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The Hammer of Witches in Dungeons & Dragons 5e

The Hammer of Witches

10 Level (0/85000 XP for level-up) Inquisitor Background Human Race / Species / Heritage "Lawful Good" Alignment
Paladin
Level 10
Hit Dice: 10/10
1d10+2 Class 1

STR 18

+4

DEX 12

+1

CON 15

+2

INT 16

+3

WIS 12

+1

CHA 14

+2

85
Hit Points
+1
Initiative (DEX)
20
Armor Class (AC)
+4
Prof. Bonus
30/60/0
Speed (walk/run/fly)
11
Passive Perception
50 / 50
Lay on Hands
1 / 1
Channel Divinity
1 / 100
Piety Points
Spellcasting ...
+6 Attack mod
CHA Ability
+2 Abi Mod
14 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+4 Strength
+1 Dexterity
+2 Constitution
+3 Intelligence
+5 Wisdom
+6 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
+7 Arcana INT
+8 Athletics STR
+2 Deception CHA
+3 History INT
+1 Insight WIS
+6 Intimidation CHA
+7 Investigation INT
skills
+1 Medicine WIS
+3 Nature INT
+1 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+7 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Warhammer +8 STR 1d8+4 bludgeoning
 Versatile (1d10)
Net +5 DEX --+1
 Special (Google "Nets Dnd 5e"), Thrown(10/20)
Attacks

Spell Book

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Command Action 60ft 1 round V
Wrathful Smite Bonus Action Self Concentration, 1 min V

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Prayer of Healing +6 10 Minutes 30ft Instant 2d8+2 V
Zone of Truth Action 60ft 10 Minutes VS
Hold Person Action 60ft Concentration, 1 min VS

Level 3 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Prayer of Healing +6 10 Minutes 30ft Instant 2d8+2 + V
Fear Action Self (30ft cone) Concentration, 1 min VS
Crusader's Mantle Action Self (30ft radius) Concentration, 1 min V

Role - The Hammer of Witches



  • As the revered Bishop in charge of purging the lands, you must extract the confessions of the guilty without remorse.
  • Whenever you hit a creature with a smite attack and whenever you damage a creature frightened of you, that creature must succeed a Wisdom saving throw or be forced to confess to a sinful act of your choosing. For each guilty confession you draw, God rewards you with one (1) piety point. You can spend these points in the following ways:
  • (Bonus Action or Reaction) 1 point - Heal all creatures within 10 feet of you by 1d6 hit points. Can be use as a reaction to a creature within range taking damage
  • 3 points - Regain your Channel Divinity
  • (Action) 10 points - Cast Rivivify on a creature you can touch with no material cost
  • If you would die while you have 7 or more piety points, instead all piety points are consumed and you return to life with a number of d6 worth of hit points equal to the numbe of piety points consumed.

Race - Human



  • Variant Human - Your race grants you the following traits & features:
  • Feat: Mage Slayer - Your proficiency in hunting the wicked grants you the following benefits:
  • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you.

Class - Paladin



  • (Action) 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.
  • (Action) Lay on Hnads - 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 the soulless.
  • (Reaction) Fighing Style: Protection - When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Divine Smite - 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.
  • Divine Health - The divine magic flowing through you makes you immune to disease.
  • Extra Attack - You can attack twice, instead of once, whenever you take the Attack action on your turn.
  • 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.
  • Aura of Courage - You and friendly creatures within 10 feet of you can't be frightened while you are conscious.



  • Oath of Conquest - You have sworn a Divine Oath to God, pledging to purge the lands of the wicked and the faithless. So long as you remain true to this oath, you gain the following benefits:
  • Channel Divinity - You gain the following two Channel Divinity options.
    When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
    Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
  • 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.
  • Aura of Conquest - You constantly emanate a menacing aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
    If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.



  • Heavy Armour Master - If you picked it in character creation, you get the following benefits:
  • Increase your Strength score by 1, to a maximum of 20.
  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.



Features & Traits

Handy Things



  • Plate Mail (Armour Class = 18, DisAdv on Stealth, -10ft of movement if Str is less than 15)
  • Shield (+2 Armour Class)

Other Stuff



  • Holy Symbol (Crucifix)
  • Robes



Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money

Languages



  • Common
  • Dwarvish

Proficiencies



  • Thieves' tools, Calligrapher's supplies
  • All armour, Shields
  • Martial weapons, Simple Weapons



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.

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Statblocks for your spells.

Level 1 Spells

PHB

Command

1-level Enchantment

Casting Time 1 Action
Range 60 feet
Duration 1 round
Components V

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.

Class(es): Cleric, Paladin, Warlock

Saving ThrowWisdom

PHB

Wrathful Smite

1-level Evocation

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

The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends.  As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

Class(es): Paladin

Extra Weapon Damage+ 1d6 Psychic Damage
Saving ThrowWisdom

Player's Handbook, pg. 224

Compelled Duel

1-level Enchantment

Casting Time 1 Action
Range 30 ft
Duration Concentration, 1 Minute
Components V

Damage Type: Debuff, Control   Attack/Save Throw: WIS Save   Description: You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and 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 succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

Class(es): Paladin

Basic Rules, pg. 275

Shield of Faith

1-level Abjuration

Casting Time 1 Bonus Action
Range 60 ft
Duration 10 Minutes
Components V, S, M
Materials A small parchment with holy writings on it.

Damage Type: Buff + Warding   Saving Throws: None   Description: A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Class(es): Cleric, Paladin

Level 2 Spells

PHB

Prayer of Healing

2-level Evocation

Casting Time 10 minutes
Range 30 feet
Duration Instantaneous
Components V

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

Class(es): Cleric

PHB, page 289. Available in the SRD.

Zone of Truth

2-level Enchantment

Casting Time 1 action
Range 60 ft.
Duration 10 minutes
Components V, S

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 a 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 creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

Class(es): Bard, Cleric, Paladin

Player's Handbook

Hold Person

2-level Enchantment

Casting Time 1 action
Range 60 feet
Duration Concentration, 1 minute
Components V,S,M (a small, straight piece of iron)

Choose a humanoid that you can see within range. The target must succeed on a Charisma saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Class(es): Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Level 3 Spells

Player's Handbook

Fear

3-level Illusion

Casting Time 1 action
Range Self (30-foot cone)
Duration Concentration, 1 minute
Components V,S,M (a white feather or the heart of a hen)

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on an Intelligence saving throw or drop whatever it is holding and become panicked for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make an Intelligence saving throw. On a successful save, the spell ends for that creature.

Class(es): Bard, Sorcerer, Warlock, Wizard

Player's Handbook, 230

Crusader's Mantle

3-level Evocation

Casting Time 1 Action
Range Self (30 ft. radius)
Duration Concentration, 1 Minute
Components V

Damage Type: Radiant   Attack/Save Throw: None   Description: Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.

Class(es): Paladin

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