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Laurentias "Black-Mask" Vigen

4 Level (0/6500 XP for level-up) Soldier Background Hill Dwarf Race / Species / Heritage Chaotic Good Alignment
Paladin
Level 4
Hit Dice: 3/4
1d10+4 Class 1

STR
14
+2
DEX
12
+1
CON
18
+4
INT
9
-1
WIS
10
+0
CHA
18
+4
48
Hit Points
+1
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
25
Speed (walk/run/fly)
10
Passive Perception
15 / 15
Lay on Hands
5 / 5
Divine Sense
2 / 2
Precise Strike
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+1 Dexterity
+4 Constitution
-1 Intelligence
+2 Wisdom
+6 Charisma
saving throws
+1 Acrobatics DEX
+0 Animal Handling WIS
-1 Arcana INT
+4 Athletics STR
+4 Deception CHA
-1 History INT
+0 Insight WIS
+6 Intimidation CHA
-1 Investigation INT
+3 Dice DEX
+3 Mason's Tools DEX
skills
+2 Medicine WIS
-1 Nature INT
+0 Perception WIS
+4 Performance CHA
+6 Persuasion CHA
-1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Great Sword +5 STR 2d6+1+2 Slashing
 Heavy, Two-Handed
Long Bow +3 DEX 1d8+1 Piercing
 Heavy, Two-Handed (150,600)
Dagger +3 DEX 1d4+1 Piercing
 Finesse, Light, Thrown (20/60)
Quarterstaff +4 STR 1d6+2 Bludgeoning
 Versatile (1d8)
Attacks

Spell Book

Level 1 Spells 03 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +6 1 Action Touch Instantaneous 1D8+4 VS
Searing Smite +6 1 Bonus Self Concentration 1 Minute 1D6 V
 Notes:The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
Shield of Faith +6 1 Bonus Action 60 ft Concentration 10 Minutes VSM
 Notes:A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Thunderous Smite +6 Bonus Self 1 Minute 2D6 V
 Notes:The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
Divine Smite +6 Nothing Self 2D8
 Notes: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.
Sanctuary Bonus 30 1 Minute
 Notes:You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy creature, or deals damage to another creature, this spell ends.
Sleep Action 90 (20) 1 Minute
 Notes:This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. Spell Level Dice 1 5d8 2 7d8 3 9d8 4 11d8 5 13d8 6 15d8 7 17d8 8 19d8 9 21d8
Military Rank

Darkvision (60)
Dwarven Resilience
Dwarven Combat Training
Stonecunning
Dwarven Toughness

Divine Sense
Lay on Hands
Spell-Casting
Fighting Style - Great Weapon Fighting
Divine Smite
Channel Divinity - Emissary of Peace, Rebuke the Violent

Squire of Solamnia
  • Mount Up. Mounting or dismounting costs you only 5 feet of movement.
  • Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.

  • Features & Traits
    +1 Fredraka Great Sword (executioners sword)
    Longbow
    Dagger
    Chain Armour
    Holy Symbol
    Explorers Pack
    Belt of Dwarven Kind
    Greater Healing Potion
    2 x Healing Potion

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
    Common, Dwarf

    Languages & Proficiencies
    I'm always polite and respectful.
    I'm haunted by memories of war. I can't get the images of violence out of my mind.
    I've lost too many friends, and I'm slow to make new ones.
    I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
    I can stare down a hellhound without flinching.
    I enjoy being strong and like breaking things.
    I have a crude sense of humour.
    I face problems head-on. A simple, direct solution is the best path to success.

    Personality Traits
    Independence. When people follow orders blindly, they embrace a kind of tyranny.
    Greater Good. Our lot is to lay down our lives in defence of others.
    I will do whats right, even if it kills me.

    Ideals
    I fight for those who cannot fight for themselves.

    Bonds
    I often find myself doing what's easiest.
    I struggle to uphold my oaths.

    Flaws


    ™ & © 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.

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