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Paladin [Oath of Knight Billy

CLASS & LEVEL BACKGROUND PLAYER NAME


Avaddon Conquest] (5)
Aasimar/Scourge Lawful Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH

+4 +3 PROFICIENCY BONUS
20
ARMOR
CLASS
-1
INITIATIVE
30
SPEED

19 PERSONALITY TRAITS

Hit Point Maximum 55


+4 Strength
DEXTERITY
-1 Dexterity

-1 +3 Constitution
+2 Intelligence CURRENT HIT POINTS IDEALS

9 +4 Wisdom
+7 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+3 -1 Acrobatics (Dex) SUCCESSES


16 +1 Animal Handling (Wis)
5x
FAILURES

+2 Arcana (Int)
(1d10+3)
HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +7 Athletics (Str)

+2 +4 Deception (Cha)
+5 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Backpack
Javelin +7 1d6 + 4 piercing Bedroll
15 +1 Insight (Wis)
Chain mail
+7 Intimidation (Cha) Longsword +7 1d8 + 4 slashing Clothes, fine
WISDOM +2 Investigation (Int) Magnifying Glass (Comprehend Langauges)
+1 Medicine (Wis)
Longsword +1 +8 1d8 + 5 slashing Mess kit

+1 +2 Nature (Int) Number of Attacks: 2


Plate
Purse
Rations (1 day) x10
+1 Perception (Wis) Rope, hempen
13
+4 Performance (Cha) Shield
Signet ring
+7 Persuasion (Cha) Silver Pieces (SP) x505
CHARISMA
+2 Religion (Int) Tinderbox
+4 -1 Sleight of Hand (Dex)
Torch x10
Waterskin
-1 Stealth (Dex) gauntlets of ogre power
18 +1 Survival (Wis)
ring of water walking

SKILLS ATTACKS & SPELLCASTING

11 PASSIVE WISDOM (PERCEPTION)


CP

SP
Tool Proficiencies: Dragonchess Set

Weapon Proficiencies: Martial; Simple


EP

Armor Proficiencies: Heavy; Light; Medium;


Shields GP
533
Language Proficiencies: Celestial; Common;
Elvish PP

OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
30 6 4
AGE HEIGHT WEIGHT
Avaddon Blue Tan Golden
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Sword glows w/in 120 feet of fiends

+1 to DEX saves w/ Disadvantage

Once per long rest, re-roll a damage die from an attack that hit you

Know immediately if Isaac is incapacitated

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Aasimar, Paladin Charisma 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Light

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Armor of Agathys

Command
4
Cure Wounds

Shield of Faith
SPELLS KNOWN

Wrathful Smite

2 2
Aid

Find Steed

Hold Person
5
Spiritual Weapon

Zone of Truth
9

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

Darkvision: 60 ft.
Damage Resistances: necrotic, radiant
Immunities: disease

---------------Actions--------------
Divine Sense. Within 60 ft., detect presense of undead, celestial, or fiend. Also detect consecrated or desecrated object or place (use 5 times/long rest).

Lay on Hands. You have a healing pool of 25 HPs, with it you can heal a creature or expend 5 points to cure disease or neutralize poison (use 25 times/long
rest).

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

Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see
within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat
this saving throw at the end of each of its turns, ending the effect on itself on a success.

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.

Equipment. You possess a banner or other token from a noble lord or lady to whom you have given your heart and a scroll of pedigree. Enter these manually as
custom items.

Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain
a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it
again until you finish a long rest.

Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.

Radiant Consumption. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour
out of your eyes and mouth, and threaten to char you.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10
feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition,
once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage
equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Retainers. If your character has a noble background, you may select this background feature instead of Position of Privilege. You have the service of three
retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can
perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are
frequently endangered or abused. .

Sentinel. You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.

Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make
a melee weapon attack against the attacking creature.
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Light Aid Armor of Agathys


Aasimar - Evocation cantrip DC 15 Spell Mod +7 Paladin Level 2 Abjuration DC 15 Spell Mod +7 Paladin Level 1 Abjuration DC 15 Spell Mod +7
1 Act. Touch V,M 1 hr 1 Act. 30 ft V,S,M 8 hrs 1 Act. Self V,S,M 1 hr
A firefly or phosphorescent moss A tiny strip of white cloth A cup of water

You touch one object that is no larger than 10 Your spell bolsters your allies with toughness A protective magical force surrounds you,
feet in any dimension. Until the spell ends, the and resolve. Choose up to three creatures manifesting as a spectral frost that covers you
object sheds bright light in a 20-foot radius within range. Each target's hit point and your gear. You gain 5 temporary hit points
and dim light for an additional 20 feet. The maximum and current hit points increase by 5 for the duration. If a creature hits you with a
light can be colored as you like. Completely for the duration. At Higher Levels. When you melee attack while you have these hit points,
covering the object with something opaque cast this spell using a spell slot of 3rd level or the creature takes 5 cold damage. At Higher
blocks the light. The spell ends if you cast it higher, a target's hit points increase by an Levels. When you cast this spell using a spell
again or dismiss it as an action. If you target additional 5 for each slot level above 2nd. slot of 2nd level or higher, both the temporary
an object held or worn by a hostile creature, hit points and the cold damage increase by 5
that creature must succeed on a Dexterity for each slot level above 1st.
saving throw to avoid the spell.

