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Fighter (1) / Paladin [Oath of Devotion] (3)

Athlete Reginald
CLASS & LEVEL BACKGROUND PLAYER NAME
King Calvus Caesar Human/Chondathan Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH Despite my noble birth, I do not
12 +2 30 place myself above other folk.
+3 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
We all have the same blood.

16 PERSONALITY TRAITS

Hit Point Maximum 44



+5 Strength
DEXTERITY Noble Obligation. It is my duty to
+2 Dexterity protect and care for the people

+2 ●
+3 Constitution
+1 Intelligence
CURRENT HIT POINTS
beneath me. (Good)
IDEALS

15 0 Wisdom
My loyalty to my sovereign is unwavering.
+1 Charisma I will face any challenge to win the
CONSTITUTION approval of my family.
SAVING THROWS
TEMPORARY HIT POINTS BONDS

+1 ●
+4 Acrobatics (Dex) SUCCESSES I too often hear veiled insults and
13 4x(1d10+1 threats in every word addressed to
0 Animal Handling (Wis) FAILURES
) me, and I’m quick to anger.
+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+5 Athletics (Str)

+1 ●
+1 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE

12 0 Insight (Wis)
Trident +5 1d6+3 piercing
Backpack
WISDOM

+3 Intimidation (Cha)
+1 Investigation (Int)
Bedroll
0 Medicine (Wis) Clothes, traveler’s
0 +1 Nature (Int)
Mess kit
0 Perception (Wis) Number of
10
+1 Performance (Cha)
Attacks: 1 Plate
CHARISMA

+3 Persuasion (Cha)
+1 Religion (Int)
Pouch
+1 +2 Sleight of Hand (Dex) Rations (1 day)
13
+2 Stealth (Dex)
Survival (Wis)
x10
0

SKILLS ATTACKS & SPELLCASTING


Rope, hempen
Tinderbox
10 PASSIVE WISDOM (PERCEPTION)
CP Torch x10
SP
Waterskin
Tool Proficiencies: Dice Set;
Land Vehicles
EP

Weapon Proficiencies: Martial;


Simple GP
10
Armor Proficiencies: Heavy;
PP
Light; Medium; Shields

Language Proficiencies:
Celestial; Common; Elvish
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
35 2 meters 70 kg
AGE HEIGHT WEIGHT
King Calvus Caesar Blue Caucasian Black
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

As King Calvus woke up from the


shoreline, covered with cuts and
pieces of his armor is penetrating his
flesh, he lost his memories not
knowing who he is, he only knows his
name and his trident, as his trident is
engraved with the words "King Calvus
Caesar, The Fair Ruler Of Ra-"
(Ravenna is the last word before there
are scratches in the last part). Now
Calvus Caesar is doing his best to help
people while not understand why is he
help the commoners, is it an old habit
from his past?

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Paladin Charisma 11 +3
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 3 7
EPAR
SPELL NAME
ED
PR

Bless

Ceremony
4
Chaos Bolt (Izzet)

Command
SPELLS KNOWN

Compelled Duel

Cure Wounds
Detect Evil and Good

Detect Magic
Detect Poison and Disease
Divine Favor
8
Heroism
Protection from Evil and Good

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Paladin
Charisma 11 +3
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 3 7
EPAR
SPELL NAME
ED
PR

Purify Food and Drink

Sanctuary
4
Searing Smite

Shield of Faith
SPELLS KNOWN

Thunderous Smite

Wrathful Smite

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

Immunities: disease

----------Bonus Actions----------
Second Wind. Regain 1d10 +1 HPs (use once/rest).

---------------Actions--------------
Channel Divinity: Sacred Weapon. Make a weapon magical, with a +1 attack bonus and
magical light (20 ft./20 ft.) (lasts 1 minute).

Channel Divinity: Turn the Unholy. Each undead or fiend within 30 ft. must make a DC 11
WIS save or be turned for 1 min. (lasts 1 minute).

