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Level 7 Leonin Paladin, Oath of Vengeance (4) / Warlock, The Hexblade (3) 23000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Kryksus Goldenfield
Gladiator Lawful Good Torm Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE ●

ARMOR Darkvision. You can see in dim light within 60 feet of you as if it were
STRENGTH Chain Mail 18 bright light, and in darkness as if it were dim light.

Alert. You can’t be surprised while you are conscious.Other creatures don’t
PROFICIENCY BONUS +3
15
SHIELD gain advantage on attack rolls against you as a result of being unseen by
AC you.
Shield
Divine Sense (Action—3/Long Rest). You can open your awareness to
N
CIE C detect presence of strong evil. Until the end of your next turn, you know
+2 Strength
Y
PROFI

the location of any celestial, fiend, or undead within 60 feet of you that is
+2 not behind total cover. You know the type of any being whose presence
+1 Dexterity you sense, but not its identity. Within the same radius, you also detect the
presence of any place or object that has been consecrated or desecrated.
+2 Constitution ARMOR CLASS
Lay on Hands (Action—20/Long Rest). You can touch a creature and draw
DEXTERITY power from the pool to restore a number of hp to that creature, up to the
-1 Intelligence
MAXIMUM HIT DICE TEMPORARY maximum amount remaining in your pool. You can expend 5 hp from your

12
pool of healing to cure the target of one disease or neutralize one poison
✘ +3 Wisdom
57 4d10/3d8 affecting it.This feature has no effect on undead and constructs.
✘ +5 Charisma Fighting Style.
CONDITIONAL Dueling. When you are wielding a melee weapon in one hand and no
+1
other weapons, you gain a +2 bonus to damage rolls with that weapon.
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, in addition
CURRENT HIT POINTS to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot,
plus 1d8 for each spell level higher than 1st, to a maximum of 6d8. The
CONSTITUTION DEATH SAVING THROWS
damage increases by 1d8 if the target is an undead or a fiend.
SAVING THROWS

15 SPEED FLY CLIMB SWIM Divine Health. The divine magic flowing through you makes you immune to
N
CIE C
disease.
+4 Acrobatics (Dex) 35ft. 0ft. 0ft. 0ft.
Y
PROFI


RT

EXPE
Oath of Vengeance.
+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION
+2 -1 Arcana (Int) Darkvision
Abjure Enemy (Action—Channel Divinity). You present your holy symbol
and speak a prayer of denunciation, using your Channel Divinity. Choose
one creature within 60 feet of you that you can see. That creature must
make a Wisdom saving throw, unless it is immune to being frightened.
✘ +5 Athletics (Str) Fiends and undead have disadvantage on this saving throw.On a failed
save, the creature is frightened for 1 minute or until it takes any damage.
INTELLIGENCE +2 Deception (Cha) While frightened, the creature’s speed is 0, and it can’t benefit from any
bonus to its speed.On a successful save, the creature’s speed is halved for

8 ✘
-1 History (Int)
+3 Insight (Wis)
1 minute or until the creature takes any damage.

Vow of Enmity (Bonus Action—Channel Divinity). You can utter a vow of


enmity against a creature you can see within 10 feet of you, using your
✘ +5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Channel Divinity. You gain advantage on attack rolls against the creature
-1 -1 Investigation (Int)
for 1 minute or until it drops to 0 hit points or falls unconscious.

Eldritch Invocations.
+0 Medicine (Wis) Claws. Your claws are natural weapons, which you Agonizing Blast. When you cast eldritch blast, add 2 to the damage it
deals on a hit.
WISDOM
can use to make unarmed strikes. If you hit with Improved Pact Weapon. You can use any weapon you summon with your
-1 Nature (Int) them, you can deal 1d4 + 2 slashing damage. Pact of the Blade feature as a spellcasting focus for your warlock spells.

