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INSPIRATION
STRENGTH Startforward, Pragmatic,
+3
22/24
ARMOR
CLASS
+6 30 Relentless
+6 PROFICIENCY BONUS INITIATIVE SPEED
16 PERSONALITY TRAITS
+1
Dexterity
Constitution
157 crime, an insult to the natural order.
+3
Acrobatics (Dex) Total SUCCESSES Dumb as a bag of rocks. He knows
16 how to stab and slash undead.
Animal Handling (Wis) FAILURES
That's it.
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
9
Athletics (Str)
-2
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Darkvision: Thanks to your celestial
Holy Aveng +9 2d6 slashing heritage, you have superior vision in
7 8
Insight (Wis)
dim and dark conditions. You can see in
●
11
Intimidation (Cha) dim light within 60 feet of you as if it
WISDOM Investigation (Int) were bright light, and in darkness as if it
were dim light. You can't discern color
Medicine (Wis)
+2
Nature (Int)
+1d8 radiant to all plus 2d10 radiant damage to fiends and
undead.
in darkness, only shades of gray.
Perception (Wis) You can reroll the weapon's damage dice and use either tota
Celestial Resistance: You have
15 resistance to necrotic and radiant
Performance (Cha) Extra Attack: You can attack twice. damage
CHARISMA
●
11
Persuasion (Cha) Aura of Protection: Whenever you or a friendly creature
within 30 feet of you must make a saving throw, the creature Tunnel Fighter (UA): As a bonus action,
Religion (Int) gains a bonus to the saving throw equal to your Charisma
+5 Sleight of Hand (Dex)
modifier (+5). You must be conscious to grant this
bonus.
you can enter a defensive stance that
lasts until the start of your next turn.
Stealth (Dex) While in your defensive stance, you can
20 make opportunity attacks without using
Survival (Wis)
your reaction, and you can use your
SKILLS ATTACKS & SPELLCASTING reaction to make a melee attack against
a creature that moves more than 5 feet
while within your reach.
12 PASSIVE WISDOM (PERCEPTION) Aura of Courage: you and
CP friendly creatures within 30 feet
of you can't be frightened while Divine Smite: When you hit a creature
you are conscious. with a melee weapon attack, you can
Languages: You can speak, SP expend one spell slot to deal radiant
When a creature within 5 feet of damage to the target, in addition to the
read and write Common, you casts a spell, you can use weapon's damage. The extra damage is
EP
Draconic, Elven, and Celestial. your reaction to make a melee 2d8 for a 1st-level spell slot, plus 1d8
weapon attack against that for each spell level higher than 1st, to a
Armor: All armor, shields creature. When you damage a
GP maximum of 5d8. The damage
Weapons: Simple weapons, creature that is concentrating on
increases by 1d8 if the target is an
a spell, that creature has
martial weapons disadvantage on the saving undead or a fiend, to a maximum of 6d8.
PP
throw it makes to maintain its
concentration. You have Divine Health: The divine magic flowing
advantage on saving throws through you makes you immune to
against spells cast by creatures disease.
within 5 feet of you.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
87 8ft 340lb
AGE HEIGHT WEIGHT
Sir Silverhand The Elder
Righteous Fire Golden Tan Silver Feathers
CHARACTER NAME EYES SKIN HAIR
Feats: Alert, Divinely Favored (UA), Savage Attacker, Mage Slayer, and
Divine Sense: The presence of strong evil Inspiring Leader.
registers on your senses like a noxious odor,
and powerful good rings like heavenly music
in your ears. As an action, you can open Savior of Virtue: As an action, you can take on the appearance of a mighty
your awareness to detect such forces. Until holy spirit, for 1 minute. For the duration, you gain the following benefits: All of
the end of your next turn, you know the your melee weapon attacks deal additional damage equal to your Charisma
location of any celestial, fiend, or undead
within 60 feet of you that is not behind total modifier +5 You gain immunity to radiant damage. You have advantage on
cover. You know the type (celestial, fiend, or attack rolls against undead creatures. After using this feature, you must take a
undead) of any being whose presence you long rest before doing so, again.
sense, but not its identity (the vampire Count
Strahd von Zarovich, for instance). Within the
same radius, you also detect the presence of Aura of the Ghostslayer: You and your allies can slay undead with ease,
any place or object that has been purifying them. When you or an allied creature within 30 feet of yourself reduce
consecrated or desecrated, as with the an undead creature to 0 hit points, it cannot be reanimated as an undead
Hallow spell. Lasts a full minute. creature, both through spells and other effects, except by a wish spell.
You can use this feature a number of times
equal to 1 + your Charisma modifier. When Cleansing Touch: You can use your action to end one spell on yourself or on
you finish a long rest, you regain all one willing creature that you touch. 5/5
expended uses. (6/6)
Lay on Hands: Your blessed touch can heal ADDITIONAL FEATURES & TRAITS
wounds. You have a pool of healing power
that replenishes when you take a long rest. Holy Avenger: You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead
With that pool, you can restore a total with it, that creature takes an extra 2d10 radiant damage. While you hold the drawn sword, it creates an aura in a 30-foot radius
number of hit points equal to your paladin around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical
effects.
level x 5. (100)
Animated Shield: While holding this Shield, you can speak its Command word as a bonus Action to cause it to animate. The Shield
As an action, you can touch a creature and leaps into the air and hovers in your space to protect you as if you were Wielding it, leaving your hands free. The Shield remains
animated for 1 minute, until you use a bonus Action to end this Effect, or until you are Incapacitated or die, at which point the Shield
draw power from the pool to restore a falls to the ground or into your hand if you have one free.
number of hit points to that creature, up to
the maximum amount remaining in your pool. Dwarven Plate: While wearing this armor, you gain a +2 bonus to AC. In addition, if an Effect moves you against your will along the
ground, you can use your Reaction to reduce the distance you are moved by up to 10 feet.
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Paladin: Oath of Purity +5 19 +11
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 2 6
Light (Race) Daylight (1/Long Rest)
Aura of Vitality
Magic Circle
Crusader's Mantle
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Banishment
2 3
Lesser Restoration (1/long rest)
Branding Smite
5 2
Aid
Destructive Wave
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.