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5 Paladin Glory / 3 Fighter Cavalier Folk Hero

CLASS & LEVEL BACKGROUND PLAYER NAME

Half-Elf
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I'm confident in my own abilities and do what I
19 30 can to instill confidence in others.

18 3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
I get bored easily. When am I going to get on
with my destiny?
4 PERSONALITY TRAITS

Hit Point Maximum


Strength
DEXTERITY People deserve to be treated
Dexterity
with dignity and respect. (Good)
8 Constitution
CURRENT HIT POINTS IDEALS
Intelligence
-1 ● 3
Wisdom
● 6
Charisma I protect those who cannot
CONSTITUTION SAVING THROWS
protect themselves.
TEMPORARY HIT POINTS BONDS
16
Acrobatics (Dex) Total SUCCESSES Secretly, I believe that things would be better
3 if I were a tyrant lording over the land.

6
Animal Handling (Wis) FAILURES

Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE ●
7
Athletics (Str)

8 Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
History (Int) Fey Ancestry. You have advantage on saving throws
against being charmed, and magic can't put you to
-1 Insight (Wis) sleep.

6
Intimidation (Cha) Darkvision. Thanks to your elven heritage, you have
superior vision in dark and dim conditions. You can
WISDOM Investigation (Int)
see in dim light within 60 feet of you as if it were bright
Medicine (Wis) light, and in darkness as if it were dim light. You can't
10 Nature (Int)
discern color in darkness, only shades of gray.

Rustic Hospitality
0 Perception (Wis) Since you come from the ranks of the common folk,
you fit in among them with ease. You can find a place

6
Performance (Cha) to hide, rest, or recuperate among other commoners,
CHARISMA

6
Persuasion (Cha) unless you have shown yourself to be a danger to
them. They will shield you from the law or anyone else

2
Religion (Int) searching for you, though they will not risk their lives
16 Sleight of Hand (Dex)
for you.

Fighting Style:
Stealth (Dex)
3 ●
3
Survival (Wis) Defense. While you are wearing armor, you gain a +1
bonus to AC.
SKILLS ATTACKS & SPELLCASTING
Dueling: When you are wielding a melee weapon in
one hand and no other weapons, you gian a +2 bonus
to damage rolls with that weapon
13 PASSIVE WISDOM (PERCEPTION)
A set of artisan's tools
CP Second Wind
(one of your choice), a You have a limited well of stamina that you can draw
on to protect yourself from harm. On your turn, you
SP shovel, an iron pot, a can use a bonus action to regain hit points equal to
Cook’s utensils, vehicles (land) 1d10 + your fighter level.
set of common clothes
Once you use this feature, you must finish a short or
Armor: All armor, shields EP
long rest before you can use it again.
Weapons: Simple weapons, martial Chain mail, Longsword
weapons Action Surge
GP 10 and Shield, two Starting at 2nd level, you can push yourself beyond
Tools: None
handaxes and a your normal limits for a moment. On your turn, you can
Saving Throws: Wisdom, Charisma take one additional action.
Skills: Choose two from Athletics, PP dungeoneer's pack
Once you use this feature, you must finish a short or
Insight, Intimidation, Medicine, long rest before you can use it again. Starting at 17th
Persuasion, and Religion level, you can use it twice before a rest, but only once
on the same turn.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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

CHARACTER NAME EYES SKIN HAIR

Tenets Of Glory
NAME
The tenets of the Oath of Glory drive a
paladin to attempt heroics that might one
day shine in legend.

Actions over Words. Strive to be known by


glorious deeds, not words.

Challenges Are but Tests. Face hardships


with courage, and encourage your allies to
face them with you.

Hone the Body. Like raw stone, your body


must be worked so its potential can be
realized.
SYMBOL
Discipline the Soul. You must marshal the
discipline to overcome failings within
yourself that threaten to dim the glory of
you and your friends.
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Defining Event: A lord rescinded an unpopular decree after I led a symbolic act of protect against it. ou algo a ser definido

5 Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal
Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Born to the Saddle


Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid
falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not
incapacitated.

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Unwavering Mark
Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a
creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you
are incapacitated or you die, or if someone else marks the creature.

While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon
attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits,
the attack's weapon deals extra damage to the target equal to half your fighter level.

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your
Strength modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.

ADDITIONAL FEATURES & TRAITS

Lay on Hands: 25

Divine Sense: 4

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the
Sacred Oath class feature for how Channel Divinity works.

Peerless Athlete. As a bonus action, you can use your Channel Divinity to augment your athleticism.
For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics)
checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your
long and high jumps increases by 10 feet (this extra distance costs movement as normal).
Inspiring Smite. Immediately after you deal damage to a creature with your Divine Smite feature, you
can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of
your choice within 30 feet of you, which can include you. The total number of temporary hit points
equals 2d8 + your level in this class, divided among the chosen creatures however you like.

CHARACTER BACKSTORY TREASURE

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

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

● Guiding Bolt

● Heroism
4
● Bless
SPELLS KNOWN

2 2
● Magic Weapon

● Find Steed

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

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