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Tecton

3 Level (0/2700 XP for level-up) Background Galeb Duhr Race / Species / Heritage Neutral Alignment
Paladin - Oath of the Ancients
Level 3
Hit Dice: 3/3
1d10+3 Class 1

STR
16
+3
DEX
11
+0
CON
17
+3
INT
10
+0
WIS
13
+1
CHA
14
+2
31
Hit Points
+0
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
Walking Speed 25ft
Speed (walk/run/fly)
15 / 15
Lay on Hands
2 / 2
Channel Divinity
Spellcasting ...
+4 Attack mod
CHA Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+0 Dexterity
+3 Constitution
+0 Intelligence
+3 Wisdom
+4 Charisma
saving throws
+0 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+3 Athletics STR
+2 Deception CHA
+0 History INT
+3 Insight WIS
+4 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+1 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+0 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Warhammer - One Hand +5 STR 1d8+3 Bludgeoning
 Versatile
Warhammer - Two Hands +5 STR 1d10+3 Bludgeoning
 Versatile
Attacks

Spell Book

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Divine Smite +4 Bonus Action Self Instantaneous 2d8 V
 Notes:Cast immediately after hitting a creature with a melee weapon or an Unarmed Strike, Extra 1d8 against Fiend or Undead, Radiant
Cure Wounds +4 1 Action Touch Instantaneous 1d8+2 V,S
 Notes:Healing, No affect undead or constructs
Ensnaring Strike +4 1 Bonus Action Self Concentration, up to 1 minute 1d6 V
 Notes:Use before attack, STR Save, Large creatures have advantage, Restrain, Piercing

Race Features


Tremorsense


You are sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is moving and in contact with the ground so long as it is within 30 feet of you.

Stone Body


Your stone body and lack of any form of circulatory or respiratory system grant you certain advantages over other creatures. You do not need to eat, drink, sleep or breathe, and you do not age. You are immune to being petrified. However, your stone body also makes you very heavy and dense. You have no buoyancy and sink in water, you automatically fail any ability checks to swim or stay above quicksand. Your jump distance is halved.

Rock Armor


You have thick, stone skin that makes it so you can't benefit from conventional armor, though you can use a shield if you are proficient in it. Your Armor Class is 12 + your Constitution modifier.

Boulder Form


As a bonus action, you can roll your body into a ball, or unroll it. While in boulder form, you are indistinguishable from a boulder.

Class Features


Level 1: Lay on Hands


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 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.

Level 1: 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. Whenever you finish a Long Rest, you can change the kinds of weapons you chose.

Great Axe - Cleave
Cleave allows you to make an additional attack against a second target adjacent to your first. It's like getting a two-for-one special on your attacks! This property shines in crowd control situations, letting you carve through groups of enemies like a hot knife through butter.

Warhammer - Push
Who doesn't love a good shove? Push lets you, well, push your target 10 feet away after a successful hit. It's great for battlefield control, breaking grapples, or sending enemies tumbling off cliffs (if you're into that sort of thing).

Level 2: Fighting Style


You gain a Fighting Style feat of your choice:

Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you're holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.

Level 2: 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.

Level 3: 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.

Level 3: Paladin Subclass


You gain a Paladin subclass of your choice. The Oath of Devotion, the Oath of Glory, the Oath of the Ancients, and the Oath of Vengeance subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Paladin levels. For the rest of your career, you gain each of your subclass’s features that are of your Paladin level or lower.

Subclass Features - Oath of the Ancients:



Level 3: Nature's Wrath


Paladin Oath of the Ancients DnD 2024 As an action, you can expend one use of your Channel Divinity to conjure grasping spectral vines around nearby creatures. Each creature of your choice that you can see within 15 feet of you must succeed on a Strength saving throw or have the Restrained condition for 1 minute. A Restrained creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

Level 3: Oath of the Ancients Spells


The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Ancients Spells table, you thereafter always have the listed spells prepared.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
"Holy Symbol" is inscribed in my stone, as such, I glow golden when casting spells
Spellcasting
Armor Proficiencies: Light, Medium, and Heavy Armor and Shields
Weapon Proficiencies: Simple and Martial Weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Insight, Intimidation
Weapon Masteries: Warhammer, Great Axe

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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

PHB

Warhammer

Weapon

Common

Versatile (1d10)

Type Damage Damage Range
Martial Melee 1d8 / 1d10 Bludgeoning

Cost: 15 gp
Weight: 2 lb

Player's Handbook

Shield

Armor (Shield)

Common

Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.

