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Aria Starfire

8 Level (0/48000 XP for level-up) Knight Of The Order Background Aasimir Race / Species / Heritage Chaotic Neutral Alignment
Paladin
Level 6
Hit Dice: 3/6
1d10+2 Class 1
Fighter
Level 2
Hit Dice: 2/2
1d+2 Class 2

STR
16
+3
DEX
14
+2
CON
14
+2
INT
12
+1
WIS
8
-1
CHA
16
+3
60
Hit Points
+2
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
40
Speed (walk/run/fly)
9
Passive Perception
Spellcasting ...
+6 Attack mod
CHA Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+3 Strength
+2 Dexterity
+2 Constitution
+1 Intelligence
+2 Wisdom
+6 Charisma
saving throws
+2 Acrobatics DEX
-1 Animal Handling WIS
+1 Arcana INT
+6 Athletics STR
+3 Deception CHA
+1 History INT
-1 Insight WIS
+6 Intimidation CHA
+1 Investigation INT
skills
-1 Medicine WIS
+1 Nature INT
-1 Perception WIS
+3 Performance CHA
+6 Persuasion CHA
+4 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Possesd Sword +7 STR 1d8+1+3 peircing
Javilin +6 STR 1d6+3 peircing
 Thrown 30/120
Devine Smite +3 CHA 2d8 radiant
Firesword +7 STR 1d10+1d8+2+1+3 fire
Divinesword +7 STR 3d8+2+1+3 radiant
 sunder
DivineFireSword +7 STR 1d10+3d8+2+1+3 Fire+Radiant
 Sunder
ADD DEVINE FAVOR +6 STR 1d4+3
level up hp +4 CON 1d10+4
Attacks

Spell Book

*********************************************ACTIVE ABILITYS*********************************************
Devine Smite: 2d8 on hit (+1d8 per level past 1)
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Channel Divinity: Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
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Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again
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Fire’s Burn (Fire Giant): When hitting a target with an melee Attack Roll and dealing damage, roll and add an extra 1d10 fire damage.

can only use once per turn and only =prof per day.
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Healing Hands: As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
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Radiant Soul: You Unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.
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Lay on Hands: 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

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Thunderous Smite: As you hit the target, your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition
***************************************************************************
Divine Favor: Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
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Cure Wounds: A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. this spell has no effect on undead o constructs.
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COMMAND: SEE SPELL BOOK
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Protection from Evil and Good: Until the spell ends, one willing creature you touch is protected against certain types of creature: 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
***************************************************************************
Armor of Agathys: A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. FOR EVERY LEVEL +5 for EACH LEVEL
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Zone Of Truth
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. you know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
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FIND STEED

Aura of protection - Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus


*********************************************PASSIVES*********************************************
I CAN ATTACK TWICE PER TERN
**************************************************************************************************
Mobile-You are exceptionally speedy and agile. You gain the following benefits: Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
***********
Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
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Devine Health: IMMUNE TO DISEASE
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Celestial Resistance. You have resistance to necrotic damage and radiant damage.
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Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
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Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it.
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DUELING: When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon
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Extra Attack: Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn
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Knightly Regard: You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community—whether a lone settlement or a great nation—that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share their ideals.
This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.
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Features & Traits

Equipment Copper: 2, Silver: 7, Electrum: 0, Gold: 24, Platinum: 0 Money
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Dice set
Languages: Draconic, Common, Celestial

Languages & Proficiencies
Warpick & Shield
2 javelins
Explors pack Includes a backpack, a bedroll, a mess kit, a tinderbox, 9 torches, 18 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.Bag
pocket knife
fine ornate dagger
2 portion of rations
Cross Bow +4 ammunition
treasure map
A set of traveler's clothes, a signet, banner, or seal representing your place or rank in the order,
<span class="line-spacer d-block"> </span>
adds 1d8+1 in dark or dim areas.
<span class="line-spacer d-block"> </span>
2 serpant scales



Sheild that has plus 1 magical shield = +3 AC

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

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.

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Tough

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. You also gain advantage or an improved die (your choice, decide situationally) on saving throws to resist exhaustion.   At Higher Levels As you gain additional levels and have AP to spend, you may spend 1 Additional AP on this Feat. For each AP you spend, you may select one of the following benefits:

  • Advantage on rolls to resist being shoved via the Push/Shield punch combat skill or any other means.
  • Immunity to non-magical fear.
  • An improved die or advantage (your choice, decide situationally) to resist being stunned or paralyzed.
  • You gain +1 body point.

 

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Level 1 Spells

One DnD Playtest 6

Thunderous Smite

1-level Evocation

Casting Time: Bonus Action, which you take immediately after hitting a creature with a melee weapon or an Unarmed Strike
Range/Area: Self
Components: V
Duration: Instantaneous
Attack/Save: Strength Save
Damage/Effect: Thunder, Prone
As you hit the target, your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot levelabove 1st.
Available for: Paladin

PHB

Divine Favor

1-level Evocation

Casting Time 1 Bonus Action
Range Self
Duration Concentration, up to 1 Minute
Components V, S

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

Class(es): Paladin, Cleric (War Domain)

PHB

Cure Wounds

1-level Evocation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V S

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. this spell has no effect on undead o 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.

Class(es): Bard, Cleric, Duid, Paladin, Ranger

1d8 + Spellcasting Ability modifierHealing

Player's Handbook, pg. 223

Command

1-level Enchantment

Casting Time 1 Action
Range 60 ft
Duration 1 Round
Components V

Damage Type: None   Attack/Save Throw: WIS Save   Description: 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 using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Class(es): Paladin

PHB pg 270

Protection from Evil and Good

1-level Abjuration

Casting Time 1 Action
Range Touch
Duration Up to 10 Minutes
Components VSM
Materials holy water or powdered silver and iron, which the spell consumes

Until the spell ends, one willing creature you touch is protected against certain types of creature: 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.

Class(es): Cleric, Paladin, Warlock, Wizard

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