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Paladin (2) Knight of the Order Niko

CLASS & LEVEL BACKGROUND PLAYER NAME


Sendurol/Sordus
Loxodon Lawful Good (?)
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

0 INSPIRATION
A loyal, peaceful and somewhat serious
STRENGTH
17 -1 30 guardian. Prefers to be in nature, but

19 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
does not mind inhabited areas. Wants to
try things outside of his comfort zone;
adventuring, tasting different foods, etc.
+4 PERSONALITY TRAITS

Hit Point Maximum 21


+6
Strength
DEXTERITY
Tradition - Honor - Honesty -

9


+1

+4
Dexterity
Constitution
18 Respect - Greater Good
CURRENT HIT POINTS IDEALS
+4
Intelligence
-1 ● +3
Wisdom
-------------------------------------
CONSTITUTION
● +8
Charisma
SAVING THROWS
----------------- -------------------------------------
TEMPORARY HIT POINTS BONDS

15

-1
Acrobatics (Dex) Total ----------------------- SUCCESSES Sometimes doesn't get jokes. Due to
+2 his size, he has a hard time entering
-1
Animal Handling (Wis) 1d10+2 FAILURES
human-sized houses.
+2
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+4
Athletics (Str)

14 ●


+3

+4
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
+Divine Sense:
The presence of strong evil registers on your senses like a
Warhamme +6 1d8+4 (Bl.) noxious odor, and powerful good rings like heavenly music
+2 -1
Insight (Wis) in your ears. As an action, you can open your awareness to
detect such forces. Until the end of your next turn, you know
+3
Intimidation (Cha) Mace +6 1d6+4 (Bl.) the location of any celestial, fiend, or undead within 60 feet
of you that is not behind total cover. You know the type
WISDOM +2
Investigation (Int) (celestial, fiend, or undead) of any being whose presence
you sense, but not its identity (the vampire Count Strahd von
● +1
Medicine (Wis)
9
+2
Nature (Int) Number of Attacks: 1
Zarovich, for instance). Within the same radius, you also
detect the presence of any place or object that has been
consecrated or desecrated, as with the Hallow spell.
You can use this feature a number of times equal to 1 + your
-1 -1
Perception (Wis) Charisma modifier. When you finish a long rest, you regain
all expended uses.
+3
Performance (Cha)
+Lay on Hands:
CHARISMA

+5
Persuasion (Cha) Your blessed touch can heal wounds. You have a pool of
healing power that replenishes when you take a long rest.

+4
Religion (Int) With that pool, you can restore a total number of hit points
17 -1
Sleight of Hand (Dex)
equal to your paladin level x 5.
As an action, you can touch a creature and draw power from
the pool to restore a number of hit points to that creature, up
-1
Stealth (Dex) to the maximum amount remaining in your pool.
+3 Alternatively, you can expend 5 hit points from your pool of
-1
Survival (Wis) healing to cure the target of one disease or neutralize one
poison affecting it. You can cure multiple diseases and
SKILLS ATTACKS & SPELLCASTING neutralize multiple poisons with a single use of Lay on
Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.

9 PASSIVE WISDOM (PERCEPTION)


1x Traveler Clothes +Divine Smite:
Starting at 2nd level, when you hit a creature with a melee
CP 150lb weapon attack, you can expend one spell slot to deal radiant
Chainmail damage to the target, in addition to the weapon’s damage.

Weapon Proficiencies: Martial; SP 0 Signet The extra damage is 2d8 for a 1st-level spell slot, plus 1d8
for each spell level higher than 1st, to a maximum of 5d8.

Simple Banner The damage increases by 1d8 if the target is an undead or a


fiend, to a maximum of 6d8.

EP ------ Seal of Rank


Armor Proficiencies: Heavy; Light; Shield
Medium; Shields Holy Symbol
GP 0
Tool Proficiencies: Flute
"Ruler's Guide to
PP ------ Everything"
Language Proficiencies: Common,
Loxodon, Undercommon

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
308 7'11'' 326lb
AGE HEIGHT WEIGHT
Sendurol/Sordus
Blue Silver, Leathery -----------------------
CHARACTER NAME EYES SKIN HAIR

The Oath of the Crown is sworn to the


ideals of civilization, be it the spirit of a NAME
nation, fealty to a sovereign, or service to
a deity of law and rulership. The paladins
Oath of the Crown
who swear this oath dedicate themselves
to serving society and, in particular, the
just laws that hold society together. These
paladins are the watchful guardians on the
walls, standing against the chaotic tides of
barbarism that threaten to tear down all
that civilization has built, and are
commonly known as guardians,
exemplars, or sentinels. Often, paladins
who swear this oath are members of an
order of knighthood in service to a nation
or a sovereign, and undergo their oath as
part of their admission to the order's ranks. SYMBOL

The four tenets of the Oath of the Crown


are: *Law, *Loyalty, *Courage and
*Responsibility.

