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Hannibal

1 Level (0/300 XP for level-up) Soldier Background Human Race / Species / Heritage Chaotic Evil Alignment
Paladin
Level 1
Hit Dice: 1/1
1d10+3 Class 1

STR
19
+4
DEX
13
+1
CON
16
+3
INT
13
+1
WIS
8
-1
CHA
15
+2
25
Hit Points
+1
Initiative (DEX)
26
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
9
Passive Perception
Spellcasting ...
+4 Attack mod
CHA Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+6 Strength
+1 Dexterity
+3 Constitution
+1 Intelligence
-1 Wisdom
+4 Charisma
saving throws
+1 Acrobatics DEX
-1 Animal Handling WIS
+1 Arcana INT
+6 Athletics STR
+2 Deception CHA
+1 History INT
+1 Insight WIS
+4 Intimidation CHA
+1 Investigation INT
skills
+1 Medicine WIS
+1 Nature INT
-1 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Whip +4 STR 1d4+4 Slashing
 Finesse, reach, slow
LongSword +4 STR 1d8+4 Slashing
 Versatile, Sap
Sickle +4 STR 1d4+4 Slashing
 Light
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mending 1 Minute Touch Instantaneou VSM
 Notes:This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

Level 1 Spells 8 slots

NAME AB CAST RNG DUR DMG CMP #
Identify 1 minute Touch Instantane VSM
 Notes:You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
1 Action 30 feet 1 hour VSM
 Notes:This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes, and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it were created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

Level 2 Spells 8 slots

NAME AB CAST RNG DUR DMG CMP #
Magic Weapon 1 bonus action Touch Concentration, up to 1 hour VS
 Notes:You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
Artisan's Intuition. Whenever you make an Intelligence (Arcana) or an Ability Check involving Artisan's Tools, you can roll a d4 and add the number rolled to the total ability check.

Features & Traits
Scout Insignia
Piece of a banner
Deck of cards
Common clothes
Priest pack
Chain mail
Necklace (holy symbol)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 35, Platinum: 0 Money
Tool Proficiencies: One type of gaming set, vehicles (land)
Common

Languages & Proficiencies
I face problems head-on. A simple, direct solution is the best path to success.

Personality Traits
Might. In life as in war, the stronger force wins. (Evil)

Ideals
I would still lay down my life for the people I served with.

Bonds
I have little respect for anyone who is not a proven warrior.

Flaws
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.

Notes


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

impawssible.

Statblock Type

Character Sheet (2020)

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