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+3 ARMOR
CLASS INITIATIVE SPEED
♦ Shield
rope
♦ Set of fine clothes
+3 Strength ♦ 5 javelins
♦ Signet ring
16 ♦ Holy symbol
−1 Dexterity Hit Point Maximum 12 ♦ Scroll of pedigree
♦ Backpack
+2 Constitution ♦ Pouch
DEXTERITY ♦ Bedroll
+0 Intelligence
−1 +3 Wisdom CURRENT HIT POINTS
♦ Mess kit
♦ Tinderbox
+4 Charisma
♦ 10 torches
9 Total 1d10 SUCCESSES
SAVING THROWS ♦ 10 days of rations
FAILURES
*While wearing this armor, you have
CONSTITUTION disadvantage on Dexterity (Stealth) checks.
HIT DICE DEATH SAVES
EQUIPMENT
+2 −1 Acrobatics (Dex)
+1 Animal Handling (Wis)
15 +0 Arcana (Int) Proficiencies The paladin class gives you the following
features.
+5 Athletics (Str) You have the following proficiencies. The Divine Sense. As an action, you can open
rulebook explains what proficiency means. your senses to the presence of strong evil
INTELLIGENCE +2 Deception (Cha) Saving Throws. Your saving throw profi- and powerful good. Until the end of your
+0
ciencies are indicated by a in the Saving
+2 History (Int) next turn, you know the location of any
Throws list on the left. Celestial, Fiend, or Undead within 60 feet of
+3 Insight (Wis) Skills. Your skill proficiencies are indi- you that is not behind total cover. You know
cated by a in the Skills list on the left. the type of any being whose presence you
11 +2 Intimidation (Cha) Equipment. You have proficiency with all sense, but not its identity. Within the same
+0 Investigation (Int) armor, shields, simple weapons, and mar- radius, you also detect the presence of any
tial weapons. place or object that has been consecrated or
WISDOM +1 Medicine (Wis) desecrated.
Languages
+1 +0 Nature (Int) Lay on Hands. Your blessed touch can
You can speak, read, and write Common, heal wounds. You have a pool of healing
+1 Perception (Wis) Draconic, Dwarvish, and Giant. power that replenishes when you take a
long rest. With that pool, you can restore a
13 +2 Performance (Cha)
Attacks total of 5 hit points.
As an action, you can touch a creature
+4 Persuasion (Cha) You start with the following weapons, which and draw power from the pool to restore a
CHARISMA +0 Religion (Int) you can use to make attacks. number of hit points to that creature, up to
Battleaxe. In melee (against a target the maximum amount remaining in your
+2 −1 Sleight of Hand (Dex) within 5 feet of you), you can attack with
your battleaxe. Roll 1d20 + 5 to see if you
pool.
Alternatively, you can expend 5 hit points
−1* Stealth (Dex) hit. If you do, the target takes 1d8 + 3 slash- from your pool of healing to cure the target
14 +1 Survival (Wis) ing damage, or 1d10 + 3 slashing damage of one disease or neutralize one poison
if you wield the battleaxe with two hands affecting it. You can cure multiple diseases
*See your equipment.
(which means dropping your shield). and neutralize multiple poisons with a
SKILLS
Javelin. In melee (against a target within single use of Lay on Hands, expending hit
5 feet of you), you can attack with a javelin. point separately for each one.
You can also throw a javelin at a target This feature has no effect on Undead or
up to 30 feet away, or up to 120 feet away Constructs.
11 PASSIVE WISDOM (PERCEPTION)
with disadvantage on the attack roll. In
either case, roll 1d20 + 5 to see if you hit.
If you do, the target takes 1d6 + 3 piercing
About Humans
Humans are the most numerous people of
damage.
the Forgotten Realms. They live alongside
Spellcasting
Paladin Level Prepared Spells 1st-Level Slots
2nd 3 qq
3rd 3 qqq
Spell save DC = 12
Spell attack roll = 1d20 + 4
Human paladin (noble), page 2 of 2 TM & © 2022 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.