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Deadman Tells Tales

20 Level (0/355000 XP for level-up) Badlands - Ruin Explorer Background Viralith Race / Species / Heritage Lawful Neutral Alignment
Life Paladin
Level 20
Hit Dice: 20/20
1d10+5 Class 1

STR
20
+5
DEX
14
+2
CON
20
+5
INT
12
+1
WIS
14
+2
CHA
20
+5
342
Hit Points
+2
Initiative (DEX)
17
Armor Class (AC)
+6
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
100 / 100
Lay on Hands
6 / 6
Divine Sense
Spellcasting ...
+11 Attack mod
CHA Ability
+5 Abi Mod
19 Save DC
+12 Expertise Bonus
+6 Proficiency Bonus
+12 Strength
+9 Dexterity
+18 Constitution
+8 Intelligence
+15 Wisdom
+18 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
+11 Athletics STR
+5 Deception CHA
+1 History INT
+2 Insight WIS
+5 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+2 Perception WIS
+5 Performance CHA
+11 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Gauntlet +11 STR 1d4+5 Bludgeoning
 Simple
Attacks

Spell Book

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The Danger: Whenever you score a critical hit with a natural 20 with a dagger, you deal additional damage equal to double your character level as long as you state "I'm dangerous while doing it". If you do not, then you take the damage instead as its a dangerous fighting style.
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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 × 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.
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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.
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Channel Divinity: Touch of Vitality
As an action, you can touch a creature. That creature heals an amount equal to 5 times your paladin level. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. Any healing total left, will instead apply that amount onto your next weapon attack.
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Channel Divinity: Blessing of Life
As a bonus action, you become an envoy of life for 1 minute. You gain the following benefits;
You gain a fly speed equal to walk speed, if you already have a fly speed then you gain an additional 10ft to the speed.
Your weapon and spell attacks deal an additional d6 radiant damage.
Your lay on hands heal 10 times instead of 5 times your paladin level.
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Channel Divinity: What is a god but a mortal with extra steps?
When a creature uses an effect that works like a deathward or a effect that restores the creature back to life, you can use your reaction to activate this effect. You negate the effect and they suffer true death. (True Death: When a corpse is under this effect, they are unable to be revived through any effects except through the use of True Resurrection or Wish.)
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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.
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Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
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Divine Health
By 3rd level, the divine magic flowing through you makes you immune to disease.
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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.
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Aura of Life
Whenever a creature within 10ft of you is healed by a 1st level spell or higher, they heal an additional amount equal to your CHA mod. In addition, while a creature is within your aura; the creature can use its reaction to expend one of its' hit die to heal an amount rolled on that hit die.
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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.
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Aura of Courage
Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.
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Improved Divine Smite
By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.
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Cleansing Touch
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
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Life Finds a Way
When you or an ally within 30ft of you would be reduced to 0 hit points, you can expend a spell slot to heal them an amount equal to 2 times the spell slot level expended.
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Features & Traits
The Way of Life (Level 8 and Final Edition) - Gauntlets
Party like it's the END
When you critically hit against a creature, the divine power within you erupts in a radiant burst. Each creature of your choosing within 120 feet is enveloped in radiant energy, taking damage equal to your character level plus highest modifier.

Gems of the Lost Child
Upon dealing radiant damage to a creature, you can channel the power of your Lay on Hands to inflict additional damage equal to the expended uses against one creature. Whenever you expend your lay on hands on another creature, your weapon attack becomes empowered to deal that amount healed. (Up to a max equal to your character level)

Child of Radiance
Once per long rest, you can unleash a dazzling display of radiant energy in the form of a Chromatic Smite. When you hit a creature with a weapon attack and smite them, the target is also affected by the vibrant hues of a Colour Spray, causing them to be blinded until the end of their next turn.

Fathers Blessing
You bear the protective embrace of a celestial parent. Once per long rest, when you face death, a powerful ward activates, casting the Death Ward spell on you. This divine shield grants you resistance to all damage until the start of your next turn, and if an effect would cause you to drop to 0 hit points and become unconscious, you instead drop to 1 hit point.

Fathers Guidance
Whenever you would suffer the loss of a limb, the gauntlet channels the divine essence to invoke the Regenerate spell, seamlessly regrowing the severed limb over the course of minutes.

Once per long rest, you can cast the Regenerate spell. However, you lose the regenerative properties of the gauntlet until you complete a long rest.

Reincarnate Heritage
At 8th level, you gain access to the reincarnation spell. Additionally, you have a connection to the mother of life and death that allows you to draw upon the memories and skills of the creatures lives.

Whenever you cast the reincarnation spell on a corpse, you have a chance to tap into the memories of their life. Roll a d20 and consult the following table:

1-5: No memory is retrieved, and the spell functions as normal.

6-10: You gain a vague memory that provides you with a single skill proficiency related to their life. You gain proficiency in a skill of your choice that you do not already have proficiency in.

