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AC DESCRIPTION
+12 STR +5 INT
15 Armor Mizzium Half Plate
126 +4 16
+5 DEX +5 WIS
Shield
+3 +9 CON
RESISTANCES
+10 CHA
0 Dex Medium Armor Heavy Armor
Magic
All -Psychic (rage)
16 1 Misc Defense Fighting Style
Temporary Hit Points: Misc
0
+5 Deception (Cha) Channel Divinity 1 SR Common Thieves Tools
0 History (Int) Partially Amphibious 1 LR Vedalken
0 Insight (Wis) Channel Divinity: Harness Divine Power 2 LR Fiendish
10
+9 Intimidation (Cha) Gift of the Gem Dragon 4 LR Draconic
0 Investigation (Int) Rage (+2 melee damage) 3 LR Abyssal
0 Medicine (Wis) Hexblade's Curse 1 SR
0 0 Nature (Int)
+4 Perception (Wis)
10 +5 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS
+9 Persuasion (Cha) Attack (2 attacks per action) Channel Divinity: Harness Divine Power Gift of the Gem Dragon
0 Religion (Int) Divine Sense Rage (start/end)
SP
EP
GP
PP
WEIGHT CARRIED
ENCUMBERED
ATTUNED MAGICAL ITEMS
81 - 160 lb
HEAVILY
CARRYING
ENCUMBERED
CAPACITY
240 lb
PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 241 - 480 lb
Additional Paladin Spells (Optional Paladin 2, TCoE 52)
Martial Versatility (Optional Paladin 4, TCoE 53) [ASI = Ability Score Improvement] FEAT: Gift of the Gem Dragon [Charisma] [FToD 17]
Whenever I gain an ASI from the paladin class, I can change my paladin fighting style As a reaction when I take damage from a creature that is within
Channel Divinity: Harness Divine Power (Optional Paladin 3, TCoE 52) [2× per long rest] 10 ft, I can have it take 2d8 force damage and push it up to 10 ft
As a bonus action, I can expend a use of my channel divinity to regain one used spell slot away. If it succeeds on a Str save (DC 8 + Prof. Bonus + chosen
The level of this spell slot can be no more than half my Proficiency Bonus (rounded up) ability score modifier), it halves the damage and isn't pushed. I
I can only do this so many times per long rest, even if I have uses of channel divinity left can do this my Prof. Bonus per long rest. [+1 Int, Wis or Cha]
Primal Knowledge (Optional Barbarian 3, TCoE 24)
At 3rd level and again at 10th level I gain proficiency with one skill of my choice FEAT: Strixhaven Initiate [Silverquill] [SCC 36]
I can choose from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival I learn two cantrips (Sacred Flame, Thaumaturgy, or Vicious
Additional Warlock Spells (Optional Warlock 1, TCoE 70) Mockery) and a 1st-level spell from the bard or cleric spell list. I
can cast the spell once per long rest at its lowest level without
expending a spell slot, and can cast it if I have a spell slot to do
so. I can have Int, Wis, or Cha as my spellcasting ability for this.
FEAT:
FEAT:
SUBTOTAL SUBTOTAL
ORGANIZATION
Warhorse Large
Dart
RACE SIZE HEIGHT WEIGHT
Fiend Unaligned
TYPE AGE GENDER ALIGNMENT
MOUNT
NAME
+1 DEX +1 WIS 11 +2 33
+4 +1 CON -2 CHA FAILURES
18
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
Hooves Str Melee (5 ft) +6 2d6+4 Bludgeoning
+1 +1 60 ft If used after moving 20 ft straight in the same round, see Trampling Charge trait
DESCRIPTION
12 LEVEL USED
3
DIE d10+1
1
+1
+1 Acrobatics (Dex) Languages: understands one language its Trampling Charge: If the horse moves at least 20 ft
13
master speaks (master's choice). straight toward a creature and then hits it with a hooves
+1 Animal Handling (Wis)
Find Steed: If dropped to 0 HP, the steed attack on the same turn, that target must succeed on a DC
-2 Arcana (Int)
disappears, leaving behind no physical 14 Strength saving throw or be knocked prone. If the
+4 Athletics (Str)
-2
form. target is prone, the horse can make another attack with its
-2 Deception (Cha) hooves against it as a bonus action.
