Tedros Abader | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Tedros Abader

10 Level (0/85000 XP for level-up) Noble Background Hill dwarf Race / Species / Heritage Lawful neutral Alignment
Paladin
Level 10
Hit Dice: 10/10
1d10+4 Class 1

STR
18
+4
DEX
11
+0
CON
18
+4
INT
9
-1
WIS
13
+1
CHA
14
+2
117
Hit Points
+0
Initiative (DEX)
16
Armor Class (AC)
+4
Prof. Bonus
25
Speed (walk/run/fly)
Spellcasting ...
+6 Attack mod
CHA Ability
+2 Abi Mod
14 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+4 Strength
+0 Dexterity
+4 Constitution
-1 Intelligence
+5 Wisdom
+6 Charisma
saving throws
+0 Acrobatics DEX
+1 Animal Handling WIS
-1 Arcana INT
+8 Athletics STR
+2 Deception CHA
+3 History INT
+1 Insight WIS
+6 Intimidation CHA
-1 Investigation INT
skills
+1 Medicine WIS
-1 Nature INT
+1 Perception WIS
+2 Performance CHA
+6 Persuasion CHA
-1 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Greatsword+1 +9 STR 1d12+5+4 slashing
 2-handed
Attacks

Spell Book

Great weapon master
Great weapon fighter

Features & Traits

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

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.

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

Player's Handbook, Weapons and Armor Upgrade

Greatsword+1

Weapon

Uncommon

Type Damage Damage Range
Martial Melee 1d12+1 Slashing Melee


Splint

Armor (Heavy)

Common

This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.

Type AC STR Req. Stealth Dis.
Heavy 17 15 Yes

Cost: 200gp
Weight: 60lbs

The statblocks of your class features

[block: Lay on hands Divine smite Divine sense Divine health Oath of vengeance Aura of protection Relentless avenger Channel divinity Aura of protection]

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

Light

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, M
Materials: (a firefly or phosphorescent moss)
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Available for: Bard, Cleric, Sorcerer, Wizard

Basic Rules, pg. 267

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 Action
Range/Area: 10 ft.
Components: V, S
Duration: 1 Hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Available for: Bard, Sorcerer, Warlock, Wizard, Artificer

Level 1 Spells

Evocation Magic

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

Bane

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft
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

Divination Magic

Hunters 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

Level 2 Spells

Conjuration Magic

Misty Step

2-level Conjuration

Casting Time: 1 Bonus Action
Range/Area: Self
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

Enchantment Magic

Hold Person

2-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: A small, straight piece of iron
Duration: Concentration, 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 one 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

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


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Korgathar.

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