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Hresvellda Grimskalda

2 Level (0/900 XP for level-up) Valkyrie-Norse Background Aasimar-protector Race / Species / Heritage Lawful Neutral Alignment
Palladin-Glory:
Level 2
Hit Dice: 2/2
1d10+2 Class 1
Domain-War
Level 1
Hit Dice: 1/1
1d+2 Class 2

STR
20
+5
DEX
11
+0
CON
14
+2
INT
9
-1
WIS
12
+1
CHA
15
+2
20
Hit Points
+0
Initiative (DEX)
21
Armor Class (AC)
+2
Prof. Bonus
30ft
Speed (walk/run/fly)
11
Passive Perception
10 / 10
Lay on Hands
3 / 3
Divine Sense
Spellcasting ...
+4 Attack mod
CHA Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+0 Dexterity
+2 Constitution
-1 Intelligence
+3 Wisdom
+4 Charisma
saving throws
+0 Acrobatics DEX
+1 Animal Handling WIS
-1 Arcana INT
+7 Athletics STR
+2 Deception CHA
-1 History INT
+1 Insight WIS
+4 Intimidation CHA
-1 Investigation INT
skills
+1 Medicine WIS
-1 Nature INT
+1 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+1 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

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. 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.

Divine Smite

Starting at 2nd level, 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.

Fighting style-Defensive

==============================

War

War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds.

Domain Spell
At each indicated cleric level, you add the listed spells to your spells prepared.
1st - Divine Favor, Shield of Faith
3rd - Magic Weapon, Spiritual Weapon
5th - Crusader’s Mantle, Spirit Guardians
7th - Freedom of Movement, Stone Skin
9th - Flame Strike, Hold Monster

Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.
War Priest
From the 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Guided Strike
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Channel Divinity: War God's Blessing
At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Avatar of Battle
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Features & Traits
300gp
3 healing potions

chain mail-16 ac[stealth disadvantage]
Shield: +2 ac
Pike
Spear
Holy symbol of Tyre
Full Plate-Heirloom (equipped)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
common, Celestial

cooks utensils

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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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Aasimar (Protector)

Ability Score Increase Cha +2, Wis +1
Size Medium
Speed 30 ft.

Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Celestial Resistance. You have resistance to necrotic damage and radiant damage.   Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.   Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.   Radiant Soul. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.   Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.   Once you use this trait, you can't use it again until you finish a long rest.

Languages. Common, and Celestial.

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Created by

generalgarchomp.

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