11-15: You gain a clear memory that provides you with a more substantial benefit related to their life. You gain proficiency in a skill of your choice that you do not already have proficiency in, and you also gain a feature or ability related to their life for the next 8 hours (determined by your DM).

16-19: You gain a vivid memory that provides you with a significant benefit related to their life. You gain proficiency in a skill of your choice that you do not already have proficiency in, and you also gain a feature or ability related to their life for the next 8 hours (determined by your DM). In addition, you can choose to reroll any one failed ability check or saving throw that you make within the next hour.

20: You gain an intense memory that provides you with a profound benefit related to their life. You gain proficiency in a skill of your choice that you do not already have proficiency in, and you also gain a feature or ability related to their life (determined by your DM). In addition, you can choose to reroll any one failed ability check or saving throw that you make within the next hour. Furthermore, you gain a vision of your next reincarnation, granting you a glimpse into a future life you will lead; You can choose your next race on the reincarnation table instead of rolling as long as the race is a base 5e race.

You can use this feature once per d4+1 days.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
CANTRIP
Sacred Flame (Grasp of Hadar)
Mage Hand (Dragonmark)

1ST LEVEL(4 Slots)
Cure Wounds(Racial)
Armor of Agathys(Subclass)
Healing Word(Subclass)
Shield of Faith
Command
Ceremony
Bless
Wrathful Smite
Silvery Barbs(Free Cast)

2ND LEVEL(3 Slots)
Blindness/Deafness(Subclass)
Healing Spirit(Subclass)
Find Steed
Gentle Repose
Prayer of Healer

3RD LEVEL(3 Slots)
Mass Healing Word(Racial)
Beacon of Hope(Subclass)
Life Transference(Subclass)
Dispel Magic
Aura of Vitality

4TH LEVEL (3 Slots)
Sickening Radiance(Subclass)
Guardian of Faith(Subclass)
Death Ward

5TH LEVEL (2 Slots)
Mass Cure Wounds(Subclass)
Greater Restoration(Subclass)
Banishing Smite
Spellcasting
Gift of the Vira: Once you are 3rd level you can cast cure wounds once per long rest, at 5th level you can cast mass healing word once per long rest. If you have a spell slot capable of casting it, then you can use that instead. You also know the Sacred Flame cantrip and can target 2 creatures with it instead.
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Abyssal Body: You have resistance to Radiant damage, whenever you heal a creature besides yourself with an evocation spell, you heal half the amount.
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Grasping Touch: If you should cast a spell with a range of touch, you instead have a 10ft range on the spell. If the spell is healing, the creature healed can use its reaction to make one weapon attack.
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Badlands
You gain a +10 to your maximum hitpoints.
You gain a +2 bonus to all saving throws.
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Ruin Explorer
Whenever you kill an enemy, you are healed for a number of hit points equal to your Constitution modifier (minimum one).

You gain the effect of the Dungeon Delver feat (Cannot stack)
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Dungeon Delver
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
You have advantage on saving throws made to avoid or resist traps.
You have resistance to the damage dealt by traps.
Travelling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.
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Simple Weapon Expert
You have practiced extensively with simple weapons, gaining the following benefits:
Damage dice for that weapon increase by a die amount; d4, d6, d8, d12.
Before you make a melee attack with a simple weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
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Aberrant Dragonmark
You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:
You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. Constitution is your spellcasting ability for these spells.
When you cast the 1st-level spell through your mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage.

Greater Aberrant Powers
At the DM's option, a character who has the Aberrant Dragonmark feat has a chance of manifesting greater power. Upon reaching 10th level, such a character has a 10 percent chance of gaining an epic boon from among the options in chapter 7 of the Dungeon Master's Guide. If the character fails to gain a boon, they have a 10 percent chance the next time they gain a level.
If the character gains a boon, the DM chooses it or determines it randomly. The character also permanently loses one of their Hit Dice, and their hit point maximum is reduced by an amount equal to a roll of that die plus their Constitution modifier (minimum reduction of 1). This reduction can't be reversed by any means.
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Boon of Perfect Health
You are immune to all diseases and poisons, and you have advantage on Constitution saving throws.
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Resilient - Constitution
You gain proficiency in saving throws using the chosen ability.
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Tough x 2
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

In addition to this feat's regular effects, You may now overheal above your base hitpoints using Temp HP.

Temp HP gained through this method of overhealing now stacks.

The maximum amount of Temp HP you can gain is up to your maximum regular hitpoints.

You may only gain temp hp once from each instance of temp hp addition e.g. You may gain temp hp from Cure Wounds and then from Healing Word but not from Cure Wounds twice. Regular Temp Hp addition from effects such as False Life or Heroism still cannot be stacked.
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Elder Champion
At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

At the start of each of your turns, you regain 10 hit points.
Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
Once you use this feature, you can't use it again until you finish a long rest.
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Notes


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