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Level 5 Draconblood Paladin, Oath of the Dragonlord 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Akra Biri Haran
Knight Lawful Good Bahamut Streetfighter
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you as if
STRENGTH Half Plate 21 it were bright light, and in darkness as if it were dim light.
PROFICIENCY BONUS +3
17
SHIELD Inspiring Leader. You can spend 10 minutes inspiring your
AC companions, shoring up their resolve to fight. When you do
Shield +1 so, choose up to six friendly creatures within 30 feet of you
N
CIE C
Defense (Fighting Style) (1) who can see or hear you and who can understand you. Each
+3 Strength creature can gain 7 temporary hit points. A creature can’t
Y
PROFI

+3 gain temporary hit points from this feat again until it has
+2 Dexterity finished a short or long rest.
+2 Constitution ARMOR CLASS Divine Sense (Action—3/Long Rest). You can open your
DEXTERITY awareness to detect presence of strong evil. Until the end of
+2 Intelligence your next turn, you know the location of any celestial, fiend,
MAXIMUM HIT DICE TEMPORARY

15 ✘ +4 Wisdom or undead within 60 feet of you that is not behind total cover.
53 5d10 You know the type of any being whose presence you sense,
✘ +5 Charisma but not its identity. Within the same radius, you also detect
CONDITIONAL the presence of any place or object that has been
+2 5 consecrated or desecrated.

Lay on Hands (Action—25/Long Rest). You can touch a


CURRENT HIT POINTS creature and draw power from the pool to restore a number
of hp to that creature, up to the maximum amount remaining
CONSTITUTION DEATH SAVING THROWS
in your pool. You can expend 5 hp from your pool of healing
SAVING THROWS
to cure the target of one disease or neutralize one poison
14 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
affecting it.This feature has no effect on undead and
constructs.
Y
PROFI

RT

EXPE

+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION Fighting Style.


+2 +2 Arcana (Int) Darkvision Defense. While you are wearing armor, you gain a +1 bonus
to AC.
+3 Athletics (Str) Divine Smite. When you hit a creature with a melee weapon
INTELLIGENCE +2 Deception (Cha)
attack, you can expend one spell slot to deal radiant damage
to the target, in addition to the weapon’s damage. The extra

15 ✘ +5 History (Int) damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell
level higher than 1st, to a maximum of 6d8. The damage
+1 Insight (Wis) increases by 1d8 if the target is an undead or a fiend.
✘ +5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Divine Health. The divine magic flowing through you makes
+2 +2 Investigation (Int)
you immune to disease.

✘ +4 Medicine (Wis) Draconic Ancestry. Extra Attack. You can attack twice, instead of once, whenever
Black. Your draconic ancestry is black. Your you take the Attack action on your turn.
WISDOM +2 Nature (Int) damage type is acid. Your breath weapon is 5 by Pseudodragon Familiar. When you cast the find familiar spell,

13 +1 Perception (Wis) 30 ft. line (dex. save). you summon a pseudodragon. The pseudodragon can smell
dragon eggs if they are within one mile. If your pseudodragon
+2 Performance (Cha) Breath Weapon (Action—1/Short Rest). Exhale hasn’t found a dragon egg by 6th level, then it departs in
✘ +5 Persuasion (Cha) destructive energy. Your breath weapon does 2d6 search of one. In 3d6 days, the pseudodragon returns to you
+1 +2 Religion (Int)
acid damage in a 5 by 30 ft. line (dex. save) DC 13 with a dragon egg of your choice from this list: brass, bronze,
copper, or silver. If at any time your dragon egg is lost or
destroyed, your pseudodragon will depart in search of
+2 Sleight of Hand (Dex) Forceful Presence (1/Short Rest). When you make another one. It will return in 3d6 days with the lost egg or a
CHARISMA a Intimidation or Persuasion check, you can do so suitable replacement. If you deliberately lose or destroy your
+2 Stealth (Dex) with advantage. egg, then your pseudodragon refuses to perform this service.

14 +1 Survival (Wis)
SKILLS
Dragon's Wrath (Action—Channel Divinity). Each creature of
your choice that is within 60 ft. of you and aware of you must
succeed on a DC 14 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the saving
+2 11 PASSIVE PERCEPTION throw at the end of each of its turns, ending the effect on
itself on a success.

