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Level 15 Scourge Aasimar Paladin, Oath of Conquest 165000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Залізний кулак Двадцять вовків роздирають плоть
Boros Legionnaire Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you as if it
STRENGTH Armor of Invulnerability 19 were bright light, and in darkness as if it were dim light.

PROFICIENCY BONUS +5 Menacing (Attack). You can attempt to demoralize one humanoid

18
SHIELD
AC you can see within 30 feet of you that can see and hear you. Make a
Charisma (Intimidation) check contested by the target’s Wisdom
(Insight) check. If your check succeeds, the target is frightened until
N
CIE C
Ring of Protection (1) the end of your next turn. If your check fails, the target can’t be
+5 Strength
Y
PROFI

frightened by you in this way for 1 hour.


+4
+1 Dexterity Divine Sense (Action—4/Long Rest). You can open your awareness
to detect presence of strong evil. Until the end of your next turn,
+4 Constitution ARMOR CLASS you know the location of any celestial, fiend, or undead within 60
DEXTERITY feet of you that is not behind total cover. You know the type of any
+0 Intelligence being whose presence you sense, but not its identity. Within the
MAXIMUM HIT DICE TEMPORARY

10
same radius, you also detect the presence of any place or object
✘ +7 Wisdom that has been consecrated or desecrated.
139 15d10
✘ +9 Charisma Lay on Hands (Action—75/Long Rest). You can touch a creature and

117
CONDITIONAL draw power from the pool to restore a number of hp to that
+0 creature, up to the maximum amount remaining in your pool. You
can expend 5 hp from your pool of healing to cure the target of one
disease or neutralize one poison affecting it.This feature has no
CURRENT HIT POINTS effect on undead and constructs.
CONSTITUTION DEATH SAVING THROWS
Fighting Style.
SAVING THROWS Great Weapon Fighting. When you roll a 1 or 2 on a damage die

16 SPEED FLY CLIMB SWIM for an attack you make with a melee weapon that you are wielding
N
CIE C
with two hands, you can reroll the die and must use the new roll,
+0 Acrobatics (Dex) 30ft. 0ft. 0ft. 0ft. even if the new roll is a 1 or a 2. The weapon must have the two-
Y
PROFI

RT

EXPE
handed or versatile property for you to gain this benefit.
+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION
+3 -1 Arcana (Int) Darkvision
Divine Smite. When you hit a creature with a melee weapon attack,
you can expend one spell slot to deal radiant damage to the target,
in addition to the weapon’s damage. The extra damage is 2d8 for a
✘ +9 Athletics (Str) Resistances. Bludgeoning, Necrotic, Piercing, 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a
INTELLIGENCE +3 Deception (Cha)
Radiant, Slashing maximum of 6d8. The damage increases by 1d8 if the target is an
undead or a fiend.

8 -1 History (Int)
+1 Insight (Wis)
Divine Health. The divine magic flowing through you makes you
immune to disease.
Oath of Conquest. The Oath of Conquest calls to paladins who seek
✘✘ +13 Intimidation (Cha) SPEED, SENSES, & CONDITIONS glory in battle and the subjugation of their enemies.
-1 -1 Investigation (Int) Extra Attack. You can attack twice, instead of once, whenever you
Celestial Resistance. You have resistance to necrotic take the Attack action on your turn.
+1 Medicine (Wis)
damage and radiant damage. Aura of Protection. Whenever you or a friendly creature within 10
WISDOM -1 Nature (Int) feet of you must make a saving throw, the creature gains a +3 bonus
to the saving throw. You must be conscious to grant this bonus.

