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Level 2 Half-Elf (Sun Elf) Paladin 300

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Erk Goldblood
Acolyte Lawful Neutral Lathander Mon
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Chain Mail 16 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
16
SHIELD
AC
Divine Sense (Action—4/Long Rest). You can open
N
CIE C
your awareness to detect presence of strong evil.
+3 Strength Until the end of your next turn, you know the
Y
PROFI

+3 location of any celestial, fiend, or undead within 60


-1 Dexterity
feet of you that is not behind total cover. You know
+2 Constitution ARMOR CLASS the type of any being whose presence you sense,
DEXTERITY
+1 Intelligence
but not its identity. Within the same radius, you also
MAXIMUM HIT DICE TEMPORARY detect the presence of any place or object that has
8 ✘


+2 Wisdom

+5 Charisma
20 2d10 been consecrated or desecrated.

CONDITIONAL
Lay on Hands (Action—10/Long Rest). You can
touch a creature and draw power from the pool to
-1 restore a number of hp to that creature, up to the
maximum amount remaining in your pool. You can
CURRENT HIT POINTS expend 5 hp from your pool of healing to cure the
CONSTITUTION DEATH SAVING THROWS
target of one disease or neutralize one poison
SAVING THROWS
affecting it.This feature has no effect on undead and
14 N
CIE C

-1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
constructs.
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION Fighting Style.


+0 Animal Handling (Wis)
Great Weapon Fighting. When you roll a 1 or 2 on
+2 +1 Arcana (Int) Darkvision a damage die for an attack you make with a melee
weapon that you are wielding with two hands, you
✘ +5 Athletics (Str)
can reroll the die and must use the new roll, even if
INTELLIGENCE +3 Deception (Cha) the new roll is a 1 or a 2. The weapon must have the
two-handed or versatile property for you to gain
12 ✘
+1 History (Int)
+2 Insight (Wis)
this benefit.

Divine Smite. When you hit a creature with a melee


+3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS weapon attack, you can expend one spell slot to
+1 +1 Investigation (Int) deal radiant damage to the target, in addition to the
Fey Ancestry. You have advantage on saving weapon’s damage. The extra damage is 2d8 for a
+0 Medicine (Wis)
throws against being charmed, and magic can’t 1st-level spell slot, plus 1d8 for each spell level
WISDOM +1 Nature (Int) higher than 1st, to a maximum of 6d8. The damage
put you to sleep.
increases by 1d8 if the target is an undead or a
10 +0 Perception (Wis)
+3 Performance (Cha)
fiend.

✘ +5 Persuasion (Cha)
+0 ✘ +3 Religion (Int)
-1 Sleight of Hand (Dex)
CHARISMA -1 Stealth (Dex)

16 +0 Survival (Wis)
SKILLS

+3 10 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE -1 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Longsword 5 ft +5 vs AC 1d8+3 slashing
Versatile
FEATURES & TRAITS
Greatsword 5 ft +5 vs AC 2d6+3 slashing
Heavy, Two-Handed

Javelin 30/120 +5 vs AC 1d6+3 piercing Armor Proficiencies. Light Armor, Medium Armor,
Thrown
Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. –

Languages. Common, Elvish, Celestial, Infernal,


Draconic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female 4'9" 110 lb.
GENDER AGE HEIGHT WEIGHT
Erk Goldblood
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary
between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct
worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same
I quote (or misquote) sacred texts and proverbs in thing as channeling divine power.
almost every situation.
I see omens in every event and action. The gods try Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of
to speak to us, we just need to listen
your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred
rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were
the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish
PERSONALITY TRAITS
master that you now deny.

Faith. I trust that my deity will guide my actions. I


have faith that if I work hard, things will go well.
(Lawful)

IDEAL

I seek to preserve a sacred text that my enemies


consider heretical and seek to destroy.

BOND

I am inflexible in my thinking.

