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Half-Orc Character Name Maul.

Melee Weapon Attack: +8 to hit,


reach 5 ft., one target.
Paladin 10 Medium humanoid (half-orc), Oath of Hit: 2d6 + 4 bludgeoning damage.
“I might not be lovely to look Vengeance, chaotic good
upon, but glory blazes in my
Halberd. Melee Weapon Attack: +8 to
eyes and in my blade.” Armor Class 18 (plate) hit, reach 10 ft., one target.
Hit Points 84 (Hit Dice 10d10) Hit: 1d10 + 4 slashing damage.
Fury and resentment lie always just
below the surface of your gleaming Speed 30 ft. Spear. Melee or Ranged Weapon Attack:
armor. For each wrong done you, you +8 to hit, reach 5 ft. or range 20/60
have sworn vengeance against those who STR DEX CON
18 (+4) 10 (+0) 14 (+2) ft., one target.
would bring misery to the helpless. Hit: 1d8 (melee) or 1d6 (thrown) + 4
You are used to traveling on your own, INT WIS CHA piercing damage.
meting out punishment on your terms 8 (–1) 12 (+1) 16 (+3)
wherever you find injustice. But recently Abjure Enemy. Paladin feature
you discovered others much like yourself, Proficiencies (+4 proficiency bonus)
wanderers who fight monsters and defeat
Divine Sense. Paladin feature
Saving Throws Wis +5, Cha +7
evildoers. True, they seem to be in it Lay on Hands. Paladin feature
Skills Animal Handling +5, Athletics
mostly for the money, but you welcome
the companionship—for however +8, Intimidation +7, Perception +5, Spellcasting. Paladin feature
long it lasts. Religion +3
Tools flute
Bonus Actions
Background (Outlander) Armor all armor, shields Vow of Enmity. Paladin feature
You are an exile, unwelcome in both Weapons simple weapons,
Options
civilized society and the savage tribes of martial weapons
your parentage. Born after an orc raid, Immunities disease Aura of Courage. Paladin feature
you were abandoned at a nearby temple Heavy Armor Master bludgeoning, Aura of Protection. Paladin feature
and raised by the acolytes within. Despite piercing, and slashing damage from
the peaceful nature of their worship, your nonmagical weapons is reduced by 3 Divine Smite. Paladin feature
innate anger and resentment led you to Senses passive (Perception) 15 Great Weapon Fighting. Paladin feature
the path of the war god. Languages Common, Giant, Orc
Wanderer. You have an excellent Relentless Avenger. Paladin feature
memory for maps and geography, and you Actions
can always recall the general layout of
Attack. You can attack twice when you
terrain, settlements, and other features
around you. In addition, you can find food
take this action, using the following:
and fresh water for yourself and up to five
other people each day, provided that the Savage Attacks. When you score a Within the same radius, you also detect
land offers berries, small game, water, critical hit with a melee weapon attack, the presence of any place or object that
and so forth. you can roll one of the weapon’s damage has been consecrated or desecrated, as
Faction. You are a member of the dice one additional time and add it to the with the hallow spell.
Order of the Gauntlet, an organization extra damage of the critical hit. Channel Divinity (Recharges after a
dedicated to smiting evil wherever it lurks
Short or Long Rest). You can use one of
and without hesitation. Paladin Features the following options.
Personality Trait. You feel far more Aura of Courage. You and friendly Abjure Enemy. As an action, you
comfortable around animals than people. creatures within 10 feet of you can’t be present your holy symbol and speak
Ideal. You are driven to earn frightened while you are conscious. a prayer of denunciation. Choose one
glory in battle.
Aura of Protection. Whenever you or creature within 60 feet of you that you
Bond. You have sworn to bring terrible
a friendly creature within 10 feet of you can see. That creature must make a
wrath down on evildoers.
must make a saving throw, the creature DC 15 Wisdom saving throw, unless it
Flaw. Violence is your answer to almost
gains a +4 bonus to the saving throw. You is immune to being frightened. Fiends
any challenge.
must be conscious to grant this bonus. and undead have disadvantage on this
saving throw.
Half-Orc Traits Divine Sense (4; Recharges after a On a failed save, the creature is
Darkvision. You can see in dim light Long Rest). As an action, you can open frightened for 1 minute or until it takes
within 60 feet of you as if it were your awareness to sense strong evil and any damage. While frightened, the
