Last Modified: 3/19/2025 11am

Winem

LVL 10 Oath of Crown Paladin

Hit Dice: 10d10

HP: 92

Prof: +4

Unarmored AC: 11

Armored AC: 16 (+2 shield)

Channel Divinity: 2/2 (SR/LR)

Lay On Hands: 50/50HP (LR)

Necrotic Shroud: 1/1 (LR)

Mana: 27/27 (LR)

Strength 14

(+2)

Dexterity 12

(+1)

Constitution 14 

(+2)

Intelligence 15

(+2)

Wisdom 12

(+1)

Charisma 18

(+4)

Saving: 2

Saving: 1

Saving: 2

Saving: 2

Saving: 5

Saving: 8

Athletics: 2

Acrobatics: 1

Arcana: 6

Animal Handling: 1

Deception: 4

Sleight of Hand: 1

History: 6

Insight: 1

Intimidation: 8

Stealth: 1

Investigation: 2

Medicine: 1

Performance: 4

Nature: 2

Perception: 1

Persuasion: 8

Religion: 2

Survival: 1

Background: Sage

Passive Perception: 11

Proficiencies: All Armor, Simple and Martial Weapons, Calligraphy Supplies

Languages: Common, Celestial

Fighting

Moves/Actions

Spells

Bonus Actions

Reaction

Passive Aid

Equipment:

Dungeon Supplies

Camping Supplies

Weapon Supplies

Money:

Copper:

Silver:

Gold:

Platinum:

++++++++++++++++++++++++++++++++++

Race: Fallen Aasimar

Speed: 30ft

Size: Medium (about 4 - 7 feet tall) or Small (about 2 - 4 feet tall), chosen when you select this species

Age: 55/160

Alignment. Lawful Evil

Ability Score Increase. Your Charisma score increases by 2.

Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Celestial Resistance. You have resistance to necrotic damage and radiant damage.

Languages. You can speak, read, and write Common and Celestial.

Fallen Subspecies:

Ability Score Increase. Your Strength score increases by 1.

Necrotic Shroud. 

Background: Sage

Ability Score Increase: STR +2, CON +1

Skills: Arcana, History

Tools prof: Calligrapher’s Supplies

Feat: Magic Innate (CHA)

Class: Paladin

Saves: WIS, CHA

Skills: Intimidation, Persuasion

LVL 1 Lay On Hands:

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level (50hp).

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.

LVL 1: Spellcasting

You have learned to cast spells through prayer and meditation. See Chapter 7 for the rules on Spellcasting. The Information below details how you use those rules with Paladin spells, which appear in the Paladin spell list later in the class's description.

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 spells from the Paladin spell list until the number of spells on your list matches the number on the 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 spells of levels 1 and 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.

Spell save DC = 8 + 4 (prof) + 4 (CHA) = DC 16

Spell attack modifier = 4 (prof) + 4 (CHA) = +8

Spellcasting Focus. You can use a Holy Symbol (probably something from Evlaveia) as a Spellcasting Focus for your Paladin spells.

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.

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

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.

Level 2: Paladin's Smite

You always have the Divine Smite spell prepared.

You can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it this way again.

Divine Smite

Starting at 2nd level, 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.

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. (DC 16)

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 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.

LVL 4: CON +1, CHA +2

LVL 8: INT +1, WIS +2

Level 5: Extra Attack

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

Level 5: Faithful Steed 1/1 (LR)

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 your 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 (+4).

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 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 only do 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.

Subclass: Oath of the Crown

The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.

Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.

Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.

Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?

Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Divine Allegiance

Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.

Spells

(make sure to do mana cost on each one)

Spell point cost

Spell level

Cost

Spell Level

Cost

1st

2

6th

9

2nd

3

7th

10

3rd

5

8th

11

4th

6

9th

13

5th

7

LVL 10 Paladin

Prepared Spells: 9

27/27 Spell Points (Mana) | Highest Spell: 3rd LVL

Favorite Spells (Usually Prepared)

Gentle Repose

2nd-level necromancy (ritual)

Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration)
Duration: 10 days

You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.

Lesser Restoration

2nd-level abjuration

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Locate Object

2nd-level divination

Casting Time: 1 action
Range: Self
Components: V, S, M (a forked twig)
Duration: Concentration, up to 10 minutes

Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close – within 30 feet – at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Create Food and Water

3rd-level conjuration

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.

Dispel Magic

3rd-level abjuration

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Magic Circle

3rd-level abjuration

Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)
Duration: 1 hour

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.

Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

Revivify

3rd-level necromancy

Casting Time: 1 action
Range: Touch
Components: V, S, M (diamonds worth 300 gp, which the spell consumes)
Duration: Instantaneous

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.

Others

Remove Curse

3rd-level abjuration

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.

Always Prepared

Toll the Dead - Magic Innate (Sage)

Necromancy Cantrip

Casting Time: Action

Range: 60 feet

Components: V, S

Duration: Instantaneous

You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw (DC 16) or take 2d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 2d12 Necrotic damage.

Message - Magic Innate (Sage)

Transmutation Cantrip

Casting Time: Action

Range: 120 feet

Components: S, M (a copper wire)

Duration: 1 round

You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.

Find Steed (1/1 LR) - Paladin

Level 2 Conjuration (Paladin) - 0 Mana per long rest

Casting Time: Action

Range: 30 feet

Components: V, S

Duration: Instantaneous

You can also cast the spell once without expending a spell slot, and you regain your ability to do so when you finish a Long Rest.

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.

Divine Smite - Paladin

Level 1 Evocation (Paladin)

1 per long rest - 0 mana 2d8

1st LVL - 2 mana - 2d8

2nd LVL - 3 mana - 3d8

3rd LVL - 5 mana - 4d8

4th LVL - 6 mana - 5d8

Casting Time: Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike

Range: Self

Components: V

Duration: Instantaneous

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.

Command - Oath

1st-level enchantment - 2 mana at 1st LVL (can be cast higher)

Casting Time: 1 action

Range: 60 feet

Components: V

Duration: 1 round

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.

Compelled Duel - Oath

1st-level enchantment - 2 mana

Casting Time: 1 bonus action

Range: 30 feet

Components: V

Duration: Concentration, up to 1 minute

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.

Comprehend Languages - Magic Innate (Sage)

Level 1 Divination - 2 mana

Magic Innate (1/1 LR): 0 mana

Casting Time: Action or Ritual

Range: Self

Components: V, S, M (a pinch of soot and salt)

Duration: 1 hour

For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages.

Warding Bond - Oath

2nd-level abjuration - 3 mana

Casting Time: 1 action

Range: Touch

Components: V, S, M (a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration)

Duration: 1 hour

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends.

While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Zone of Truth - Oath

2nd-level enchantment - 3 mana

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: 10 minutes

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.

Aura of Vitality - Oath

3rd-level evocation - 5 mana

Casting Time: 1 action

Range: Self (30-foot radius)

Components: V

Duration: Concentration, up to 1 minute

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

Spirit Guardians - Oath

3rd-level conjuration - 5 mana

Casting Time: 1 action

Range: Self (15-foot-radius)

Components: V, S, M (a holy symbol)

Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.


IDEAS

After he looses Caleb, picks this up to keep him in check if needed (he can’t use this as a paladin. Find another way to show energy being sucked out of him)

Vampiric Touch

Source: Player's Handbook

3rd-level necromancy

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Spell Lists. Sorcerer, Sorcerer (Optional), Warlock, Wizard


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Family

Wife:

Daughter (16):

Son (8):

Son (5):

Reverent

20 casters (LVL 5 - LVL 15)

300+ knights