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Ferkhan Atlassi

3 Level (0/2700 XP for level-up) Background Variant Human Race / Species / Heritage Chaotic Good Alignment
Paladin
Level 3
Hit Dice: 3/3
1d10+3 Class 1

STR
15
+2
DEX
13
+1
CON
16
+3
INT
11
+0
WIS
12
+1
CHA
16
+3
28
Hit Points
+1
Initiative (DEX)
20
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+1 Dexterity
+3 Constitution
+0 Intelligence
+3 Wisdom
+5 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+4 Athletics STR
+3 Deception CHA
+0 History INT
+3 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+3 Perception WIS
+3 Performance CHA
+5 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
longsword +4 STR 1d8+2 slashing
javelin +4 STR 1d6+2 piercing
 melee or thrown 30/120ft
Net +3 DEX Restrain
 up to large creature hit is restrained 5/15ft
Attacks

Spell Book

Ships Passage
When I need to, I can secure free passage on a sailing ship for myself and my companions. I might sail on the ship I served on, or another ship I have good relations with. Because I'm calling in a favor, I can't be certain of a schedule or route that will meet my every need. My companions and I are expected to assist the crew during the voyage.

Chef
During a short rest, I can make food for 4 + my Prof Bonus creatures; if they eat it and spend 1+ HD, they regain 1d8 HP. In one hour or during a long rest, I can make treats equal to my Prof Bonus that last for 8 hours; As a bonus action, one can eat a treat, gaining my Prof Bonus in temporary HP. [+1 Con or Wis]


Features & Traits
Backpack with silk rope, hemp rope, candles, tinderbox, rations, waterskin, torches.
Belt pouch, Platemail and Buckler

Pipe of Rememberance



Equipment Copper: 6, Silver: 11, Electrum: 0, Gold: 147, Platinum: 0 Money
Can prepare 4. DC 13 Saving throw.

Spellcasting
Common
Aquan

Navigator's Tools
Water Vehicles
Cook's Utensils

Languages & Proficiencies
Pragmatic but also somewhat superstitious.

Simple, patient and follows routines.
Upstanding/Righteous. Loyal to friends, and shows gratitude to those that have helped him.

Not hasty and hard to be rushed.


Personality Traits
Sailing and the sea is in his blood, a little rough around the edges, and living as a fisherman/sailor at the whim of the sea has led him to a pragmatic approach. Overall, a good kid though. Balance. Do not fish the same spot twice in a row; suppress your greed, and nature will reward you. Hard Work. No wave can move a soul hard at work.

Ideals
Bond with his grandfather, now deceased. Unknown father, who he know nows through a found diary of his grandfather, abandoned him, and might possibly be alive out there. Father possibly deals in dark magics that his grandfather wanted to protect him from.
Bond with his grandfather, now deceased. Unknown father, who he know nows through a found diary of his grandfather, abandoned him, and might possibly be alive out there. Deals in dark magics that his grandfather wanted to protect him from.


Calypso, Nanya

Eda Oweland, Gellan Primewater

Bonds
Not necessarily fast reacting, intelligent but takes his time to think through things.

Doesn't like to lie or use half truths, maybe a bit too believing in others.

Still unversed in some of the ways of the world. Doesn't like niceties or politics.


Flaws


Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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

Pipe of Remembrance

Wondrous Item

Common

This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer’s most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can’t be used this way again until the next dawn.


The statblocks of your class features

Oath of the Open Sea Paladin

The Oath of the Open Sea calls to sea-faring warriors, swashbuckling sailors, and journeying guardians who seek the thrill of an endless horizon. Driven to seek the adventure and mystery across and beneath every endless oceanic expanse, paladins who swear this oath stand against those who would deny the liberties afforded to likeminded travellers, rooting out the tyrannical and corrupt that claim any shore. Such guardians believe in the natural beauty of the sea, often making offerings and prayers to entities or deities like the Wild Mother or Storm Lord that influence safe passage, while often feeling called to hunt those monstrosities that seek to terrorize and spoil the waters with wanton violence and ill intent.
hit dice: 1d10 per Oath of the Sea Paladin level
hit points at 1st level: 10 + Constitution Modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st
armor proficiencies: All armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background.
  • (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:

    Oath Spells

    You gain oath spells at the paladin levels listed.
    Oath of the Open Sea Spells
    Paladin Level Spells
    3rd Create or Destroy Water, Expeditious Retreat
    5th Augury, Misty Step
    9th Call Lightning, Tidal Wave
    13th Control Water, Freedom Of Movement
    17th Commune With Nature, Maelstrom
    class features:
    All Paladin class features.
    subclass options:

    Tenets of the Open Sea

    No Greater Life than a Life Lived Free: One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.   Trust in the Seas: The guidance of a strong breeze. The rumbling warnings of a coming storm. Heed the her warnings and never turn turn your back on the seas.   Defender of Oceans: One knows that the seas belong to no mortal, you must keep the sea free of oppression and those who would seek to abuse its gifts.   Explore the Uncharted: Never back down from the yearn of adventure, a warrior of the sea must never turn down adventure without good reason for doing so.  

