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Drake

3 Level (0/2700 XP for level-up) Rewarded Background Spinda Race / Species / Heritage Alignment
Paladin
Level 2
Hit Dice: 2/2
1d10+1 Class 1
Monk
Level 1
Hit Dice: 1/1
1d8+1 Class 2

STR
8
-1
DEX
16
+3
CON
12
+1
INT
10
+0
WIS
16
+3
CHA
14
+2
24
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+8 Attack mod
CHA Ability
+2 Abi Mod
24 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+3 Dexterity
+1 Constitution
+0 Intelligence
+5 Wisdom
+4 Charisma
saving throws
+5 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
+1 Athletics STR
+2 Deception CHA
+0 History INT
+5 Insight WIS
+4 Intimidation CHA
+0 Investigation INT
skills
+3 Medicine WIS
+0 Nature INT
+3 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed Strike +5 DEX 1d8+3 Bludgeoning
Hand Crossbow +5 DEX 1d6+3 Piercing
Hand Crossbow +3 DEX 1d6+3 Piercing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Gust 1 Action 30ft Instantaneous VS
 Notes:You seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.
Light 1Action touch 1 hour VM
 Notes:You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Wrathful Smite Bonus Action Self Instant 1d6 V
 Notes:The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
Shield of Faith 1 Action 60ft Concentration, up to 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 Bonus Action Self Concentration, up to 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.
Shield Reaction, which you take when you are hit by an attack or targeted by the magic missile spell self 1 round VS
 Notes:An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Paladin


Divine Smite Divine Sense Lay on Hands Unarmed Fighting Spellcasting
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.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. 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
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.
When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike. If you aren't holding any weapons or a Shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 Bludgeoning damage to one creature Grappled by you.
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.


Monk


Unarmored Defense Martial Arts
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield.

-You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.

-You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

-When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama).

Race


Stumble Tumble Teeter
When you take the dash action, your AC increases by 2 until the end of your turnAs a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can’t use this reaction if you’re prone or your speed is 0.

Feats


Magic Initiate(Sorcerer)
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell to learn from that same list.

Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.



Features & Traits

  • Hand Crossbow x2
  • Javelins x5
  • Priest's Pack
  • Chain Mail
  • Holy Symbol
  • Bottle of black ink
  • ink pen
  • Sheet of Paper x5
  • Set of playing cards
  • signet ring
  • Fine Clothes



Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 18, Platinum: 0 Money
Languages Weapon Proficiencies Armour training Tool Proficiencies
-Common
-Draconic
-Simple
-Martial
-light
-medium
-heavy
-Shields
-Playing cards



Languages & Proficiencies

Serious or smth idk





Personality Traits


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

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