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Paladin 6 Soldier Kevin C.

CLASS & LEVEL BACKGROUND PLAYER NAME


Sir Bertolt "Corleonis" (Bertolt von Lahrheim)
Tiefling (Zariel) Lawful Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I'm always polite and respectful.
18 +0 30
16 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
I face problems head-on. A simple, direct
solution is the best path to success.

+3 PERSONALITY TRAITS

Hit Point Maximum 52


6
Strength
DEXTERITY Responsibility. I do what I must

10


3

5
Dexterity
Constitution
52 and obey just authority. (Lawful)
CURRENT HIT POINTS IDEALS
3
Intelligence
0 ● 5
Wisdom
● 9
Charisma I fight for those who cannot
CONSTITUTION SAVING THROWS
fight for themselves.
TEMPORARY HIT POINTS BONDS
14 6
0
Acrobatics (Dex) Total SUCCESSES The monstrous enemy we faced in battle
+2 still leaves me quivering with fear.
-1
Animal Handling (Wis) 6d10 FAILURES

0
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
6
Athletics (Str)

10 3
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
0
History (Int) Hellish Resistance⁠
- You have Resistance to fire
Warhamm +6 1d8+3 Blu damage
0 -1
Insight (Wis)
You know the Thaumaturgy cantrip.

6
Intimidation (Cha) Light Ham +6 1d4+3
Searing Smite spell as a 2nd-level spell once with this
WISDOM 0
Investigation (Int)
Warh (2) +6 1d10+3 trait and regain the ability to do so when you finish a
-1
Medicine (Wis) Long Rest.
9 0
Nature (Int)
Extra Attack (Attack Twice)
Branding Smite spell once with this trait and regain the
Fighting Style: Protection: When a creature you can see attacks a target other than you
that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack ability to do so when you finish a Long Rest. Charisma
-1 -1
Perception (Wis) roll. You must be wielding a shield.
is your Spellcasting Ability for these Spells.
Performance (Cha)
3 Cure Wounds (1d8+3)
Military Rank- You have a military rank from your
Lay on Hands Pool= 30, replenish at long rest, can use 5 from pool to cure a disease or

Persuasion (Cha)
neutralize poison

6 career as a soldier. Soldiers loyal to your former
CHARISMA Channel Divinity Sacred Weapon: As an action, you can imbue one weapon that you are military organization still recognize your authority and
Religion (Int)
● 3 holding with positive energy, using your Channel Divinity. For 1 minute, you add your
Charisma modifier to attack rolls made with that weapon (+3). The weapon also emits influence, and they defer to you if they are of a lower
16 0
Sleight of Hand (Dex)
bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not
already magical, it becomes magical for the duration. You can end this effect on your turn
as part of any other action. If you are no longer holding or carrying this weapon, or if you
fall unconscious, this effect ends.
rank. You can invoke your rank to exert influence over
other soldiers and requisition simple equipment or
horses for temporary use. You can also usually gain
0
Stealth (Dex) You can change your list of prepared spells when you access to friendly military encampments and
+3 finish a long rest. Preparing a new list of paladin spells
-1
Survival (Wis) requires time spent in prayer and meditation: at least I
minute per spell level for each spell on your list.
fortresses where your rank is recognized.

SKILLS ATTACKS & SPELLCASTING Divine Smite- Starting at 2nd level, 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 to the weapon’s damage. The extra damage
9 PASSIVE WISDOM (PERCEPTION) Warhammer and Shield is 2d8 for a 1st-level spell slot, plus 1d8 for each spell
CP level higher than 1st, to a maximum of 5d8. The
Chain Mail
damage increases by 1d8 if the target is an undead or
Holy Symbol (Gauntlet of Torm) a fiend, to a maximum of 6d8.
SP
All armor, shields Explorer's Pack Aura of Protection-Starting at 6th level, whenever you
Backpack, Bedroll Mess Kit, Tinderbox, 10
or a friendly creature within 10 feet of you must make
Simple and Martial Weapons Torches
a saving throw, the creature gains a bonus to the
EP 10 Rations, Waterskin, Hempen Rope (Burst
with DC 17 Strength) saving throw equal to your Charisma modifier (+3. You
must be conscious to grant this bonus
Languages: Common and Infernal Deck of Cards
GP 15 Belt Pouch (10 GP) and Wealth (130 GP)
Playing Cards Common Clothes
PP
2 Platinum Rings (50 GP Each)
Land Vehicles Flask of Holy Water (25 GP)

Total Weight- about 150 pounds

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
26 Easily 6 ft. Beefy
AGE HEIGHT WEIGHT

Golden Brick Colored Brown


CHARACTER NAME EYES SKIN HAIR

Hall of Everlasting Justice NAME


(Sudabar, Temple to Torm) The Hand of Torm

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Superior vision in dark and dim Conditions- you can see in dim light within 60 feet of you as if it were bright
light, and in darkn⁠
ess as if it were dim light. You can’t discern color in darkness⁠
, only Shades of Gray
Honesty. Don’t lie or cheat.
Divine Health- Immune to Disease
Let your word be your
promise. Divine Sense (4 Uses)- Long Rest, know of Celestial, Fiend, and Undead within 60 ft. not behind cover. Can
detect consecrated and desecrated spaces.
Courage. Never fear to act,
Turn Undead: When you take this oath at 3rd level, you gain the following two Channel Divinity options.
though caution is wise. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your
Compassion. Aid others, Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom
saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
protect the weak, and punish A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly
move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash
those who threaten them. action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature
Show mercy to your foes, but can use the Dodge action.

temper it with wisdom.


Honor. Treat others with
fairness, and let your
honorable deeds be an
example to them. Do as much
ADDITIONAL FEATURES & TRAITS
good as possible while
causing the least amount of
harm. A shard of obsidian that always feels warm to the touch
Duty. Be responsible for your
actions and their
consequences, protect those
entrusted to your care, and
obey those who have just
authority over you.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Paladin CHA 14 6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Thaumaturgy

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 0 7
EPAR
SPELL NAME
ED
PR

● Bless

● Cure Wounds
4
Detect Evil and Good

● Sanctuary
SPELLS KNOWN

● Searing Smite

Shield of Faith

Protection from Evil and Good

2 2 0
● Branding Smite

Lesser Restoration

Prayer of Healing
5
Warding Bond

Zone of Truth
9
● Magic Weapon

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

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