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Paladin 4 Mightbecomestronkoneday

CLASS & LEVEL PLAYER NAME


Arush Emmanuel
Dragonborn Acolyte (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

+4 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +0 Dexterity
+2 Constitution +0 19 30 --
+4 -1 Intelligence
CLASS
• +3 Wisdom INITIATIVE HIT POINTS
18
• +3 Charisma
Total 4d10 SUCCESSES
Saving Throw Modifiers
Resistances - Fire
DEXTERITY
Immunities - Disease FAILURES

+0 DEFENSES HIT DICE DEATH SAVES

10 SAVING THROWS INSPIRATION


=== ARMOR ===
Heavy Armor, Light Armor, Medium Armor,
CONSTITUTION +0 Acrobatics DEX Shields, Splint
+2 PROFICIENCY BONUS
+2 +1

-1
Animal Handling WIS
Arcana INT
=== WEAPONS ===
Battleaxe, Martial Weapons, Simple
Weapons
14 +4 Athletics STR
ABILITY SAVE DC === LANGUAGES ===
+1 Deception CHA
Celestial, Common, Draconic, Elvish
-1 History INT
INTELLIGENCE
P +3 Insight WIS
30 ft. (Walking)
-1 +1 Intimidation CHA
-1 Investigation INT
8 P +3 Medicine WIS SPEED

-1 Nature INT PROFICIENCIES & LANGUAGES

WISDOM +1 Perception WIS


+1 Performance CHA === ACTIONS === then finish a short or long rest to use your Channel
+1 P +3 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
Divinity again. Some Channel Divinity effects require
saving throws (DC 11).
Help, Hide, Ready, Search, Use an Object,
P +1 Religion INT
13 Opportunity Attack, Grapple, Shove, Improvise, Divine Sense • 2 / Long Rest
+0 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object As an action, you can detect good and evil. Until
the end of your next turn, you can sense anything
+0 Stealth DEX Breath Weapon (Gold) • 1 / Short Rest affected by the hallow spell or know the location of any
CHARISMA As an action once per short rest, exhale in a 15 ft. celestial, fiend, undead within 60 ft. that is not behind
+1 Survival WIS
cone (DEX DC 12, half damage on success) for 2d6 total cover. You can use this feature 2 times per long
rest.
+1 Fire Damage [6th] 3d6, [11th] 4d6, [16th] 5d6

Channel Divinity • 1 / Short Rest Lay on Hands Pool • 20 / Long Rest


Your oath allows you to channel divine energy to You have a pool of healing power that can restore
13 fuel magical effects. When you use your Channel 20 HP per long rest. As an action, you can touch a
Divinity, you choose which option to use. You must creature to restore any number of HP remaining in the
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

11 PASSIVE WISDOM (PERCEPTION)


Battleaxe +6 1d8+4 Slashing Martial, Versatile

Dagger +6 1d4+4 Piercing Simple, Finesse, Light, Thrown, Range (20/60)


