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lynn paladin

9 Level (0/64000 XP for level-up) Celebrity Adventurer's Scion Background Triton 4''11 Race / Species / Heritage CG Alignment
paladin Oath of the Ancients
Level 9
Hit Dice: 9/9
1d+3 Class 1

STR
20
+5
DEX
12
+1
CON
16
+3
INT
8
-1
WIS
10
+0
CHA
14
+2
110
Hit Points
+1
Initiative (DEX)
23
Armor Class (AC)
+4
Prof. Bonus
30/30
Speed (walk/run/fly)
14
Passive Perception
+8 Expertise Bonus
+4 Proficiency Bonus
+5 Strength
+1 Dexterity
+3 Constitution
-1 Intelligence
+4 Wisdom
+6 Charisma
saving throws
+1 Acrobatics DEX
+0 Animal Handling WIS
-1 Arcana INT
+9 Athletics STR
+2 Deception CHA
-1 History INT
+0 Insight WIS
+2 Intimidation CHA
-1 Investigation INT
skills
+0 Medicine WIS
-1 Nature INT
+4 Perception WIS
+6 Performance CHA
+2 Persuasion CHA
+3 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
strombringer +12 STR 8+3+5
stormbringer charge +0 WIS 2d6
Attacks
war caster, tough

Features & Traits
1 Life Transference glyph scrolls 2 planum rings 400 gp diamond dust, bag of holding

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 901, Platinum: 5999 Money
Common and Primordial Celestial Draconic

Languages & Proficiencies


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

Stormbringer

Weapon

Very Rare

weapon of the deep: +2 to weapon and damage rolls and you do not suffer disadvantage from attack while under water

ocean's shock: the weapon holds 8 charges when you hit a creature with this weapon you can expend up to 3 charges to deal an additional 2d6 lightning damage per charge the weapon regains all charges after a long rest

I hear thunder: after a successful strike you can expend 1 charge to give the target lightning vulnerability until the end of your next turn

Type Damage Damage Range
Martial Melee 1d8+5 / 2d6 Lightning 30/60ft


Weight: 4 ib

The statblocks of your class features

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 1 Spells

PHB

Compelled Duel

1-level Enchantment

Casting Time: 1 bonus action
Range/Area: 30 feet
Components: V
Duration: Concentration, 1 minute
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.

PHB

Detect Magic

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Concentration, 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

PHB

Shield of Faith

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: V, S, M
Materials: a small parchment with a bit of holy text written on it
Duration: Concentration, 10 minutes
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

PHB

Ensnaring Strike

1-level Conjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: V
Duration: Concentration, 1 minute
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
At higher levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

PHB

Speak with Animals

1-level Divination

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 10 minutes
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.

Level 2 Spells

PHB

Warding Bond

2-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a pair of platinum rings worth 50 gp each, which you and the target must wear for the duration
Duration: 1 hour
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
  The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

PHB

Zone of Truth

2-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
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.

Player's Handbook p255

Lesser Restoration

2-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

Basic Rules , pg. 261

Moonbeam

2-level Evocation

Casting Time: 1 Action
Range/Area: 120 ft (5 ft Cube)
Components: Verbal, Somatic, Material
Materials: Several seeds of any moonseed plant and a piece of opalescent feldspar.
Duration: Concentration, Concentration, 1 Minute
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.   A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.   On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.  
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Available for: DRUID/ TWILIGHT DOMAIN/ OATH OF THE ANCIENTS/ OATH OF THE WATCHERS

PHB

Misty Step

2-level Conjuration

Casting Time: 1 Bonus Action
Range/Area: Self
Components: Verbal
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, Bard

Level 3 Spells

PHB

Dispel Magic

3-level Abjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

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