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Mira Field

2 Level (0/900 XP for level-up) Folk Hero Background Human Race / Species / Heritage Chaotic Good Alignment
Paladin
Level 2
Hit Dice: 2/2
1d10+1 Class 1

STR
16
+3
DEX
11
+0
CON
12
+1
INT
10
+0
WIS
14
+2
CHA
15
+2
11
Hit Points
+0
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+0 Dexterity
+1 Constitution
+0 Intelligence
+4 Wisdom
+4 Charisma
saving throws
+0 Acrobatics DEX
+4 Animal Handling WIS
+0 Arcana INT
+5 Athletics STR
+2 Deception CHA
+0 History INT
+2 Insight WIS
+2 Intimidation CHA
+0 Investigation INT
skills
+4 Medicine WIS
+0 Nature INT
+2 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+0 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +3 STR 1d4+3 Piercing
 Finesse, Light, Thrown
Net +3 STR 0+3 Bludgeoning
 Special, Thrown
Shield +3 STR 1d4+3
 AC +2
Attacks
Fighting style: Interception.
  • When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction

  • Feat: Shield Master

    Source: Player's Handbook

    You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

    - If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.

    - If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.

    - If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

    Divine Sense

    As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 3 times per long rest.

    Lay on Hands Pool

    You have a pool of healing power that can restore 5 HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.

    Folk hero / Rustic Hospitality

    Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

    Features & Traits
    Shield, Chain Mail, Dagger, Net, Backpack, Clothes Common, Pot Iron, Shovel, Smith's Tools, Emblem, Alms Box, Blanket, Candle, Rations (1 day), Tinderbox, Waterskin, Block of Incense, Censer, Vestments, Fernian Basalt Orb.

    Equipment Copper: 0, Silver: 36, Electrum: 0, Gold: 10, Platinum: 0 Money
    Languages:
  • Common
  • Dwarvish
  • Proficiencies:
  • Heavy / Light / Medium armor
  • Shields
  • Martial / Simple weapons
  • Smith's tools
  • vehicles (land)
  • Athletics
  • Medicine

  • Languages & Proficiencies
    My tools are symbols of my past life, and I carry them so that I will never forget my roots. I protect those who cannot protect themselves.

    Bonds


    ™ & © 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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