13 PASSIVE WISDOM (INSIGHT)

Unarmed Strike +6 5 Bludgeoning


9 PASSIVE INTELLIGENCE (INVESTIGATION)

SENSES WEAPON ATTACKS & CANTRIPS

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Paladin 4 Mightbecomestronkoneday
CLASS & LEVEL PLAYER NAME
Arush Emmanuel
Dragonborn Acolyte (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== PALADIN FEATURES === to the target plus 1d8 for each spell level higher than * Ability Score Improvement • PHB 85
1st (max 5d8) and plus 1d8 against undead or fiends
* Hit Points • PHB 84 (max 6d8 total).
=== DRAGONBORN RACIAL TRAITS ===
* Proficiencies • PHB 84 | Special
* Draconic Ancestry • BR 34
* Divine Sense • PHB 84 * Divine Health • PHB 85 You gain a breath weapon and damage resistance
As an action, you can detect good and evil. Until the You are immune to disease. with your chosen dragon type.
end of your next turn, you can sense anything affected
by the hallow spell or know the location of any * Sacred Oath • PHB 85 | Gold Dragon • BR 34
celestial, fiend, undead within 60 ft. that is not behind Fire
total cover. You can use this feature 2 times per long | Oath of Devotion
rest. * Breath Weapon • BR 34
| Channel Divinity: 1 / Short Rest • 1 Action Once per short rest as an action, exhale destructive
| 2 / Long Rest • 1 Action energy based on your Draconic Ancestry. Each
* Channel Divinity • PHB 86 creature in the area must make a DC 12 saving throw
* Lay on Hands • PHB 84 You gain two Channel Divinity options: (type determined by your ancestry), taking 2d6 ([6th]
You have a pool of healing power that can restore 20 3d6, [11th] 4d6, [16th] 5d6) on a failed save, and half
HP per long rest. As an action, you can touch a Sacred Weapon - As an action you can imbue a damage on a successful one.
creature to restore any number of HP remaining in the weapon with positive energy. For 1 minute, the
pool, or 5 HP to either cure a disease or neutralize a weapon is considered magical, you add +1 to attack | Gold Dragon • BR 34
poison affecting the creature. rolls, it emits bright light for 20 ft. and dim light for 20 ft As an action once per short rest, exhale in a 15 ft.
beyond that. You can end the effect as part of any cone (DEX DC 12, half damage on success) for 2d6
| Lay on Hands Pool: 20 / Long Rest • 1 Action other action, if you are no longer holding the weapon, Fire Damage [6th] 3d6, [11th] 4d6, [16th] 5d6
or if you fall unconscious.
* Fighting Style • PHB 84 | Breath Weapon (Gold): 1 / Short Rest • 1 Action
You adopt a style of fighting as your specialty. Turn the Unholy - As an action, you can censure fiends
and undead. Each fiend or undead that can see or * Damage Resistance • BR 34
| Defense • PHB hear you within 30 ft. must make a WIS saving throw You have resistance to the damage type associated
While you are wearing armor, you gain a +1 bonus to (DC 11). On failure, it is turned for 1 minute or until it with your draconic ancestry.
AC. takes damage.
| Gold Dragon • BR 34
* Spellcasting • PHB 84 | Channel Divinity: Sacred Weapon: 1 Action Fire Damage
You can cast prepared paladin spells using CHA as
your spellcasting modifier (Spell DC 11, Spell Attack | Channel Divinity: Turn the Unholy: 1 Action
+3). You can use a holy symbol as a spellcasting
focus. * Oath Spells • PHB 86
You gain oath spells based on your level that are
* Divine Smite • PHB 85 always prepared and don't count against your daily
When you hit with a melee weapon attack, you can number of prepared spells.
expend one spell slot to deal 2d8 extra radiant damage

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Shield 1 6 lb.

Chain Mail 1 55 lb.

SP 0 Dagger 1 1 lb.

Battleaxe 1 4 lb.
EP 0 Backpack 1 5 lb.

Waterskin 1 5 lb.
GP 10 Horn - Followers of Odur 1 2 lb.

Bedroll 1 7 lb.
PP 0 Mess Kit 1 1 lb.

Rations (1 day) 9 18 lb.


WEIGHT CARRIED

130 lb. Rope, Hempen (50 feet) 1 10 lb.

ENCUMBERED Tinderbox 1 1 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

270 lb. Torch 10 10 lb.

PUSH/DRAG/LIFT Waterskin 1 5 lb.

540 lb.

EQUIPMENT

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Male 27 Medium 7,2 310
GENDER AGE SIZE HEIGHT WEIGHT
Arush Emmanuel Chaotic Good Odur, god of lightGolden
and the sun green Red
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

=== Allies ===


Straight to the point, Noble,
Odur, god of light and the sun , Theoriotius
(Mentor) Tunnel vision,
Ischmark (tegen stradth)
Ireena (Celistial or really good hearthed person) PERSONALITY TRAITS

Keepers of the feathers (anti strahd) (were ravens,


transformers into ravens)
Urwin Martikov (barkeep)
Help the light, Protect
Danika Martikov (barkeep) others
IDEALS