Divine Sense. Within 60 ft., detect presense of undead, celestial, or fiend. Also detect
consecrated or desecrated object or place (use twice/long rest).

Lay on Hands. You have a healing pool of 15 HPs, with it you can heal a creature or
expend 5 points to cure disease or neutralize poison (use 15 times/long rest).

-----------Other Traits------------
Channel Divinity. Your oath provides specific options (use once/rest).

Defense Fighting Style. While you are wearing armor, you gain a +1 bonus to AC.

Divine Health. Immune to disease.

Divine Smite. When you hit with melee weapon attack, you can expend 1 X-th level spell
slot to deal extra (X+1)d8 radiant damage, up to 5d8. Additional d8 on fiend or undead.

Echoes of Victory. You have attracted admiration among spectators, fellow athletes, and
trainers in the region that hosted your past athletic victories. When visiting any settlement
within 100 miles of where you grew up, there is a 50 percent chance you can find someone
there who admires you and is willing to provide information or temporary shelter.
Between adventures, you might compete in athletic events sufficient enough to maintain a
comfortable lifestyle, as per the "Practicing a Profession" downtime activity in chapter 8 of
the Player's Handbook.

Equipment. You possess a bronze discus or leather ball, and a lucky charm or past trophy.
Enter these manually as custom items.

Great Weapon Fighting Style. When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two hands, you can reroll the die and
must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the
two-handed or versatile property for you to gain this benefit.

Prodigy. You have a knack for learning new things. You gain the following benefits:

You gain one skill proficiency of your choice, one tool proficiency of your choice, and
fluency in one language of your choice.

Choose one skill in which you have proficiency. You gain expertise with that skill, which
means your proficiency bonus is doubled for any ability check you make with it. The skill
you choose must be one that isn't already benefiting from a feature, such as Expertise, that
doubles your proficiency bonus.
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Bless Ceremony Chaos Bolt (Izzet)


Paladin Level 1 Enchantment DC 11 Spell Mod +3 Paladin Level 1 Abjuration DC 11 Spell Mod +3 Paladin Level 1 Evocation DC 11 Spell Mod +3
1 Act. 30 ft V,S,M Conc, 1 min 1 hr (ritual)
Touch V,S,M Inst 1 Act. 120 ft V,S Inst
A sprinkling of holy water 25 gp worth of powdered silver, which the spell
consumes

You bless up to three creatures of your choice You perform a special religious ceremony that You hurl an undulating, warbling mass of
within range. Whenever a target makes an is infused with magic. When you cast the spell, chaotic energy at one creature in range . Make
attack roll or a saving throw before the spell choose one of the following rites, the target of a ranged spell attack against the target. On a
ends, the target can roll a d4 and add the which must be within 10 feet of you hit, the target takes 2d8 + 1d6 damage. Choose
number rolled to the attack roll or saving throughout the casting. Atonement: You one of the d8s. The number rolled on that die
throw. At Higher Levels. When you cast this touch one willing creature whose alignment determines the attack's damage type, as
spell using a spell slot of 2nd level or higher, has changed, and you make a DC 20 Wisdom shown below. l Acid 2 Cold 3 Fire 4 Force 5
you can target one additional creature for each (Insight) check. On a successful check, you Lightning 6 Poison 7 Psychic 8 Thunder If you
slot level above 1st. restore the target to its original alignment. roll the same number on both d8s, the chaotic
Bless Water: You touch one vial of water and energy leaps from the target to a different
cause it to become holy water. Coming of Age: creature of your choice within 30 feet of it.
You touch one humanoid who is a young Make a new attack roll against the new target,
adult. For the next 24 hours, whenever the and make a new damage roll , which could
target makes an ability check, it can roll a d4 cause the chaotic energy to leap again. A
and add the number rolled to the ability check. creature can be targeted only once by this
A creature can benefit from this rite only once. casting of the spell. At Higher Levels. When
Dedication: You touch one humanoid who you cast this spell using a spell s lot of 2nd
wishes to be dedicated to your god's service. level or higher, each target takes 1d6 extra
For the next 24 hours, whenever the target damage of the type rolled for each slot level

