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Pa Ladin

20 Level (0/355000 XP for level-up) Soldier Background Dragonborn Race / Species / Heritage None Alignment
Paladin
Level 20
Hit Dice: 20/20
1d10+8 Class 1

STR 24

+7

DEX 20

+5

CON 26

+8

INT 11

+0

WIS 17

+3

CHA 17

+3

360
Hit Points
+5
Initiative (DEX)
37
Armor Class (AC)
+6
Prof. Bonus
30/40
Speed (walk/run/fly)
19
Passive Perception
Spellcasting ...
+9 Attack mod
WIS Ability
+3 Abi Mod
17 Save DC
+12 Expertise Bonus
+6 Proficiency Bonus
+7 Strength
+5 Dexterity
+8 Constitution
+0 Intelligence
+9 Wisdom
+9 Charisma
saving throws
+5 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
+13 Athletics STR
+3 Deception CHA
+0 History INT
+3 Insight WIS
+9 Intimidation CHA
+0 Investigation INT
skills
+9 Medicine WIS
+0 Nature INT
+9 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+6 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longsword +18 STR 1d8+7 Slashing
 Versatile, Sap
Javelin +18 STR 1d6+7 Piercing
 Thrown, Slow
Spear +12 STR 1d6+7 Piercing
 Thrown, Versatile, Sap
Shortbow +12 STR 1d6+7 Piercing
 Ammunition, Range, Two-Handed, Vex
Ezüst kereszt +12 STR
 shortsword, vámpírok ellen
Holy Sword of Tyr +18 STR 2d10+2d8+3+7 Slashing, Holy
 +3 attacks per action, holy helyett void
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Guidance +9
 Notes:+1d4 to ability checks
Spare the Dying +9
 Notes:Stabilizes downed allies.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Divine Smite +9 1 bonus action(immediately after hit) 2d8 (holy damage)
 Notes:The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Heroism +9 1 action touch
 Notes:Regain 2 temporary hitpoints.
Protection form Evil and Good +9 1 action touch
 Notes:Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.
Searing Smite +9 1 bonus action(immediately after hit) 1d6 (fire damage)
 Notes:As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.
Shield of Fate +9 1 bonus action 60 ft 10 minutes
 Notes:+2 AC

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Divine Smite +9 1 bonus action(immediately after hit) 2d8 (holy damage) +
 Notes:The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Searing Smite +9 1 bonus action(immediately after hit) 1d6 (fire damage) +
 Notes:As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.
Aid +9 1 action 30 ft 8 hours
 Notes:Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration.
Find Steed +9 1 action 30 ft Instant
 Notes:You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one. The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block. Combat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you. Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one. Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Zone of Truth +9 1 action 60 ft or a 15ft globe 10 minutes
 Notes:You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point 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 makes a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save. An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Divine Smite +9 1 bonus action(immediately after hit) 2d8 (holy damage) +
 Notes:The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Searing Smite +9 1 bonus action(immediately after hit) 1d6 (fire damage) +
 Notes:As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.
Beacon of Hope +9 1 action 30 ft 1 minute
 Notes:Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing
Dispell Magic +9 1 action 120 ft Instant
 Notes:Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell’s level). On a successful check, the spell ends. Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell’s level is equal to or less than the level of the spell slot you use.

Level 4 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Divine Smite +9 1 bonus action(immediately after hit) 2d8 (holy damage) +
 Notes:The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Searing Smite +9 1 bonus action(immediately after hit) 1d6 (fire damage) +
 Notes:As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.
Freedom of Movement +9 1 action touch 1 hour, no concentraiton
 Notes:You touch a willing creature. For the duration, the target’s movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target’s Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
Guardian of Faith +9 1 action 30 ft 8 hours, no concentraiton 20
 Notes:A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form appropriate for your deity or pantheon. Any enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw(16), taking 20 Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

Level 5 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Divine Smite +9 1 bonus action(immediately after hit) 2d8 (holy damage) +
 Notes:The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Searing Smite +9 1 bonus action(immediately after hit) 1d6 (fire damage) +
 Notes:As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.
Commune +9 1 minute self/touch 1 minute
 Notes:You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Flame Strike 1 action 60 ft Instant 5d6
 Notes:A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw(16), taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5.
Shield, Chain Mail, Longsword, Javelin, Spear, Shortbow, Backpack, Quiver, Dragonchess, Arrows, Healer's Kit, Traveler's Clothes, Rations, Robe, Blanket, Tinderbox, Lamp, Holy Water, Crowbar, Hammer, Piton, Rations (1 day), Rope Hempen (50 feet), Tinderbox, Torch, Waterskin