Type AC STR Req. Stealth Dis.
Shield 2 - No

Cost: 10 gp
Weight: 6 lbs

The statblocks of your class features

Paladin (2024 Edition)

Paladins are united by their oaths to stand against the forces of annihilation and corruption. Whether sworn before a god’s altar, in a sacred glade before nature spirits, or in a moment of desperation and grief with the dead as the only witnesses, a Paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.   Paladin DnD 2024 Paladins train to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the injured, smite their foes, and protect the helpless and those who fight at their side.   Almost by definition, the life of a Paladin is an adventuring life, for every Paladin lives on the front lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of a world’s armies, but even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic.
hit dice: 1d10
hit points at 1st level: 1d10 + Constitution Modifier
hit points at higher levels: 1d10 + Constitution Modifier Per Level After 1st
armor proficiencies: Light, Medium, and Heavy Armor and Shields
weapon proficiencies: Simple and Martial Weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion
starting equipment:
Choose A or B:
  1. (A) Chain Mail, Shield, Longsword, 6 Javelins,Holy Symbol, Priest’s Pack, and 9 GP;

  2. (B) 150 GP
spellcasting:
You have learned to cast spells through prayer, meditation, and devotion. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules with Paladin spells.   Spell Slots. The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.   Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells. Heroism and Searing Smite are recommended.   The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.   If another Paladin feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you.   Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots.   Spellcasting Ability. Charisma is your spellcasting ability for your Paladin spells.   Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.

class features:

Level 1: Lay on Hands

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 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.  

Level 1: 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.   Weapon Masteries

1. Cleave

Weapons: Greataxe, Halberd   Cleave allows you to make an additional attack against a second target adjacent to your first. It's like getting a two-for-one special on your attacks! This property shines in crowd control situations, letting you carve through groups of enemies like a hot knife through butter.  

2. Graze

Weapons: Glaive, Greatsword   Never let a missed attack go to waste again! Graze lets you deal some damage even when you miss, adding a bit of your ability modifier to soften the blow of a bad roll. It's perfect for those of us who seem to be cursed by the dice gods.  

3. Nick

Weapons: Dagger, Light Hammer, Sickle, Scimitar   Two-weapon fighters, rejoice! Nick weapons allow you to make an additional attack during your Attack action when wielded in your off-hand. This frees up your Bonus Action for other shenanigans while still getting that extra attack goodness. Pair this with the Dual Wielder feat for even more off-hand attack potential!  

4. Push

Weapons: Greatclub, Pike, Warhammer, Heavy Crossbow   Who doesn't love a good shove? Push lets you, well, push your target 10 feet away after a successful hit. It's great for battlefield control, breaking grapples, or sending enemies tumbling off cliffs (if you're into that sort of thing).  

5. Sap

Weapons: Mace, Spear, Flail, Longsword, Morningstar, War Pick   Sap is all about giving your foes a bad time on their next attack. After you hit, your target has disadvantage on their next attack roll. It's like a mini-Stunning Strike for the non-monk crowd!  

6. Slow

Weapons: Club, Javelin, Light Crossbow, Sling, Whip, Longbow, Musket   Want to keep that pesky enemy from closing in or running away? Slow reduces their speed by 10 feet until the start of your next turn – perfect for kiting or maintaining that crucial distance in combat.  

7. Topple

Weapons: Quarterstaff, Battleaxe, Lance, Maul, Trident   Nothing says "stay down" quite like Topple. This property forces your target to make a Constitution saving throw or fall prone. It's great for setting up advantage for your melee allies or just making your foes eat dirt.  

8. Vex

Weapons: Handaxe, Dart, Shortbow, Rapier, Shortsword, Blowgun, Hand Crossbow, Pistol   Vex is all about focusing fire. When you hit a target with a Vex weapon, you have advantage on your next attack roll against that same target. It's perfect for taking down big, tough enemies or just being really, really annoying to one specific foe.
 
  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.  

Level 2: Fighting Style

You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.   Archery

Archery

You gain a +2 bonus to attack rolls you make with Ranged weapons.
 
Defense

Defense

While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.
 
Dueling

Dueling

When you're holding a Melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
 
Great Weapon Fighting

Great Weapon Fighting

When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.
 
Protection

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you're holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.
 
Two-Weapon Fighting

Two-Weapon Fighting

When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage.
 
Blessed Warrior

Blessed Warrior

You learn two Cleric cantrips of your choice. Guidance and Sacred Flame are recommended. 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.
 
 

Level 2: 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.  

Level 3: 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.  