Command Compelled Duel Cure Wounds


Paladin Level 1 Enchantment DC 11 Spell Mod +3 Paladin Level 1 Enchantment DC 11 Spell Mod +3 Paladin Level 1 Evocation DC 11 Spell Mod +3
1 Act. 60 ft V 1 Rnd 1 B.A. 30 ft V Conc, 1 min 1 Act. Touch V,S Inst

You speak a one-word command to a creature You attempt to compel a creature into a duel. A creature you touch regains a number of hit
you can see within range. The target must One creature that you can see within range points equal to 1d8 + your spellcasting ability
succeed on a Wisdom saving throw or follow must make a Wisdom saving throw. On a modifier. This spell has no effect on undead or
the command on its next turn. The spell has no failed save, the creature is drawn to you, constructs. At Higher Levels. When you cast
effect if the target is undead, if it doesn't compelled by your divine demand. For the this spell using a spell slot of 2nd level or
understand your language, or if your duration, it has disadvantage on attack rolls higher, the healing increases by 1d8 for each
command is directly harmful to it. Some against creatures other than you, and must slot level above 1st.
typical commands and their effects follow. make a Wisdom saving throw each time it
You might issue a command other than one attempts to move to a space that is more than
described here. If you do so, the GM 30 feet away from you; if it succeeds on this
determines how the target behaves. If the saving throw, this spell doesn't restrict the
target can't follow your command, the spell target's movement for that turn. The spell
ends. Approach. The target moves toward you ends if you attack any other creature, if you
by the shortest and most direct route, ending cast a spell that targets a hostile creature other
its turn if it moves within 5 feet of you. Drop. than the target, if a creature friendly to you
The target drops whatever it is holding and damages the target or casts a harmful spell on
then ends its turn. Flee. The target spends its it, or if you end your turn more than 30 feet
turn moving away from you by the fastest away from the target.
available means. Grovel. The target falls prone

Detect Evil and Good Detect Magic (ritual) Detect Poison and Disease (ritual)
Paladin Level 1 Divination DC 11 Spell Mod +3 Paladin Level 1 Divination DC 11 Spell Mod +3 Paladin Level 1 Divination DC 11 Spell Mod +3
1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S,M Conc, 10 mins
A yew leaf

For the duration, you know if there is an For the duration, you sense the presence of For the duration, you can sense the presence
aberration, celestial, elemental, fey, fiend, or magic within 30 feet of you. If you sense magic and location of poisons, poisonous creatures,
undead within 30 feet of you, as well as where in this way, you can use your action to see a and diseases within 30 feet of you. You also
the creature is located. Similarly, you know if faint aura around any visible creature or identify the kind of poison, poisonous
there is a place or object within 30 feet of you object in the area that bears magic, and you creature, or disease in each case. The spell can
that has been magically consecrated or learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1
desecrated. The spell can penetrate most penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin
barriers, but it is blocked by 1 foot of stone, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
inch of common metal, a thin sheet of lead, or sheet of lead, or 3 feet of wood or dirt.
3 feet of wood or dirt.
Page 1 (reverse)

Chaos Bolt (Izzet) (reverse) Ceremony (reverse)


above 1st makes a saving throw, it can roll a d4 and add
the number rolled to the save. A creature can
benefit from this rite only once. Funeral Rite:
You touch one corpse, and for the next 7 days,
the target can't become undead by any means
short of a wish spell. Wedding: You touch
adult humanoids willing to be bonded
together in marriage. For the next 7 days, each
target gains a +2 bonus to AC while they are
within 30 feet of each other. A creature can
benefit from this rite again only if widowed.