FLAW BACKGROUND STORY

Shelter of the Faithful


As an acolyte, you command the respect of those who share your
faith, and you can perform the religious ceremonies of your deity.
You and your adventuring companions can expect to receive free
healing and care at a temple, shrine, or other established presence
of your faith, though you must provide any material components
needed for spells. Those who share your religion will support you
(but only you) at a modest lifestyle.You might also have ties to a
specific temple dedicated to your chosen deity or pantheon, and
you have a residence there. This could be the temple where you
used to serve, if you remain on good terms with it, or a temple
where you have found a new home. While near your temple, you
can call upon the priests for assistance, provided the assistance you
ask for is not hazardous and you remain in good standing with your
temple.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Longsword 1 3
[Greatsword] 1 6
Javelin 1 2
Priest’s Pack 1 10
[Chain Mail] 1 55

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

15 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

76.3 lb / 240 lb 480 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

2 Holy Symbol
Prayer Book
5 Sticks of Incense
Vestments
Common Clothes
Pouch

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +5 13 4

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Paladin

1ST LEVEL 2 SPELL SLOTS ● Angelic Guardian ● Bless


● Command ● Cure Wounds Cauterizing Flame
Ceremony Compelled Duel Defiant Smite
Defy Ruin Detect Chaos and Order Detect Evil and Good
Detect Magic Detect Poison and Disease Divine Arm
Divine Favor Draconic Smite Helm’s Everwatchful Eye
Heroism Hobble Mount Insightful Maneuver
Interpret Bone Light of Lunia Litany of Sure Hands
Machine’s Load Pendulum Protection from Evil and Good
Purify Food and Drink Ray of Respite Searing Smite
Shield of Devotion Shield of Faith Spur Mount
Stanch Thunderous Smite Wrathful Smite

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Message (Sun Elf Descent)


Message Angelic Guardian Bless
Transmutation Cantrip 1st-level conjuration (angelic) 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE 30 feet RANGE 30 feet
DURATION 1 round DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a short piece of copper wire) COMPONENTS V, S COMPONENTS V, S, M (a sprinkling of holy water)

You point your finger toward a creature within range and whisper a You conjure a minor celestial manifestation to protect a creature you You bless up to three creatures of your choice within range.
message. The target (and only the target) hears the message and can can see within range. A faintly glowing figure resembling a human Whenever a target makes an attack roll or a saving throw before the
reply in a whisper that only you can hear. You can cast this spell head and shoulders hovers within 5 feet of the target for the spell ends, the target can roll a d4 and add the number rolled to the
through solid objects if you are familiar with the target and know it is duration. The figure moves to interpose itself between the target and attack roll or saving throw.
beyond the barrier. Magical silence, 1 foot of stone, 1 inch of any incoming attacks, granting the target +2 to AC. If the target fails a At Higher Levels. When you cast this spell using a spell slot of 2nd
common metal, a thin sheet of lead, or 3 feet of wood blocks the Dexterity saving throw while the spell is active, it can use its reaction level or higher, you can target one additional creature for each slot
spell. The spell doesn’t have to follow a straight line and can travel to roll a new save. The spell then ends. level above 1st.
freely around corners or through openings.

Cantrip (Sun Elf Descent) Player’s Handbook Prepared (Paladin) Deep Magic: Angelic Seals Prepared (Paladin) Player’s Handbook

Command Cure Wounds


1st-level enchantment 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE Touch
DURATION 1 round DURATION Instantaneous
COMPONENTS V COMPONENTS V, S

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

Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook


Longsword Greatsword Javelin
Weapons Weapons Weapons

3 lb. Player’s Handbook 6 lb. Player’s Handbook 2 lb. Player’s Handbook

Priest’s Pack Chain Mail


Equipment Packs Armor

Includes a backpack, a blanket, 10 candles, a tinderbox, an Made of interlocking metal rings, chain mail includes a
alms box, 2 blocks of incense, a censer, vestments, 2 days layer of quilted fabric worn underneath the mail to prevent
of rations, and a waterskin. chafing and to cushion the impact of blows. The suit
includes gauntlets.

10 lbs. Player’s Handbook 55 lb. Player’s Handbook

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