bright light, and in darkness as if it powerful good. Until the end of your creature’s speed is 0, and it can’t benefit
were dim light. next turn, you know the location of any from any bonus to its speed.
celestial, fiend, or undead within 60 On a successful save, the creature’s
Relentless Endurance (Recharges after
feet of you that is not behind total cover. speed is halved for 1 minute or until the
a Long Rest). When you are reduced to 0
You know the type of any being whose creature takes any damage.
hit points but not killed outright, you can
presence you sense, but not its identity.
drop to 1 hit point instead.
Vow of Enmity. As a bonus action, 2nd level (3 slots): find steed (brown bear), hold
you can utter a vow of enmity against person, misty step
a creature you can see within 10 feet 3rd level (2 slots): blinding smite, crusader’s mantle,
of you. You gain advantage on attack elemental weapon, haste, protection from energy
rolls against the creature for 1 minute
or until it drops to 0 hit points or falls Equipment
unconscious.
Halberd, spear, maul, plate armor, explorer’s pack,
Divine Smite. When you hit a creature hunting trap, flute crafted from an orc’s shinbone,
with a melee weapon attack, you can holy symbol (serves as a spellcasting focus), traveler’s
expend one paladin spell slot to deal an clothes, military saddle, mastiff (see below), chunk of
extra 2d8 radiant damage to the target meat (5), belt pouch.
(3d8 radiant damage if it is an undead
or a fiend), plus 1d8 for each spell level
higher than first, to a maximum of 5d8.
Mastiff
Medium beast, unaligned
Great Weapon Fighting. When you roll
a 1 or 2 on a damage die for an attack Armor Class 12
you make with a melee weapon that you Hit Points 5 (1d8 + 1)
are wielding with two hands, you can Speed 40 ft.
reroll the die and must use the new roll.
The weapon must have the two-handed STR DEX CON INT WIS CHA
or versatile property for you to gain 13 (+1) 14 (+2) 12 (+1) 3 (−4) 12 (+1) 7 (−2)
this benefit.
Skills Perception +3
Lay on Hands. You have a pool of healing
Senses passive Perception 13
power, with which you can restore up to
Languages —
50 hit points. This pool replenishes after
you finish a long rest.
As an action, you can touch a creature Keen Hearing and Smell. The mastiff has advantage
and draw power from the pool to restore on Wisdom (Perception) checks that rely on
a number of hit points to that creature, hearing or smell.
up to the maximum amount remaining
in your pool. Actions
Alternatively, you can expend 5 hit
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
points from your pool of healing to cure
the target of one disease or neutralize
target. Hit: 4 (1d6 + 1) piercing damage. If the target
one poison affecting it. You can cure is a creature, it must succeed on a DC 11 Strength
multiple diseases and neutralize multiple saving throw or be knocked prone.
poisons with a single use of Lay on
Hands, expending hit points separately Brown Bear (Mount)
for each one. Large fey, unaligned
This feature has no effect on undead
and constructs. Armor Class 11 (natural armor)
Hit Points 34 (4d10 + 12)
Relentless Avenger. When you hit a
Speed 40 ft., climb 30 ft.
creature with an opportunity attack,
you can move up to half your speed
STR DEX CON INT WIS CHA
immediately after the attack and as part 19 (+4) 10 (+0) 16 (+3) 6 (−2) 13 (+1) 7 (−2)
of the same reaction. This movement
doesn’t provoke opportunity attacks. Skills Perception +3
Spellcasting. Charisma is your Senses passive Perception 13
spellcasting ability for your paladin Languages understands Common
spells. You use your Charisma whenever
a spell refers to your spellcasting ability.
Keen Smell. The bear has advantage on Wisdom
To cast a spell, you must expend a slot
of the spell’s level or higher. You regain (Perception) checks that rely on smell.
all expended spell slots when you finish Actions
a long rest.
Multiattack. The bear makes two attacks: one with its
Spell save DC: 15
bite and one with its claws.
Spell attack modifier: +7
Spells Prepared: Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
1st level (4 slots): bane, compelled duel, target. Hit: 8 (1d8 + 4) piercing damage.
hunter’s mark, searing smite, thunderous
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
smite, wrathful smite
target. Hit: 11 (2d6 + 4) slashing damage.

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