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INSPIRATION
STRENGTH
18 +1 30
+4 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
18 PERSONALITY TRAITS
+1 Constitution
CURRENT HIT POINTS IDEALS
Intelligence
12 ● +1
Wisdom
● +5
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+1 4d10
Acrobatics (Dex) Total SUCCESSES
13
Animal Handling (Wis) FAILURES
0 Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
●
+2
History (Int) Draconic Ancestry. You have draconic ancestry. Silver
Battleaxe 1d8/1d10 slashing versatile Cold resistance
10 Insight (Wis) Breath weapon 15ft. cone con save DC 11 2d6 on fail.
Half on success.
●
+5
Intimidation (Cha) Mace 1d6 bludgeoning Divine Smite 2d8 The damage increases by 1d8 if the
target is an undead or a fiend.
WISDOM Investigation (Int) Lay on Hands 15 pts
Divine Health immune to disease.
Medicine (Wis)
-1 Nature (Int)
Divine Sense
The presence of strong evil registers on your senses like
a noxious odor, and powerful good rings like heavenly
8 Perception (Wis) music in your ears. As an action, you can open your
awareness to detect such forces. Until the end of your
Performance (Cha) next turn, you know the location of any celestial, fiend, or
undead within 60 feet of you that is not behind total
CHARISMA
●
+5
Persuasion (Cha) cover. You know the type (celestial, fiend, or undead) of
any being whose presence you sense, but not its identity
Religion (Int) (the vampire Count Strahd von Zarovich, for instance).
+3 Sleight of Hand (Dex)
Within the same radius, you also detect the presence of
any place or object that has been consecrated or
Stealth (Dex) desecrated, as with the hallow spell. You can use this
16 feature 3 times. When you finish a long rest, you regain
Survival (Wis) all expended uses.
Protection
SKILLS ATTACKS & SPELLCASTING When a creature you can see attacks a target other than
you that is within 5 feet o f you, you can use your
reaction to impose disadvantage on the attack roll. You
must be wielding a shield.
9 PASSIVE WISDOM (PERCEPTION)
Fine clothes, a signet Oath of Vengeance
CP Channel Divinity
ring, a scroll of pedigree, Abjure Enemy- As an action, you present your holy
symbol and speak a prayer of denunciation, using your
SP
chain mail, Shield with Channel Divinity. Choose one creature within 60 feet
Languages: Common, profile of dragon's head of you that you can see. That creature must make a
Wisdom saving throw, unless it is immune to being
Draconic, Elvish (holy symbol), Priest's frightened. Fiends and undead have disadvantage on
EP this saving throw. On a failed save, the creature is
Armour: All and shields pack: a backpack, a frightened for 1 minute or until it takes any damage.
blanket, 10 candles, a While frightened, the creature’s speed is 0, and it can’t
Weapons: All simple and all GP 25
benefit from any bonus to its speed. On a successful
tinderbox, an alms box, save, the creature’s speed is halved for 1 minute or until
martial 2 blocks of incense, a the creature takes any damage.
Vow of Enmity- As a bonus action, you can utter a vow
Tools: Cards PP censer, vestments, 2 of enmity against a creature you can see within 10 feet
of you, using your Channel Divinity. You gain advantage
days of rations, and a on attack rolls against the creature for 1 minute or until
it drops to 0 hit points or falls unconscious.
waterskin.
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
50 7'3" 250lbs
AGE HEIGHT WEIGHT
Balasar Drachendion
Mercury Shiny Silver Scale like wisps of Mercury
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Paladin +3 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 7
EPAR
SPELL NAME
ED
PR
Bane concentration 1 min Charis save. Fail roll d4 subtract from atk or save.
SPELLS KNOWN
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.