+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+2 | Strength | |
+2 | Dexterity | |
+1 | Constitution | |
+2 | Intelligence | |
+3 | Wisdom | |
+6 | Charisma |
+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 |
+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 |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Longsword | +5 | STR | 1d8+2 | Slashing | |
Versatile (1d10) | |||||
Dagger | +5 | STR | 1d4+2 | Piercing | |
Thrown (20/60) |
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
Languages: Common, Elvish, but cannot speak
Armor Proficiencies: All Armor and Shields
Weapon Proficiencies: Simple weapons, Martial weapons
Unable to speak.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
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.
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
Level | Abilities | Spell Slots LV 1, 2, 3, 4, 5 |
---|---|---|
1 | Divine Sense, Lay on Hands | 0, 0, 0, 0, 0 |
2 | Spellcasting, Paladin's Smite, Fighting Style Feat Selection | 2, 0, 0, 0, 0 |
3 | Divine Health, Sacred Oath Selection, Channel Divinity | 3, 0, 0, 0, 0 |
4 | Ability Score Improvement | 3, 0, 0, 0, 0 |
5 | Extra Attack | 4, 2, 0, 0, 0 |
6 | Aura of Protection | 4, 2, 0, 0, 0 |
7 | Sacred Oath Feature | 4, 3, 0, 0, 0 |
8 | Ability Score Improvement | 4, 3, 0, 0, 0 |
9 | 4, 3, 2, 0, 0 | |
10 | Aura of Courage | 4, 3, 2, 0, 0 |
11 | Radiant Strikes | 4, 3, 3, 0, 0 |
12 | Ability Score Improvement | 4, 3, 3, 0, 0 |
13 | 4, 3, 3, 1, 0 | |
14 | Cleansing Touch | 4, 3, 3, 1, 0 |
15 | Sacred Oath Feature | 4, 3, 3, 2, 0 |
16 | Ability Score Improvement | 4, 3, 3, 2, 0 |
17 | 4, 3, 3, 3, 1 | |
18 | 4, 3, 3, 3, 1 | |
19 | Ability Score Improvement | 4, 3, 3, 3, 2 |
20 | Sacred Oath Feature | 4, 3, 3, 3, 2 |
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.
You gain access to an expanded spell list. The additional spells are always prepared and do not count against your prepared Paladin spells.
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
Level | Abilities | Spells |
---|---|---|
3 | Feature: Watcher's Will Channel Divinity, Feature: Abjure the Extraplanar Channel Divinity | Alarm, 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.
1-level Evocation
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.
The damage increases by 1d8 for each spell slot level above 1.
1-level Abjuration
Ritual - does not require spell slot, takes 10 minutes longerYou 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.
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerFor 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.
1-level Evocation
Ritual - does not require spell slot, takes 10 minutes longerYou 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.
1-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerAll 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.
1-level Abjuration
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
1-level Enchantment
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.
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.
2-level Divination
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.
2-level Abjuration
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
2-level Abjuration
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.
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.
2-level Evocation
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.
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.
Statblocks for your Trinkets, businesses, building, castles, empires.