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8
Strength DEFENSE
DEXTERITY Dexterity Divine Sense
Constitution The presence of strong evil
2 Intelligence registers on your senses like a
● Wisdom noxious odor, and powerful good
14 rings like heavenly music in your
● Charisma
ears. As an action, you can open
CONSTITUTION SAVING THROWS
your awareness to detect such
forces. Until the end of your next
2 2 Acrobatics (Dex)
turn, you know the location of any
1 Animal Handling (Wis)
celestial, fiend, or undead within 60
14 0 Arcana (Int) feet of you that is not behind total
-1 Athletics (Str) cover. You know the type (celestial,
INTELLIGENCE
3 Deception (Cha) fiend, or undead) of any being
BONUS ACTIONS whose presence you sense, but not
0 0
3
History (Int)
Insight (Wis)
its identity (the vampire Count
Strahd von Zarovich, for instance).
10 ● 5 Intimidation (Cha) Within the same radius, you also
0 Investigation (Int) detect the presence of any place or
WISDOM
1 Medicine (Wis) object that has been consecrated or
desecrated, as with the hallow spell.
1 0
1
Nature (Int)
Perception (Wis)
Lay on Hands
13 3 Performance (Cha)
Your blessed touch can heal
● 5 Persuasion (Cha) wounds. You have a pool of healing
CHARISMA
● 3 Religion (Int) power that replenishes when you
take a long rest. With that pool, you
3 2
2
Sleight of Hand (Dex)
Stealth (Dex)
can restore a number of hit points
equal to your level × 5.As an action,
1 Survival (Wis)
16 you can touch a creature and draw
SKILLS
power from the pool to restore a
Passive Wisdom (Perception) number of hit points to that creature,
up to the maximum amount
remaining in your pool.Alternatively,
Darkvision/Special Sense Range you can expend 5 hit points from
REACTIONS your pool of healing to cure the
NAME ATTACK BONUS RANGE DAMAGE TYPE target of one disease or neutralize
Spear Dex 20/60ft. 1d6/1d8 Versatile
one poison affecting it. You can
OTHER INFORMATION
cure multiple diseases and
neutralize multiple poisons with a
single use of Lay on Hands,
expending hit points separately for
each one.
STRENGTH
INSPIRATION Racial Ability Score Increases:
-1 2 PROFICIENCY BONUS
8
Strength
DEXTERITY Dexterity
Constitution
2 Intelligence
● Wisdom CHARACTER APPEARANCE
14
● Charisma Personality Traits
CONSTITUTION SAVING THROWS
2 2 Acrobatics (Dex)
1 Animal Handling (Wis) Ideals
14 0 Arcana (Int)
-1 Athletics (Str)
INTELLIGENCE
3 Deception (Cha)
RACIAL TRAITS & ABILITIES
Bonds
0 0 History (Int)
Insight (Wis)
● 3 Background
10 ● 5 Intimidation (Cha) Astral Drifter
0 Investigation (Int) Skills Flaws
WISDOM
1 Medicine (Wis) Insight Religion
1 0
1
Nature (Int)
Perception (Wis)
Tools/Languages
Gith
13 3 Performance (Cha) Celestial
● 5 Persuasion (Cha)
CHARISMA
Feature
● 3 Religion (Int)
You are 60 years older than you
Sleight of Hand (Dex)
3 2
2 Stealth (Dex)
look, because you have spent that
much time in the Astral Sea without
1 Survival (Wis) aging.
16
SKILLS
BACKGROUND
Passive Wisdom (Perception)
Attuned Magic Items
Other Treasure
LANGUAGE PROFICIENCIES
Holy symbol
Light armor, medium armor, heavy A set of traveler's clothes, a diary,
armor, shields an ink pen, a bottle of ink, and a
ARMOR PROFICIENCIES pouch containing 9 gp
Simple weapons, martial weapons
WEAPON PROFICIENCIES
CP SP EP GP PP
10
TOOL PROFICIENCIES MAGIC & TREASURE CHARACTER HISTORY
BENT SINISTER GAMES Class Level Prepared Spells Save DC
D&D 5E SPELLCASTING SHEET
Paladin 1
Zer'reth Nir'tl'a Ability Ability Bonus Proficiency Bonus Cantrips Known Attack Bonus
CHARACTER NAME
2
Ritual Caster
FOCUS SPELLCASTING
1st Level 2nd Level 3rd Level 4th Level 5th Level 6th Level 7th Level 8th Level 9th Level
Known 0 2
Spell Slots 0 2
SPELLS BY LEVEL
2nd Level Spell Details 5th Level Spell Details 9th Level Spell Details