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Level 3 Human Paladin, Oath of Vengeance 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Boc
Soldier Neutral Helm Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Divine Sense (Action—4/Long Rest). You can open


STRENGTH Chain Mail 18 your awareness to detect presence of strong evil.
Until the end of your next turn, you know the
PROFICIENCY BONUS +2
16
SHIELD
AC location of any celestial, fiend, or undead within 60
Shield feet of you that is not behind total cover. You know
N
CIE C
the type of any being whose presence you sense,
+3 Strength but not its identity. Within the same radius, you also
Y
PROFI

+3 detect the presence of any place or object that has


+1 Dexterity
been consecrated or desecrated.
✘ +5 Constitution ARMOR CLASS
DEXTERITY
+0 Intelligence
Lay on Hands (Action—15/Long Rest). You can
MAXIMUM HIT DICE TEMPORARY touch a creature and draw power from the pool to
12 ✘


+3 Wisdom

+5 Charisma
31 3d10 restore a number of hp to that creature, up to the
maximum amount remaining in your pool. You can
CONDITIONAL
expend 5 hp from your pool of healing to cure the
target of one disease or neutralize one poison
+1 affecting it.This feature has no effect on undead and
constructs.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
Fighting Style.
SAVING THROWS
Dueling. When you are wielding a melee weapon
16 N
CIE C

+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
in one hand and no other weapons, you gain a +2
bonus to damage rolls with that weapon.
Y
PROFI

RT

EXPE

+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


Divine Smite. When you hit a creature with a melee
+3 +0 Arcana (Int) weapon attack, you can expend one spell slot to
deal radiant damage to the target, in addition to the
✘ +5 Athletics (Str)
weapon’s damage. The extra damage is 2d8 for a
INTELLIGENCE +3 Deception (Cha) 1st-level spell slot, plus 1d8 for each spell level
higher than 1st, to a maximum of 6d8. The damage
10 ✘
+0 History (Int)
+3 Insight (Wis)
increases by 1d8 if the target is an undead or a
fiend.
✘ +5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Divine Health. The divine magic flowing through
+0 +0 Investigation (Int) you makes you immune to disease.
+1 Medicine (Wis)
Oath of Vengeance.
WISDOM +0 Nature (Int)
Abjure Enemy (Action—Channel Divinity). You
12 ✘ +3 Perception (Wis)
+3 Performance (Cha)
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.
✘ +5 Persuasion (Cha)
+1 That creature must make a Wisdom saving throw,
+0 Religion (Int) unless it is immune to being frightened. Fiends and
undead have disadvantage on this saving throw.On
+1 Sleight of Hand (Dex)
a failed save, the creature is frightened for 1 minute
CHARISMA +1 Stealth (Dex) or until it takes any damage. While frightened, the
creature’s speed is 0, and it can’t benefit from any
16 +1 Survival (Wis)
SKILLS
bonus to its speed.On a successful save, the
creature’s speed is halved for 1 minute or until the
creature takes any damage.
+3 13 PASSIVE PERCEPTION
Vow of Enmity (Bonus Action—Channel Divinity).
You can utter a vow of enmity against a creature
ADVANTAGE
you can see within 10 feet of you, using your
Channel Divinity. You gain advantage on attack rolls
INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS
against the creature for 1 minute or until it drops to
0 hit points or falls unconscious.

NAME RANGE ATTACK DAMAGE / TYPE


Longsword +1 5 ft +6 vs AC 1d8+6 slashing-dueling
Versatile
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Vehicles land, Playing card set

Languages. Common, Giant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 30 6'3" 177 lb.
GENDER AGE HEIGHT WEIGHT
Boc Black White Long, Blonde
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and
armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a
standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during
I can stare down a hell hound without flinching.I a recent war.
enjoy being strong and like breaking things.
When you choose this background, work with your DM to determine which military organization you were a part of,
how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a
standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a
mercenary company.
PERSONALITY TRAITS

Greater Good. Our lot is to lay down our lives in


defense of others. (Good)

IDEAL

I fight for those who cannot fight for themselves.

