5th Edition Character Sheet
Skills
Racial
Darkvision 60ft
Dwarven Resilience: Advantage on poison saves and poison resistance.
Stonecunning: 2x proficiency on history (stonework) checks.
Dwarven Toughness: Your hit point maximum increases by 1 every level.
Class
Divine Sense: Action to sense location of any celestial, fiend, or undead within 60 ft not behind total cover. Also any place or object that has been consecrated or desecrated. Usable a number of times equal to 1 + your Charisma modifier per long rest.
Lay on Hands: Pool of health equal to paladin level x 5. Action touch a creature to transfer health from that pool to restore them. Alternatively expend 5 hit points from pool to cure one disease or poison. Unusable on undead or constructs.
Extra Spells: bane, inflict wounds, acid arrow, ray of enfeeblement, flash fever, stinking cloud, blight, confusion, contagion, insect plague
Fighting Style, Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Spellcasting: You use your Charisma whenever a spell refers to your spellcasting ability. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. You can use a holy symbol as a spellcasting focus for your paladin spells.
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.
Channel Divinity: 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.
Channel Divinity: Debilitating Fever:My touch inflicts disease. Make a melee spell attack against a creature within your reach that isn't a construct or undead. On a hit, the creature becomes diseased and is incapacitated for 1 min. At the end of each of the diseased target's turns, the target can make a Con saving throw. On a success the target is no longer disaesed, and the effect ends. Since this ability induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.
Channel Divinity: Entropic Infection:As an action, I can force a creature with 30ft of me to make a Con saving throw. On a failed save, for the next minute the creature takes and additional 2d6 damage the first time it takes necrotic damage each turn. During this time, the creature loses resistance to necrotic damage if it has it.
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. At 18th level, the range of this aura increases to 30 feet.
Aura of Rampant Sickness:When a creature within my aura makes an ability check, attack roll, or saving throw I can give that roll disadvantage as a reaction. Once I do this, I can't give another roll disadvantage using this feature until the start of my next turn. 10-foot aura
Aura of Courage: You and friendly creatures within 10 feet of you can’t be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.
Improved Divine Smite: Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.
Cleansing Touch: You can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
Disgusting Resilience:When I take damage which would reduce me to 0 hit points, I can choose to expend any number of hit dice. Roll those dice and subtract the result from the damage taken. If this reduces the damage to 0, I don't take any damage. In addition if I am killed my corpse violently explodes in a shower of pus and gore, dealing 8d6 necrotic damage to creatures within 20ft of me that fail a Con saving throw.
[b]Darkvision[/b] 60ft
[b]Dwarven Resilience:[/b] Advantage on poison saves and poison resistance.
[b]Stonecunning:[/b] 2x proficiency on history (stonework) checks.
[b]Dwarven Toughness:[/b] Your hit point maximum increases by 1 every level.
[b]Class[/b]
[b]Divine Sense:[/b] Action to sense location of any celestial, fiend, or undead within 60 ft not behind total cover. Also any place or object that has been consecrated or desecrated. Usable a number of times equal to 1 + your Charisma modifier per long rest.
[b]Lay on Hands:[/b] Pool of health equal to paladin level x 5. Action touch a creature to transfer health from that pool to restore them. Alternatively expend 5 hit points from pool to cure one disease or poison. Unusable on undead or constructs.
[b]Extra Spells[/b]: [spell]bane[/spell], [spell]inflict wounds[/spell], [spell]acid arrow[/spell], [spell]ray of enfeeblement[/spell], [spell]flash fever[/spell], [spell]stinking cloud[/spell], [spell]blight[/spell], [spell]confusion[/spell], [spell]contagion[/spell], [spell]insect plague[/spell]
[b]Fighting Style, Dueling:[/b] When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
[b]Spellcasting:[/b] You use your Charisma whenever a spell refers to your spellcasting ability. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. You can use a holy symbol as a spellcasting focus for your paladin spells.
[b]Divine Smite:[/b] 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.
[b]Divine Health:[/b] The divine magic flowing through you makes you immune to disease.
[b]Channel Divinity:[/b] 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.
[b]Channel Divinity: Debilitating Fever[/b]:
My touch inflicts disease. Make a melee spell attack against a creature within your reach that isn't a construct or undead. On a hit, the creature becomes diseased and is incapacitated for 1 min. At the end of each of the diseased target's turns, the target can make a Con saving throw. On a success the target is no longer disaesed, and the effect ends. Since this ability induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.
[b]Channel Divinity: Entropic Infection[/b]:
As an action, I can force a creature with 30ft of me to make a Con saving throw. On a failed save, for the next minute the creature takes and additional 2d6 damage the first time it takes necrotic damage each turn. During this time, the creature loses resistance to necrotic damage if it has it.
[b]Extra Attack:[/b] You can attack twice, instead of once, whenever you take the Attack action on your turn.
[b]Aura of Protection:[/b] 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. At 18th level, the range of this aura increases to 30 feet.
[b]Aura of Rampant Sickness[/b]:
When a creature within my aura makes an ability check, attack roll, or saving throw I can give that roll disadvantage as a reaction. Once I do this, I can't give another roll disadvantage using this feature until the start of my next turn. 10-foot aura
[b]Aura of Courage:[/b] You and friendly creatures within 10 feet of you can’t be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.
[b]Improved Divine Smite:[/b] Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.
[b]Cleansing Touch:[/b] You can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
[b]Disgusting Resilience[/b]:
When I take damage which would reduce me to 0 hit points, I can choose to expend any number of hit dice. Roll those dice and subtract the result from the damage taken. If this reduces the damage to 0, I don't take any damage. In addition if I am killed my corpse violently explodes in a shower of pus and gore, dealing 8d6 necrotic damage to creatures within 20ft of me that fail a Con saving throw.
Languages: Common, Dwarven
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