Scorn the Unworthy (Action—Channel Divinity). Enemy


ADVANTAGE
creatures within 30 feet that are Large or smaller in size must
make a Charisma saving throw. On a failed save, the creature
INITIATIVE +2 2 Attacks / Attack Action RACIAL TRAITS falls prone and loses concentration on any spells that it has
active.

NAME RANGE ATTACK DAMAGE / TYPE


Longsword 5 ft +6 vs AC 1d8+3 slashing
Versatile
FEATURES & TRAITS
Spear 20/60 +6 vs AC 1d6+3 piercing
Thrown, Versatile

Dragon Slayer 5 ft +7 vs AC 1d8+4 slashing Armor Proficiencies. Light Armor, Medium Armor,
Versatile
Heavy Armor, Shields
Breath Weapon 5 by 30 ft 2d6 Weapon Proficiencies. Simple Weapons, Martial
Weapons

Tool Proficiencies. Dragonchess set

Languages. Common, Draconic, Elvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female 15 7'2" 250 lb.
GENDER AGE HEIGHT WEIGHT
Akra Biri Haran Blue Brown Long Black
CHARACTER NAME EYES SKIN HAIR

NAME

Platin Cadre

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and
wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former
merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you
Despite my noble birth, I do not place myself above could be an honest, hard-working landowner who cares deeply about the people who live and work on your land,
other folk. We all have the same blood. keenly aware of your responsibility to them.
The common folk love me for my kindness and
generosity.
Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble
title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to
your own children. Not only do you need to determine your noble title, but you should also work with the DM to
PERSONALITY TRAITS
describe your family and their influence on you.

Respect. Respect is due to me because of my Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and
position, but all people regardless of station deserve over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the
to be treated with dignity. (Good) common people regard them?

IDEAL What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How
do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as
long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you
I will face any challenge to win the approval of my in your family’s good graces, or shunned by the rest of your family?
family.
Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the
time? An animal you regard as a symbol of your line or even a spiritual member of the family?
BOND
These details help establish your family and your title as features of the world of the campaign.
I too often hear veiled insults and threats in every
word addressed to me, and I’m quick to anger. A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a
knight, choose the Retainers feature (see the sidebar) instead of the Position of Privilege feature. One of your commoner
retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to
FLAW
knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your
BACKGROUND STORY
armor (and even helps you put it on).

As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other
Retainers token from a noble lord or lady to whom you have given your heart—in a chaste sort of devotion. (This person could be
your bond.)
You have the service of three retainers loyal to your
family. These retainers can be attendants or
messengers, and one might be a majordomo. Your
retainers are commoners who can perform mundane
tasks for you, but they do not fight for you, will not
follow you into obviously dangerous areas (such as
dungeons), and will leave if they are frequently
endangered or abused.

BACKGROUND FEATURE

A piece of crystal that faintly glows in the moonlight

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Shield +1. While holding this shield, you have a bonus to
Shield 1 6 [Shield +1] 1 6 AC determined by the shield's rarity. This bonus is in
Hide 1 12 [Dragon Slayer] 1 3 addition to the shield's normal bonus to AC.
Longsword 1 3
Spear 5 15 Dragon Slayer. You gain a +1 bonus to attack and
Backpack 1 5 damage rolls made with this magic weapon.
Rope, Hempen (50 feet) 1 10 When you hit a dragon with this weapon, the dragon
Waterskin 1 5 takes an extra 3d6 damage of the weapon's type. For the
[Half Plate] 1 40 purpose of this weapon, "dragon" refers to any creature
1 with the dragon type, including dragon turtles and
wyverns.