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

-No Darkvision
For his entire childhood, Sendurol was lectured harshly
+Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are
about loyalty, respect and honor by his strict father,
wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile
Tiyamaz. His father, who was the head of the high-ranking
property for you to gain this benefit.
family, wanted for his son to serve the king. Trying to uphold
this goal image of his father, Sendurol was devoid of
+Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
freedom in choices and interest in hobbies. As adulthood
had settled (as he was becoming around 79), he trained by
+Loxodon Serenity. You have advantage against being charmed or frightened.
weapons. This, as well, was a strict training process. Each
day and each night, he would sweat like a pig learning to
+Natural Armour. You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You
master the weaponry and his emotions. He would be 119
can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply
years old when he finishes the weaponry training.
as normal while you use your natural armor.
At the end of it all, Sendurol became an emotionless
guardian. He was the perfect vessel for the task of a
+Trunk. You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of
defender of the king - Big, strong, emotionless and versatile
pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an
with weapons.
object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other
Years and years pass as Sendurol becomes 277 years old.
simple tasks to be added to that list of options. It can't wield weapons or shields or do anything that requires manual precision, such
He'd work at his post and be considered as one of the most
as using tools or magic items or performing the somatic components of a spell.
faithful knights of his kingdom. Sendurol always liked the
nature, preferably alone. To take a break off duty, he would
+Keen Smell. Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence
go a forest outside the walls of the kingdom. There, he once
(Investigation) checks that involve smell.
would stumble upon a group of interracial children playing in
the mud and chasing each other. Although a bit annoyed
that his peace is ruined, he would later spectate the children
from afar looking at how they were enjoying themselves.
Sendurol tried not to think much of it, but he was irritated for
some reason. After some time, he would return to his post.
Some years later, the children would cross his mind again
as he laid in his bed before sleep. He thought jealously of
the children he met the other day, how his childhood was
strict compared to theirs, how his life had only been in the ADDITIONAL FEATURES & TRAITS
walls of the kingdom. How he had no freedom, no choice as
if a slave to his father's desires.
After a long debate with Sendurol against himself in his
mind, he would, at age 293, consider to search for a life of ---Before the identity change (Sendurol)---
freedom. Sendurol settles to escape from his kingdom to Sendurol is a blue-eyed loxodon with thick, leathery silver skin that cleanly shaved his hairs. He is
search for another meaning in his life or something that he
could be passionate about. Sendurol lies about his
a rather tall loxodon, so with it he was also born with a long trunk and tusks for his size. His ears
expedition outside the kingdom to the king and stealthily were clean. He had minor scars from childhood around his torso and limbs. On his head, he wore
runs away. He'd find himself at a village that is far from the the holy symbol - it was a traditional ritual for the knights in his kingdom. He was neatly geared up
kingdom. He'd find himself living in that village for some
time, trying to "find his passion," instead of being a slave
with fancy, rich armor and a decent blade.
knight to a king that he knows barely of. To escape the
search of the kingdom for him, he'd change his identity - ---After the identity change (Sordus)---
putting scars on his body and undergoing other changes, as
well as changing his name to Sordus.
Sordus is a blue-eyed loxodon with thick, leatherly silver skin that let his hairs overgrow - but he
takes care of them. He put scars on his body so he could not be seen as Sendurol - notable scars
After a few more years, Sendurol's village gets passed by a are around the face and on the ears. Sordus once even thought of breaking his tusks to an extent,
group of interracial people (the party). Sendurol sees them
as adventurers, loaded up and ready for a journey noone's
but hesitated and has not done so. Before ventuing out with the party, he wore basic villager
ever seen. They remind him of the group of children that he clothes and a lei of plants that he gathered in the nearby forest.
saw once in the forest as well. Seeing them like that, After joining the party, he took the old armor he once wore, his shield, warhammer, mace and the
Sendurol understands this as one of his only chances to find
his passion, by travelling with them. Without much asking,
other equipment. Additionally, he took his lei with him, because it reminds him of the peaceful
he would then join the party and pack up with them. nature.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Charisma +(8+2+3) +(+2+3)
Cleric
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 0 7
EPAR
SPELL NAME
ED
PR

● Thunderous Smite (Thunder Melee Atk.+ 2d6 thunder atk.)

● Searing Smite (Fire Melee Atk. + 1d6 fire dmg. + fire stat)
4
● Cure Wounds (Heal creature by 1d8 + SCAM)

● Bless (Bless 3 creatures - AR/ST = x + 1d4)


SPELLS KNOWN

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

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