Command (reverse)
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.
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Divine Favor Heroism Protection from Evil and Good


Paladin Level 1 Evocation DC 11 Spell Mod +3 Paladin Level 1 Enchantment DC 11 Spell Mod +3 Paladin Level 1 Abjuration DC 11 Spell Mod +3
1 B.A. Self V,S Conc, 1 min 1 Act. Touch V,S Conc, 1 min 1 Act. Touch V,S,M Conc, 10 mins
Holy water or powdered silver and iron, which the
spell consumes

Your prayer empowers you with divine A willing creature you touch is imbued with Until the spell ends, one willing creature you
radiance. Until the spell ends, your weapon bravery. Until the spell ends, the creature is touch is protected against certain types of
attacks deal an extra 1d4 radiant damage on a immune to being frightened and gains creatures: aberrations, celestials, elementals,
hit. temporary hit points equal to your fey, fiends, and undead. The protection grants
spellcasting ability modifier at the start of several benefits. Creatures of those types have
each of its turns. When the spell ends, the disadvantage on attack rolls against the target.
target loses any remaining temporary hit The target also can't be charmed, frightened,
points from this spell. At Higher Levels. When or possessed by them. If the target is already
you cast this spell using a spell slot of 2nd level charmed, frightened, or possessed by such a
or higher, you can target one additional creature, the target has advantage on any new
creature for each slot level above 1st. saving throw against the relevant effect.

Purify Food and Drink (ritual) Sanctuary Searing Smite


Paladin Level 1 Transmutation DC 11 Spell Mod +3 Paladin Level 1 Abjuration DC 11 Spell Mod +3 Paladin Level 1 Evocation DC 11 Spell Mod +3
1 Act. 10 ft V,S Inst 1 B.A. 30 ft V,S,M 1 min 1 B.A. Self V Conc, 1 min
A small silver mirror

All nonmagical food and drink within a You ward a creature within range against The next time you hit a creature with a melee
5-foot-radius sphere centered on a point of attack. Until the spell ends, any creature who weapon attack during the spell's duration,
your choice within range is purified and targets the warded creature with an attack or a your weapon flares with white-hot intensity,
rendered free of poison and disease. harmful spell must first make a Wisdom and the attack deals an extra 1d6 fire damage
saving throw. On a failed save, the creature to the target and causes the target to ignite in
must choose a new target or lose the attack or flames. At the start of each of its turns until
spell. This spell doesn't protect the warded the spell ends, the target must make a
creature from area effects, such as the Constitution saving throw. On a failed save, it
explosion of a fireball. If the warded creature takes 1d6 fire damage. On a successful save,
makes an attack or casts a spell that affects an the spell ends. If the target or a creature within
enemy creature, this spell ends. 5 feet of it uses an action to put out the flames,
or if some other effect douses the flames (such
as the target being submerged in water), the
spell ends. At Higher Levels: When you cast
this spell using a spell slot of 2nd level or
higher, the initial extra damage dealt by the
attack increases by 1d6 for each slot above 1st.

Shield of Faith Thunderous Smite Wrathful Smite


Paladin Level 1 Abjuration DC 11 Spell Mod +3 Paladin Level 1 Evocation DC 11 Spell Mod +3 Paladin Level 1 Evocation DC 11 Spell Mod +3
1 B.A. 60 ft V,S,M Conc, 10 mins 1 B.A. Self V Conc, 1 min 1 B.A. Self V Conc, 1 min
A small parchment with a bit of holy text written on
it

A shimmering field appears and surrounds a The first time you hit with a melee weapon The next time you hit with a melee weapon
creature of your choice within range, granting attack during this spell's duration, your attack during this spell's duration, your attack
it a +2 bonus to AC for the duration. weapon rings with thunder that is audible deals an extra 1d6 psychic damage.
within 300 feet of you, and the attack deals an Additionally, if the target is a creature, it must
extra 2d6 thunder damage to the target. make a Wisdom saving throw or be frightened
Additionally, if the target is a creature, it must of you until the spell ends. As an action, the
succeed on a Strength saving throw or be creature can make a Wisdom check against
pushed 10 feet away from you and knocked your spell save DC to end this spell.
prone.
Page 2 (reverse)

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