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 23, Platinum: 0 Money
Common, Draconic, Halfling

Languages & Proficiencies

<span  "color:#bebdb8"><p><b>Paladin Features</b></p></span>


<p><b>Core Paladin Traits</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 109</b></p>


<p>Religion</p>


<p>Medicine</p>


<p><b>Lay On Hands</b></p>


<p><em><b>PH</b></em><em><b><span  "color:#dfab01">B-2024</span></b></em><b><span  "color:#dfab01">, pg. 109</span></b></p>


<p>You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total of <b>100</b> HP.</p>


<p>As a Bonus Action, you can touch a creature (which could be yourself) and restore a number HP to that creature, up to the maximum amount remaining in the pool.</p>


<p>You can also expend 5 HP from the pool of healing to remove the Poisoned condition from the creature; those points don’t also restore HP to the creature.</p>


<p>Lay On Hands: Healing Pool: 1 Bonus Action</p>


<p>Uses:</p>


<p><b>100</b></p>


<p>/</p>


<p>Long Rest</p>


<p>Current:</p>


<p><b>100</b></p>


<p>Lay On Hands: Heal: 1 Bonus Action</p>


<p>Lay On Hands: Purify Poison: 1 Bonus Action</p>


<p><b>Spellcasting</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 110</b></p>


<p><b>Weapon Mastery</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 110</b></p>


<p><b>Longsword (Sap)</b></p>


<p><em><b>Sap.</b></em> If you hit a creature with a Longsword, that creature has Disadvantage on its next attack roll before the start of your next turn.</p>


<p><b>Javelin (Slow)</b></p>


<p><em><b>Slow.</b></em> If you hit a creature with a Javelin and deal damage to the creature, you can reduce its Speed by 10 ft. until the start of your next turn. If the creature is hit more than once with this property, the Speed reduction doesn’t exceed 10 ft.</p>


<p>Sap (Longsword): 1 Action</p>


<p>Slow (Javelin): 1 Action</p>


<p><b>Fighting Style</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 110</b></p>


<p><b>Blessed Warriorbr-2024110</b></p>


<p><em>Guidance</em></p>


<p><em>(Cantrip)</em></p>


<p><em>Spare the Dying(Cantrip)</em></p>


<p><b>Paladin’s Smite</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 110</b></p>


<p>You always have <em>Divine Smite</em> prepared and cast it without expending a spell slot once per Long Rest.</p>


<p><em>Divine Smite(1st)</em></p>


<p>/</p>


<p>Long Rest</p>


<p><em>Divine Smite(1st)</em></p>


<p><b>Channel DivinityChannel Divinity</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 110</b></p>


You can channel energy directly from the Outer Planes to fuel magical effects. Each time you use this class’s Channel Divinity, you can choose which effect to create. You can use this class’s Channel Divinity 3 times per Long Rest, but can regain one expended use after finishing a Short Rest.</p>


<p>If your Channel Divinity requires a saving throw, the DC equals your Paladin spell save DC (DC <b>16</b>).</p>


<p>Channel Divinity: Divine Sense: 1 Bonus Action</p>


<p>Channel Divinity: 1 Action</p>


<p>Uses:</p>


<p>/</p>


<p>Long Rest</p>


<p><b>Paladin Subclass</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 111</b></p>


<p>Oath of Devotion</p>


<p><b>Oath of Devotion Spells</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 113</b></p>


<p><em>Protection from Evil and Good</em></p>


<p><em>(1st)</em></p>


<p><em>Shield of Faith</em></p>


<p><em>(1st)</em></p>


<p><em>Aid(2nd)</em></p>


<p><em>Zone of Truth(2nd)</em></p>


<p><em>Beacon of Hope</em></p>


<p><em>(3rd)</em></p>


<p><em>Dispel Magic(3rd)</em></p>


<p><em>Freedom of Movement(4th)</em></p>


<p><em>Guardian of Faith(4th)</em></p>


<p><em>Commune</em></p>


<p><em>(5th)</em></p>


<p><em>Flame Strike(5th)</em></p>


<p><b>Sacred Weapon</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 113</b></p>


