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Aasimar Knight Of The Order

Cadmus NG
3 Oath of Redemption

2 11
Defense
19 1 30
17

37

16

3
Emissary of Peace. Bonus action, +5 bonus to Charisma (Persuasion)
10 minutes.

12 3 Rebuke the Violent. reaction to force the attacker to make a


Wisdom saving throw. On a failed save, the attacker takes radiant
damage equal to the damage it just dealt. On a successful save, it

1 takes half as much damage.

Warhammer 5 1d8 bludgeoning

18
4

9

Aura of the Guardian - you can shield your allies


-1 from harm at the cost of your own health. When a
4 12 creature within 10 feet of you takes damage, you
can use your reaction to magically take that

damage, instead of that creature taking it.

12 ●

1 15 3

15 1

Darkvision
Celestial Resistance
Healing Hands
Light Bearer
Celestial Revelation - Necrotic Shroud Protective Spirit - Starting at 15th level, a holy
presence mends your wounds in combat. You
regain hit points equal to 1d6 + half your paladin
level if you end your turn in combat with fewer
than half of your hit points

Common; Celestial
● ●
and Abyssal Emissary of Redemption
You have resistance to all damage dealt by other creatures (their
attacks, spells, and other effects).
● ● Whenever a creature damages you, it takes radiant damage equal
Dice set to half the amount it dealt to you.

● ●
27 1,80m 80kg Tattoo covering the head

Cadmus
Golden white blondn/silver

I'm always polite and respectful. Kidnapped as a baby by an order of


knights devoted to Avernus, Cadmus
grew up not knowing the truth, and for
most of his life served that order,
thinking he was doing right. When he
Ideals aren't worth killing over or realized what their real intentions were,
going to war for. he sank into despair. But he had a
second chance, and now he will use his
whole life to redeem himself from his
sins.
Someone saved my life on the
battlefield. To this day, I will never leave
a friend behind.

I made a terrible mistake in battle that cost many


lives – and I would do anything to keep that
mistake secret/
I'd rather eat my armor than admit when I'm wrong.

Chain mail
Explorer's pack
Holy symbol
Chain mail Warhammer
Shield

A set of traveler's clothes, a


signet, banner, or seal
representing your place or rank in
the order, and a pouch containing
10 10gp
COMPONENT POUCH SPELL SLOTS
SPELL SPELL CANTRIPS SPELLS
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
ATTACK BONUS SAVE DC KNOWN PREPARED

4 12 0 4
SPELLCASTING FOCUS

LEVEL LEVEL LEVEL

School
Sanctuary 1 School
Sleep 1 School
Detect Magic 1
RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE

30 feet 1 bonus action 90 feet 1 action Self 1 action


R R R
DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS
V V V
1 minute V, S, M S 1 minute V, S, M S Conc. up to 10 m V, S S
C M C M C M
SPELL EFFECT SPELL EFFECT SPELL EFFECT
PREPARED PREPARED PREPARED
You ward a creature within range against attack. Until the spell ends, Roll 5d8, the total is how many hit points of creatures this spell can For the duration, you sense the presence of magic within 30 feet of
any creature who targets the warded creature with an attack or a affect. Creatures within 20 feet of a point you choose within range you. If you sense magic in this way, you can use your action to see a
harmful spell must first make a Wisdom saving throw. On a failed are affected in ascending order of their current hit points . faint aura around any visible creature or object in the area that
save, the creature must choose a new target or lose the attack or bears magic, and you learn its school of magic, if any.
spell. This spell doesn’t protect the warded creature from area Starting with the creature that has the lowest current hit points,
effects, such as the explosion of a fireball. each creature affected by this spell falls unconscious until the spell The spell can penetrate most barriers, but is blocked by 1 foot of
ends, the sleeper takes damage, or someone uses an action to shake stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
If the warded creature makes an attack, casts a spell that affects an or slap the sleeper awake. Subtract each creature’s hit points from wood or dirt.
enemy, or deals damage to another creature, this spell ends. the total before moving on to the creature with the next lowest hit
points. A creature’s hit points must be equal to or less than the
remaining total for that creature to be affected.

LEVEL LEVEL LEVEL


Protection from Evil and Good
School
1 School
Bless 1 School
Cure Wounds 1
RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE

Touch 1 action 30 feet 1 action Touch 1 action


R R R
DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS
V V V
Conc. up to 10m V, S, M S Conc. up to 1 minute V, S, M S Instantaneous V, S S
C M C M C M
SPELL EFFECT SPELL EFFECT SPELL EFFECT
PREPARED PREPARED PREPARED
Until the spell ends, one willing creature you touch is protected You bless up to three creatures of your choice A creature you touch regains a number of hit
against certain types of creatures: aberrations, celestials,
elementals, fey, fiends, and undead.
within range. Whenever a target makes an attack points equal to 1d8 + your spellcasting ability
roll or a saving throw before the spell ends, the modifier. This spell has no effect on undead or
The protection grants several benefits. Creatures of those types have target can roll a d4 and add the number rolled to constructs.
disadvantage on attack rolls against the target. The target also can't
be charmed, frightened, or possessed by them. If the target is
the attack roll or saving throw.
already charmed, frightened, or possessed by such a creature, the At Higher Levels. When you cast this spell using a
target has advantage on any new saving throw against the relevant At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing
effect.
spell slot of 2nd level or higher, you can target one increases by 1d8 for each slot level above 1st.
additional creature for each slot level above 1st.

LEVEL LEVEL LEVEL

School School School


RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE

R R R
DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS
V V V
S S S
C M C M C M
SPELL EFFECT SPELL EFFECT SPELL EFFECT
PREPARED PREPARED PREPARED

LEVEL LEVEL LEVEL

School School School


RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE

R R R
DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS
V V V
S S S
C M C M C M
SPELL EFFECT SPELL EFFECT SPELL EFFECT
PREPARED PREPARED PREPARED

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