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Isha Wildwalker

5 Level (0/14000 XP for level-up) Jungle Tribes, Falconer Background Vasati Race / Species / Heritage Oath of Vengeance (Chaotic Good) Alignment
Paladin
Level 5
Hit Dice: 5/5
1d10+0 Class 1

STR
12
+1
DEX
14
+2
CON
10
+0
INT
12
+1
WIS
11
+0
CHA
14
+2
37
Hit Points
+2
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
3 / 3
Divine Sense
1 / 1
Lay on Hands
1 / 1
Channel Divinity
Spellcasting ...
+5 Attack mod
CHA Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+2 Dexterity
+3 Constitution
+1 Intelligence
+3 Wisdom
+5 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+1 Arcana INT
+4 Athletics STR
+2 Deception CHA
+1 History INT
+3 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
skills
+3 Medicine WIS
+4 Nature INT
+0 Perception WIS
+2 Performance CHA
+5 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Glaive +4 STR 1d10+1 slashing
 heavy, reach, two-handed
Shortsword +5 DEX 1d6+2 slashing
 Finesse
Attacks

Spell Book

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Bane 1 action 30 ft concentration, up to 1 min VSM
 Notes:Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Materials: a drop of blood, or focus.
Hunter's Mark 1 bonus action 90 ft concentration, up to 1 hr 1d6 V
 Notes:You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Searing Smite 1 bonus action self concentration, up to 1 min 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 intensitity, 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. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.
Divine Favor 1 bonus action self instantaneous 1d4 VS
 Notes:Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
Command 1 action 60 ft 1 round V
 Notes:You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Hold Person 1 action 60 ft concentration, up to 1 min VSM
 Notes:Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. Materials: A small, straight piece of iron, or focus.
Misty Step 1 bonus action self instantaneous V
 Notes:Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Searing Smite 1 bonus action self concentration, up to 1 min 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 intensitity, 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. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.
Zone of Truth 1 action 60 ft 10 min VS
 Notes:You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

Feature: Avian Scout


As a Falconer, you can employ the capture, use, and companionship of a bird of prey. You can spend your downtime to train a bird of prey to perform special tricks, beyond the usual techniques of hunting and returning. Each trick takes 10 days of downtime.
Perfect Return: The bird will return to you when called regardless of other distractions.
Follow: You can use a bonus action to direct your bird to follow one creature you point to. You can track your bird by listening for its bell or spotting its tassel.
Distract: You can use a bonus action to direct your bird to distract a creature you point to. On its turn, the bird will fly to the target and take the Help action to distract the target each turn until you call it to return.

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 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.

Divine Health


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

Sacred Oath


When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Harness Divine Power (Optional)


Also at 3rd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

Extra Attack


Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Tenets of Vengeance


The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.

Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.

No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.

By Any Means Necessary. My qualms can't get in the way of exterminating my foes.

Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

Channel Divinity


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

Abjure Enemy.
As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.

On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
Vow of Enmity.
As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.





Features & Traits
  • Glaive

  • Shield

  • Shortsword

  • Chain Mail

  • Holy Symbol

  • Leatherworker's tools

  • Falcon

  • Pack containing: bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, falconry kit, traveler's clothes,


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 110, Platinum: 0 Money
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.
Spellcasting
Languages: Common, Vasati
Armor: All Armor, Shields
Weapons: Simple and Martial
Tools: Tribal Game of Choice

Languages & Proficiencies
Incredible Hearing

You have incredible hearing. You can hear clearly from 150% as far as a regular human. You hear clearly through obstructions such as doors and walls as if they were not there. You have a talent for picking out a particular sound or voice even through ambient noise, even at a distance. You can place the direction a far-away sound is coming from with great accuracy.

You are particularly sensitive to loud noises, especially prolonged, and have to take breaks in noisy or confusing environments. Sudden loud noises can stun you for up to a minute. You have disadvantage against any sort of sonic or audible attack.

