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Level 12 Human Paladin, Oath of Redemption 100000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Dominique
Acolyte Sam
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Sentinel. When you hit a creature with an opportunity attack, the
STRENGTH Unarmored (12) 12 creature’s speed becomes 0 for the rest of the turn.Creatures
provoke opportunity attacks from you even if they take the
PROFICIENCY BONUS +4 Disengage action before leaving your reach.When a creature within

20
SHIELD
AC 5 feet of you makes an attack against a target other than you, you
can use your reaction to make a melee weapon attack against the
attacking creature.
N
CIE C

+5 Strength
Y
PROFI

Divine Sense (Action—4/Long Rest). You can open your awareness


+5 to detect presence of strong evil. Until the end of your next turn,
+2 Dexterity you know the location of any celestial, fiend, or undead within 60
feet of you that is not behind total cover. You know the type of any
+3 Constitution ARMOR CLASS being whose presence you sense, but not its identity. Within the
DEXTERITY same radius, you also detect the presence of any place or object
+1 Intelligence that has been consecrated or desecrated.
MAXIMUM HIT DICE TEMPORARY

14 ✘


+5 Wisdom

+7 Charisma
113 12d10 Lay on Hands (Action—60/Long Rest). You can touch a creature and
draw power from the pool to restore a number of hp to that
creature, up to the maximum amount remaining in your pool. You
CONDITIONAL can expend 5 hp from your pool of healing to cure the target of one
+2 disease or neutralize one poison affecting it.This feature has no
effect on undead and constructs.

CURRENT HIT POINTS Fighting Style.


Dueling. When you are wielding a melee weapon in one hand and
CONSTITUTION DEATH SAVING THROWS
no other weapons, you gain a +2 bonus to damage rolls with that
SAVING THROWS weapon.

16 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Divine Smite. When you hit a creature with a melee weapon attack,
you can expend one spell slot to deal radiant damage to the target,
Y
PROFI

RT

EXPE
in addition to the weapon’s damage. The extra damage is 2d8 for a
+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a
+3 +1 Arcana (Int)
maximum of 6d8. The damage increases by 1d8 if the target is an
undead or a fiend.

✘ +9 Athletics (Str) Divine Health. The divine magic flowing through you makes you
immune to disease.
INTELLIGENCE +3 Deception (Cha)
Oath of Redemption. The Oath of Redemption sets a paladin on a

12 ✘
+1 History (Int)
+5 Insight (Wis)
difficult path, one that requires a holy warrior to use violence only
as a last resort.
Extra Attack. You can attack twice, instead of once, whenever you
✘ +7 Intimidation (Cha) SPEED, SENSES, & CONDITIONS take the Attack action on your turn.
+1 +1 Investigation (Int) Aura of Protection. Whenever you or a friendly creature within 10
feet of you must make a saving throw, the creature gains a +3 bonus
+1 Medicine (Wis) to the saving throw. You must be conscious to grant this bonus.
WISDOM +1 Nature (Int) Aura of Courage. You and friendly creatures within 10 feet of you
can’t be frightened while you are conscious.

12 +1 Perception (Wis)
+3 Performance (Cha)
Improved Divine Smite. Whenever you hit a creature with a melee
weapon, the creature takes an extra 1d8 radiant damage.
+3 Persuasion (Cha)
+1 ✘ +5 Religion (Int)
Oath Spells. You gain oath spells at the paladin levels listed in the
Oath of Redemption Spells table.
Channel Divinity. Emissary of Peace and Rebuke the Violent
+2 Sleight of Hand (Dex)
CHARISMA +2 Stealth (Dex) Emissary of Peace (Bonus Action—Channel Divinity). You grant
yourself a +5 bonus to Persuasion checks for the next 10 minutes.

16 +1 Survival (Wis)
SKILLS
Rebuke the Violent (Reaction—Channel Divinity). Immediately after
an attacker within 30 feet of you deals damage with an attack
against a creature other than you, you can use your reaction to
force the attacker to make a Wisdom saving throw. On a failed save,
+3 11 PASSIVE PERCEPTION the attacker takes radiant damage equal to the damage it just dealt.
On a successful save, it takes half as much damage.
Aura of the Guardian. When a creature within 10 feet of you takes
ADVANTAGE
damage, you can use your reaction to magically take that damage,
instead of that creature taking it. This feature doesn't transfer any
+2
other effects that might accompany the damage, and this damage
INITIATIVE 2 Attacks / Attack Action RACIAL TRAITS can't be reduced in any way.

NAME RANGE ATTACK DAMAGE / TYPE


Rapier 5 ft +9 vs AC 1d8+5 piercing
Finesse
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. –

Languages. Common, Celestial, Abyssal, Elvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Dominique
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
thing as channeling divine power.

Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of
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.