12 +1 Perception (Wis) Healing Hands (Action—1/Long Rest). You can


touch a creature and cause it to regain 15 hit points. Aura of Courage. You and friendly creatures within 10 feet of you
+3 Performance (Cha) can’t be frightened while you are conscious.
✘ +8 Persuasion (Cha)
Light Bearer. You know the light cantrip.
+1 -1 Religion (Int)
(Spellcasting: Charisma) Improved Divine Smite. Whenever you hit a creature with a melee
weapon, the creature takes an extra 1d8 radiant damage.
Radiant Consumption (1/Long Rest). Your Cleansing Touch (Action—3/Long Rest). You can end one spell on
+0 Sleight of Hand (Dex)
transformation lasts for 1 minute or until you end it yourself or on one willing creature that you touch.
CHARISMA +0 Stealth (Dex) as a bonus action. During it, you shed bright light in Conquering Presence (Action—Channel Divinity). You force each
a 10-foot radius and dim light for an additional 10
16 +1 Survival (Wis) creature of your choice that you can see within 30 feet of you to
feet, and at the end of each of your turns, you and make a Wisdom saving throw. On a failed save, a creature becomes
SKILLS each creature within 10 feet of you take 8 radiant frightened of you for 1 minute. The frightened creature can repeat
damage. In addition, once on each of your turns, this saving throw at the end of each of its turns, ending the effect on
itself on a success.
you can deal 15 extra radiant damage to one target
+3 11 PASSIVE PERCEPTION
when you deal damage to it with an attack or a Guided Strike (Channel Divinity). When you make an attack roll, you
spell. can use your Channel Divinity to gain a +10 bonus to the roll.

ADVANTAGE
Aura of Conquest. When a creature within 10 feet is frightened of
you, its speed is reduced to 0 while inside the aura, and takes 7
+0
psychic damage if it start its turn there.
INITIATIVE 2 Attacks / Attack Action RACIAL TRAITS
Scornful Rebuke. Whenever a creature hits you with an attack, you
deal 3 psychic damage if you’re not incapacitated.
NAME RANGE ATTACK DAMAGE / TYPE
Flame Tongue 5 ft +9 vs AC 2d6+4 slashing
Heavy, Two-Handed
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Playing card set

Languages. Common, Celestial, Draconic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Ironfist
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

As a member of the Boros Legion, your life is devoted to the service of angels and consecrated to the work of
establishing justice and peace on the streets of Ravnica. You might be a true believer, inspired by the example of the
angels, moved by the plight of the downtrodden, and devoted to the cause of justice. Or you could be a cynic in the
ranks, perhaps because you reluctantly followed in the footsteps of a Boros parent, succumbed to the persuasion of a
charismatic recruiter’s lofty promises, or were drawn in by the prospect of a life of action.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Legion Station
You have an established place in the hierarchy of the
Boros Legion. You can requisition simple equipment
for temporary use, and you can gain access to any
Boros garrison in Ravnica, where you can rest in
safety and receive the attention of medics. You are
also paid a salary of 1 gp (a Boros-minted 1-zino
coin) per week, which (combined with free lodging in
your garrison) enables you to maintain a poor
lifestyle between adventures.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Armor of Invulnerability. You have resistance to
[Armor of Invulnerability] 1 65 nonmagical damage while you wear this armor.
[Flame Tongue] 1 6 Additionally, you can use an action to make yourself
[Ring of Protection] 1 — immune to nonmagical damage for 10 minutes or until
Potion of Superior Healing 1 .5 you are no longer wearing the armor. Once this special
action is used, it can't be used again until the next dawn.

Flame Tongue. You can use a bonus action to speak this


magic sword's command word, causing flames to erupt
from the blade. These flames shed bright light in a 40-
foot radius and dim light for an additional 40 feet. While
the sword is ablaze, it deals an extra 2d6 fire damage to
any target it hits. The flames last until you use a bonus
action to speak the command word again or until you
drop or sheathe the sword.

Ring of Protection. You gain a +1 bonus to AC and saving


throws while wearing this ring.

ATTUNED MAGIC ITEMS 3 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

71.5 lb / 270 lb 540 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 +8 16 10

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Paladin, Oath of Conquest

1ST LEVEL 4 SPELL SLOTS ● ● Armor of Agathys (Always Prepared) ● Bless


● Command (Always Prepared) ● Cure Wounds ● Wrathful Smite
Ceremony Compelled Duel Detect Evil and Good
Detect Magic Detect Poison and Disease Divine Favor
Heroism Protection from Evil and Good Purify Food and Drink
Searing Smite Shield of Faith Thunderous Smite

2ND LEVEL 3 SPELL SLOTS ● ● Aid ● Hold Person (Always Prepared)


● Lesser Restoration ● Spiritual Weapon (Always Prepared) Branding Smite
Find Steed Locate Object Magic Weapon
Protection from Poison Zone of Truth

