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Thanatos SEBASTION Vanthan THE STRONG

9 Level (0/64000 XP for level-up) Planes Lost Background Jar-Gon Race / Species / Heritage Chaotic Alignment
Paladin
Level 9
Hit Dice: 9/9
1d10+5 Class 1

STR
20
+5
DEX
10
+0
CON
20
+5
INT
11
+0
WIS
10
+0
CHA
20
+5
50
Hit Points
+0
Initiative (DEX)
17
Armor Class (AC)
+4
Prof. Bonus
30ft
Speed (walk/run/fly)
10
Passive Perception
2 / 2
Smites (Level 1 Spellslots)
Spellcasting ...
+9 Attack mod
CHA Ability
+5 Abi Mod
17 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+5 Strength
+0 Dexterity
+5 Constitution
+0 Intelligence
+4 Wisdom
+9 Charisma
saving throws
+0 Acrobatics DEX
+0 Animal Handling WIS
+4 Arcana INT
+9 Athletics STR
+5 Deception CHA
+0 History INT
+0 Insight WIS
+9 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+0 Perception WIS
+5 Performance CHA
+9 Persuasion CHA
+0 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

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.



narcissit Paladin Channel divinity (To be worded)

Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.




Features & Traits
Efreeti shield
Sunbreaker - Flaming Gauntlets:
These imposing gauntlets are forged from ancient bronze, with intricate patterns etched along their surface. Embedded within each gauntlet is a radiant sunstone, which glows with an inner fire when activated. When worn, the wearer feels a surge of warmth and power coursing through their veins, as if they were touched by the sun itself.

Solar Strike: Once per short rest, as an bonus action the wearer can unleash a devastating Solar Strike, unleashing a blast of searing flames that engulfs a 30ft sphere area within 120ft. This ability deals fire damage equal to 8d8 + the wearer's Strength modifier and ignites flammable objects in the area.

Sun Surge: By channeling the power of the sunstone, the wearer can infuse their melee attacks as a bonus action with fire energy. Each successful melee attack deals an additional 1d6 fire damage and sheds bright light in a 10-foot radius for 1 minute.

Sun's Blessing: While wearing the Sunbreaker, the wearer gains resistance to fire damage and can harness the healing warmth of the sunstone. Once per long rest, they can use an action to touch the sunstone, restoring hit points equal to 3d8 + their Constitution modifier to themselves or an ally within touch range. If the wearer has immunity or resistance to fire damage, they instead gain a bonus to their attack roll and damage equal to their Charisma modifier.

Gauntlets of RAGE
You gain the power of never-ending fury. After you make a melee weapon attack, you automatically enter a special fury for 1 minute. While furious, you can't cast spells, can't verbally communicate, and are immune to the charmed and frightened conditions. Each time you deal damage, you regain 2d8 hit points and may immediately remove a condition you currently suffer from or end this fury. Additionally, while in this fury, you may spend a spell slot before you make a melee attack. Doing so causes the attack to deal an extra 3 (1d6) necrotic damage per level of spell slot expended, if the attack hits. Once used you may not use this fury again until you finish a short or long rest.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Command and Searing smite, Bless
Find Steed, Locate object
blank oath Absorb Elements, Compelled Duel
Aid, Branding Smite

WIZARD SPELLS

Prepared:

Cantrips: Sapping Sting, Chill touch, Toll the Dead, Green FlameBlade
1st.Inflict Wounds
2nd.Blindness/Deafness, Gentle Repose
3rd. Speak W/ Dead, Spirit Shroud, Fireball, Animate Dead (Necromancy Wiz)
4.Blight

Known Spells
1st level Ray of Sickness, False life, Inflict Wounds
2nd level Blindness/Deafness, Gentle Repose, Wither and Bloom, Ray of Enfeeblement
3rd level Speak W/ Dead, Bestow Curse, Fireball, Spirit Shroud, Revivify
Animate Dead (Necromancy Wiz)
4th level Blight, Spirit of Death
Spellcasting
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Smithing tools
Common & Necrospeak Draconic

Languages & Proficiencies
Necromancy Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Necromancy spell into your spellbook is Free*.
Grim Harvest
At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you damage one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for damaging constructs or undead.
Undead Thralls
Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
At 6th level, you add the Animate Dead spell to your spellbook if it is not there already. When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.
Whenever you create an undead using a necromancy spell, it has additional benefits:
The creature's hit point maximum is increased by an amount equal to your wizard level.
The creature adds your proficiency bonus to its weapon damage rolls.
Cantrip Formulas (Optional)
At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

Flaws
Soul Magics: The soul you come from was capable of powerful magics, when you make an ability check (Arcana) you can add a d8 to it. You can do this a number of times equal to your proficiency mod and you regain all uses on a long rest.

Long-limbed: When you make an attack roll, your reach has an additional 5ft to it.