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 5 0 92 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

106.9 lb / 255 lb 510 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +5 13 4

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Paladin, Oath of the Dragonlord

1ST LEVEL 4 SPELL SLOTS ● ● ● ● ● Cure Wounds ● Defiant Smite


● Draconic Smite ● Find Familiar (Always Prepared) ● Hunter’s Mark (Always Prepared)
● Shield of Faith Angelic Guardian Bless
Cauterizing Flame Ceremony Command
Compelled Duel Defy Ruin Detect Chaos and Order
Detect Evil and Good Detect Magic Detect Poison and Disease
Divine Arm Divine Favor Helm’s Everwatchful Eye
Heroism Hobble Mount Insightful Maneuver
Interpret Bone Light of Lunia Litany of Sure Hands
Machine’s Load Pendulum Protection from Evil and Good
Purify Food and Drink Ray of Respite Searing Smite
Shield of Devotion Spur Mount Stanch
Thunderous Smite Wrathful Smite

2ND LEVEL 2 SPELL SLOTS ● ● ● Gust of Wind (Always Prepared) ● Levitate (Always Prepared)
Aid Anticipate Attack Blessed Halo
Bond of the Dragonlords Branding Smite Consecration
Dark Secret Decelerate Desecration
Detect Familiar Divine Ward Druthers
Find Steed Find Vehicle Lesser Restoration
Locate Object Magic Weapon Mass Blade Ward
Protection from Poison Radiating Blade of Tempus Repair Metal
Shadows Brought to Light Shared Sacrifice Skystrike
● Suffer Trench Vital Mark
Warning Shout Winding Key Zone of Truth
Cure Wounds Defiant Smite Draconic Smite
1st-level evocation 1st-level abjuration 1st-level evocation (dragon)

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE Touch RANGE Self RANGE Self
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V COMPONENTS V

A creature you touch regains a number of hit points equal to 1d8 + None shall turn you from your task, nor break your resolve. The next time you hit a creature with a melee weapon attack during
your spellcasting ability modifier. This spell has no effect on undead The first time you hit with a melee weapon attack during this the spell’s duration, your weapon momentarily takes on the form of a
or constructs. spell’s duration, wrathful energy rushes through your weapon. The silver dragon’s head. Your attack deals an extra 1d6 cold damage, and
At Higher Levels. When you cast this spell using a spell slot of 2nd attack deals an extra 1d6 force damage to the target. Additionally, if up to four other creatures of your choosing within 30 feet of the
level or higher, the healing increases by 1d8 for each slot level above the target is a creature, its ability to attack is hindered. Until the spell attack’s target must each make a successful Constitution saving
1st. ends, the creature must make a Charisma saving throw at the start of throw or take 1d6 cold damage.
each of its turns. If it fails, the first time it hits with an attack before At Higher Levels. When you cast this spell using a spell slot of 2nd
the end of its turn, it is knocked prone. level or higher, the extra cold damage and the cold damage done to
At Higher Levels. When you cast this spell using a spell slot of 2nd the secondary creatures increases by 1d6 for each slot.
level or higher, the force damage increases by 1d6 per spell slot level
above 1st.

Prepared (Paladin) Player’s Handbook Prepared (Paladin) The Compendium of Forgotten Secrets Prepared (Paladin) Deep Magic: Dragon Magic

Find Familiar Hunter’s Mark Shield of Faith


1st-level conjuration (ritual) 1st-level divination 1st-level abjuration

CASTING TIME 1 hour CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE 10 feet RANGE 90 feet RANGE 60 feet
DURATION Instantaneous DURATION Concentration, up to 1 hour DURATION Concentration, up to 10 minutes
COMPONENTS V, S, M (10 gp worth of charcoal, incense, and herbs that must be COMPONENTS V COMPONENTS V, S, M (a small parchment with a bit of holy text written on it)
consumed by fire in a brass brazier)

You gain the service of a familiar, a spirit that takes an animal form you choose: You choose a creature you can see within range and mystically mark A shimmering field appears and surrounds a creature of your choice
bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish it as your quarry. Until the spell ends, you deal an extra 1d6 damage within range, granting it a +2 bonus to AC for the duration.
(quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied
space within range, the familiar has the statistics of the chosen form, though it is a to the target whenever you hit it with a weapon attack, and you have
celestial, fey or fiend (your choice) instead of a beast. advantage on any Wisdom (Perception) or Wisdom (Survival) check
Your familiar acts independently of you, but it always obeys your commands. In you make to find it. If the target drops to 0 hit points before this spell
combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, ends, you can use a bonus action on a subsequent turn of yours to
but it can take other actions as normal. mark a new creature.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical At Higher Levels. When you cast this spell using a spell slot of 3rd
form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it or 4th level, you can maintain your concentration on the spell for up
telepathically. Additionally, as an action, you can see through your familiar’s eyes to 8 hours. When you use a spell slot of 5th level or higher, you can
and hear what it hears until the start of your next turn, gaining the benefits of any maintain your concentration on the spell for up to 24 hours.
special senses that the familiar has. During this time, you are deaf and blind with
regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a
pocket dimension where it awaits you summons. Alternatively, you can dismiss it
forever. As an action while it is temporarily dismissed, you can cause it to
reappear in any unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast this spell while you
already have a familiar, you instead cause it to adopt a new form. Choose one of
the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the
spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it
must use its reaction to deliver the spell when you cast it. If the spell requires an
attack roll, you use your attack modifier for the roll.

