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Neon Dreams

5 Level (0/14000 XP for level-up) Noble (McColt) Background Pony Race / Species / Heritage True Neutral Alignment
Paladin
Level 5
Hit Dice: 5/5
1d10+2 Class 1

STR 17

+3

DEX 12

+1

CON 14

+2

INT 13

+1

WIS 11

+0

CHA 15

+2

44
Hit Points
+2
Initiative (DEX)
19
Armor Class (AC)
+3
Prof. Bonus
40
Speed (walk/run/fly)
10
Passive Perception
25 / 25
Lay On Hooves
Spellcasting ...
+10 Attack mod
CHA Ability
+2 Abi Mod
26 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+3 Strength
+1 Dexterity
+2 Constitution
+1 Intelligence
+3 Wisdom
+5 Charisma
saving throws
+1 Acrobatics DEX
+0 Animal Handling WIS
+1 Arcana INT
+3 Athletics STR
+2 Deception CHA
+4 History INT
+3 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
skills
+3 Medicine WIS
+1 Nature INT
+0 Perception WIS
+2 Performance CHA
+5 Persuasion CHA
+4 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Hooves +6 STR 1d6+3 bludgeoning
Mounted Crossbow +4 DEX 1d10+1 radiant
 100/400, loading, two-handed
Javelins (x5) +9 STR 1d6+3 pierce
 Range (30/120), Thrown (use str mod)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Bless Action 30 ft Concentration, up to one minute +1d4 to attk/saves VS
 Notes:Bless up to 3 creatures of your choice w/in range. Whenever a target makes an attack roll of saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack or saving throw.
Heroism Action touch up to one minute VS
 Notes:A willing creature you touch is imbued with bravery-- until the spell ends, the creature is immune to being frightened and gains (3) temp HP at the start of each of its turns/ When the spell ends, the target loses any remaining HP from this spell.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Celestial Smite 5 ft 2d8
 Notes:Some form of restraint (described by you) appears as you hit your target (target makes STR save). on fail, the target is restrained until spell ends. While restrained, target takes 1d6 piercing damage at the start of each turn. Target can makes an Athletics check against spell save DC to end spell.
Ensnaring Strike 1d6 V
Speak with Animals Action Self 10 mins VS
Shield of Faith Bonus action 60 ft Concentration, 10 mins VS
 Notes:+2 bonus to AC for the duration
Bless Action 30 ft Concentration, up to one minute +1d4 to attk/saves + VS
 Notes:Bless up to 3 creatures of your choice w/in range. Whenever a target makes an attack roll of saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack or saving throw.
Heroism Action touch up to one minute VS
 Notes:A willing creature you touch is imbued with bravery-- until the spell ends, the creature is immune to being frightened and gains (3) temp HP at the start of each of its turns/ When the spell ends, the target loses any remaining HP from this spell.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Celestial Smite 5 ft 2d8 +
 Notes:Some form of restraint (described by you) appears as you hit your target (target makes STR save). on fail, the target is restrained until spell ends. While restrained, target takes 1d6 piercing damage at the start of each turn. Target can makes an Athletics check against spell save DC to end spell.
Ensnaring Strike 1d6 + V
Moonbeam Action 120 ft Concentration, 1 min 2d10 MS
 Notes:A beam of pale light shines down in a 5-foot-radius, 40 ft high cylinder. Targets make a Con save-- 2d10 radiant dmg on fail, half on success. Can move the beam 60 ft away from you in any direction. Shape changers make the saves with disadvantage. If it fails, it also instantly reverts to its original form and cant assume a different form until it leaves the spells light.
Misty Step Self Self Instantaneous V
 Notes:Briefly surrounded by mist, you teleport up to 30 ft to an unoccupied space you can see.
Bless Action 30 ft Concentration, up to one minute +1d4 to attk/saves + VS
 Notes:Bless up to 3 creatures of your choice w/in range. Whenever a target makes an attack roll of saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack or saving throw.
Heroism Action touch up to one minute VS
 Notes:A willing creature you touch is imbued with bravery-- until the spell ends, the creature is immune to being frightened and gains (3) temp HP at the start of each of its turns/ When the spell ends, the target loses any remaining HP from this spell.
Dear Princess Celestia... (Divine favor bonus action self concentration, up to 1 min +1d4 VS
 Notes:Your prayer empowers you with divine radiance. Until the spell ends, your weapon deals an extra 1d4 radiant damage on a hit.

Divine Health: You are immune to disease


Extra Attack


Divine Sense: (action-3/day) Until end of your next turn, you know the location of any celestial, fiend, or undead w/in 60 ft that isn't behind full cover. You know the type, but not the identity. Can also sense presence of any place or object that has been consecrated or desecrated


Fighting Style--Friendship is Magic: When a creature you can see attacks a target other than you that is withing 5 ft. of you, you can use your reaction to impose disadvantage on the attack roll (must be wielding a shield).




Features & Traits

Shield: +2 AC


Chain armor= AC=16


Priest's Pack


Holy Symbol





Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 25, Platinum: 0 Money


™ & © 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

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Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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