Inspiring leader

Warrior of Art: Your body tells a tale from the unique design upon it, some may be of war while others of happiness. Choose one design of your Jar;

War: You gain proficiency in longswords, rapiers, and greatswords

Planes Lost
+1 stat of your choice (Cha)

Skill Prof - Survival & potter's tools

As a being that does not originate from this plane, you possess a natural resilience to the magical effects of the mortal realm. This grants you an advantage on saving throws against spells, and you are resistant to one type of damage of your choosing (Fire).

In addition, whenever you deal damage with a spell or weapon, you can substitute the damage type with your chosen type up to a number of times equal to your proficiency bonus. This feature can be used a maximum number of times before requiring a long rest to recharge.

Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Channel Divinity: Perfect Self
As a bonus action, you present your holy symbol and turn it into your perfect form for 1 minute, you can choose what the form looks like at character creation and gain features relating to your channel divinity choice. You may choose 3 features at character creation (These features cannot be changed), these will be discussed with the DM. You gain the following for 1 minute;

Explosive Onslaught:
As an action, you can channel your divine energy into a devastating explosion attack. Choose a point within 30 feet of you, and a wave of radiant energy erupts from that point in a 20-foot radius. Each creature in that area must make a Dexterity saving throw against your paladin spell save DC. On a failed save, a target takes fire damage equal to your Paladin level + your Charisma modifier. On a successful save, the damage is halved. Additionally, any flammable objects caught in the blast are ignited as long as they are not worn or carried.

Harvested Blessings:
When you defeat a humanoid creature or an undead creature with a Challenge Rating equal to or greater than your paladin level, you can use your bonus action to capture its essence in yourself. You can hold a number of essences equal to your Charisma modifier (minimum of 1). Each essence stored within the you grants you a temporary ability or power. You can use a bonus action to consume one of the essences and gain one of the following abilities until the end of your next turn:

Life Leech: Whenever you hit a creature with a melee weapon attack, you regain hit points equal to your Charisma modifier.

Fierce Retribution: When a creature hits you with a melee attack, it takes fire damage equal to your Charisma modifier.

Death's Resilience: You gain resistance to damage related to the creatures soul and advantage on saving throws against being charmed or frightened.

Inspiring Presence:
You gain a 10ft aura in which you unleash a wave of divine energy that empowers and bolsters your allies. Each chosen creature inside the aura gains temporary hit points equal to your Paladin level + your Charisma modifier at the end of their turn while inside the aura. In addition, for the duration, they have advantage on saving throws against being frightened, and whenever they make a weapon attack, they deal an extra 1d6 fire damage.



3rd Level Features
Channel Divinity: Unyielding Might
Starting at 3rd level, you can use your bonus action to unleash the raw power within you, growing to a large size for 1 minute. During this time, you gain the following benefits:

You have advantage on all Strength checks and saving throws.
Your melee attacks deal additional radiant damage equal to your Charisma modifier.
As an action, you can flex your newfound power, forcing all creatures in a 10-foot radius around you to make a Dexterity saving throw. On a failed save, they take thunder damage equal to Xd8 and is pushed 10ft away, where X is half your paladin level, or half as much on a successful save. The DC for this saving throw is 8 + your proficiency bonus + your Charisma modifier.

Channel Divinity: Overwhelming Presence
Also at 3rd level, you can use your Channel Divinity to showcase your unparalleled strength and intimidate those around you. As an action, you flex your muscles, forcing all creatures of your choice within 30 feet of you to make a contested Athletics check against you. If you roll higher than the creatures, any creature lower than your check creature is under the effects of the compelled duel spell for 1 minute.

While affected by this effect, the target has disadvantage on attack rolls against creatures other than you, and it 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 fails that saving throw, it must choose a different destination.

7th Level Feature
Aura of the Dominance
At 7th level, your commanding presence extends in a 10-foot radius from you. Friendly creatures within this aura gain advantage on STR saving throws and you gain expertise in Athletics. At 18th level, the range of this aura increases to 30 feet.



Cosmic Metamorphosis
As you delve deeper into the infection, you unlock the ability to channel the unfathomable power of the starspawn. You gain the ability to transform into a starspawn as a bonus action. This transformation lasts for 1 minute, during which time you gain the following benefits:

Cosmic Resilience: Your hit point maximum increases by 50 times your character, and you regain hit points equal to your Constitution modifier at the start of each of your turns.

Cosmic Form: Your physical form shifts and warps, granting you resistance to bludgeoning, piercing, and slashing damage from attacks.

Cosmic Fury: When you hit with a weapon or spell attack, you can deal an extra 8d8 force damage to the target.

Cosmic Presence: Humanoids of your choice within 30 feet of you must make a Wisdom saving throw against your spell save DC or highest mental modifier or fall unconscious for 1 minute or until they take damage.

Once you use this feature, you can't use it again until you finish a long rest. You are set to 5 exhaustion and corruption at the end of the feature.

Notes


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