10 ✘
+0 Perception (Wis)
+5 Performance (Cha)
Daunting Roar (Bonus Action—1/Short Rest). You
can let out an especially menacing roar. Creatures
Pact of the Blade (Action). Create a pact weapon in your empty hand. This
weapon counts as magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.Your pact weapon disappears
if it is more than 5 feet away from you for 1 minute or more. It also
+2 Persuasion (Cha) of your choice within 10 feet of you that can hear disappears if you use this feature again, if you dismiss the weapon (no
+0 -1 Religion (Int)
you must succeed on a DC 13 Wisdom save or action required), or if you die.You can transform one magic weapon into
your pact weapon by performing a special ritual while you hold the
become frightened of you until the end of your weapon. You perform the ritual over the course of 1 hour, which can be
+1 Sleight of Hand (Dex) next turn. done during a short rest. You can then dismiss the weapon, shunting it into
an extradimensional space, and it appears whenever you create your pact
CHARISMA +1 Stealth (Dex)
weapon thereafter. You can’t affect an artifact or a sentient weapon in this
way. The weapon ceases being your pact weapon if you die, if you perform

15
the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to
+0 Survival (Wis) break your bond to it. The weapon appears at your feet if it is in the
extradimensional space when the bond breaks.
SKILLS
Hexblade’s Curse (Bonus Action—1/Short Rest). Choose one creature you
can see within 30ft. The target is cursed for 1 minute. Until the curse ends,
+2 10 PASSIVE PERCEPTION you gain the following benefits:You gain a +3 bonus to damage rolls against
the cursed target and any attack roll you make against the cursed target is
a critical hit on a roll of 19 or 20 on the d20.If the cursed target dies, you
regain 5 hp.
ADVANTAGE Hex Warrior. Whenever you finish a long rest, you can touch one weapon
that you are proficient with and that lacks the two-handed property. When
INITIATIVE +6 1 Attack / Attack Action RACIAL TRAITS
you attack with that weapon, you can use +5 for the attack and +2 damage.

NAME RANGE ATTACK DAMAGE / TYPE


Javelin 30/120 +5 vs AC 1d6+2 piercing
Thrown
FEATURES & TRAITS
Shortsword 5 ft +5 vs AC 1d6+2 piercing
Finesse, Light

Shortsword 5 ft +5 vs AC 1d6+2 piercing Armor Proficiencies. Light Armor, Medium Armor,


Finesse, Light
Heavy Armor, Shields

Javelin 30/120 +5 vs AC 1d6+2 piercing Weapon Proficiencies. Simple Weapons, Martial


Thrown Weapons

Tool Proficiencies. Disguise kit, Viol

Languages. Common, Leonin

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male
GENDER AGE HEIGHT WEIGHT
Kryksus Goldenfield Brown Brown Brown
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics
can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or
captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art
I get bitter if I’m not the center of attention. is your life.
I get bitter if I’m not the center of attention.
A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a
spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some
skills as a tumbler or actor. Using your By Popular Demand feature, you can find a place to perform in any place that
features combat for entertainment—perhaps a gladiatorial arena or secret pit fighting club. You can replace the musical
PERSONALITY TRAITS
instrument in your equipment package with an inexpensive but unusual weapon, such as a trident or net.

Tradition. The stories, legends, and songs of the past


must never be forgotten, for they teach us who we
are. (Lawful)

IDEAL

I idolize a hero of the old tales and measure my


deeds against that person’s.

BOND

I have trouble keeping my true feelings hidden. My


sharp tongue lands me in trouble.

FLAW BACKGROUND STORY

By Popular Demand
You can always find a place to perform, usually in an
inn or tavern but possibly with a circus, at a theater,
or even in a noble’s court. At such a place, you
receive free lodging and food of a modest or
comfortable standard (depending on the quality of
the establishment), as long as you perform each
night. In addition, your performance makes you
something of a local figure. When strangers
recognize you in a town where you have performed,
they typically take a liking to you.

BACKGROUND FEATURE

A pipe that blows bubbles

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Shield] 1 6
[Shortsword] 1 2
Backpack 1 5
Bedroll 1 7
Mess Kit 1 1
Tinderbox 1 1
Torch 10 10
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10
[Chain Mail] 1 55
Chain Mail 4 220

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

1000 200 30 50 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

367.6 lb / 225 lb 450 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 +5 13 4

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Paladin, Oath of Vengeance

1ST LEVEL 3 SPELL SLOTS ● Bane (Always Prepared) ● Command


● Hunter’s Mark (Always Prepared) ● Shield of Faith ● Thunderous Smite
● Wrathful Smite Bless Ceremony
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

