+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
-1 | Strength | |
+3 | Dexterity | |
+1 | Constitution | |
+0 | Intelligence | |
+5 | Wisdom | |
+4 | Charisma |
+5 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+0 | Arcana | INT | |
-1 | Athletics | STR | |
+2 | Deception | CHA | |
+0 | History | INT | |
+5 | Insight | WIS | |
+2 | Intimidation | CHA | |
+0 | Investigation | INT |
+3 | Medicine | WIS | |
+0 | Nature | INT | |
+3 | Perception | WIS | |
+4 | Performance | CHA | |
+2 | Persuasion | CHA | |
+0 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Unarmed Strike | +5 | DEX | 1d8+3 | Bludgeoning | |
Hand Crossbow | +5 | DEX | 1d6+3 | Piercing | |
Hand Crossbow | +3 | DEX | 1d6+3 | Piercing |
Divine Smite | Divine Sense | Lay on Hands | Unarmed Fighting | Spellcasting | |
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Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8. | 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. 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 | 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 × 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. | When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike. If you aren't holding any weapons or a Shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 Bludgeoning damage to one creature Grappled by you. | By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. |
Unarmored Defense | Martial Arts | |
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Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. | Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield. -You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. -You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. -When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). |
Stumble | Tumble | Teeter |
---|---|---|
When you take the dash action, your AC increases by 2 until the end of your turn | As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can’t use this reaction if you’re prone or your speed is 0. |
Languages | Weapon Proficiencies | Armour training |
---|---|---|
-Common | -Simple -Martial | -light -medium -heavy -Shields |
Serious or smth idk
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
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.