"A Little Bit More" - WSS Human Variant


™ & © 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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WSS

Vasati

Vasati are very similar to Humans, to an extent where they could be considered a subspecies. They come in the same shapes, sizes, colors, etc. The main difference between Humans and the Vasati is the Vasati's ability to form telepathic bonds with each other and with sentient animal companions. They are native only to Westra, specifically the Western half, though being indistinguisable physically from humans they could be hiding amongst them anywhere.
ability score increase: None - See Class
age: Vasati live an average of 180 years. They are considered no longer children around age 20, but not full adults until closer to 55. Physically, they mature like humans.
Size: Medium
speed: You have a walking speed of 30 feet.
Languages: You speak Vasati. You may also choose to speak Common.
race features:
Essentially Human
The Vasati are closely enough related to humans as to be nearly indistinguishable. Thus, they have the same four sensory options available on the Human stat block.

Telepathic Bond
The single trait that sets the Vasati apart most from their human friends and tribesmen is the ability to form telepathic bonds with each other and sentient animal companions. These bonds are limited by familiarity and physical distance - 1 mile is standard, though this can be increased by meeting a DC challenge determined by the GM based on distance and your familiarity with the other person in the link.
Animal Companions You are able to form a telepathic bond with commonly 1, uncommonly 2, of the specially-bred sentient animals who live amongst the Tribes. The type of animal depends on the tribe - the Plains tribes tend towards breeding horses, hounds, and big cats while the Jungle tribes tend towards birds of prey, big cats, otters, and monkeys. You can also see through the eyes of your animal companion(s), though to do so you must give it your full concentration and cannot be doing anything else.
Other Humanoids You are able to speak telepathically to any other Vasati. You may also develop the ability, over time, to speak to close friends and family from other races.

Physical Description

The Vasati, in theory, come in the same wide range of shapes, sizes, and colors as humans. However, while some clans and families do have outlying physical appearances, the majority of Vasati have skin in shades of gold, tan, brown, or olive with dark hair and strong features. They have an average height of 5'2" to 6'2", and generally weight between 125 to 250 pounds. Men rarely grow facial hair. They make an art of tattooing, and it is rare to see an adult Vasati not decorated with tattoos representing their life story, profession, relationships, and acheivements.

Names

Naming conventions amongst the Vasati vary by tribe but usually include a given name and a tribal name, and sometimes in a large tribe or by personal preference, also a family name (which functions as a middle name when they have it). Tribal or family names usually follow one of two conventions: the suffix "din" (mean "of") or a compound word that describes something about the tribe or family.

Examples (Given Names): Teva, Enaker, Nahdah, Rathual, Kriva, Alisar, Velhah
Examples (Tribal or Family Names): Trallkardin, Wildwalker, Elde'thdin, Menetatdin, Amborlantyr, Flystraight

Ethnicities

There are two ethnicities of the Vasati - Jungle tribes and Plains tribes. The Jungle tribes form stationary communities. The Plains tribes are nomadic. In many other ways they are quite similar, with a focus on innovation, preserving environment and history, and the study of magic and other arts.
For more information, see the Vasati race page.

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Level 1 Spells

SRD

Bane

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: VSM
Materials: a drop of blood, or focus
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Bard, Cleric

SRD

Hunter's Mark

1-level Divination

Casting Time: 1 bonus action
Range/Area: 90 feet
Components: V
Duration: Concentration, Up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Available for: Ranger

PHB: P. 274

Searing Smite

1-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: V
Duration: Concentration, Up to 1 minute
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensitity, 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.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.
Available for: Paladin

PHB pg. 234

Divine Favor

1-level Evocation

Casting Time: 1 Bonus Action
Range/Area: Self
Components: V, S
Duration: Instantaneous
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
Available for: Paladin

SRD

Command

1-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: 1 round
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Bard, Cleric, Paladin

Level 2 Spells

SRD

Hold Person

2-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: VSM
Materials: A small, straight piece of iron, or focus
Duration: Concentration, up to 1 minute
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

SRD

Misty Step

2-level Conjuration

Casting Time: 1 bonus action
Range/Area: self
Components: V
Duration: instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Available for: Sorcerer, Warlock, Wizard

SRD

Zone of Truth

2-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: VS
Duration: 10 minutes
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
Available for: Bard, Cleric, Paladin

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