Charisma +5 13 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Hexblade

CANTRIPS Eldritch Blast Thunderclap

1ST LEVEL Hex Puppet


Shield

2ND LEVEL 2 SPELL SLOTS Branding Smite


Eldritch Blast Thunderclap Bane
Evocation Cantrip Evocation Cantrip 1st-level enchantment

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


RANGE 120 feet RANGE 5 feet RANGE 30 feet
DURATION Instantaneous DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS S COMPONENTS V, S, M (a drop of blood)

A beam of crackling energy streaks toward a creature within range. You create a burst of thunderous sound, which can be heard 100 feet Up to three creatures of your choice that you can see within range
Make a ranged spell attack against the target. On a hit, the target away. Each creature other than you within range, other than you, must make Charisma saving throws. Whenever a target that fails this
takes 1d10 force damage. must succeed on a Constitution saving throw or take 1d6 thunder saving throw makes an attack roll or a saving throw before the spell
The spell creates more than one beam when you reach higher damage. ends, the target must roll a d4 and subtract the number rolled from
levels: two beams at 5th level, three beams at 11th level, and four The spell’s damage increases by 1d6 when you reach 5th level the attack roll or saving throw.
beams at 17th level. you can direct the beams at the same target or (2d6), 11th level (3d6), and 17th level (4d6). At Higher Levels. When you cast this spell using a spell slot of 2nd
at different ones. Make a separate attack roll for each beam. level or higher, you can target one additional creature for each slot
level above 1st.

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Xanathar’s Guide to Everything Oath Spells (Paladin) Player’s Handbook

Command Hex Hunter’s Mark


1st-level enchantment 1st-level enchantment 1st-level divination

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE 60 feet RANGE 90 feet RANGE 90 feet
DURATION 1 round DURATION Concentration, up to 1 hour DURATION Concentration, up to 1 hour
COMPONENTS V COMPONENTS V, S, M (the petrified eye of a newt) COMPONENTS V

You speak a one-word command to a creature you can see within You place a curse on a creature that you can see within range. Until You choose a creature you can see within range and mystically mark
range. The target must succeed on a Wisdom saving throw or follow the spell ends, you deal an extra 1d6 necrotic damage to the target it as your quarry. Until the spell ends, you deal an extra 1d6 damage
the command on its next turn. The spell has no effect if the target is whenever you hit it with an attack. Also, choose one ability when you to the target whenever you hit it with a weapon attack, and you have
undead, if it doesn’t understand your language, or if your command cast the spell. The target has disadvantage on ability checks made advantage on any Wisdom (Perception) or Wisdom (Survival) check
is directly harmful to it. Some typical commands and their effects with the chosen ability. If the target drops to 0 hit points before this you make to find it. If the target drops to 0 hit points before this spell
follow. You might issue a command other than one described here. If spell ends, you can use a bonus action on a subsequent turn of yours ends, you can use a bonus action on a subsequent turn of yours to
you do so, the DM determines how the target behaves. If the target to curse a new creature. A remove curse cast on the target ends this mark a new creature.
can’t follow your command, the spell ends. spell early. At Higher Levels. When you cast this spell using a spell slot of 3rd
Approach. The target moves toward you by the shortest and most At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up
direct route, ending its turn if it moves within 5 feet of you. or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can
Drop. The target drops whatever it is holding and then ends its to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
turn. maintain your concentration on the spell for up to 24 hours.
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 Pact Magic (Warlock) Player’s Handbook Oath Spells (Paladin) Player’s Handbook

Puppet Shield Shield of Faith


1st-level enchantment 1st-level abjuration 1st-level abjuration

CASTING TIME 1 action CASTING TIME 1 reaction CASTING TIME 1 bonus action
RANGE 120 feet RANGE Self RANGE 60 feet
DURATION Intantaneous DURATION 1 round DURATION Concentration, up to 10 minutes
COMPONENTS S COMPONENTS V, S COMPONENTS V, S, M (a small parchment with a bit of holy text written on it)

Your gesture forces one humanoid you can see within range to make Reaction trigger: You are hit by an attack or targeted by the magic A shimmering field appears and surrounds a creature of your choice
a Constitution saving throw. On a failed save, the target must move missile spell An invisible barrier of magical force appears and protects within range, granting it a +2 bonus to AC for the duration.
up to its speed in a direction you choose. In addition, you can cause you. Until the start of your next turn, you have a +5 bonus to AC,
the target to drop whatever it is holding. This spell has no effect on a including against the triggering attack, and you take no damage from
humanoid that is immune to being charmed. magic missile.