    Channel Divinity

    When you take this oath at 3rd level, you gain the following two Channel Divinity options.   Marine Layer: As an action you can channel the sea to create a thick cloud of fog that surrounds you and heavily obscures the area for 20 feet in all directions, following you as you move. You and all creatures within 5 feet of you instead treat this fog as lightly obscured. This fog lasts for 10 minutes, spreads around corners and cannot be dispersed.   Fury of the Tides: As a bonus action, you can channel the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with weapon attack, you can choose to push the target 10 feet away from you. If the target is pushed into an obstacle or another creature, they take additional bludgeoning damage equal to your Charisma modifier.  

    Aura of Liberation

    Starting at 7th level, you emanate an aura while you’re not incapacitated. You and any creature of your choice within 10 feet of you cannot be grappled or restrained, as well as ignore penalties on movement or attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape nonmagical restraints.   When you reach 18th level in this class, the range of the aura increases to 30 feet.  

    Stormy Waters

    At 15th level, you can call crashing waters around you as a reaction whenever a creature enters or exits your melee range. The creature takes 1d12 bludgeoning damage and must succeed a Strength saving throw or be knocked prone.  

    Mythic Swashbuckler

    At 20th level, you learn to channel the spirits of historic sea captains to briefly become a paragon of heroic adventure. As an action, you embrace these spirits of the sea, gaining the following benefits for 1 minute:
    • Climbing costs no additional movement, and you have advantage on Strength (Athletics) checks.
    • If you are within 5 feet of a creature, and no other creatures are within 5 feet of you, you have advantage on your attacks against that creature.
    • You can take the Dodge action as a bonus action.
    • You have advantage on all Dexterity ability checks and Dexterity saving throws against effects that you can see.
    Once you use this feature, you can’t use it again until you finish a long rest.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    PHB

    Variant Human

    ability score increase: +1 to two stats of your choice
    age: Humans reach adulthood⁠ in their late teens and live less than a century.
    Size: Medium
    speed: 30 feet
    Languages: Two languages of your choice
    parent race: Human
    race features:
    Skill Proficiency: You gain one skill of your choice.   Feat. You gain one feat of your choice.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 1 Spells

    Cure Wounds

    1-level Evocation

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: 1 action

    A creature you touch regains a number of hit points equal to 1d8 + 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 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

    Compelled Duel

    1-level Enchantment

    Casting Time: 1 bonus action
    Range/Area: 30ft
    Components: V
    Duration: Concentration, up to 1 minute
    Attack/Save: Wisdom saving throw

    You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.

    The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

    Player's Handbook 5E (WoC)

    Bless

    1-level Enchantment

    Casting Time: 1 action
    Range/Area: 30 ft
    Components: Verbal, Somatic, Material
    Materials: A sprinkling of holy water
    Duration: Up to 1 minute
    You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
    Available for: Cleric, Paladin

    PHB, page 229

    Create or Destroy Water

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: V, S, M
    Materials: a drop of water if creating water or a few grains of sand if destroying it
    Duration: Duration: Instantaneous
    You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.   Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. At Higher Levels.
    At higher levels: When you cast this spell 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each level above 1st.
    Available for: Cleric, Druid

    Expeditious Retreat

    1-level Transmutation

    Casting Time: 1 bonus action
    Range/Area: Self
    Components: V, S
    Duration: Concentration, up to 10 minutes

    This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

    Available for: Wizards

    Protection From Evil And Good

    1-level Abjuration

    Casting Time: 1 action
    Range/Area: Touch
    Components: Verbal, Somatic, Material
    Materials: Holy Water
    Duration: Concentration, Up to 10 minutes
    Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

    The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
    Available for: Cleric, Paladin, Warlock, Wizard

    Command

    1-level Enchantment

    Casting Time: 1 action
    Range/Area: 60ft
    Components: Verbal
    Duration: 1 round
    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 GM 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 2nd level or higher, you can affect one additional creature for each level above 1st. The creatures must be within 30 feet of each other when you target them.
    Available for: Cleric, Paladin

    Thunderous Smite

    1-level Evocation

    Casting Time: 1 bonus action
    Range/Area: Self
    Components: V
    Duration: Concentration, up to 1 minute
    Attack/Save: melee weapon attack, Strength saving throw
    Damage/Effect: thunder, prone

    The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

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