IDEAL

BOND

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
[Rapier] 1 2

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

2 lb / 300 lb 600 lb

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

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 +7 15 9

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Paladin, Oath of Redemption

1ST LEVEL 4 SPELL SLOTS ● Sanctuary (Always Prepared) ● Sleep (Always Prepared)
Bless Ceremony Command
Compelled Duel Cure Wounds Detect Evil and Good
Detect Magic Detect Poison and Disease Divine Favor
Heroism Protection from Evil and Good Purify Food and Drink
Searing Smite Shield of Faith Thunderous Smite
Wrathful Smite

2ND LEVEL 3 SPELL SLOTS ● Calm Emotions (Always Prepared) ● Hold Person (Always Prepared)
Aid Branding Smite Find Steed
Lesser Restoration Locate Object Magic Weapon
Protection from Poison Zone of Truth

3RD LEVEL 3 SPELL SLOTS ● Counterspell (Always Prepared) ● Hypnotic Pattern (Always Prepared)
Aura of Vitality Blinding Smite Create Food and Water
Crusader’s Mantle Daylight Dispel Magic
Elemental Weapon Magic Circle Remove Curse
Revivify Spirit Shroud
Sanctuary Sleep Calm Emotions
1st-level abjuration 1st-level enchantment 2nd-level enchantment

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE 30 feet RANGE 90 feet RANGE 60 feet
DURATION 1 minute DURATION 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a small silver mirror) COMPONENTS V, S, M (a pinch of fine sand, rose petals, or a cricket) COMPONENTS V, S

You ward a creature within range against attack. Until the spell ends, This spell sends creatures into a magical slumber. Roll 5d8, the total You attempt to suppress strong emotions in a group of people. Each
any creature who targets the warded creature with an attack or a is how many hit points of creatures this spell can affect. Creatures humanoid in a 20-foot-radius sphere centered on a point you choose
harmful spell must first make a Wisdom saving throw. On a failed within 20 feet of a point you choose within range are affected in within range must make a Charisma saving throw; a creature can
save, the creature must choose a new target or lose the attack or ascending order of their current hit points (ignoring unconscious choose to fail this saving throw if it wishes. If a creature fails its
spell. This spell doesn’t protect the warded creature from area creatures). saving throw, choose one of the following two effects.
effects, such as the explosion of a fireball. If the warded creature Starting with the creature that has the lowest current hit points, You can suppress any effect causing a target to be charmed or
makes an attack, casts a spell that affects an enemy, or deals damage each creature affected by this spell falls unconscious until the spell frightened. When this spell ends, any suppressed effect resumes,
to another creature, this spell ends. ends, the sleeper takes damage, or someone uses an action to shake provided that its duration has not expired in the meantime.
or slap the sleeper awake. Subtract each creature’s hit points from Alternatively, you can make a target indifferent about creatures of
the total before moving on to the creature with the next lowest hit your choice that it is hostile toward. This indifference ends if the
points. A creature’s hit points must be equal to or less than the target is attacked or harmed by a spell or if it witnesses any of its
remaining total for that creature to be affected. friends being harmed. When the spell ends, the creature becomes
Undead and creatures immune to being charmed aren’t affected hostile again, unless the GM rules otherwise.
by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, roll an additional 2d8 for each slot level above 1st.

Oath Spells (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook

Hold Person Counterspell Hypnotic Pattern


2nd-level enchantment 3rd-level abjuration 3rd-level illusion

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


RANGE 60 feet RANGE 60 feet RANGE 120 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a small, straight piece of iron) COMPONENTS S COMPONENTS S, M (a glowing stick of incense or a crystal vial filled with
phosphorescent material)

Choose a humanoid that you can see within range. The target must Reaction: When you see a creature within 60 feet of you casting a You create a twisting pattern of colors that weaves through the air
succeed on a Wisdom saving throw or be paralyzed for the duration. spell You attempt to interrupt a creature in the process of casting a inside a 30-foot cube within range. The pattern appears for a
At the end of each of its turns, the target can make another Wisdom spell. If the creature is casting a spell of 3rd level or lower, its spell moment and vanishes. Each creature in the area who sees the
saving throw. On a success, the spell ends on the target. fails and has no effect. If it is casting a spell of 4th level or higher, pattern must make a Wisdom saving throw. On a failed save, the
At Higher Levels. When you cast this spell using a spell slot of 3rd make an ability check using your spellcasting ability. The DC equals creature becomes charmed for the duration. While charmed by this
level or higher, you can target on additional humanoid for each slot 10+ the spell’s level. On a success, the creature’s spell fails and has spell, the creature is incapacitated and has a speed of 0. The spell
level above 2nd. The humanoids must be within 30 feet of each other no effect. ends for an affected creature if it takes any damage or if someone
when you target them. At Higher Levels. When you cast this spell using a spell slot of 4th else uses an action to shake the creature out of its stupor.
level or higher, the interrupted spell has no effect if its level is less
than or equal to the level of the spell slot you used.

Oath Spells (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook
Rapier
Weapons

2 lb. Player’s Handbook

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