Pact Magic (Warlock) UA: Starter Spells Pact Magic (Warlock) Player’s Handbook Prepared (Paladin) Player’s Handbook
Thunderous Smite Wrathful Smite Branding Smite
1st-level evocation 1st-level evocation 2nd-level evocation

CASTING TIME 1 bonus action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE Self RANGE Self RANGE Self
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V COMPONENTS V COMPONENTS V

The first time you hit with a melee weapon attack during this spell’s The next time you hit with a melee weapon attack during this spell’s The next time you hit a creature with a weapon attack before this
duration, your weapon rings with thunder that is audible within 300 duration, your attack deals an extra 1d6 psychic damage. spell ends, the weapon gleams with astral radiance as you strike. The
feet of you, and the attack deals an extra 2d6 thunder damage to the Additionally, if the target is a creature, it must make a Wisdom saving attack deals an extra 2d6 radiant damage to the target, which
target. Additionally, if the target is a creature, it must succeed on a throw or be frightened of you until the spell ends. As an action, the becomes visible if it is invisible, and the target sheds dim light in a 5-
Strength saving throw or be pushed 10 feet away from you and creature can make a Wisdom check against your spell save DC to foot radius and can’t become invisible until the spell ends.
knocked prone. steel its resolve and end this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the extra damage increases by 1d6 for each slot level
above 2nd.

Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Shield Shortsword Backpack
Armor Weapons Adventuring Gear

A shield is made from wood or metal and is carried in one A backpack is a leather pack carried on the back, typically
hand. Wielding a shield increases your Armor Class by 2. with straps to secure it. A backpack can hold 1 cubic foot/
You can benefit from only one shield at a time. 30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

6 lb. Player’s Handbook 2 lb. Player’s Handbook 5 lb. Player’s Handbook

Bedroll Mess Kit Tinderbox


Adventuring Gear Adventuring Gear Adventuring Gear

This tin box contains a cup and simple cutlery. The box This small container holds flint, fire steel, and tinder
clamps together, and one side can be used as a cooking pan (usually dry cloth soaked in light oil) used to kindle a fire.
and the other as a plate or shallow bowl. Using it to light a torch—or anything else with abundant,
exposed fuel—takes an action. Lighting any other fire takes
1 minute.

7 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook

Torch Rations (1 day) Waterskin


Adventuring Gear Adventuring Gear Adventuring Gear

A torch burns for 1 hour, providing bright light in a 20-foot Rations consist of dry foods suitable for extended travel,
radius and dim light for an additional 20 feet. If you make a including jerky, dried fruit, hardtack, and nuts.
melee attack with a burning torch and hit, it deals 1 fire
damage.

1 lb. Player’s Handbook 2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook
Rope, Hempen (50 feet) Chain Mail Chain Mail
Adventuring Gear Armor Armor

Rope, whether made of hemp or silk, has 2 hit points and Made of interlocking metal rings, chain mail includes a Made of interlocking metal rings, chain mail includes a
can be burst with a DC 17 Strength check. layer of quilted fabric worn underneath the mail to prevent layer of quilted fabric worn underneath the mail to prevent
chafing and to cushion the impact of blows. The suit chafing and to cushion the impact of blows. The suit
includes gauntlets. includes gauntlets.

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

Chain Mail Chain Mail Chain Mail


Armor Armor Armor

Made of interlocking metal rings, chain mail includes a Made of interlocking metal rings, chain mail includes a Made of interlocking metal rings, chain mail includes a
layer of quilted fabric worn underneath the mail to prevent layer of quilted fabric worn underneath the mail to prevent layer of quilted fabric worn underneath the mail to prevent
chafing and to cushion the impact of blows. The suit chafing and to cushion the impact of blows. The suit chafing and to cushion the impact of blows. The suit
includes gauntlets. includes gauntlets. includes gauntlets.

55 lb. Player’s Handbook 55 lb. Player’s Handbook 55 lb. Player’s Handbook

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