You are on page 1of 3

Paladin 20th Faction Agent Buggs

CLASS & LEVEL BACKGROUND PLAYER NAME


Sir Silverhand The Elder
Aasimar Lawful Good N/A
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH Startforward, Pragmatic,
+3
22/24
ARMOR
CLASS
+6 30 Relentless
+6 PROFICIENCY BONUS INITIATIVE SPEED

16 PERSONALITY TRAITS

Hit Point Maximum 157


Strength Oath Of Purity: Undead existing is a
DEXTERITY

+1


Dexterity
Constitution
157 crime, an insult to the natural order.

CURRENT HIT POINTS IDEALS


Intelligence
12 ● 7
Wisdom
Order of the Gauntlet and
● 11
Charisma
CONSTITUTION
Kelemvor
SAVING THROWS
TEMPORARY HIT POINTS BONDS

+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

Conjure Halos: As a bonus action, you can use your Channel


Divinity to conjure up a halo of purification, for 1 minute. For the
duration, you can use your action to make one attack with a NAME
weapon, and then one melee spell attack on the same target.
This spell attack deals radiant damage equal to 1d6 + your
Charisma modifier on a hit. At 7th level, you conjure two halos,
Order of the Gauntlet
making two spell attacks.

Purge the Dead: As an action, you present your holy symbol


towards foul undead, and purge them of their special abilities. All
undead creatures of your choice within 30 feet of yourself must
succeed on a Constitution saving throw, or lose the following
benefits if they had them, for 1 minute: Being immune to or
having advantage on savings against being turned. Being
incorporeal. Being resistant to nonmagical bludgeoning,
piercing, and slashing damage. If an undead creature that fails
its saving throw had none of these, then it is instead frightened
by you, for 1 minute, and can repeat the saving throw at the end
of each of its turns, ending the frightening effect on a success.

You can spend 10 minutes inspiring your companions, shoring


up their resolve to fight. When you do so, choose up to six
friendly creatures (which can include yourself) within 30 feet of
you who can see or hear you and who can understand you.
Each creature can gain temporary hit points equal to 25. A
creature can't gain temporary hit points from this feat again until
SYMBOL
it has finished a short or long rest.

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

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.

Alternatively, you can expend 5 hit points https://docs.google.com/document/d/1j1KRM2ZTmz1uZNm7PyZcmpWdCh9vOneWNYBc475GSWo/edit?usp=sharing


from your pool of healing to cure the target of
one disease or neutralize one poison
affecting it. You can cure multiple diseases
and neutralize multiple poisons with a single
use of Lay on Hands, expending hit points
separately for each one.
CHARACTER BACKSTORY TREASURE

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)

Thaumaturgy (Feat) Spirit Guardians (Oath)

Aura of Vitality

Magic Circle

Crusader's Mantle

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Silvery Barbs (1/Long Rest)

Hunter's Mark (Oath)


4 3
Bless

Searing Smite Aura of Purity (Oath)


SPELLS KNOWN

Protection From Evil and Good Aura of Life

Shield of Faith Staggering Smite

Banishment

2 3
Lesser Restoration (1/long rest)

Calm Emotions (Oath)

Branding Smite
5 2
Aid

Prayer of Healing Banishing Smite (Oath)


9
Dispel Evil and Good

Destructive Wave

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

You might also like