana INT
+6 Athletics STR
+3 Deception CHA
+1 History INT
+5 Insight WIS
+7 Intimidation CHA
+5 Investigation INT
skills
+1 Medicine WIS
+1 Nature INT
+5 Perception WIS
+3 Performance CHA
+7 Persuasion CHA
+1 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Fire Ant +10 STR 1d4+2d8+6 peircing,fir
Rapier +10 STR 1d6+6 Piercing
Longsword +10 STR 1d8+6 Slashing
Twin Daggers +8 DEX 1d4+4 piercing
Halbard +10 STR 1d10+6 slashing
Fate Rapier +10 STR 1d8+2d8+2+6 P, frost
 5
Green Dragon’s Toothpick +10 STR 1d10+2d6+1+6 Slash, pois
 10ft
Attacks

Spell Book

Fey Ancestry:
Advantage against being charmed & immune to sleep.


Rage:
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.

  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.

  • You have resistance to bludgeoning, piercing, and slashing damage.


If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t
attacked a hostile creature since your last turn or taken damage since then. You can also end your
rage on your turn as a bonus action. Once you have raged the number of times shown for your
barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you
can rage again.

Features & Traits
Belt of Stone Giant Strength

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 214, Platinum: 0 Money
Common, Elvish, Infernal, Dwarf, Goblin, Gnome

Languages & Proficiencies
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.



  1. 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.

  2. 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 AvengerBy 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.


Notes


™ & © 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.

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

Belt of Giant Strength

Wondrous Item

Varies Requires Attunement

While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.
  Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The Belt of Stone Giant Strength and the Belt of Frost Giant Strength look different, but they have the same effect.
 
Type Strength Rarity
Hill Giant 21 Rare
Stone/Frost Giant 23 Very Rare
Fire Giant 25 Very Rare
Cloud Giant 27 Legendary
Storm Giant 29 Legendary


The statblocks of your class features

Sentinel

You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits.

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Polearm Master

You can keep your enemies at bay with reach weapons. 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 the attack 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 your reach.

 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Lightning Lure

0-level (Cantrip) Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Action
Range/Area: 15 ft
Components: V
Duration: Instantaneous
You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.   This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Sorcerer, Warlock, Wizard

Level 1 Spells

PHB, page 216

Bane

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: A drop of blood
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from 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: Bard, Cleric

SRD

Hunter's Mark

1-level Divination

Casting Time: 1 bonus action
Range/Area: 90 feet
Components: V
Duration: Concentration, Up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. 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 mark a new creature.
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: Ranger

SRD

Command

1-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: 1 round
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.
Available for: Bard, Cleric, Paladin

PHB: P. 230

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or 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.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

Level 2 Spells

SRD

Hold Person

2-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: VSM
Materials: A small, straight piece of iron, or focus
Duration: Concentration, up to 1 minute
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Player's Handbook p260

Misty Step

2-level Conjuration

Casting Time: 1 Bonus Action
Range/Area: Self (30ft)
Components: V
Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Available for: Sorcerer, Warlock, Wizard, Circle of the Land (Coast), Oath of the Ancients, Oath of Vengeance, Oath of the Open Sea

SRD

Locate Object

2-level Divination

Casting Time: 1 action
Range/Area: self
Components: VSM
Materials: A forked twig, or focus
Duration: Concentration, up to 10 mintutes
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.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Wizard

SRD

Zone of Truth

2-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: VS
Duration: 10 minutes
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 a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
Available for: Bard, Cleric, Paladin

Level 3 Spells

SRD

Remove Curse

3-level Abjuration

Casting Time: 1 action
Range/Area: touch
Components: VS
Duration: instantaneous
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.
Available for: Cleric, Paladin, Warlock, Wizard

SRD

Revivify

3-level Necromancy

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: Diamonds worth 300 gp, which the spell consumes
Duration: instantaneous
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
Available for: Artificer, Cleric, Druid, Paladin, Ranger

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