Party:
Siegward (house of the mourningstar) (fighter)
(traveler)
The holy words of his order,
-Duidelijk iemand van geld
-Hides
-Dolk + Rapear BONDS
- Gillemde ring + Huis

OPHELIA van doornen (wizard) diffeculty understandig concepts, paranoid


-Student geschiedenis from far away in the dark, Reckless
-vampire ???
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Origins Arush: (Sanskrit) Conveying the rays of the sun


Read€
Coming from a place close to Emmanuel: God with us Read
the Howling mountains, this young dragonborn lost
his way from home from a Devine sense: Can sense if somebody has a soul or
young and tender age. Living Alone in the not, (white) soul, (grey) no soul, (black) undead,
mountains with only animals around (gold) celestial of zeer krachtige en goede ziel , (red)
him kept the young dragonborn pure. The only faint, (60ft)
social contact the young lad had
where the traders who passed by and the
adventures. However the young lad was Route: go west follow the road, don't travel at night
to impressed with the display of strength this
groups behold. One day the young
lad laid his eyes upon the followers of Odur. The Seal (brief): 2 raven, red
young lad dropped his guard
and accidently slipped all the way down of the
cavern. Hunters inhuren: 5 gold per day

After a few days the young lad Voorspelkaarten


woke up at a camp at the foot of the mountain.
The camp was organized by the Kaart 1: there is a town where stuff is not alright
followers of Odur, these free loving people have Kaart 2: amber doors with treassure
only one way of life: Kaart 3: verstani missing boy with keys to treassure
"Bring light and happiness to those who are Kaart 4: strahd sees us
making a journey". The
young lad has never seen people who cared so
much about others who they barely Bard liedje: man in konijn veranderen, groten mens
know. After a few days of rest the followers sent etende plant, man zonder benen,
the young lad back to his
home. The young lad began his way home, but
were was his home? The young lad Vallaki: villagers call hum burgermaister, guards
became confused and traveled back up the noemen hem baron en ontkennen burgermaister,
mountain the only place he could still
call home.
Items to defeat stradh:
After a week has passed the attic of the baron
young lad sought one of the adventures group
tracking up the mountain. The
group gets ambushed by the local monsters. The tome of strahd
young lad inspired buy the i was the warrior of this land, i was the creator,
helpful nature of the followers of Odur tried goodness slayed of my life, younger brother he
stepping in and help the hated, he is in love with Ireena, i became weath,
adventures. However the moment the young lad
revealed his location the monsters

CHARACTER BACKSTORY ADDITIONAL NOTES

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CHA 11 +3
Paladin
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES

=== 1st LEVEL === 3 Slots OOO

O Command Paladin WIS 11 1A 60 ft. V 1 round PHB 223 D: 1Rnd, V

O Cure Wounds Paladin -- 1A Touch V,S Instantaneous PHB 230 V/S

P Protection from Evil and Good <C> Paladin (Always Prepared) -- 1A Touch V,S,M Concentration, up to 10 minutes PHB 270 D: 10m, V/S/M

P Sanctuary Paladin (Always Prepared) WIS 11 1BA 30 ft. V,S,M 1 minute PHB 272 D: 1m, V/S/M

O Bless <C> Paladin -- 1A 30 ft. V,S,M Concentration, up to 1 minute PHB 219 D: 1m, V/S/M

O Detect Evil and Good <C> Paladin -- 1A Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S

O Detect Magic <C> Paladin -- 1A Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S

O Detect Poison and Disease <C> Paladin -- 1A Self/30 ft. Sphere V,S,M Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S/M

O Divine Favor <C> Paladin -- 1BA Self V,S Concentration, up to 1 minute PHB 234 D: 1m, V/S

O Heroism <C> Paladin -- 1A Touch V,S Concentration, up to 1 minute PHB 250 D: 1m, V/S

O Purify Food and Drink Paladin -- 1A 10 ft./5 ft. Sphere V,S Instantaneous PHB 270 5 ft. Sphere, V/S

O Shield of Faith <C> Paladin -- 1BA 60 ft. V,S,M Concentration, up to 10 minutes PHB 275 D: 10m, V/S/M

SPELLS

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