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Rhogar Durqiroth

3 Level (0/2700 XP for level-up) Knight Background Gold Ancestry Metallic Dragonborn Race / Species / Heritage Lawful Good Alignment
Paladin
Level 3
Hit Dice: 3/3
1d10+3 Class 1

STR
16
+3
DEX
12
+1
CON
17
+3
INT
11
+0
WIS
11
+0
CHA
20
+5
39
Hit Points
+1
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
15 / 15
Lay on Hands
6 / 6
Divine Sense
2 / 2
Metallic Breath Weapon
Spellcasting ...
+7 Attack mod
CHA Ability
+5 Abi Mod
15 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+1 Dexterity
+3 Constitution
+0 Intelligence
+2 Wisdom
+7 Charisma
saving throws
+1 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+3 Athletics STR
+5 Deception CHA
+2 History INT
+0 Insight WIS
+7 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+0 Perception WIS
+5 Performance CHA
+7 Persuasion CHA
+2 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longsword +5 STR 1d8+3 Slashing
 Versatile (1d10)
Javelin +5 STR 1d6+3 Piercing
 thrown (range 30/120)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Toll the Dead +7 1 action 60 ft Instant 1d8/1d12 V,S
 Notes:You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Word of Radiance +7 1 action 5 ft Instant 1d6 V, M (a holy symbol)
 Notes:You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage. At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Toll the Dead +7 1 action 60 ft Instant 1d8/1d12 + V,S
 Notes:You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Word of Radiance +7 1 action 5 ft Instant 1d6 + V, M (a holy symbol)
 Notes:You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage. At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Bless +7 1 action 30 ft Concentration, up to 1 minute V, S, M (a sprinkling of holy water)
 Notes:You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to 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.
Command +7 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.
Compelled Duel +7 1 bonus action 30 ft Concentration, up to 1 minute V
 Notes:You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
Ceremony +7 1 Hour Touch Instant V, S, M (25 gp worth of powdered silver, which the spell consumes)
 Notes:You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a Wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
Cure Wounds +7 1 action Touch Instant V, S
 Notes:A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.

Longsword, Shield, 5 Javelins, Chain Mail, Purse, Scroll of Pedigree, Set of Fine Clothes, Signet Ring, Holy Symbol of Ilmater, Backpack, Blanket, 10 candles, Tinderbox, Alms Box, 2 Blocks of Incense, A Censer, Vestments, 2 days of rations, waterskin





Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 20, Platinum: 0 Money

Weapons: All
Armor: All
Saving Throw; Wisdom, Charisma
Languages: Common, Dwarvish, Gnomish, Draconic
Tool: Dragon Chess




Languages & Proficiencies


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