<p>When you take the Attack action, you can expend one use of Channel Divinity to imbue a Melee weapon with positive energy. For 10 minutes or until you use this feature again, you add <b>+2</b> to attack rolls made with that weapon and each time you can cause it to deal its normal damage type or Radiant damage. The weapon also emits a Bright Light in a 20-ft.-radius and Dim Light 20 ft. beyond that.</p>


<p>You can end this effect early (no action required), and it ends early if you aren’t carrying the weapon.</p>


<p>Sacred Weapon: Imbue Weapon: 1 Action</p>


<p><b>Ability Score Improvement</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 111</b></p>


<p>Heavily Armored</p>


<p><b>Extra Attack</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 111</b></p>


<p>You can attack twice instead of once whenever you take the Attack action on your turn.</p>


<p><b>Faithful Steed</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 111</b></p>


<p>You always have <em>Find Steed</em> prepared, and can cast it once per Long Rest without expending a spell slot.</p>


<p><em>Find Steed(2nd)</em></p>


<p>/</p>


<p>Long Rest</p>


<p><em>Find Steed(2nd)</em></p>


<p><b>Aura of ProtectionAura of Protection Emanation</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 111</b></p>


<p>You radiate a protective aura in a <b>30</b>-ft. Emanation that originates from you. The aura is inactive if you have the Incapacitated condition.</p>


<p>You and your allies in the aura gain a <b>+2</b> to saving throws while in the aura. If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; and chooses which aura while in them.</p>


<p><b>Aura of Devotion</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 114</b></p>


<p>You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.</p>


<p><b>8: Ability Score Improvement</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 111</b></p>


<p>Elemental Adept</p>


<p><b>Abjure Foes</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 111</b></p>


<p>As a Magic action, you can expend on use of this class’s Channel Divinity to overwhelm foes. As you present your Holy Symbol or weapon, you can target up to <b>2</b> creatures that you can see within 60 ft. Each one must make a DC <b>16</b> Wis. saving throw or have the Frightened condition for 1 minute, or until it takes damage.</p>


<p>While Frightened, a target can only do one of the following on its turn: move, take an action, or take a Bonus Action.</p>


<p>Channel Divinity: Abjure Foes: 1 Action</p>


<p><b>Aura of Courage</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 111</b></p>


<p>You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.</p>


<p><b>Radiant Strikes</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 111</b></p>


<p>When you hit a target with an attack roll using a Melee weapon or Unarmed Strike, the target takes an additional <b>1d8</b> Radiant damage.</p>


<p>Radiant Strikes: 1 Action</p>


<p><b>12: Ability Score Improvement</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 111</b></p>


<p>Ability Score Improvement</p>


<p><b>Restoring Touch</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 111</b></p>


<p>When you use Lay on Hands on a creature, you can also remove one or more of the following conditions, expending 5 Hit Points from the healing point for each one removed: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. The points spent removing the conditions don't also restore HP to the creature.</p>


<p>Lay on Hands: Restoring Touch: 1 Bonus Action</p>


<p><b>Smite of Protection</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 114</b></p>


<p>Whenever you cast <em>Divine Smite</em>, you and your allies have Half Cover while in your Aura of Protection until the start of your next turn.</p>


<p>Smite of Protection: 1 Bonus Action</p>


<p><b>16: Ability Score Improvement</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 111</b></p>


<p>Ability Score Improvement</p>


<p><b>Aura Expansion</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 111</b></p>


<p>Your Aura of Protection is now a 30-ft. Emanation.</p>


<p><b>Epic Boon</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 111</b></p>


<p>Choose an Epic Boon feat</p>


<p>Boon of Dimensional Travel</p>


<p><b>Holy Nimbus</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 114</b></p>


<p>As a Bonus Action, you can imbue your Aura of Protection with holy power for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it until you finish a Long Rest or until you restore your use of it by expending a level 5 spell slot (no action required).</p>


<p><em>Activate this effect by clicking on this feature and selecting Activate Holy Nimbus. Deselect it to stop this effect.</em></p>


<p>No Choice Made</p>


<p>Imbue Aura of Protection: 1 Bonus Action</p>


<p>/</p>


<p>Long Rest</p>


<p><b>Species Traits</b></p>


<p><b>Creature Type</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 187</b></p>


