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Paladin (3) Acolyte Rian

CLASS & LEVEL BACKGROUND PLAYER NAME


Torinn
Dragonborn Lawful Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH enjoys high society and fine food and
18 -2 30 drink does not like living it rough
15 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+2 PERSONALITY TRAITS

Hit Point Maximum 29


+2 Strength
DEXTERITY Tradition (lawful)
7
-2 Dexterity
+1 Constitution
29
CURRENT HIT POINTS IDEALS
-2 Intelligence
-2 ● +4 Wisdom
● +5 Charisma seeks to preserve the sacred text
CONSTITUTION
that my enimies seek to destroy
SAVING THROWS
TEMPORARY HIT POINTS BONDS
13
-2 Acrobatics (Dex) SUCCESSES
+1 3x(1d10+1) judge others harshly but
+2 Animal Handling (Wis) FAILURES
myself more
-2 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +2 Athletics (Str)

7 +3 Deception (Cha)
-2 History (Int)
NAME ATK BONUS DAMAGE/TYPE

Longbow 0 1d8-2 piercing Amulet


-2 ● +4 Insight (Wis)
Backpack
● +5 Intimidation (Cha) Shortsword +4 1d6+2 piercing
Bedroll
WISDOM -2 Investigation (Int)
+2 Medicine (Wis)
Chain mail (+16 AC)
14 -2 Nature (Int)
Clothes, common
Number of Attacks: 1 Emblem
+2 Perception (Wis)
+2 - Breath Weapon. Cold, 15 ft. Incense x5
+3 Performance (Cha)
cone, 2d6 cold damage, Mess kit
● +5 Persuasion (Cha)
CHARISMA DC11 con save. Pouch
● 0 Religion (Int)
Dueling Stance (+2dmg with 1 Prayer Book
17 -2 Sleight of Hand (Dex)
empty hand)
-2 Stealth (Dex)
Rations (1 day) x10
+3
+2 Survival (Wis)
Rope, hempen
Shield (+2AC)
SKILLS ATTACKS & SPELLCASTING
Tinderbox
Torch x10
14 PASSIVE WISDOM (PERCEPTION)
CP Vestements
Waterskin
Weapon Proficiencies: Martial;
SP Pray to: Helm, the God of
Simple Protection
EP

Armor Proficiencies: Heavy;


Light; Medium; Shields
GP 15

PP
Language Proficiencies:
Common; Draconic; Dwarvish;
Elvish
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
27 7' 275
AGE HEIGHT WEIGHT
Torinn
White Silver Scales
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Oath Spells: Spell List --- Spell lvl (1) ---- Spell Slots (3)
Bane Lvl 1 Spells:
Hunter's Mark Command
Compelled Duel
Cure Wounds
Detect Evil + Good
Detect Magic
Detect Poison + Disease
Divine Favor
Heroism
Protection from Evil + Good
Searing Smite
Shield of Fate
Silent Image
Thunderous Smite
Wraithful Smite

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Paladin Charisma 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Oath Spells:
Bane
Hunter's Mark

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 3 7
EPAR
SPELL NAME
ED
PR

Command Duel

Command
4
Cure Wounds

Detect Evil + Good / Magic / Poison + Disease


SPELLS KNOWN

Bless

Thunderous / Wraithful Smite

Divine Favor

Heroism

Protection from Evil and Good

Searing Smite
8
Shield of Faith

Silent Image

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

Damage Resistances: cold


Immunities: disease

---------------Actions--------------
Divine Sense. Within 60 ft., detect presense of undead, celestial, or fiend. Also detect consecrated or
desecrated object or place (use 4 times/long rest).

Lay on Hands. You have a healing pool of 15 HPs, with it you can heal a creature or expend 5 points to
cure disease or neutralize poison (use 15 times/long rest).

-----------Other Traits------------
Channel Divinity. Your oath provides specific options (use once/rest).

Divine Health. Immune to disease.

Divine Smite. When you hit with melee weapon attack, you can expend 1 X-th level spell slot to deal extra
(X+1)d8 radiant damage, up to 5d8. Additional d8 on fiend or undead.

Dueling Fighting Style. 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.

Shelter the Faithful. You and your companions can expect free healing at an establishment of your faith.

-----------Oath of Vengeance------------
The solemn commitment to punish those who have committed a grievous sin, to set right what was done
wrong. You are the DARK KNIGHT or AVENGER.

Tenets of Vengeance:
Fight the Greater Evil
No Mercy for the Wicked
By Any Means Necessary
Restitution

Oath Spells:
Bane
Hunter's Mark

Channel Divinity:

Abjure Enemy: As an action you present your Holy Symbol and speak a prayer of denunciation. Choose 1
creature within 60ft that you can see. This creature must make a wisdom saving throw (unless it cannot be
frightened) [fiends + undead have disadvantage] If failed creature is frightened for 1min or until it takes
dmg. While frightened speed is 0. [no speed bonus effect] On successful save speed is 1/2 for 1 minute or
until it takes dmg.

