| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| +3 | Strength | |
| +1 | Dexterity | |
| +1 | Constitution | |
| +0 | Intelligence | |
| +1 | Wisdom | |
| +4 | Charisma |
| +1 | Acrobatics | DEX | |
| -1 | Animal Handling | WIS | |
| +0 | Arcana | INT | |
| +5 | Athletics | STR | |
| +2 | Deception | CHA | |
| +2 | History | INT | |
| -1 | Insight | WIS | |
| +4 | Intimidation | CHA | |
| +0 | Investigation | INT |
| -1 | Medicine | WIS | |
| +0 | Nature | INT | |
| -1 | Perception | WIS | |
| +2 | Performance | CHA | |
| +4 | Persuasion | CHA | |
| +0 | Religion | INT | |
| +1 | Sleight of Hand | DEX | |
| +1 | Stealth | DEX | |
| -1 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type |
|---|
=== PALADIN FEATURES ===
Divine Sense • PHB 84 As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 3 times per long rest.
| 3 / Long Rest • 1 Action
Lay on Hands • PHB 84 You have a pool of healing power that can restore 10 HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.
| Lay on Hands Pool: 10 / Long Rest • 1 Action
Fighting Style • PHB 84 You adopt a style of fighting as your specialty. | Defense • PHB While you are wearing armor, you gain a +1 bonus to AC. Spellcasting • PHB 84 You can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 12, Spell Attack +4). You can use a holy symbol as a spellcasting focus.
* Divine Smite • PHB 85 When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total).
=== DRAGONBORN SPECIES TRAITS ===
Draconic Ancestry • BR 34 You gain a breath weapon and damage resistance with your chosen dragon type. | Blue Dragon • BR 34 Lightning Breath Weapon • BR 34 Once per short rest as an action, exhale destructive energy based on your Draconic Ancestry. Each creature in the area must make a DC 11 saving throw (type determined by your ancestry), taking 2d6 (6th 3d6, 11th 4d6, 16th 5d6) on a failed save, and half damage on a successful one. | Blue Dragon • BR 34 As an action once per short rest, exhale in a 5 by 30 ft. line (DEX DC 11, half damage on success) for 2d6 Lightning Damage 6th 3d6, 11th 4d6, 16th 5d6
| Breath Weapon (Blue): 1 / Short Rest • 1 Action
Damage Resistance • BR 34 You have resistance to the damage type associated with your draconic ancestry.
| Blue Dragon • BR 34 Lightning Damage
Clothes Traveler's, Emblem
I face problems head-on. A simple, direct solution is the best path to success.
Nation. My city, nation, or people are all that matter.
Born into the prestigious House Norixius, I was raised to follow in the footsteps of my ancestors and continue the long legacy of military service. I was educated as a noble, with emphasis on military tactics and swordplay, and performed aggressively average to the aggravation of my father. My father Dalesar "Ironheart" Sr. was expected to become the next House Head before his glorious death in battle, three years ago. Now with my Grandfather old and ailing one of my Uncles, or Cousins, or younger Brothers, or Mother, or Aunts, etc. is expected to take the mantle, however I seek to prove myself through battle in order to inherit my Fathers title.
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.
PHB
1-level Enchantment
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 DM 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.
| Saving Throw | Wisdom |
|---|
PHB
1-level Abjuration
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
| Bonus AC | +2 |
|---|
PHB
1-level Evocation
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
| Weapon Attacks | + 1d4 | Radiant Damage |
|---|
Statblocks for your Trinkets, businesses, building, castles, empires.