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Diana Palantiar

5 Level (0/14000 XP for level-up) Knight Background Protector Aasimar Race / Species / Heritage Neutral Alignment
Cleric
Level 5
Hit Dice: 5/5
1d8+3 Class 1
Paladin
Level 0
Hit Dice: 0/0
1d8+3 Class 2

STR
16
+3
DEX
7
-2
CON
16
+3
INT
10
+0
WIS
16
+3
CHA
16
+3
49
Hit Points
-2
Initiative (DEX)
19
Armor Class (AC)
+3
Prof. Bonus
30 ft
Speed (walk/run/fly)
13
Passive Perception
3 / 3
Divine Sense
3 / 3
War Priest
Spellcasting ...
+6 Attack mod
CHA Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+3 Strength
-2 Dexterity
+3 Constitution
+0 Intelligence
+6 Wisdom
+6 Charisma
saving throws
-2 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
+3 Athletics STR
+3 Deception CHA
+0 History INT
+3 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
skills
+3 Medicine WIS
+0 Nature INT
+3 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+0 Religion INT
-2 Sleight of Hand DEX
-2 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

SpellcastingPHB, pg. 58
You can cast prepared cleric spells using WIS as your spellcasting modifier (Spell DC 15, Spell Attack +7) and prepared cleric spells as rituals if they have the ritual tag. You can use a holy symbol as a spellcasting focus.

Divine Domain
You choose a divine domain that grants you additional spells and other features related to your deity.

War Domain -
You gain proficiency with martial weapons and heavy armor.

War Priest-
When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature 3 times per long rest.

War Priest: 1 Bonus Action
Uses:
3/3
Long Rest
Channel Divinity
You can channel divine energy to fuel magical effects a number of times per short rest

Channel Divinity: (No Action)
/
Short Rest
Channel Divinity: Turn Undead: 1 Action
Channel Divinity: Guided StrikePHB, pg. 63
When you make an attack roll, you can use Channel Divinity to gain a +10 bonus to the roll after the roll but before knowing the result.

Channel Divinity: Guided Strike: (No Action)
Ability Score ImprovementPHB, pg. 59
Feat
Observant
Destroy UndeadCR 1/2 or LowerPHB, pg. 59
When an undead fails its saving throw against your Turn Undead feature, it is instantly destroyed if its CR is lower than the threshold for your level.

Destroy Undead: (No Action)
Paladin Features
Hit PointsPHB, pg. 84
ProficienciesPHB, pg. 84
Intimidation
Insight
Divine SensePHB, pg. 84
As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 4 times per long rest.

Divine Sense: 1 Action
Uses:
/
Long Rest
Lay on HandsPHB, pg. 84
You have a pool of healing power that can restore 25 HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.

Lay on Hands Pool: 1 Action
Uses:
25
/
Long Rest
Current:

25

Fighting StylePHB, pg. 84
You adopt a style of fighting as your specialty.

Defense
While you are wearing armor, you gain a +1 bonus to AC.

SpellcastingPHB, pg. 84
You can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 15, Spell Attack +7). You can use a holy symbol as a spellcasting focus.

Divine SmitePHB, pg. 85
When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total).

Divine Smite: (No Action)
Divine HealthPHB, pg. 85
You are immune to disease.

Sacred OathPHB, pg. 85
Oath of Vengeance
Channel Divinity: 1 Action
/
Short Rest
Channel DivinityPHB, pg. 88
You gain two Channel Divinity options:

Abjure Enemy. As an action, you can choose one creature within 60 ft. of you that you can see to make a WIS saving throw (15). Fiends and undead have disadvantage on this saving throw. On failure, the creature is frightened and its speed is reduced to 0 (and it can't benefit from bonuses to speed) for 1 minute or until it takes any damage. On success, 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 choose a creature you can see within 10 ft. of you and gain advantage on attack rolls against it for 1 minute or until it drops to 0 HP or falls unconscious.

Channel Divinity: Abjure Enemy: 1 Action
Channel Divinity: Vow of Enmity: 1 Bonus Action
Oath SpellsPHB, pg. 88
You gain oath spells based on your level that are always prepared and don't count against your daily number of prepared spells.

Ability Score ImprovementPHB, pg. 85
Ability Score Improvement
Strength Score
Constitution Score
Extra AttackPHB, pg. 85
You can attack twice, instead of once, whenever you take the Attack action on your turn.

Extra Attack: 1 Action
RACIAL TRAITS
DarkvisionVGtM
You can see in darkness (shades of gray) up to 60 ft.

Celestial ResistanceVGtM
You have resistance to necrotic damage and radiant damage.

Healing HandsVGtM
Once per long rest as an action, touch a creature and restore 10 hit points.

Healing Hands: 1 Action
/
Long Rest
Light BearerVGtM
You know the light cantrip (CHA).

Light(Cantrip)
Radiant SoulVGtM
[3rd] Once per long rest as an action, you can transform, gaining glimmering eyes and two incorporeal wings. For 1 minute or until you end it as a bonus action, you have a flying speed (30 ft.) and once per turn you can have one attack or spell deal 10 in additional radiant damage to one target.

Radiant Soul: 1 Action
/
Long Rest
FEATS
MANAGE FEATS
ObservantPHB, pg. 168
Increase your INT or WIS score by 1. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Perception and passive Investigation scores.

Wisdom Score

Features & Traits
Clothes
Shield
Holy Symbol
Splint Mail
Longsword

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Light
cantrip evocation
Casting Time: 1 action
Range: Touch
Target: One object that is no larger than 10 feet in any dimension
Components: V M (A firefly or phosphorescent moss)
Duration: 1 hour
Classes: Artificer, Bard, Cleric, Sorcerer, Wizard
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.



Guidance
cantrip divination
Casting Time: 1 action
Range: Touch
Target: One willing creature
Components: V S
Duration: Up to 1 minute
Classes: Artificer, Cleric, Druid
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.



Mending
cantrip transmutation
Casting Time: 1 minute
Range: Touch
Target: A single break or tear in an object you touch
Components: V S M (Two lodestones)
Duration: Instantaneous
Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.



Spare The Dying
cantrip necromancy
Casting Time: 1 action
Range: Touch
Target: A living creature that has 0 hit points
Components: V S
Duration: Instantaneous
Classes: Artificer, Cleric
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.



Toll the Dead
Source: Xanathar's Guide to Everything
Necromancy cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Spell Lists. Cleric, Warlock, Wizard
Spellcasting
ARMOR
Heavy Armor, Light Armor, Medium Armor, Shields
WEAPONS
Martial Weapons, Simple Weapons
TOOLS
Dice Set
LANGUAGES
Abyssal, Celestial, Common

Languages & Proficiencies
I take great pains to always look my best and follow the latest fashions.
My favor, once lost, is lost forever.

Personality Traits
Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)

Ideals
I will face any challenge to win the approval of my family.

Bonds
I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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