BOND

FLAW BACKGROUND STORY

Military Rank
You have a military rank from your career as a
soldier. Soldiers loyal to your former military
organization still recognize your authority and
influence, and they defer to you if they are of a
lower 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 access to friendly military encampments
and fortresses where your rank is recognized.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Longsword +1. You have a +1 bonus to attack and
Explorer’s Pack 1 10 [Longsword +1] 1 3 damage rolls made with this magic weapon.
[Chain Mail] 1 55
[Shield] 1 6

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

74 lb / 240 lb 480 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) ● Hunter’s Mark (Always Prepared)
Angelic Guardian Bless Cauterizing Flame
Ceremony Command Compelled Duel
Cure Wounds Defiant Smite Defy Ruin
Detect Chaos and Order Detect Evil and Good Detect Magic
Detect Poison and Disease Divine Arm Divine Favor
Draconic Smite Helm’s Everwatchful Eye Heroism
Hobble Mount Insightful Maneuver Interpret Bone
Light of Lunia Litany of Sure Hands Machine’s Load
Pendulum Protection from Evil and Good Purify Food and Drink
Ray of Respite Searing Smite Shield of Devotion
Shield of Faith Spur Mount Stanch
Thunderous Smite Wrathful Smite
Bane Hunter’s Mark
1st-level enchantment 1st-level divination

CASTING TIME 1 action CASTING TIME 1 bonus action


RANGE 30 feet RANGE 90 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (a drop of blood) COMPONENTS V

Up to three creatures of your choice that you can see within range You choose a creature you can see within range and mystically mark
must make Charisma saving throws. Whenever a target that fails this it as your quarry. Until the spell ends, you deal an extra 1d6 damage
saving throw makes an attack roll or a saving throw before the spell to the target whenever you hit it with a weapon attack, and you have
ends, the target must roll a d4 and subtract the number rolled from advantage on any Wisdom (Perception) or Wisdom (Survival) check
the attack roll or saving throw. you make to find it. If the target drops to 0 hit points before this spell
At Higher Levels. When you cast this spell using a spell slot of 2nd ends, you can use a bonus action on a subsequent turn of yours to
level or higher, you can target one additional creature for each slot mark a new creature.
level above 1st. 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
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.

Oath Spells (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook
Explorer’s Pack Chain Mail Longsword +1
Equipment Packs Armor Weapons

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 Made of interlocking metal rings, chain mail includes a You have a +1 bonus to attack and damage rolls made with
torches, 10 days of rations, and a waterskin. The pack also layer of quilted fabric worn underneath the mail to prevent this magic weapon.
has 50 feet of hempen rope strapped to the side of it. chafing and to cushion the impact of blows. The suit
includes gauntlets.

10 lbs. Player’s Handbook 55 lb. Player’s Handbook 3 lb. Dungeon Master’s Guide

Shield
Armor

A shield is made from wood or metal and is carried in one


hand. Wielding a shield increases your Armor Class by 2.
You can benefit from only one shield at a time.

6 lb. Player’s Handbook


Divine Sense Lay on Hands Fighting Style
Class Feature Class Feature Class Feature

