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Level 3 Human Paladin, Oath of Devotion 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Emrebbi First Hand
Faction Agent Lawful Good Torm Emre
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Shield Master. If you take the Attack action on your turn,
STRENGTH Chain Mail 18 you can use a bonus action to try to shove a creature
within 5 feet of you with your shield.If you aren’t
PROFICIENCY BONUS +2
15
SHIELD incapacitated, you can add your shield’s AC bonus to any
AC Dexterity saving throw you make against a spell or other
Shield
harmful effect that targets only you.If you are subjected to
N
CIE C an effect that allows you to make a Dexterity saving throw
+2 Strength
Y
PROFI

to take only half damage, you can use your reaction to


+2 take no damage if you succeed on the saving throw,
+0 Dexterity
interposing your shield between yourself and the source
+1 Constitution ARMOR CLASS of the effect.
DEXTERITY
-1 Intelligence Divine Sense (Action—4/Long Rest). You can open your
MAXIMUM HIT DICE TEMPORARY

11
awareness to detect presence of strong evil. Until the end
✘ +2 Wisdom
25 3d10 of your next turn, you know the location of any celestial,
✘ +5 Charisma fiend, or undead within 60 feet of you that is not behind
CONDITIONAL
total cover. You know the type of any being whose
presence you sense, but not its identity. Within the same
+0 radius, you also detect the presence of any place or object
that has been consecrated or desecrated.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS Lay on Hands (Action—15/Long Rest). You can touch a
SAVING THROWS creature and draw power from the pool to restore a

12 SPEED FLY CLIMB SWIM number of hp to that creature, up to the maximum


N
CIE C
amount remaining in your pool. You can expend 5 hp from
+0 Acrobatics (Dex) 30ft. 0ft. 0ft. 0ft.
Y
PROFI

your pool of healing to cure the target of one disease or


RT

EXPE

VISION INSPIRATION EXHAUSTION neutralize one poison affecting it.This feature has no
+0 Animal Handling (Wis) effect on undead and constructs.
+1 -1 Arcana (Int)
Fighting Style.
✘ +4 Athletics (Str) Dueling. When you are wielding a melee weapon in one
INTELLIGENCE hand and no other weapons, you gain a +2 bonus to
+3 Deception (Cha) damage rolls with that weapon.

9 ✘
-1 History (Int)
+2 Insight (Wis)
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 to the weapon’s
✘ +5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS damage. The extra damage is 2d8 for a 1st-level spell slot,
-1 -1 Investigation (Int) plus 1d8 for each spell level higher than 1st, to a maximum
of 5d8. The damage increases by 1d8 if the target is an
+0 Medicine (Wis) undead or a fiend, to a maximum of 6d8.
WISDOM -1 Nature (Int) Divine Health. The divine magic flowing through you

11 ✘ +2 Perception (Wis)
makes you immune to disease.

+3 Performance (Cha) Sacred Weapon (Action—Channel Divinity). For 1 minute,


you add +3 to attack rolls made with that weapon. The
✘ +5 Persuasion (Cha) weapon also emits bright light in a 20-foot radius and dim
+0 -1 Religion (Int)
light 20 feet beyond that. If the weapon is not already
magical, it becomes magical for the duration.You can end
+0 Sleight of Hand (Dex) this effect on your turn as part of any other action. If you
CHARISMA
are no longer holding or carrying this weapon, or if you fall
+0 Stealth (Dex) unconscious, this effect ends.

16 +0 Survival (Wis)
SKILLS
Turn the Unholy (Action—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
+3 12 PASSIVE PERCEPTION
damage.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
ADVANTAGE
reactions. For its action, it can use only the Dash action or
try to escape from an effect that prevents it from moving.
INITIATIVE +0 1 Attack / Attack Action RACIAL TRAITS
If there’s nowhere to move, the creature can use the
Dodge action.