3RD LEVEL 3 SPELL SLOTS ● Bestow Curse (Always Prepared) ● Fear (Always Prepared)
● Remove Curse ● Revivify Aura of Vitality
Blinding Smite Create Food and Water Crusader’s Mantle
Daylight Dispel Magic Elemental Weapon
Magic Circle

4TH LEVEL 2 SPELL SLOTS ● ● ● Death Ward ● Dominate Beast (Always Prepared)
● Find Greater Steed ● Staggering Smite ● Stoneskin (Always Prepared)
Aura of Life Aura of Purity Banishment
Locate Creature

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Light (Aasimar)


Light Armor of Agathys Bless
Evocation Cantrip 1st-level abjuration 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE Self RANGE 30 feet
DURATION 1 hour DURATION 1 hour DURATION Concentration, up to 1 minute
COMPONENTS V, M (a firefly or phosphorescent moss) COMPONENTS V, S, M (a cup of water) COMPONENTS V, S, M (a sprinkling of holy water)

You touch one object that is no larger than 10 feet in any dimension. A protective magical force surrounds you, manifesting as a spectral You bless up to three creatures of your choice within range.
Until the spell ends, the object sheds bright light in a 20-foot radius frost that covers you and your gear. You gain 5 temporary hit points Whenever a target makes an attack roll or a saving throw before the
and dim light for an additional 20 feet. The light can be colored as for the duration. If a creature hits you with a melee attack while you spell ends, the target can roll a d4 and add the number rolled to the
you like. Completely covering the object with something opaque have these hit points, the creature takes 5 cold damage. attack roll or saving throw.
blocks the light. The spell ends if you cast it again or dismiss it as an At Higher Levels. When you cast this spell using a spell slot of 2nd At Higher Levels. When you cast this spell using a spell slot of 2nd
action. level or higher, both the temporary hit points and the cold damage level or higher, you can target one additional creature for each slot
If you target an object held or worn by a hostile creature, that increase by 5 for each slot above 1st. level above 1st.
creature must succeed on a Dexterity saving throw to avoid the spell.

Light Bearer (Aasimar) Player’s Handbook Oath Spells (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook

Command Cure Wounds Wrathful Smite


1st-level enchantment 1st-level evocation 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 60 feet RANGE Touch RANGE Self
DURATION 1 round DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V COMPONENTS V, S COMPONENTS V

You speak a one-word command to a creature you can see within A creature you touch regains a number of hit points equal to 1d8 + The next time you hit with a melee weapon attack during this spell’s
range. The target must succeed on a Wisdom saving throw or follow your spellcasting ability modifier. This spell has no effect on undead duration, your attack deals an extra 1d6 psychic damage.
the command on its next turn. The spell has no effect if the target is or constructs. Additionally, if the target is a creature, it must make a Wisdom saving
undead, if it doesn’t understand your language, or if your command At Higher Levels. When you cast this spell using a spell slot of 2nd throw or be frightened of you until the spell ends. As an action, the
is directly harmful to it. Some typical commands and their effects level or higher, the healing increases by 1d8 for each slot level above creature can make a Wisdom check against your spell save DC to
follow. You might issue a command other than one described here. If 1st. steel its resolve and end this spell.
you do so, the DM determines how the target behaves. If the target
can’t follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most
direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its
turn.
Flee. The target spends its turn moving away from you by the
fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions. A flying
creature stays aloft, provided that it is able to do so. If it must move
to stay aloft, it flies the minimum distance needed to remain in the
air.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you can affect one additional creature for each slot
level above 1st. The creatures must be within 30 feet of each other
when you target them.