The presence of strong evil registers on your senses like a Your blessed touch can heal wounds. You have a pool of At 2nd level, you adopt a style of fighting as your specialty.
noxious odor, and powerful good rings like heavenly music healing power that replenishes when you take a long rest. Choose one of the following options. You can’t take a
in your ears. As an action, you can open your awareness to With that pool, you can restore a total number of hit points Fighting Style option more than once, even if you later get
detect such forces. Until the end of your next turn, you equal to your paladin level x 5. to choose again.
know the location of any celestial, fiend, or undead within As an action, you can touch a creature and draw power DEFENSE
60 feet of you that is not behind total cover. You know the from the pool to restore a number of hit points to that While you are wearing armor, you gain a +1 bonus to AC.
type (celestial, fiend, or undead) of any being whose creature, up to the maximum amount remaining in your DUELING
presence you sense, but not its identity (the vampire Count pool. When you are wielding a melee weapon in one hand and
Strahd von Zarovich, for instance). Within the same radius, Alternatively, you can expend 5 hit points from your pool no other weapons, you gain a +2 bonus to damage rolls
you also detect the presence of any place or object that has of healing to cure the target of one disease or neutralize with that weapon.
been consecrated or desecrated, as with the hallow spell. one poison affecting it. You can cure multiple diseases and GREAT WEAPON FIGHTING
You can use this feature a number of times equal to 1 + neutralize multiple poisons with a single use of Lay on When you roll a 1 or 2 on a damage die for an attack you
your Charisma modifier. When you finish a long rest, you Hands, expending hit points separately for each one. make with a melee weapon that you are wielding with two
regain all expended uses. This feature has no effect on undead and constructs. hands, you can reroll the die and must use the new roll,
even if the new roll is a 1 or a 2. The weapon must have the
two-handed or versatile property for you to gain this
benefit.
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 roll. You must be
wielding a shield.

Paladin Player’s Handbook Paladin Player’s Handbook Paladin Player’s Handbook

Dueling Divine Smite Divine Health


Class Feature Class Feature Class Feature

When you are wielding a melee weapon in one hand and Starting at 2nd level, when you hit a creature with a melee By 3rd level, the divine magic flowing through you makes
no other weapons, you gain a +2 bonus to damage rolls weapon attack, you can expend one spell slot to deal you immune to disease.
with that weapon. radiant damage to the target, in addition 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 damage increases by 1d8 if the target is an
undead or a fiend.

Fighting Style Player’s Handbook Paladin Player’s Handbook Paladin Player’s Handbook

Oath of Vengeance Channel Divinity: Abjure Enemy Channel Divinity: Vow of Enmity
Archetype Archetype Feature Archetype Feature
The Oath of Vengeance is a solemn commitment to punish those who have As an action, you present your holy symbol and speak a As a bonus action, you can utter a vow of enmity against a
committed a grievous sin. When evil forces slaughter helpless villagers,
when an entire people turns against the will of the gods, when a thieves’ prayer of denunciation, using your Channel Divinity. Choose creature you can see within 10 feet of you, using your
guild grows too violent and powerful, when a dragon rampages through the one creature within 60 feet of you that you can see. That Channel Divinity. You gain advantage on attack rolls against
countryside—at times like these, paladins arise and swear an Oath of creature must make a Wisdom saving throw, unless it is the creature for 1 minute or until it drops to 0 hit points or
Vengeance to set right that which has gone wrong. To these paladins— immune to being frightened. Fiends and undead have falls unconscious.
sometimes called avengers or dark knights—their own purity is not as
important as delivering justice. disadvantage on this saving throw.
Tenets of the Ancients On a failed save, the creature is frightened for 1 minute
The tenets of the Oath of Vengeance vary by paladin, but all the tenets or until it takes any damage. While frightened, the
revolve around punishing wrongdoers by any means necessary. Paladins
who uphold these tenets are willing to sacrifice even their own creature’s speed is 0, and it can’t benefit from any bonus to
righteousness to mete out justice upon those who do evil, so the paladins its speed.
are often neutral or lawful neutral in alignment. The core principles of the On a successful save, the creature’s speed is halved for 1
tenets are brutally simple. minute or until the creature takes any damage.
Fight the Greater Evil. Faced with a choice of fighting my sworn foes or
combating a lesser evil. I choose the greater evil.
No Mercy for the Wicked. Ordinary foes might win my mercy, but my
sworn enemies do not.
By Any Means Necessary. My qualms can’t get in the way of
exterminating my foes.
Restitution. If my foes wreak ruin on the world, it is because I failed to
stop them. I must help those harmed by their misdeeds.

Sacred Oath Player’s Handbook Channel Divinity Player’s Handbook Channel Divinity Player’s Handbook

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