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Memento Mori

6 Level (0/23000 XP for level-up) Haunted One Background Tiefling Race / Species / Heritage Neutral Good(?) Alignment
Paladin
Level 6
Hit Dice: 6/6
1d10+1 Class 1

STR
20
+5
DEX
11
+0
CON
13
+1
INT
14
+2
WIS
6
-2
CHA
16
+3
46
Hit Points
+0
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
8
Passive Perception
4 / 4
Divine Sense
30 / 30
Lay on Hands
Spellcasting ...
+6 Attack mod
CHA Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+5 Strength
+0 Dexterity
+1 Constitution
+2 Intelligence
+1 Wisdom
+6 Charisma
saving throws
+0 Acrobatics DEX
-2 Animal Handling WIS
+5 Arcana INT
+8 Athletics STR
+3 Deception CHA
+2 History INT
-2 Insight WIS
+6 Intimidation CHA
+5 Investigation INT
skills
-2 Medicine WIS
+2 Nature INT
-2 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+2 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
-2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longsword +8 STR 1d8+5 slashing
 Versatile (1d10)
Javelin +8 STR 1d6+5 piercing
  Thrown (range 30/120)
Attacks

Spell Book

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.

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.
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Divine Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic 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.

Divine Health
By 3rd level, the divine magic flowing through you makes you immune to disease.

Oath of Protection

Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Protection Spells
Paladin Level Spells
3rd Sanctuary, Sleep
5th Calm Emotions, Hold Person
9th Counterspell, Hypnotic Pattern
13th Otiluke's Resilient Sphere, Stoneskin
17th Hold Monster, Wall of Force

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Eye for an Eye. As a reaction to taking necrotic or radiant damage, you absorb some of the energy, and on your next turn unleash it against your foe. On your next melee attack, you do an extra half your Paladin level rounded down d8 damage of the triggering damage type.

Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

Darkvision. Thanks to your infernal heritage, 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.

Hellish Resistance. You have resistance to fire damage.

Legacy of Avernus. You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Searing Smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Branding Smite spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Heart of Darkness
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Features & Traits
Longsword
Shield
Javelin (5)
Chain mail
Cloth of "Perfect" Form
Backpack
Bedroll
Mess kit
Tinderbox (2)
13 torches
10 days of Rations
Waterskin
50 feet of Hempen rope
Common clothes
A chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil.

Equipment Copper: 0, Silver: 1, Electrum: 0, Gold: 0, Platinum: 0 Money
Spellcasting
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
Preparing and Casting Spells

The Paladin table shows how many spell slots you have to cast your paladin 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.

CURRENT SPELLS

Command
Cure Wounds
Purify Food and Drink
Shield of Faith
Bless
Spellcasting
Common, Elvish, Infernal, Deep Speech

All armor, shields, and (not exotic)weapons.

Languages & Proficiencies
I don't run from evil. Evil runs from me.
I expect danger around every corner.
If I am expressing emotions, I am probably overwhelmed.

Personality Traits
Selflessness. I try to help my loved ones in need, no matter what the personal cost. (Good)

Ideals
I have friends to protect. I must make the world a safer place for them.

Bonds
I know how to protect people better than they do, they need to listen to me.
I get frustrated when I lose control of the situation.

Flaws
Zodiac is Scorpio.

Notes


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