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10 Level (0/85000 XP for level-up) Gladiator Background Human (Variant) Race / Species / Heritage N/G Alignment
Paladin
Level 5
Hit Dice: 5/5
1d10+2 Class 1
Rogue
Level 5
Hit Dice: 5/5
1d8+2 Class 2

STR 19

+4

DEX 18

+4

CON 14

+2

INT 10

+0

WIS 11

+0

CHA 20

+5

79
Hit Points
+4
Initiative (DEX)
22
Armor Class (AC)
+4
Prof. Bonus
30ft
Speed (walk/run/fly)
14
Passive Perception
+8 Expertise Bonus
+4 Proficiency Bonus
+4 Strength
+4 Dexterity
+2 Constitution
+0 Intelligence
+4 Wisdom
+9 Charisma
saving throws
+8 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+8 Athletics STR
+5 Deception CHA
+0 History INT
+0 Insight WIS
+5 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+8 Perception WIS
+9 Performance CHA
+9 Persuasion CHA
+0 Religion INT
+4 Sleight of Hand DEX
+12 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Level 1: Divine Sense
PHB'14 p82
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.

Level 1: Lay on Hands
PHB'14 p82
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.

Level 2: Divine Smite
PHB'14 p82
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.

Level 2: Fighting Style
PHB'14 p82
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Dueling
PHB'14 p72
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.

Level 3: Divine Health
PHB'14 p82
By 3rd level, the divine magic flowing through you makes you immune to disease.

Level 3: Channel Divinity
PHB'14 p85
When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Alert
PHB'14
ʟ
p165
Always on the lookout for danger, you gain the following benefits:

You gain a +5 bonus to initiative.
You can't be surprised while you are conscious.
Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Level 5: Extra Attack
PHB'14 p82
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Level 1: Expertise
PHB'14 p94
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Level 1: Sneak Attack
PHB'14 p94
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Level 1: Thieves' Cant
PHB'14 p94
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Level 2: Cunning Action
PHB'14 p94
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Level 3: Roguish Archetype
PHB'14 p94
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Swashbuckler
XGE p48
You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.

A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.

Level 3: Fancy Footwork
XGE p48
When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Level 3: Rakish Audacity
XGE p48
Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don't need advantage on your attack roll to use Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Subclass source: XGE, page 48. Also found in SCAG, page 135.

Level 3: Steady Aim
TCE p62
3rd-level rogue optional feature

As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Level 4: Ability Score Improvement
PHB'14 p94
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Level 5: Uncanny Dodge
PHB'14 p94
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Features & Traits
Ioun Stone of Agility
Butchers Bib
+1 Sabre
Mithril Mail Shirt
+2 Shield
Gauntlets of Ogre Power
Goggles of Night
Cloak of the Manta ray
4 Potions of Healing

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Saving Throw Proficiencies: Wisdom, Charisma
Skill Proficiencies: Athletics, Intimidation, Stealth, and Perception.
Weapon Proficiencies: Simple and Martial weapons
Armor Training: Light, Medium, and Heavy armor and Shields
Tool Proficiencies: thieves' tools, Disguise Kit, and Lyre
Languages: Common, Abyssal

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
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

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.

Level 1 Spells

Sidebar Tables


Sidebar TimeScore
Awesomeness10
Useability10
Aesthetics10

Level 2 Spells

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