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

Aid Hold Person Lesser Restoration


2nd-level abjuration 2nd-level enchantment 2nd-level abjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE 60 feet RANGE Touch
DURATION 8 hours DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S, M (a tiny strip of white cloth) COMPONENTS V, S, M (a small, straight piece of iron) COMPONENTS V, S

Your spell bolsters your allies with toughness and resolve. Choose up Choose a humanoid that you can see within range. The target must You touch a creature and can end either one disease or one condition
to three creatures within range. Each target’s hit point maximum and succeed on a Wisdom saving throw or be paralyzed for the duration. afflicting it. The condition can be blinded, deafened, paralyzed, or
current hit points increase by 5 for the duration. At the end of each of its turns, the target can make another Wisdom poisoned.
At Higher Levels. When you cast this spell using a spell slot of 3rd saving throw. On a success, the spell ends on the target.
level or higher, a target’s hit points increase by an additional 5 for At Higher Levels. When you cast this spell using a spell slot of 3rd
each slot level above 2nd. level or higher, you can target on additional humanoid for each slot
level above 2nd. The humanoids must be within 30 feet of each other
when you target them.

Prepared (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook
Spiritual Weapon Bestow Curse Fear
2nd-level evocation 3rd-level necromancy 3rd-level illusion

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE 60 feet RANGE Touch RANGE Self (30-foot cone)
DURATION 1 minute DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a white feather or the heart of a hen)

You create a floating, spectral weapon within range that lasts for the You touch a creature, and that creature must succeed on a Wisdom You project a phantasmal image of a creature’s worst fears. Each
duration or until you cast this spell again. When you cast the spell, saving throw or become cursed for the duration of the spell. When creature in a 30-foot cone must succeed on a Wisdom saving throw
you can make a melee spell attack against a creature within 5 feet of you cast this spell, choose the nature of the curse from the following or drop whatever it is holding and become frightened for the
the weapon. On a hit, the target takes force damage equal to 1d8 + options: duration.
your spellcasting ability modifier. As a bonus action on your turn, you • Choose one ability score. While cursed, the target has While frightened by this spell, a creature must take the Dash action
can move the weapon up to 20 feet and repeat the attack against a disadvantage on ability checks and saving throws made with that and move away from you by the safest available route on each of its
creature within 5 feet of it. The weapon can take whatever form you ability score. turns, unless there is nowhere to move. If the creature ends its turn
choose. Clerics of deities who are associated with a particular • While cursed, the target has disadvantage on attack rolls against in a location where it doesn’t have line of sight to you, the creature
weapon (as St. Cuthbert is known for his mace and Thor for his you. can make a Wisdom saving throw. On a successful save, the spell
hammer) make this spell’s effect resemble that weapon. • While cursed, the target must make a Wisdom saving throw at ends for that creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd the start of each of its turns. If it fails, it wastes its action that turn
level or higher, the damage increases by 1d8 for every two slot levels doing nothing.
above the 2nd. • While the target is cursed, your attacks and spells deal an extra
1d8 necrotic damage to the target.

A remove curse spell ends this effect. At the DM’s option, you may
choose an alternative curse effect, but it should be no more powerful
than those described above. The DM has final say on such a curse’s
effect.
At Higher Levels. If you cast this spell using a spell slot of 4th level
or higher, the duration is concentration, up to 10 minutes. If you use
a spell slot of 5th level or higher, the duration is 8 hours. If you use a
spell slot of 7th level or higher, the duration is 24 hours. If you use a
9th level spell slot, the spell lasts until it is dispelled. Using a spell slot
Oath Spells (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook

Remove Curse Revivify Death Ward


3rd-level abjuration 3rd-level necromancy 4th-level abjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE Touch RANGE Touch
DURATION Instantaneous DURATION Instantaneous DURATION 8 hours
COMPONENTS V, S COMPONENTS V, S, M (diamonds worth 300 gp, which the spell consumes) COMPONENTS V, S

At your touch, all curses affecting one creature or object end. If the You touch a creature that has died within the last minute. That You touch a creature and grant it a measure of protection from
object is a cursed magic item, its curse remains, but the spell breaks creature returns to life with 1 hit point. This spell can’t return to life a death. The first time the target would drop to 0 hit points as a result
its owner’s attunement to the object so it can be removed or creature that has died of old age, nor can it restore any missing body of taking damage, the target instead drops to 1 hit point, and the
discarded. parts. spell ends. If the spell is still in effect when the target is subjected to
an effect that would kill it instantaneously without dealing damage,
that effect is instead negated against the target, and the spells ends.