Level 3: Paladin Subclass

You gain a Paladin subclass of your choice. The Oath of Devotion, the Oath of Glory, the Oath of the Ancients, and the Oath of Vengeance subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Paladin levels. For the rest of your career, you gain each of your subclass’s features that are of your Paladin level or lower.  

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16.  

Level 5: Extra Attack

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

Level 5: Faithfull Steed

You can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared.   You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.  

Level 6: Aura of Protection

You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.   You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).   If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.  

Level 8: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 12, and 16.  

Level 9: Abjure Foes

As a Magic action, you can expend one use of this class’s Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.  

Level 10: Aura of Courage

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.  

Level 11: Radiant Strikes

Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.  

Level 12: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Paladin level 16.  

Level 14: Restoring Touch

When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove; those points don’t also restore Hit Points to the creature.  

Level 16: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.  

Level 18: Aura Expension

Your Aura of Protection is now a 30-foot Emanation.  

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.
subclass options:
Oath of Devotion

Oath of Devotion

Paladin Oath of Devotion DnD 2024 The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some—for better or worse—hold the rest of the world to the same standards.   Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.   These paladins share the following tenets:   Let your word be your promise. Protect the weak and never fear to act. Let your honorable deeds be an example.  

Level 3: Oath of Devotion Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.  

Oath of Devotion Spells


Paladin LevelSpells
3Protection from Evil and Good, Shield of Faith
5Aid, Zone of Truth
9Beacon of Hope, Dispel Magic
13Freedom of Movement, Guardian of Faith
17Commune, Flame Strike
 

Level 3: Sacred Weapon

When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.   The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.   You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon.  

Level 7: Aura of Devotion

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.  

Level 15: Smite of Protection

Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.  

Level 20: Holy Nimbus

As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).   Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.   Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.   Sunlight. The aura is filled with Bright Light that is sunlight.
 
Oath of Glory
 

Oath of Glory

This is the Oath of Glory according to the information WotC released so far, not yet the official 2024 version. Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they’re all ready when destiny calls.  

Level 3: Inspiring Smite

Paladin Oath of Glory DnD 2024Immediately after you deal damage to a creature with any of your Paladin’s Smite spells, you can expend one use of your Channel Divinity and distribute Temporary Hit Points to creatures of your choice within 30 feet of yourself, which can include you. The total number of Temporary Hit Points equals 2d8 + your Paladin level, divided among the chosen creatures however you like.  

Level 3: Oath of Glory Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Glory Spells table, you thereafter always have the listed spells prepared.  

Oath of Glory Spells


Paladin LevelSpells
3Guiding Bolt, Heroism
5Enhance Ability, Magic Weapon
9Haste, Protection from Energy
13Compulsion, Freedom of Movement
17Legend Lore, Yolande's Regal Presence
 

Level 3: 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) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).  

Level 7: Aura of Alacrity

Your Speed increases by 10 feet.   In addition, whenever an ally enters your Aura of Protection for the first time on a turn or starts their turn here, the ally's Speed increases by 10 feet until the end of their next turn.  

Level 15: Glorious Defense

You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your Reaction to grant a bonus to the target’s AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this Reaction, provided the attacker is within your weapon’s range.   You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.  

Level 20: Living Legend

You can empower yourself with the legends— whether true or exaggerated—of your great deeds. As a Bonus Action, you gain the following benefits for 1 minute:   Charismatic. You are blessed with an otherworldly presence, gaining Advantage on all Charisma checks.   Saving Throw Reroll. If you fail a saving throw, you can use your Reaction to reroll it. You must use this new roll.   Unerring Strike. Once on each of your turns when you make an attack roll with a weapon and miss, you can cause that attack to hit instead.   Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a 5th-level spell slot (no action required).
 
Oath of Ancients
 

Oath of the Ancients

This is the Oath of the Ancients according to the information WotC released so far, not yet the official 2024 version. The Oath of the Ancients is as old as the first elves and the rituals of Druids. Paladins who swear this oath cherish the light; they love the beautiful and life-giving things of the world more than any principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world.  

Level 3: Nature's Wrath

Paladin Oath of the Ancients DnD 2024 As an action, you can expend one use of your Channel Divinity to conjure grasping spectral vines around nearby creatures. Each creature of your choice that you can see within 15 feet of you must succeed on a Strength saving throw or have the Restrained condition for 1 minute. A Restrained creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.  

Level 3: Oath of the Ancients Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Ancients Spells table, you thereafter always have the listed spells prepared.  