NAME RANGE ATTACK DAMAGE / TYPE


Longsword 5 ft +4 vs AC 1d8+2 slashing
Versatile
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. –

Languages. Common, Infernal, Celestial, Abyssal

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 48 6'0" 180 lb.
GENDER AGE HEIGHT WEIGHT
Emrebbi First Hand Kurt Sarısı Renkte Gözler Beyaz Kısa-Sarı-Beyaz
CHARACTER NAME EYES SKIN HAIR

The Mercykillers ve the Harmonium


NAME
Kendi Loncasında Kademe 1: Cartographer’s
THE FRATERNITY OF ORDER (YARGIÇLAR)
Tools ve Katip Çantası uzmanlığı var

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Kovan Bölgesi'nde Gatehouse'da yedi yaşına kadar kepazeliklerle büyüdü. Habersizlerden bir ailesi olmalı fakat ne isim
ne cisim bilinmiyor. Kendisi terk edildiğinde geçmişle bağı olan tek şey bir manzara resmidir. Onu yanından hiç ayırmaz.
Yedi yaşında oyun oynarken Gatehouse'dan uzaklaştı ve kayboldu. Leydi'nin Bölgesi'ne Mahkeme Semti'ne kadar gitti.
Gözlemci, iyimser, anlayışlı Orda Yargıçlar Loncası üyeleri tarafından bulundu ve sahip çıkıldı. Yıllarca maddi e manevi eğitim gördü. Şimdi kırk sekiz
yaşında Epheria Paktı'na katılmaya gönüllü oldu. İlk defa Sigil dışına adım atacağı günün hayalini kuruyor.

Gepgeniş kozmik memleketi Sigil'de aitlik hissini kanun ve inanca yöneltmiştir. Kalabalıklar içinde yalnız, inançta huzur
arayan kimsesiz bir şovalye..
PERSONALITY TRAITS

Bir gün benim diyebileceği bir yerleşim bulmak.

IDEAL

İyi, İyi niyet, Düzen

BOND

Kendini ait hissedemediği Sigil'in sonsuz


ihtimallerinden kaçmak istiyor. Bu da onun bağlılık
yeminine zarar verebilir. Ayrıca Kimsesiz insanlara
karşı fazlaca merhametli. Bu yargılarını engelleyebilir
FLAW BACKGROUND STORY

Feature: Safe Haven


As a faction agent, you have access to a secret
network of supporters and operatives who can
provide assistance on your adventures. You know a
set of secret signs and passwords you can use to
identify such operatives, who can provide you with
access to a hidden safe house, free room and board,
or assistance in finding information. These agents
never risk their lives for you or risk revealing their
true identities.

BACKGROUND FEATURE

Dört tepenin üstü uzun sarı otlarla kaplı bir resim

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Clothes, Common. Olağan bir kıyafet.
[Shield/Kalkan] 1 6
[Longsword] 1 3 Emblem. Kalkanın üzerine girdiği her ortamda göze
[Chain Mail] 1 55 çarpan ebem kuşapu renkte Yargıçlar Loncası'nın
Clothes, Common 1 3 amblemi var.
Emblem 1 —
Priest’s Pack 1 10 Horn. Karakter açık alanlarda korna öttürmekten
Horn 1 2 hoşlanıyor.
Javelin 1 2
Cartographer’s Tools 1 6 Javelin. 5 tane cirit

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

87 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 Devotion

1ST LEVEL 3 SPELL SLOTS ● Command ● Detect Evil and Good


● Divine Favor ● Protection from Evil and Good (Always Prepared) ● Sanctuary (Always Prepared)
● Shield of Faith Bless Ceremony
Compelled Duel Cure Wounds Detect Magic
Detect Poison and Disease Heroism Purify Food and Drink
Searing Smite Thunderous Smite Wrathful Smite
Command Detect Evil and Good Divine Favor
1st-level enchantment 1st-level divination 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 60 feet RANGE Self RANGE Self
DURATION 1 round DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 minute
COMPONENTS V COMPONENTS V, S COMPONENTS V, S

You speak a one-word command to a creature you can see within For the duration, you know if there is an aberration, celestial, Your prayer empowers you with divine radiance. Until the spell ends,
range. The target must succeed on a Wisdom saving throw or follow elemental, fey, fiend, or undead within 30 feet of you, as well as your weapon attacks deal and extra 1d4 radiant damage on a hit.
the command on its next turn. The spell has no effect if the target is where the creature is located. Similarly, you know if there is a place
undead, if it doesn’t understand your language, or if your command of object within 30 feet of you that has been magically consecrated
is directly harmful to it. Some typical commands and their effects or desecrated.
follow. You might issue a command other than one described here. If The spell can penetrate most barriers, but it is blocked by 1 foot of
you do so, the DM determines how the target behaves. If the target stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
can’t follow your command, the spell ends. wood or dirt.
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 Prepared (Paladin) Player’s Handbook