-2 History (Int)
6 +1 Insight (Wis)
-2 Intimidation (Cha)
-2 Investigation (Int)
+1 +1 Medicine (Wis)
-2 Nature (Int)
12 +1 Perception (Wis)
-2 Performance (Cha)
-2 Persuasion (Cha)
-2 Religion (Int)
-2 +1 Sleight of Hand (Dex)
+1 Stealth (Dex) Find Steed (2nd-level conjuration spell, PHB 240):
7
+1 Survival (Wis) Summon a spirit in the form of a steed, appearing in an unoccupied space within 30 ft
It assumes a chosen form: warhorse, pony, camel, elk, or mastiff (DM can allow more forms)
The steed has the statistics of the chosen form, though its type is celestial, fey, or fiend
If it has an Intelligence of 5 or less, its Intelligence becomes 6
It gains the ability to understand one language that I, the caster, can speak
11 PASSIVE WISDOM (PERCEPTION)
When the steed drops to 0 hit points, it disappears, leaving behind no physical form
The steed serves me as a mount. I have a bond with it that allows us to fight as a seamless unit
While mounted on my steed, I can make any spell I cast that targets only me also target it
While my steed is within 1 mile of me, I can communicate with it telepathically
I can dismiss my steed at any time as an action, causing it to disappear
Casting this spell again summons the same steed, restored to its max HP, without conditions
I can't have more than one steed bonded at a time; As an action, I can release it from its bond
ST LEVEL ND LEVEL RD LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL
Lavitz Slambert
CHARACTER NAME
Charisma 8 +9 DC 17
SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC
Bless 3+1/SL creatures can add 1d4 on every attack roll or saving throw during the duration — Ench 1a 30 ft V,S,M Conc, 1 min P 219
Ceremony (R) Perform religious ceremony on target(s) within 10 ft throughout the casting; see book (25gp cons.) — Abjur 1h Touch V,S,M† Instantaneous X 151
Command 1+1/SL crea, each max 30 ft apart, save or follow one word command, e.g. approach, drop, flee, halt Wis Ench 1a 60 ft V 1 rnd P 223
Compelled Duel 1 crea save or dis. on attacks vs. not-me and save if moving more than 30 ft away Wis Ench 1 bns 30 ft V Conc, 1 min P 224
Cure Wounds 1 living creature heals 1d8+1d8/SL+5 (Cha) HP — Evoc 1a Touch V,S Instantaneous P 230
Detect Evil and Good Know if aberration, celestial, elemental, fey, fiend, undead, and des-/consecrated area within 30 ft — Div 1a Self V,S Conc, 10 min P 231
Detect Magic (R) Know presence of magic within 30 ft; 1 a to see auras and determine school — Div 1a Self V,S Conc, 10 min P 231
Detect Poison/Disease (R) Know presence, location, and type of poisons, poisonous creatures, and diseases within 30 ft — Div 1a Self V,S,M Conc, 10 min P 231
Dissonant Whispers 1 crea 3d6+1d6/SL Psychic dmg and flee; save halves and no fleeing; deaf crea are immune Wis Ench 1a 60 ft V Instantaneous P 234
Divine Favor My weapon attacks deal an +1d4 Radiant damage for the duration — Evoc 1 bns Self V,S Conc, 1 min P 234
) Hellish Rebuke Cast when taking dmg, crea that dealt dmg 2d10+1d10/SL Fire dmg; save halves Dex Evoc 1 rea 60 ft V,S Instantaneous P 250
Heroism 1+1/SL crea immune to fear, gain+5 (Cha) temp. HP start of each turn as spell lasts — Ench 1a Touch V,S Conc, 1 min P 250
) Inflict Wounds Spell attack for 3d10+1d10/SL Necrotic dmg — Necro 1a Touch V,S Instantaneous P 253
Prot. from Evil/Good 1 crea immune fear/charm/possess by abber./celest./elem./fey/fiends/undead, they also dis. on atks — Abjur 1a Touch V,S,M† Conc, 10 min P 270
Purify Food and Drink (R) 5-ft rad of food and drink is rendered free of all poison and disease — Trans 1a 10 ft V,S Instantaneous P 270
Searing Smite Next melee weapon hit +1d6+1d6/SL Fire dmg and target ignites: start of turn save to end or 1d6 dmg Con Evoc 1 bns Self V Conc, 1 min P 274
Shield of Faith 1 creature gains +2 AC for the duration — Abjur 1 bns 60 ft V,S,M Conc, 10 min P 275
Silvery Barbs 1 crea reroll d20 and use lowest for atk, check, or save; 1 crea adv. next atk, check, or save in 1 min — Ench 1 rea 60 ft V Instantaneous SC 38
Thunderous Smite Next melee weapon hit +2d6 Thunder dmg and save or 10 ft push and prone; audible in 300 ft Str Evoc 1 bns Self V Conc, 1 min P 282
Wrathful Smite Next melee weapon hit +1d6 Psychic dmg and save or frightened; it can take 1 a for extra save Wis Evoc 1 bns Self V Conc, 1 min P 289
Aid 3 creatures gain 5+5/SL current HP and HP max for the duration — Abjur 1a 30 ft V,S,M 8 h P 211
Branding Smite Next weapon hit +2d6+1d6/SL Radiant dmg; invisible target becomes visible for spell duration — Evoc 1 bns Self V Conc, 1 min P 219
Calm Emotions 20-ft rad all humanoids save or I suppress either charm/fear effects or hostility Cha Ench 1a 60 ft V,S Conc, 1 min P 221
) Crown of Madness 1 humanoid save or charmed and must melee attack against crea chosen by me; extra save/rnd Wis Ench 1a 120 ft V,S Conc, 1 min P 229
) Darkness 15-ft rad darkness on point or object; darkvision doesn't work; only magical light of SL 3+ works in it — Evoc 1a 60 ft V,M Conc, 10 min P 230