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

Dominate Beast Find Greater Steed Staggering Smite


4th-level enchantment 4th-level conjuration 4th-level evocation

CASTING TIME 1 action CASTING TIME 10 minutes CASTING TIME 1 bonus action
RANGE 60 feet RANGE 30 feet RANGE Self
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V
You attempt to beguile a beast that you can see within range. It must You summon a spirit that assumes the form of a loyal, majestic The next time you hit a creature with a melee weapon attack during
succeed on a Wisdom saving throw or be charmed by you for the mount. Appearing in an unoccupied space within range, the spirit this spell’s duration, your weapon pierces both body and mind, and
duration. If you or creatures that are friendly to you are fighting it, it takes on a form you choose: a griffon, a pegasus, a peryton, a dire the attack deals an extra 4d6 psychic damage to the target. The
has advantage on the saving throw. While the beast is charmed, you wolf, a rhinoceros, or a sabertoothed tiger. The creature has the target must make a Wisdom saving throw. On a failed save, it has
have a telepathic link with it as long as the two of you are on the same statistics provided in the Monster Manual for the chosen form, disadvantage on attack rolls and ability checks, and can’t take
plane of existence. You can use this telepathic link to issue commands though it is a celestial, a fey, or a fiend (your choice) instead of its reactions, until the end of its next turn.
to the creature while you are conscious (no action required), which it normal creature type. Additionally, if it has an Intelligence score of 5
does its best to obey. You can specify a simple and general course of or lower, its Intelligence becomes 6, and it gains the ability to
action, such as “Attack that creature,” “Run over there,” or “Fetch that understand one language of your choice that you speak.
object.” If the creature completes the order and doesn’t receive further You control the mount in combat. While the mount is within 1 mile
direction from you, it defends and preserves itself to the best of its of you, you can communicate with it telepathically. While mounted
ability. You can use your action to take total and precise control of the on it, you can make any spell you cast that targets only you also
target. Until the end of your next turn, the creature takes only the target the mount.
actions you choose, and doesn’t do anything that you don’t allow it to The mount disappears temporarily when it drops to 0 hit points or
do. During this time, you can also cause the creature to use a reaction, when you dismiss it as an action. Casting this spell again resummons
but this requires you to use your own reaction as well. Each time the
target takes damage, it makes a new Wisdom saving throw against the the bonded mount, with all its hit points restored and any conditions
spell. If the saving throw succeeds, the spell ends. removed.
At Higher Levels. When you cast this spell with a 5th-level spell slot, You can’t have more than one mount bonded by this spell or find
the duration is concentration, up to 10 minutes. When you use a 6th- steed at the same time. As an action, you can release a mount from
level spell slot, the duration is concentration, up to 1 hour. When you its bond, causing it to disappear permanently.
use a spell slot of 7th level or higher, the duration is concentration, up Whenever the mount disappears, it leaves behind any objects it
to 8 hours. was wearing or carrying.

Oath Spells (Paladin) Player’s Handbook Prepared (Paladin) Xanathar’s Guide to Everything Prepared (Paladin) Player’s Handbook
Stoneskin
4th-level abjuration

CASTING TIME 1 action


RANGE Touch
DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (diamond dust worth 100 gp, which the spell consumes)

This spell turns the flesh of a willing creature you touch as hard as
stone. Until the spell ends, the target has resistance to nonmagical
bludgeoning, piercing, and slashing damage.

Oath Spells (Paladin) Player’s Handbook


Armor of Invulnerability Flame Tongue Ring of Protection
Armor Weapons Rings

You have resistance to nonmagical damage while you wear You can use a bonus action to speak this magic sword's You gain a +1 bonus to AC and saving throws while wearing
this armor. Additionally, you can use an action to make command word, causing flames to erupt from the blade. this ring.
yourself immune to nonmagical damage for 10 minutes or These flames shed bright light in a 40-foot radius and dim
until you are no longer wearing the armor. Once this light for an additional 40 feet. While the sword is ablaze, it
special action is used, it can't be used again until the next deals an extra 2d6 fire damage to any target it hits. The
dawn. flames last until you use a bonus action to speak the
command word again or until you drop or sheathe the
sword.

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

Potion of Superior Healing


Potions

You regain 8d4 + 8 hit points when you drink this potion.
Whatever its potency, the potion’s red liquid glimmers
when agitated.

½ lb. Dungeon Master’s Guide

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