Protection from Evil and Good Sanctuary Shield of Faith


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

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE Touch RANGE 30 feet RANGE 60 feet
DURATION Concentration, up to 10 minutes DURATION 1 minute DURATION Concentration, up to 10 minutes
COMPONENTS V, S, M (holy water or powdered silver and iron, which the spell COMPONENTS V, S, M (a small silver mirror) COMPONENTS V, S, M (a small parchment with a bit of holy text written on it)
consumes)

Until the spell ends, one willing creature you touch is protected You ward a creature within range against attack. Until the spell ends, A shimmering field appears and surrounds a creature of your choice
against certain types of creatures: aberrations, celestials, elementals, any creature who targets the warded creature with an attack or a within range, granting it a +2 bonus to AC for the duration.
fey, fiends, and undead. harmful spell must first make a Wisdom saving throw. On a failed
The protection grants several benefits. Creatures of those types save, the creature must choose a new target or lose the attack or
have disadvantage on attack rolls against the target. The target also spell. This spell doesn’t protect the warded creature from area
can’t be charmed, frightened, or possessed by them. If the target is effects, such as the explosion of a fireball.
already charmed, frightened, or possessed by such a creature, the If the warded creature makes an attack, casts a spell that affects an
target has advantage on any new saving throw against the relevant enemy, or deals damage to another creature, this spell ends.
effect.

Oath Spells (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook
Shield/Kalkan Longsword Chain Mail
Armor Weapons Armor

A shield is made from wood or metal and is carried in one Made of interlocking metal rings, chain mail includes a
hand. Wielding a shield increases your Armor Class by 2. layer of quilted fabric worn underneath the mail to prevent
You can benefit from only one shield at a time. chafing and to cushion the impact of blows. The suit
includes gauntlets.

6 lb. Player’s Handbook 3 lb. Player’s Handbook 55 lb. Player’s Handbook

Clothes, Common Emblem Priest’s Pack


Adventuring Gear Spellcasting Focus Equipment Packs

A holy symbol is a representation of a god or pantheon. It Includes a backpack, a blanket, 10 candles, a tinderbox, an
might be an amulet depicting a symbol representing a alms box, 2 blocks of incense, a censer, vestments, 2 days
deity, the same symbol carefully engraved or inlaid as an of rations, and a waterskin.
emblem on a shield, or a tiny box holding a fragment of a
sacred relic. Appendix PH-B "Fantasy-Historical
Pantheons"lists the symbols commonly associated with
many gods in the multiverse. A cleric or paladin can use a
holy symbol as a spellcasting focus. To use the symbol in
this way, the caster must hold it in hand, wear it visibly, or
bear it on a shield.

3 lb. Player’s Handbook — Player’s Handbook 10 lbs. Player’s Handbook

Horn Javelin Cartographer’s Tools


Musical Instruments Weapons Tools

If you have proficiency with the horn, you can add your Using cartographer’s tools, you can create accurate maps to make
proficiency bonus to any ability checks you make to play travel easier for yourself and those who come after you. These maps
can range from large-scale depictions of mountain ranges to diagrams
music with the instrument. A bard can use a musical that show the layout of a dungeon level.
instrument as a spellcasting focus. Components. Cartographer’s tools consist of a quill, ink, parchment,
a pair of compasses, calipers, and a ruler.
Arcana, History, Religion. You can use your knowledge of maps and
locations to unearth more detailed information when you use these
skills. For instance, you might spot hidden messages in a map, identify
when the map was made to determine if geographical features have
changed since then, and so forth.
Nature. Your familiarity with physical geography makes it easier for
you to answer questions or solve issues relating to the terrain around
you.
Survival. Your understanding of geography makes it easier to find
paths to civilization, to predict areas where villages or towns might be
found, and to avoid becoming lost. You have studied so many maps
that common patterns, such as how trade routes evolve and where
settlements arise in relation to geographic locations, are familiar to
you.
Craft a Map. While traveling, you can draw a map as you go in
addition to engaging in other activity.
CARTOGRAPHER’S TOOLS
Activity DC
Determine a map’s age and origin 10
Estimate direction and distance to a landmark 15
Discern that a map is fake 15
Fill in a missing part of a map 20

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

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