Vow of Enmity: As a bonus action you can utter a Vow of Enmity against a creature within 10ft you gain
advantage on attack rolls for 1min or until the creature has 0HP or falls unconscious.
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Bless Command Cure Wounds


Paladin Level 1 Enchantment DC 13 Spell Mod +5 Paladin Level 1 Enchantment DC 13 Spell Mod +5 Paladin Level 1 Evocation DC 13 Spell Mod +5
1 Act. 30 ft V,S,M Conc, 1 min 1 Act. 60 ft V 1 Rnd 1 Act. Touch V,S Inst
A sprinkling of holy water

You bless up to three creatures of your choice You speak a one-word command to a creature A creature you touch regains a number of hit
within range. Whenever a target makes an you can see within range. The target must points equal to 1d8 + your spellcasting ability
attack roll or a saving throw before the spell succeed on a Wisdom saving throw or follow modifier. This spell has no effect on undead or
ends, the target can roll a d4 and add the the command on its next turn. The spell has no constructs. At Higher Levels. When you cast
number rolled to the attack roll or saving effect if the target is undead, if it doesn't this spell using a spell slot of 2nd level or
throw. At Higher Levels. When you cast this understand your language, or if your higher, the healing increases by 1d8 for each
spell using a spell slot of 2nd level or higher, command is directly harmful to it. Some slot level above 1st.
you can target one additional creature for each typical commands and their effects follow.
slot level above 1st. You might issue a command other than one
described here. If you do so, the GM
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

Detect Evil and Good Detect Magic (ritual) Detect Poison and Disease (ritual)
Paladin Level 1 Divination DC 13 Spell Mod +5 Paladin Level 1 Divination DC 13 Spell Mod +5 Paladin Level 1 Divination DC 13 Spell Mod +5
1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S,M Conc, 10 mins
A yew leaf

For the duration, you know if there is an For the duration, you sense the presence of For the duration, you can sense the presence
aberration, celestial, elemental, fey, fiend, or magic within 30 feet of you. If you sense magic and location of poisons, poisonous creatures,
undead within 30 feet of you, as well as where in this way, you can use your action to see a and diseases within 30 feet of you. You also
the creature is located. Similarly, you know if faint aura around any visible creature or identify the kind of poison, poisonous
there is a place or object within 30 feet of you object in the area that bears magic, and you creature, or disease in each case. The spell can
that has been magically consecrated or learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1
desecrated. The spell can penetrate most penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin
barriers, but it is blocked by 1 foot of stone, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
inch of common metal, a thin sheet of lead, or sheet of lead, or 3 feet of wood or dirt.
3 feet of wood or dirt.

Divine Favor Heroism Protection from Evil and Good


Paladin Level 1 Evocation DC 13 Spell Mod +5 Paladin Level 1 Enchantment DC 13 Spell Mod +5 Paladin Level 1 Abjuration DC 13 Spell Mod +5
1 B.A. Self V,S Conc, 1 min 1 Act. Touch V,S Conc, 1 min 1 Act. Touch V,S,M Conc, 10 mins
Holy water or powdered silver and iron, which the
spell consumes

Your prayer empowers you with divine A willing creature you touch is imbued with Until the spell ends, one willing creature you
radiance. Until the spell ends, your weapon bravery. Until the spell ends, the creature is touch is protected against certain types of
attacks deal an extra 1d4 radiant damage on a immune to being frightened and gains creatures: aberrations, celestials, elementals,
hit. temporary hit points equal to your fey, fiends, and undead. The protection grants
spellcasting ability modifier at the start of several benefits. Creatures of those types have
each of its turns. When the spell ends, the disadvantage on attack rolls against the target.
target loses any remaining temporary hit The target also can't be charmed, frightened,
points from this spell. At Higher Levels. When or possessed by them. If the target is already
you cast this spell using a spell slot of 2nd level charmed, frightened, or possessed by such a
or higher, you can target one additional creature, the target has advantage on any new
creature for each slot level above 1st. saving throw against the relevant effect.
Page 1 (reverse)

Command (reverse)
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.
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Purify Food and Drink (ritual) Shield of Faith


Paladin Level 1 Transmutation DC 13 Spell Mod +5 Paladin Level 1 Abjuration DC 13 Spell Mod +5
1 Act. 10 ft V,S Inst 1 B.A. 60 ft V,S,M Conc, 10 mins
A small parchment with a bit of holy text written on
it

All nonmagical food and drink within a A shimmering field appears and surrounds a
5-foot-radius sphere centered on a point of creature of your choice within range, granting
your choice within range is purified and it a +2 bonus to AC for the duration.
rendered free of poison and disease.
Page 2 (reverse)

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