| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| +2 | Strength | |
| +0 | Dexterity | |
| +2 | Constitution | |
| +0 | Intelligence | |
| +5 | Wisdom | |
| +2 | Charisma |
| +0 | Acrobatics | DEX | |
| +3 | Animal Handling | WIS | |
| +0 | Arcana | INT | |
| +4 | Athletics | STR | |
| +0 | Deception | CHA | |
| +0 | History | INT | |
| +5 | Insight | WIS | |
| +2 | Intimidation | CHA | |
| +0 | Investigation | INT |
| +3 | Medicine | WIS | |
| +0 | Nature | INT | |
| +3 | Perception | WIS | |
| +0 | Performance | CHA | |
| +0 | Persuasion | CHA | |
| +2 | Religion | INT | |
| +0 | Sleight of Hand | DEX | |
| +0 | Stealth | DEX | |
| +3 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Longsword | +2 | STR | 1D8+2 | Slashing | |
| Versatile, Sap | |||||
| Javelin | +2 | STR | 1d6+2 | Piercing | |
| Thrown, Slow | |||||
| Warhammer | +3 | STR | 1d8+2 | Bludgeoning | |
| Versatile | |||||
Chainmail armour
Shield
Longsword
javelin (x6)
Cross (focus)
Holy Water (focus)
Robes
Common Wear
Prayer Wheel
Common, Old Latin, French, Thieves' Cant
Light, Medium, Heavy armour, Shield
Simple & Martial weapons
Stern/Serious
Quick Learner
Anti-Social
God
Gimli the 23rd
Food
The statblocks of your Weapons, armor and other important/magical equipment
Armor (Shield)
Rare Requires Attunement
A Cursed Shield that grants the wielder resistance to necrotic damage and immunity to poison, but weakness to fire damage. Also grants an additional +1 to AC on top of the normal +2, but decreases your movement speed by 10ft.
| Type | AC | STR Req. | Stealth Dis. |
|---|---|---|---|
| Shield | +3 | 13+ | No |
Cost: 10gp
Weight: 5lb
Weapon
Very Rare
Versatile
A Warhammer that has an immovable rod fused with it. wielder can make a religion check (DC 2) to trigger the immovable rod. The warhammer also deals an additional 1d8 Bludgeoning damage against all types of dragon and dragonborn.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Melee | 1d8 | Bludgeoning |
Cost: N/A
Weight: 3lb
The statblocks of your class features
When you take damage from a creature within 60 feet of you, you can take a Reaction to deal 1d8 Thunder damage to that creature.
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.
As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.
You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don’t also restore Hit Points to the creature.
You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.
You gain a Fighting Style feat of your choice (see “Feats” for feats). Instead of choosing one of those feats, you can choose the option below.
Blessed Warrior. You learn two Cleric cantrips of your choice (see the Cleric class’s section for a list of Cleric spells). The chosen cantrips count as Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip.
You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.
You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class’s Channel Divinity, you choose which effect from this class to create.
You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.
If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.
Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. 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.
As a Bonus Action, you can expend one use of your Channel Divinity to augment your athleticism. For 1 hour, you have Advantage on Strength (Athletics) and Dexterity (Acrobatics) check and the distance of your Long and High Jumps increases by 10 feet (this extra distance costs movement as normal).
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.