Find Steed Gain the services of a steed; communicate with each other telepathically; share spells with it; see book — Conj 10 min 30 ft V,S Instantaneous P 240
Gentle Repose (R) 1 corpse protected from decay and prevent it from becoming undead; add duration to raising dead — Necro 1a Touch V,S,M 10 days P 245
Lesser Restoration 1 crea cured of 1 disease, or 1 condition: blinded, deafened, paralyzed, or poisoned — Abjur 1a Touch V,S Instantaneous P 255
Locate Object Learn direction to closest named or described kind or specific object within 1000 ft; see book — Div 1a Self V,S,M Conc, 10 min P 256
Magic Weapon 1 nonmagical weapon becomes magical with +1 bonus to attack and damage; SL4: +2, SL6: +3 — Trans 1 bns Touch V,S Conc, 1 h P 257
Prayer of Healing 6 living creatures heal 2d8+1d8/SL+5 (Cha) HP — Evoc 10 min 30 ft V Instantaneous P 267
Protection from Poison 1 crea cured from 1 poison, gains resistance to Poison damage, and adv. on saves vs. being poisoned — Abjur 1a Touch V,S 1h P 270
Warding Bond 1 crea +1 AC, +1 saves, resistance all dmg; if takes dmg I take same dmg; ends if >60 ft away (100gp) — Abjur 1a Touch V,S,Mƒ 1 h (D) P 287
Zone of Truth 15-ft rad all in or enter save or unable to lie; I'm aware if saved or not; crea aware it cannot lie Cha Ench 1a 60 ft V,S 10 min P 289
(R) Speak with Animals (R) Speak verbally with and understand beasts for duration; interaction limited by intelligence of beasts — Div 10 min Self V,S 10 min P 277
(R) Beast Sense (R) Use 1 willing beast's senses; I'm blinded and deafened while doing so — Div 10 min Touch S Conc, 1 h P 217
Charisma +9 DC 17
SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC
Thaumaturgy Minor wonder; my voice booms, flames flicker, tremors in the ground, ominous sounds, etc. — Trans 1a 30 ft V 1 min (D) P 282
Vicious Mockery 1 creature save or 3d4 Psychic dmg and dis. on next attack roll Wis Ench 1a 60 ft V Instantaneous P 285
Silvery Barbs 1 crea reroll d20 and use lowest for atk, check, or save; 1 crea adv. next atk, check, or save in 1 min — Ench 1 rea 60 ft V Instantaneous SC 38
LINE
(ACTION) (ACTION)
Make one melee or ranged attack with a weapon, or Hide from those that can’t perceive you. Your Dex Fail checks involving sight. (CUMULATIVE)
multiple attacks with the ‘Extra Attack’ class feature. (Stealth) check is the DC for anybody’s Wis (Perception) Attacks have disadvantage. Disadvantage on ability checks
(See the ‘Attack Action’ section below.) check to discover you. Enemy attacks have advantage. Speed halved
(CASTING TIME OF THE SPELL) (ACTION OR BONUS ACTION) (DMG 272) Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostile’s space once by winning opposing Can’t harm/attack charmer. Hit Point maximum halved
(ACTION) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. Death
(ACTION) (ACTION) (PHB 291)
Your movement doesn’t provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a
(ACTION) spell requires concentration and expends the spell slot. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage (ACTION) Can’t willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception)
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. (ACTION OR BONUS ACTION) (DMG 272) moved out of grappler’s reach by an effect.
(ACTION) Move through hostile’s space once by winning opposing
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Can’t take actions or reactions.
(Acrobatics) check vs. grappler’s Str (Athletics) check. (ACTION)
(ACTION) You can interact with an object once per turn for free. A Can’t be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield,
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Can’t move or speak. Fail Str and Dex saving throws.
(PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker. Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
(BONUS ACTION WITH ATTACK ACTION) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
Incapacitated. Can’t move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
(INSTEAD OF ONE ATTACK) (DMG 271)
Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Can’t move or speak. Unaware of surroundings.
Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have Drop everything. Fail Str and Dex saving throws.
advantage and smaller have disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
(INSTEAD OF ONE ATTACK)
(PHB 290)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you
by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
(WITH MELEE ATTACK) (DMG 271)
Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
Out to range, perceive without sight.
(INSTEAD OF ONE ATTACK)
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the Out to range, treat dim light as bright light. Can’t see colors.
opponent to a side rather than to directly away from you. Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
(PHB 195) (PHB 183)