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S Eidion

2 Level (0/900 XP for level-up) Haunted One Background Variant Aasimar Race / Species / Heritage Lawful Good Alignment
Paladin
Level 2
Hit Dice: 2/2
1d10+3 Class 1

STR
16
+3
DEX
12
+1
CON
16
+3
INT
11
+0
WIS
12
+1
CHA
17
+3
22
Hit Points
+1
Initiative (DEX)
3
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+1 Dexterity
+3 Constitution
+0 Intelligence
+3 Wisdom
+5 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+3 Athletics STR
+3 Deception CHA
+0 History INT
+3 Insight WIS
+5 Intimidation CHA
+2 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+1 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longsword +5 STR 1d8+3 Slashing
 Versatile
Javelin +3 STR 1d6+3 Piercing
 Thrown
Attacks
Shield, Chain Mail, Longsword, Javelin, Backpack, Chest, Clothes Common, Amulet, Bedroll, Mess Kit, Rations (1 day), Rope Hempen (50 feet), Tinderbox, Torch, Waterskin, Crowbar, Hammer, Holy Water (flask), Manacles, Mirror Steel, Oil (flask), Tinderbox, Torch, Stake (Wooden), Holy Symbol

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Celestial, Primordial, Infernal

Languages & Proficiencies
(Beef Angel)

Personality Traits
Im a monster that destroys other monsters, and anything else that gets in my way. (Evil)

Ideals
I would sacrifice my life and my soul to protect the innocent.

Bonds
i assume the worst in people.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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Level 0 Spells

D&D 5e PHB Page 255

Light

0-level (Cantrip) Evocation

Casting Time 1 action
Range Touch
Duration 1 hour
Components V, M
Materials a firefly or phophorescent moss

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 coloured 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.

Class(es): Bard, Cleric, Sorcerer, Wizard

Level 1 Spells

PHB

Wrathful Smite

1-level Evocation

Casting Time 1 Bonus Action
Range Self
Duration Concentration, Concentration, up to 1 minute
Components V

The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends.  As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

Class(es): Paladin

Extra Weapon Damage+ 1d6 Psychic Damage
Saving ThrowWisdom

PHB

Shield of Faith

1-level Abjuration

Casting Time 1 Bonus Action
Range 60 feet
Duration Concentration, Concentration, up to 10 minutes
Components V S M
Materials (a small parchment with a bit of holy text written on it)

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Class(es): Cleric, Paladin

Bonus AC+2

PHB

Divine Favor

1-level Evocation

Casting Time 1 Bonus Action
Range Self
Duration Concentration, Concentration, up to 1 minute
Components V S

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

Class(es): Cleric, Paladin

Weapon Attacks+ 1d4 Radiant Damage

Player's Handbook, pg. 224

Compelled Duel

1-level Enchantment

Casting Time 1 Action
Range 30 ft
Duration Concentration, 1 Minute
Components V

Damage Type: Debuff, Control   Attack/Save Throw: WIS Save   Description: You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

Class(es): Paladin

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