Oath of the Ancients Spells


Paladin LevelSpells
3Ensnaring Strike, Speak with Animals
5Misty Step, Moonbeam
9Plant Growth, Protection from Energy
13Ice Storm, Stoneskin
17Commune with Nature, Tree Stride
 

Level 7: Aura of Warding

Ancient magic lies so heavily upon you that it forms an eldritch ward, blunting energy from beyond the Material Plane; you and your allies have resistance to Necrotic, Psychic, and Radiant damage while in your Aura of Protection.  

Level 15: Undying Sentinel

When you are reduced to 0 Hit Points and not killed outright, you can choose to drop to 1 Hit Point instead, and you regain a number of Hit Points equal to three times your Paladin level. Once you use this feature, you can’t do so again until you finish a Long Rest.   Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.  

Level 20: Elder Champion

As a Bonus Action, you can imbue your Aura of Protection with primal power, granting the following benefits for 1 minute or until you end them as a Bonus Action:   Diminish Defiance. Enemies in the aura have Disadvantage on saving throws against your spells and Channel Divinity options.   Regeneration. At the start of each of your turns, you regain 10 Hit Points.   Swift Spells. Whenever you cast a spell that has a casting time of 1 action, you can cast it using a Bonus Action instead.   Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a 5th-level spell slot (no action required).
 
Oath of Vengeance
 

Oath of Vengeance

This is the Oath of Vengeance according to the information WotC released so far, not yet the official 2024 version. The Oath of Vengeance is a solemn commitment to punish those who have committed grievously evil acts. When evil armies slaughter helpless villagers, when a tyrant defies the will of the gods, when a thieves’ guild grows too violent and powerful, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath of Vengeance to set right what has gone wrong.  

Level 3: Oath of Vengeance Spells

Paladin Oath of Vengeance DnD 2024 The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Vengeance Spells table, you thereafter always have the listed spells prepared.  

Oath of Vengeance Spells


Paladin LevelSpells
3Bane, Hunter's Mark
5Hold Person, Misty Step
9Haste, Protection from Energy
13Banishment, Dimension Door
17Hold Monster, Scrying
 

Level 3: Vow of Enmity

As a Bonus Action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You gain Advantage on attack rolls against the creature for 1 minute.   If the creature drops to 0 Hit Points before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required). You can make this transfer no more than once per turn.  

Level 7: Relentless Avenger

Your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an Opportunity Attack, you can reduce the creature’s Speed to 0, and you can then move up to half your Speed as part of the same Reaction. This movement doesn’t provoke Opportunity Attacks.  

Level 15: Soul of Vengeance

Immediately after a creature under the effect of your Vow of Enmity hits or misses with an attack, you can use your Reaction to make a melee attack against that creature if it’s within range.  

Level 20: Avenging Angel

As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the following benefits for 1 hour or until you end them as a Bonus Action:   Flight. You sprout spectral wings on your back. You have a Fly Speed equal to your Speed and can Hover.   Frightful Aura. Whenever an enemy starts its turn in the aura, that creature must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. Attack rolls against the Frightened creature have Advantage.   Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a 5th-level spell slot (no action required).
 
LevelProf BonusClass FeaturesChannel DivinityPrepared Spells12345
1+2Lay on Hands, Spellcasting, Weapon Mastery-22----
2+2Fighting Style, Paladin's Smite-32----
3+2Channel Divinity, Paladin Subclass243----
4+2Ability Score Improvement253----
5+3Extra Attack, Faithfull Steed2642---
6+3Aura of Protection2642---
7+3Subclass Feature2743---
8+3Ability Score Improvement2743---
9+4Abjure Foes28432--
10+4Aura of Courage28432--
11+4Radiant Strikes310433--
12+4Ability Score Improvement310433--
13+5-3114331-
14+5RestoringTouch3114331-
15+5Subclass Feature3124332-
16+5Ability Score Improvement3124332-
17+6-31443331
18+6Aura Expansion31443331
19+6Epic Boon31543332
20+6Subclass Feature31543332

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Galeb Duhr

Sentient elementals from the Plane of Earth brought into the material plane either by a powerful spellcaster or a magical area touched by the Plane of Earth.
ability score increase: Constitution +2, Strength +1
age: Galeb duhr do not age, and gain sentience the moment they are created. If left alone, undisturbed, it is unclear how long they can live.
alignment: Galeb Duhr are usually neutral aligned.
Size: Medium
speed: Your base walking speed is 25 feet.
Languages: You can speak, read and write Common, Giant and Terran.
race features:

Tremorsense

You are sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is moving and in contact with the ground so long as it is within 30 feet of you.  

Stone Body

Your stone body and lack of any form of circulatory or respiratory system grant you certain advantages over other creatures. You do not need to eat, drink, sleep or breathe, and you do not age. You are immune to being petrified. However, your stone body also makes you very heavy and dense. You have no buoyancy and sink in water, you automatically fail any ability checks to swim or stay above quicksand. Your jump distance is halved.  

