Professional Documents
Culture Documents
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
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.
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Tenets Of Glory
NAME
The tenets of the Oath of Glory drive a
paladin to attempt heroics that might one
day shine in legend.
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.
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.
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.
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.