Command Cure Wounds Find Steed


Paladin Level 1 Enchantment DC 15 Spell Mod +7 Paladin Level 1 Evocation DC 15 Spell Mod +7 Paladin Level 2 Conjuration DC 15 Spell Mod +7
1 Act. 60 ft V 1 Rnd 1 Act. Touch V,S Inst 10 mins 30 ft V,S Inst

You speak a one-word command to a creature A creature you touch regains a number of hit You summon a spirit that assumes the form of
you can see within range. The target must points equal to 1d8 + your spellcasting ability an unusually intelligent, strong, and loyal
succeed on a Wisdom saving throw or follow modifier. This spell has no effect on undead or steed, creating a long-lasting bond with it.
the command on its next turn. The spell has no constructs. At Higher Levels. When you cast Appearing in an unoccupied space within
effect if the target is undead, if it doesn't this spell using a spell slot of 2nd level or range, the steed takes on a form that you
understand your language, or if your higher, the healing increases by 1d8 for each choose: a warhorse, a pony, a camel, an elk, or
command is directly harmful to it. Some slot level above 1st. a mastiff. (Your GM might allow other animals
typical commands and their effects follow. to be summoned as steeds.) The steed has the
You might issue a command other than one statistics of the chosen form, though it is a
described here. If you do so, the GM celestial, fey, or fiend (your choice) instead of
determines how the target behaves. If the its normal type. Additionally, if your steed has
target can't follow your command, the spell an Intelligence of 5 or less, its Intelligence
ends. Approach. The target moves toward you becomes 6, and it gains the ability to
by the shortest and most direct route, ending understand one language of your choice that
its turn if it moves within 5 feet of you. Drop. you speak. Your steed serves you as a mount,
The target drops whatever it is holding and both in combat and out, and you have an
then ends its turn. Flee. The target spends its instinctive bond with it that allows you to
turn moving away from you by the fastest fight as a seamless unit. While mounted on
available means. Grovel. The target falls prone your steed, you can make any spell you cast

Hold Person Shield of Faith Spiritual Weapon


Paladin Level 2 Enchantment DC 15 Spell Mod +7 Paladin Level 1 Abjuration DC 15 Spell Mod +7 Paladin Level 2 Evocation DC 15 Spell Mod +7
1 Act. 60 ft V,S,M Conc, 1 min 1 B.A. 60 ft V,S,M Conc, 10 mins 1 B.A. 60 ft V,S 1 min
A small, straight piece of iron A small parchment with a bit of holy text written on
it

Choose a humanoid that you can see within A shimmering field appears and surrounds a You create a floating, spectral weapon within
range. The target must succeed on a Wisdom creature of your choice within range, granting range that lasts for the duration or until you
saving throw or be paralyzed for the duration. it a +2 bonus to AC for the duration. cast this spell again. When you cast the spell,
At the end of each of its turns, the target can you can make a melee spell attack against a
make another Wisdom saving throw. On a creature within 5 feet of the weapon. On a hit,
success, the spell ends on the target. At Higher the target takes force damage equal to 1d8 +
Levels. When you cast this spell using a spell your spellcasting ability modifier. As a bonus
slot of 3rd level or higher, you can target one action on your turn, you can move the weapon
additional humanoid for each slot level above up to 20 feet and repeat the attack against a
2nd. The humanoids must be within 30 feet of creature within 5 feet of it. The weapon can
each other when you target them. take whatever form you choose. Clerics of
deities who are associated with a particular
weapon (as St. Cuthbert is known for his mace
and Thor for his hammer) make this spell's
effect resemble that weapon. At Higher Levels.
When you cast this spell using a spell slot of
3rd level or higher, the damage increases by
1d8 for every two slot levels above 2nd.
Page 1 (reverse)

Find Steed (reverse) Command (reverse)


that targets only you also target your steed. and then ends its turn. Halt. The target doesn't
When the steed drops to 0 hit points, it move and takes no actions. A flying creature
disappears, leaving behind no physical form. stays aloft, provided that it is able to do so. If it
You can also dismiss your steed at any time as must move to stay aloft, it flies the minimum
an action, causing it to disappear. In either distance needed to remain in the air. At
case, casting this spell again summons the Higher Levels. When you cast this spell using a
same steed, restored to its hit point maximum. spell slot of 2nd level or higher, you can affect
While your steed is within 1 mile of you, you one additional creature for each slot level
can communicate with it telepathically. You above 1st. The creatures must be within 30 feet
can't have more than one steed bonded by this of each other when you target them.
spell at a time. As an action, you can release
the steed from its bond at any time, causing it
to disappear.
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Wrathful Smite Zone of Truth


Paladin Level 1 Evocation DC 15 Spell Mod +7 Paladin Level 2 Enchantment DC 15 Spell Mod +7
1 B.A. Self V Conc, 1 min 1 Act. 60 ft V,S 10 mins

The next time you hit with a melee weapon You create a magical zone that guards against
attack during this spell’s duration, your attack deception in a 15-foot-radius sphere centered
deals an extra 1d6 psychic damage. on a point of your choice within range. Until
Additionally, if the target is a creature, it must the spell ends, a creature that enters the spell's
make a Wisdom saving throw or be frightened area for the first time on a turn or starts its
of you until the spell ends. As an action, the turn there must make a Charisma saving
creature can make a Wisdom check against throw. On a failed save, a creature can't speak
your spell save DC to end this spell. 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 a creature can be evasive in its
answers as long as it remains within the
boundaries of the truth.
Page 2 (reverse)

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