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Gordon

4 Level (0/6500 XP for level-up) Acolyte Background Storm Giant Goliath Race / Species / Heritage Lawful Good Alignment
Paladin (Oath of Glory)
Level 4
Hit Dice: 4/4
1d10+2 Class 1

STR 14

+2

DEX 9

-1

CON 14

+2

INT 11

+0

WIS 16

+3

CHA 12

+1

42
Hit Points
-1
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
2 / 2
Channel Divinity
Spellcasting ...
+3 Attack mod
CHA Ability
+1 Abi Mod
11 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
-1 Dexterity
+2 Constitution
+0 Intelligence
+5 Wisdom
+3 Charisma
saving throws
-1 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
+4 Athletics STR
+1 Deception CHA
+0 History INT
+5 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
skills
+3 Medicine WIS
+0 Nature INT
+3 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+2 Religion INT
-1 Sleight of Hand DEX
-1 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Greatsword +4 STR 1D8+2 Slashing
 Versatile, Sap
Javelin +2 STR 1d6+2 Piercing
 Thrown, Slow
Warhammer +5 STR 1d8+2 Bludgeoning
 Versatile
Attacks

Spell Book

Chainmail armour


Shield


Longsword


javelin (x6)


Cross (focus)


Holy Water (focus)


Robes


Common Wear


Prayer Wheel





Equipment Copper: , Silver: , Electrum: 0, Gold: 134, Platinum: 0 Money

Common, Old Latin, French, Thieves' Cant


Light, Medium, Heavy armour, Shield


Simple & Martial weapons





Languages & Proficiencies

Stern/Serious


Quick Learner


Anti-Social





Personality Traits

God





Ideals

Gimli the 23rd





Bonds

Food





Flaws


™ & © 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

Storm's Thunder

When you take damage from a creature within 60 feet of you, you can take a Reaction to deal 1d8 Thunder damage to that creature.


 

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.

As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.

You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don’t also restore Hit Points to the creature.


 

Powerful Build

You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.


 

Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.


 

Fighting Style

You gain a Fighting Style feat of your choice (see “Feats” for feats). Instead of choosing one of those feats, you can choose the option below.

Blessed Warrior. You learn two Cleric cantrips of your choice (see the Cleric class’s section for a list of Cleric spells). The chosen cantrips count as Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip.


 

Paladin's Smite

You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.


 

Channel Divinity

You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class’s Channel Divinity, you choose which effect from this class to create.

You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.

If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.

Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. 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.


 

Peerless Athlete

As a Bonus Action, you can expend one use of your Channel Divinity to augment your athleticism. For 1 hour, you have Advantage on Strength (Athletics) and Dexterity (Acrobatics) check and the distance of your Long and High Jumps increases by 10 feet (this extra distance costs movement as normal).


 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


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