Oath Spells (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook

Gust of Wind Levitate


2nd-level evocation 2nd-level transmutation

CASTING TIME 1 action CASTING TIME 1 action


RANGE Self (60-foot line) RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 10 minutes
COMPONENTS V, S, M (a legume seed) COMPONENTS V, S, M (either a small leather loop or a piece of golden wire bent
into a cup shape with a long shank on one end)

A line of strong wind 60 feet long and 10 feet wide blasts from you in One creature or loose object of your choice that you can see within
a direction you choose for the spell’s duration. Each creature that range rises vertically, up to 20 feet, and remains suspended there for
starts its turn in the line must succeed on a Strength saving throw or the duration. The spell can levitate a target that weighs up to 500
be pushed 15 feet away from you in a direction following the line. pounds. An unwilling creature that succeeds on a Constitution saving
Any creature in the line must spend 2 feet of movement for every 1 throw is unaffected. The target can move only by pushing or pulling
foot it moves when moving closer to you. against a fixed object or surface within reach (such as a wall or a
The gust disperses gas or vapor, and it extinguishes candles, ceiling), which allows it to move as if it were climbing. You can
torches, and similar unprotected flames in the area. It causes change the target’s altitude by up to 20 feet in either direction on
protected flames, such as those of lanterns, to dance wildly and has a your turn. If you are the target, you can move up or down as part of
50 percent chance to extinguish them. your move. Otherwise, you can use your action to move the target,
As a bonus action on each of your turns before the spell ends, you which must remain within the spell’s range. When the spell ends, the
can change the direction in which the line blasts from you. target floats gently to the ground if it is still aloft.

Oath Spells (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook
Shield Hide Longsword
Armor Armor Weapons

A shield is made from wood or metal and is carried in one This crude armor consists of thick furs and pelts. It is
hand. Wielding a shield increases your Armor Class by 2. commonly worn by barbarian tribes, evil humanoids, and
You can benefit from only one shield at a time. other folk who lack access to the tools and materials
needed to create better armor.

6 lb. Player’s Handbook 12 lb. Player’s Handbook 3 lb. Player’s Handbook

Spear Spear Spear


Weapons Weapons Weapons

3 lb. Player’s Handbook 3 lb. Player’s Handbook 3 lb. Player’s Handbook

Spear Spear Backpack


Weapons Weapons Adventuring Gear

A backpack is a leather pack carried on the back, typically


with straps to secure it. A backpack can hold 1 cubic foot/
30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

3 lb. Player’s Handbook 3 lb. Player’s Handbook 5 lb. Player’s Handbook


Rope, Hempen (50 feet) Waterskin Half Plate
Adventuring Gear Adventuring Gear Armor

Rope, whether made of hemp or silk, has 2 hit points and Half plate consists of shaped metal plates that cover most
can be burst with a DC 17 Strength check. of the wearer’s body. It does not include leg protection
beyond simple greaves that are attached with leather
straps.

10 lb. Player’s Handbook 5 lb. (full) Player’s Handbook 40 lb. Player’s Handbook

Shield +1 Dragon Slayer


Armor Weapons

While holding this shield, you have a bonus to AC You gain a +1 bonus to attack and damage rolls made with
determined by the shield's rarity. This bonus is in addition this magic weapon.
to the shield's normal bonus to AC. When you hit a dragon with this weapon, the dragon
takes an extra 3d6 damage of the weapon's type. For the
purpose of this weapon, "dragon" refers to any creature
with the dragon type, including dragon turtles and wyverns.

6 lb. Dungeon Master’s Guide 3 lb. Dungeon Master’s Guide

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