<p>You are a Humanoid.</p>


<p><b>Size</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 187</b></p>


<p>Your size is Medium.</p>


<p><b>Speed</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 187</b></p>


<p>Your speed is 30 ft.</p>


<p><b>Draconic Ancestry</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 187</b></p>


<p>You gain a breath weapon and damage resistance with your chosen dragon type.</p>


<p><b>Silver Dragon</b></p>


<p>You have a Silver Dragon ancestor.</p>


<p><b>Breath Weapon</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 187</b></p>


<p>When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy. You can use your Breath Weapon <b>6</b> times per Long Rest.</p>


<p><b>Breath Weapon (Cold)</b></p>


<p>When you take the Attack action on your turn, you can replace one attack with a breath weapon that is a 15-ft. Cone or a 30-ft. Line that’s 5 ft. wide (choose the shape each time). Each creature must make a DC <b>19</b> Dex. saving throw taking <b>4d10</b> Cold damage on a failed save or half as much damage on a success.</p>


<p>Breath Weapon (Cold): 1 Action</p>


<p>Uses:</p>


<p>/</p>


<p>Long Rest</p>


<p><b>Damage Resistance</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 187</b></p>


<p>You have Resistance to the damage type determined by your Draconic Ancestry trait.</p>


<p><b>Draconic Resistance (Cold)</b></p>


<p>You have resistance to Cold damage.</p>


<p><b>Darkvision</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 187</b></p>


<p>You have Darkvision with a range of 60 ft.</p>


<p><b>Draconic Flight</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 187</b></p>


<p>Once per Long Rest as a Bonus Action, you gain temporary flight for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed.</p>


<p>Draconic Flight: 1 Bonus Action</p>


<p>/</p>


<p>Long Rest</p>


<p><b>Feats</b></p>


<p>Manage Feats</p>


<p><b>Heavily Armored</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 204</b></p>


<p><b>FromPaladin</b></p>


<p><em><b>Ability Score Increase.</b></em> Con. or Str. increased by 1.</p>


<p><em><b>Armor Training.</b></em> You gain training with Heavy armor.</p>


<p>Constitution Score</p>


<p><b>Elemental Adept</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 203</b></p>


<p><b>FromPaladin</b></p>


<p><em><b>Ability Score Increase.</b></em> Int., Wis., or Cha. increased by 1.</p>


<p><em><b>Energy Mastery.</b></em> Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. Spells you cast ignore Resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.</p>


<p><em><b>Repeatable.</b></em> You can take this feat more than once, but you must choose a different damage type each time for Energy Mastery.</p>


<p>Wisdom Score</p>


<p><b>Cold</b></p>


<p><b>Ability Score Improvement</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 202</b></p>


<p><b>FromPaladin</b></p>


<p>Increase one ability score by 2 or two ability scores by 1.</p>


<p>Strength Score</p>


<p>Strength Score</p>


<p><b>Ability Score Improvement</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 202</b></p>


<p><b>FromPaladin</b></p>


<p>Strength Score</p>


<p>Dexterity Score</p>


<p><b>Boon of Dimensional Travel</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 210</b></p>


<p><b>FromPaladin</b></p>


<p><em><b>Ability Score Increase.</b></em> One ability score of your choice increased by 1.</p>


<p><em><b>Blink Steps.</b></em> Immediately after you take the Attack action or the Magic action, you can teleport up to 30 ft. to an unoccupied space you can see.</p>


<p>No Choice Made</p>


<p>Blink Steps: (No Action)</p>


<p><b>Savage Attacker</b></p>


<p><em><b>PHB-2024</b></em><b>, pg. 201</b></p>


<p><b>FromSoldier</b></p>


<span  "color:#ec4040"><p>Once per turn when you hit a target with a weapon, you can roll the weapon’s damage dice twice and use either roll against the target.</p></span>


<p></p>


<p></p>


<p>Cruel Sun</p>


<p>Gargantuan size, 6 long rest cooldown, 10 d100 radiant damage</p>


<span  "color:#cfcfcf; background-color:#9b9a97"><p></p></span>


<p></p>




Notes


™ & © 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 0 Spells

Level 1 Spells

Level 2 Spells

Level 3 Spells

Level 4 Spells

Level 5 Spells

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


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