Rock Armor

You have thick, stone skin that makes it so you can't benefit from conventional armor, though you can use a shield if you are proficient in it. Your Armor Class is 12 + your Constitution modifier.  

Boulder Form

As a bonus action, you can roll your body into a ball, or unroll it. While in boulder form, you are indistinguishable from a boulder.

Stone Guardians

Galeb duhr are often summoned by spellcasters to guard certain areas from unwanted intruders. For instance, a powerful druid may summon a galeb duhr to guard a stone circle or a sacred hilltop, while a wizard has one guard a tower or lair. A galeb duhr does not age or need sustenance, making them excellent guardians, and they have excellent memories. When it chooses to, the galeb duhr can make itself look like an ordinary boulder, remaining perfectly still for years at a time. A galeb duhr is permanently bound to the Material Plane, so that when it dies, it doesn't return to the Plane of Earth.  

History

Some scholars, particularly those living after the Spellplague, theorized that the galeb duhr were once dwarves enslaved to giants and titans, some of which eventually escaped this enslavement. This would explain why some of them are familiar with the tongue of giants. However, this is not a popular idea as most just believe galeb duhr are natives of the Plane of Earth rather than enslaved on it. They are then moved out usually by spellcasters or druids for other means. Some naturally form where the Plane and Material Realm touch or are in close proximity.  

Society

Many galeb duhr lived on the Plane of Earth. On the Material Plane, they could be found in any mountainous, rocky terrain or in caves underground. They were usually solitary roamers, living either alone or with only a few of their own kind. Their groups are called a "tumble". They would not even live with earth elementals. It is unknown why they are such lonely creatures. Due to these small sized groups, they had little social structure at all.   However, on rare occasions, they would often work together with treants to defend their mutual territories of woodlands and stony warrens. Alliances between galeb duhr and pech were also known. Other rumors existed of exceptions to the solitary living rule. Supposedly in places with strong connections to the Plane of Earth, large colonies of galeb duhr were said to exist. Galeb duhr were known to live in the Alimir Mountains, the Tannath Mountains, and in virtually all of the mountains of the Savage Frontier.   Galeb duhr are avid collectors of raw materials that have the stone element, like gems. They are skilled to the point dwarves would envy them for their uncanny knowledge of locating veins of ores. They have thus worked with the dwarves in securing precious stones and metals, though they never share the secret of how they get these. In addition to gem collecting, galeb duhr liked to sit and sing. Unfortunately, their voices are usually so low that they can vibrate the ground and bodies of those near them and many living creatures thus feel uncomfortable around them. At a time, it was believed galeb duhr singing was the cause of earthquakes.  

Galeb Duhr Names

Spellcasters usually name galeb duhr after rocks or minerals but there are exceptions. The names are unisex.   Names: Stone, Boulder, Quartz, Granite, Guardian, Solider, Rocky, etc.  

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Level 1 Spells

Dungeons & Dragons 5e

Ensnaring Strike

1-level Conjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: V
Duration: Concentration, up to 1 minute
Attack/Save: STR Save
Damage/Effect: Piercing
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or lager creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.    While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strenght check against your spell save DC. On a success, the target is freed.
At higher levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot above 1st.
Available for: Ranger

Player's Handbook

Speak with Animals

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 10 minutes
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.
Available for: Bard, Druid, Ranger

Command

1-level Enchantment

Casting Time: 1 action
Range/Area: 60 ft
Components: Verbal
Duration: 1 Round
Attack/Save: Wisdom Save
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.

Basic Rules

Cure Wounds

1-level Evocation

Casting Time: 1 Action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
Attack/Save: None
Damage/Effect: Healing
A creature you touch regains a number of hit points equal to 1d8 + 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 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Available for: Apothecary, Artificer, Bard, Circle of Wildfire, Cleric, Druid, Life Domain, Paladin, Ranger, The Celestial

One DnD Playtest 6

Divine Smite

1-level Evocation

Casting Time: Bonus Action, which you take immediately after hitting a creature with a melee weapon or an Unarmed Strike
Range/Area: Self
Components: V
Duration: Instantaneous
Damage/Effect: Radiant
As you hit the target, your strike glows with divine power. 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.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot levelabove 1st.
Available for: Paladin

Basic Rules, pg. 250

Heroism

1-level Enchantment

Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Buff
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Bard, Paladin, Order Domain, Peace Domain, Oath of Glory, Battle Smith

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