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Aurem

3 Level (4/2700 XP for level-up) Survival/Perception/Smith's Tools Background Half-Orc Race / Species / Heritage Lawful Evil Alignment
Paladin
Level 2
Hit Dice: 2/2
1d10+1 Class 1
Warlock
Level 1
Hit Dice: 1/1
1d+1 Class 2

STR
18
+4
DEX
12
+1
CON
12
+1
INT
4
-3
WIS
11
+0
CHA
16
+3
24
Hit Points
+1
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
10 / 10
Lay On Hands
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+4 Strength
+1 Dexterity
+1 Constitution
-3 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+1 Acrobatics DEX
+0 Animal Handling WIS
-3 Arcana INT
+6 Athletics STR
+3 Deception CHA
-3 History INT
+2 Insight WIS
+5 Intimidation CHA
-3 Investigation INT
skills
+0 Medicine WIS
-3 Nature INT
+2 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
-3 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

RACIAL
==============
Darkvision
Thanks to your orc blood, you have superior vision in dark and dim conditions. 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.

Menacing
You gain proficiency in the Intimidation skill.

Relentless Endurance
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Savage Attacks
When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.


PALADIN
==============
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.

Lay on Hands
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature. up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Defensive Fighting Style
Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Defense. While you are wearing armor, you gain a +1 bonus to AC.

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.



WARLOCK (UNDEAD PATRON)
==============
Otherworldly Patron
At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Chosen Patron: Xeacath, The Waiting (Undead)

Form of Dread
At 1st level, you manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:
+ You gain temporary hit points equal to 1d10 + your warlock level.
+ Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
+ You are immune to the frightened condition.

You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

The appearance of your Form of Dread reflects some aspect of your patron.

When you manifest Xeacath, The Waiting's power, your arms and the joints of your hands and wrist appear disconnected from each other and a broken smoke-like crown of shadows adorns your head.

Features & Traits
Halberd
Shield
Spear
+1 Spear
Explorer's Pack
Chainmail
Holy Symbol of Bane
1 Potion of Healing
Flextastic Footwear

Wondrous (Boots) - Non Attunement
Each toe is given its own handy little pocket! Now this is innovation!
At the start of your turn, if a hostile creature missed an attack on you since the end of your last turn, your walking speed is increased by 5 feet until the end of your turn.
Three times per day, refreshing at dawn, you can stand up from being prone for only 5 feet of movement.

Gilberts Pike of Paranoia

Pike 1d10+1 (magic) (1000)
Heavy, reach,, two-handed
Attunement Required
Caution: This magic weapon alerts you of danger. While the weapon is attuned to you and on your person, you have advantage on initiative rolls. In addition you can't be surprised except when incapacitated by something other than non magical sleep. The weapon magically awakens you if you are sleeping naturally when combat begins.

It Alerts you with a whiny obnoxious voice that can only be heard by the attuned. (This sounds like Gilbert Gottfried). This voice continues until lethal combat has ended and criticizes any mistakes you make in a mocking fashion.

717 gold.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
PALADIN
==============
Preparing and Casting Spells
The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your paladin spells.

1st Level Spells
Bless
Ceremony
Command
Compelled Duel
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Divine Favor
Heroism
Protection from Evil and Good
Purify Food and Drink
Shield of Faith
Thunderous Smite
Wrathful Smite



WARLOCK
==============
Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Undead Patron Expanded Spell List:
1st: Bane, False Life
2nd: Blindness/Deafness, Phantasmal Force
3rd: Speak with Dead, Phantom Steed
4th: Death Ward, Greater Invisibility
5th: Antilife Shell, Cloudkill

Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Cantrips Known:
Green-Flame Blade
Eldritch Blast

Spell Slots
The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.

Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spells Known:
1st Level - Bane (Patron), False Life (Patron), Hex, Armor of Agathys
Spellcasting
Armor: All, Shields
Weapons: Simple, Martial
Languages: Common, Orc
Instruments: None
Tools: Smith's Tools

Languages & Proficiencies
Favor from Doctor Toruis

Bonds


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

Ability Score Increase +2 Str +1 Con
Size Medium
Speed 30ft

Darkvision

Thanks to your orc blood, you have superior vision in dark and dim conditions. 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.
 

Menacing

You gain proficiency in the Intimidation skill.
 

Relentless Endurance

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
 

Savage Attacks

When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

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