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Paladin/Oath of Vengeance 6 Soldier

class & level BackgrouNd Player Name


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Dragonborn Lawful Good
character Name race aligNmeNt exPerieNce PoiNts

inspiratiOn
strEngth
20 +3 30
12 armOr
class
+3 prOficiEncy bOnus initiativE spEEd

+1 PersoNality traits

hit Point maximum 57


+1 strength
dExtErity
+3 dexterity

16 +4 constitution
ideals
currEnt hit pOints
0 intelligence
+3 +4 Wisdom
* +5 charisma
cOnstitutiOn
* saving thrOws
tEmpOrary hit pOints BoNds
19
+3 acrobatics (dex) total successes
+4 +1 animal handling (Wis) Failures
0 arcana (int) hit dice death saves FlaWs
intElligEncE +4 athletics (str)

11
* +2 deception (cha)
Name atk BoNus damage/tyPe Grit. See the Players Handbook for details.
0 history (int)
Longsword +4 1d8 +1 slashing Draconic Ancestry. You have draconic ancestry. Choose one
0 +1 insight (Wis) type of dragon from the Draconic Ancestry table. Your
breath weapon and damage resistance are determined by the
+5 intimidation (cha)
wisdOm
* 0 investigation (int)
Warhammer +4 1d8 +1 bludgeoning
dragon type, as shown in the table.

Breath Weapon. You can use your action to exhale


+1 medicine (Wis) destructive energy. Your draconic ancestry determines the
12 0 Nature (int)
size, shape, and damage type of the exhalation. When you
use your breath weapon, each creature in the area of the
exhalation must make a saving throw, the type of which is
+1 Perception (Wis) determined by your draconic ancestry. The DC for this
+1 saving throw equals 8 + your Constitution modifier + your
+2 Performance (cha) proficiency bonus. A creature takes 2d6 damage on a failed
save, and half as much damage on a successful one. The
+5 Persuasion (cha)
charisma
* 0 religion (int)
damage increases to 3d6 at 6th level, 4d6 at 11th level,
and 5d6 at 16th level. After you use your breath weapon,
you can't use it again until you complete a short or long
15 +3 sleight of hand (dex) rest.

+3 stealth (dex) Damage Resistance. You have resistance to the damage type
associated with your draconic ancestry.
+2 +1 survival (Wis)
Divine Sense. The presence of strong evil registers on your
senses like a noxious odor, and powerful good rings like
skills attacks & spEllcasting heavenly music in your ears. As an action, you can open
your awareness to detect such forces. Until the end of
your next turn, you know the location of any celestial,
fiend, or undead within 60 feet of you that is not behind
11 Passive Wisdom (PercePtioN)
cP total cover. You know the type (celestial, fiend, or
undead) of any being whose presence you sense, but not its
identity (the vampire Count Strahd von Zarovich, for
instance). Within the same radius, you also detect the
Languages.Draconic, Elvish, Infernal, Common sP presence of any place or object that has been consecrated
or desecrated, as with the hallow spell. You can use this
Weapon.Simple, Martial feature a number of times equal to 1 + your Charisma
modifier. When you finish a long rest, you regain all
Armor. Light, Medium, Heavy, Shields eP
expended uses.

Tools. Land Divine Smite. Starting at 2nd level, when you hit a creature
gP 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 Not for resale.
PP Permission granted to print or photocopy this document for
personal use only. System Reference Document 5.0 32 higher
than 1st, to a maximum of 5d8. The damage increases by 1d8
if the target is an undead or a fiend.

OthEr prOficiEnciEs & languagEs EquipmEnt fEaturEs & traits

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
28 years 5'8" 182 lbs.
AGE HEIGHT WEIGHT
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character name EYES SKIN HAIR

Name

symbol

character appearance allies & organizations

Lay on Hands. Your blessed touch can heal wounds. You have a Channel Divinity: Abjure Enemy. See the Players Handbook for
pool of healing power that replenishes when you take a details.
long rest. With that pool, you can restore a total number
of hit points equal to your paladin level 5. As an Channel Divinity: Vow of Eternity. See the Players Handbook
action, you can touch a creature and draw power from the for details.
pool to restore a number of hit points to that creature,
up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool
of healing to cure the target of one disease or neutralize
one poison affecting it. You can cure multiple diseases
and neutralize multiple poisons with a single use of Lay
on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.

Divine Health. By 3rd level, the divine magic flowing


through you makes you immune to disease.

Extra Attack. Beginning at 5th level, you can attack twice,


instead of once, whenever you take the Attack action on
your turn.

Aura of Protection. Starting at 6th level, 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.

additional features & traits

character backstory treasure

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Paladin Cha 13 +5
Spellcasting spell save dc spell attack
spellcasting ability bonus
class

0 cantrips 3 6

Spell
Level
slots total slots expended

1 4 7
epar
Burning Handsspell name
ed
pr

Heroism
Shield
4
Sanctuary
spells known

2 2

Calm Emotions
Knock
5

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.