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(Unnamed)

5 Level (0/14000 XP for level-up) Soldier Background Warforged Race / Species / Heritage Neutral Good Alignment
Paladin: Oath of the Watchers
Level 5
Hit Dice: 5/5
1d10+1 Class 1

STR
15
+2
DEX
14
+2
CON
12
+1
INT
15
+2
WIS
10
+0
CHA
17
+3
35
Hit Points
+2
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
25 / 25
Lay on Hands
Spellcasting ...
+6 Attack mod
CHA Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+2 Dexterity
+1 Constitution
+2 Intelligence
+3 Wisdom
+6 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+2 Arcana INT
+5 Athletics STR
+3 Deception CHA
+2 History INT
+3 Insight WIS
+6 Intimidation CHA
+2 Investigation INT
skills
+0 Medicine WIS
+2 Nature INT
+0 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+2 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longsword +5 STR 1d8+2 Slashing
 Versatile (1d10)
Dagger +5 STR 1d4+2 Piercing
 Thrown (20/60)
Attacks

Spell Book

Feat: Fighting Style - Defensive


Feat: Tough


Class Feature: Paladin - Divine Sense


Class Feature: Paladin - Lay on Hands


Class Feature: Paladin - Paladin's Smite


Class Feature: Paladin - Divine Health


Class Feature: Channel Divinity - Abjure the Extraplanar


Class Feature: Channel Divinity - Watcher's Will


Feature: Extra Attack




Features & Traits

Longsword x2


Dagger


Chain Mail


Unknown Sigil Amulet


Backpack: 10 Candles, 2 blocks of incense, and a censure. (~5lbs total)




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

Languages: Common, Elvish, but cannot speak


Armor Proficiencies: All Armor and Shields


Weapon Proficiencies: Simple weapons, Martial weapons




Languages & Proficiencies

Unable to speak.





Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
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.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Paladin (Base)

hit dice: 1d10
hit points at 1st level: 10 + Your Constitution modifier
hit points at higher levels: 1d10 + Your Constitution modifier per level after first
armor proficiencies: All Armor and Shields
weapon proficiencies: Simple weapons, Martial weapons
tools: None
saving throws: Wisdom, Charisma
skills: Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a priest's pack or (b) an explorer's pack
  • Chain mail and a holy symbol


spellcasting:

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus: your Holy Symbol

You prepare spells from the Paladin Spell list equal to your Charisma modifier + Half your Paladin level (rounded down, minimum 1).

You can change your prepared spells after a long rest.

class features:

Feature: Divine Sense Paladin

Feature: Lay on Hands Paladin

Feature: Paladin's Smite Paladin

Feature: Divine Health

Feature: Extra Attack

Feature: Aura of Protection Paladin

Feature: Aura of Courage Paladin

Feature: Radiant Strikes Paladin

Feature: Cleansing Touch Paladin

subclass options:

Oath of Watchers

Level

AbilitiesSpell Slots LV 1, 2, 3, 4, 5

1

Divine Sense, Lay on Hands0, 0, 0, 0, 0

2

Spellcasting, Paladin's Smite, Fighting Style Feat Selection2, 0, 0, 0, 0

3

Divine Health, Sacred Oath Selection, Channel Divinity3, 0, 0, 0, 0

4

Ability Score Improvement3, 0, 0, 0, 0

5

Extra Attack4, 2, 0, 0, 0

6

Aura of Protection4, 2, 0, 0, 0

7

Sacred Oath Feature4, 3, 0, 0, 0

8

Ability Score Improvement4, 3, 0, 0, 0

9

4, 3, 2, 0, 0

10

Aura of Courage4, 3, 2, 0, 0

11

Radiant Strikes4, 3, 3, 0, 0

12

Ability Score Improvement4, 3, 3, 0, 0

13

4, 3, 3, 1, 0

14

Cleansing Touch4, 3, 3, 1, 0

15

Sacred Oath Feature4, 3, 3, 2, 0

16

Ability Score Improvement4, 3, 3, 2, 0

17

4, 3, 3, 3, 1

18

4, 3, 3, 3, 1

19

Ability Score Improvement4, 3, 3, 3, 2

20

Sacred Oath Feature4, 3, 3, 3, 2

Oath of Watchers

The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.

Paladins who follow the Watchers' oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle.

hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:

You gain access to an expanded spell list. The additional spells are always prepared and do not count against your prepared Paladin spells.

class features:

Class Feature: Channel Divinity - Watcher's Will

Class Feature: Oath of the Watcher - Vigilant Rebuke

Class Feature: Oath of the Watcher - Aura of the Sentinel

Class Feature: Oath of the Watcher - Mortal Bulwark

subclass options:

Level

AbilitiesSpells

3

Feature: Watcher's Will Channel Divinity, Feature: Abjure the Extraplanar Channel DivinityAlarm, Detect Magic

5

Moonbeam, See Invisibility

7

Feature: Aura of the Sentinel Oath of the Watcher

9

Counterspell, Nondetection

13

Aura of Purity, Banishment

15

Feature: Vigilant Rebuke Oath of the Watcher

17

Hold Monster, Scrying

20

Feature: Mortal Bulwark Oath of the Watcher

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

Divine Smite

1-level Evocation

Casting Time: 1 Bonus action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
Range/Area: Self
Components: Verbal
Duration: Instantanious
Damage/Effect: Radiant

The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.

At higher levels:

The damage increases by 1d8 for each spell slot level above 1.

Available for: Paladin

Alarm

1-level Abjuration

Ritual - does not require spell slot, takes 10 minutes longer
Range/Area: 30ft
Components: Verbal, Somatic, Material
Materials: A tiny bell and a piece of fine silver wire
Duration: 8 hours

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Available for: Artificer, Ranger, Wizard

Detect Magic

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

Ceremony

1-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 hour
Range/Area: Touch
Components: Verbal, Somatic, Material (Consumed)
Materials: 25 gp worth of powdered silver

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.

Purify Food and Drink

1-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 10 feet
Components: Verbal, Somatic
Duration: Instantanious

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Shield of Faith

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: 30ft
Components: Verbal, Somatic, Material
Materials: A small parchment with a bit of holy text written on it
Duration: Concentration, up to 10 minutes

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Command

1-level Enchantment

Casting Time: 1 action
Range/Area: 60ft
Components: Verbal
Duration: 1 round
Attack/Save: Wisdom Versus Spell Save DC

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

Locate Object

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: A forked Twig
Duration: Concentration, up to 10 minutes

Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close – within 30 feet – at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Lesser Restoration

2-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantanious

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Aid

2-level Abjuration

Casting Time: 1 action
Range/Area: 30ft
Components: Verbal, Somatic, Material
Materials: A tiny strip of white cloth
Duration: 8 hours

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

Prayer of Healing

2-level Evocation

Casting Time: 10 minutes
Components: Verbal
Duration: Instantanious

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + 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 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

Available for: Cleric

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