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Level 5 Elf Paladin, Oath of Devotion (4) / Warlock, The Hexblade (1) 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Malachai Voidreaver
Soldier
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you as if
STRENGTH Plate 21 it were bright light, and in darkness as if it were dim light.
PROFICIENCY BONUS +3
15
SHIELD Tough. Your hit points maximum increases by 10.
AC
Shield Divine Sense (Action—5/Long Rest). You can open your
N
CIE C
Defense (Fighting Style) (1) awareness to detect presence of strong evil. Until the end of
+2 Strength your next turn, you know the location of any celestial, fiend,
Y
PROFI

+2 or undead within 60 feet of you that is not behind total cover.


+1 Dexterity You know the type of any being whose presence you sense,
but not its identity. Within the same radius, you also detect
+2 Constitution ARMOR CLASS the presence of any place or object that has been
DEXTERITY consecrated or desecrated.
-1 Intelligence
MAXIMUM HIT DICE TEMPORARY

12 ✘ +2 Wisdom Lay on Hands (Action—20/Long Rest). You can touch a


53 4d10/1d8 creature and draw power from the pool to restore a number
✘ +7 Charisma of hp to that creature, up to the maximum amount remaining
CONDITIONAL in your pool. You can expend 5 hp from your pool of healing
to cure the target of one disease or neutralize one poison
+1 affecting it.This feature has no effect on undead and
constructs.
CURRENT HIT POINTS
Fighting Style.
CONSTITUTION DEATH SAVING THROWS
Defense. While you are wearing armor, you gain a +1 bonus
SAVING THROWS
to AC.
14 N
CIE C

+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft. Divine Smite. When you hit a creature with a melee weapon
Y
PROFI

attack, you can expend one spell slot to deal radiant damage
RT

EXPE

-1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION to the target, in addition to the weapon’s damage. The extra
+2 -1 Arcana (Int) Darkvision damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell
level higher than 1st, to a maximum of 5d8. The damage
increases by 1d8 if the target is an undead or a fiend.
✘ +5 Athletics (Str)
INTELLIGENCE +4 Deception (Cha)
Divine Health. The divine magic flowing through you makes
you immune to disease.

8 ✘
-1 History (Int)
+2 Insight (Wis)
Sacred Weapon (Action—Channel Divinity). For 1 minute,
you add +4 to attack rolls made with that weapon. The
weapon also emits bright light in a 20-foot radius and dim
✘ +7 Intimidation (Cha) SPEED, SENSES, & CONDITIONS light 20 feet beyond that. If the weapon is not already
-1 -1 Investigation (Int)
magical, it becomes magical for the duration.You can end this
effect on your turn as part of any other action. If you are no
-1 Medicine (Wis) longer holding or carrying this weapon, or if you fall
unconscious, this effect ends.
WISDOM -1 Nature (Int)
Turn the Unholy (Action—Channel Divinity). Each fiend or

8 -1 Perception (Wis)
+4 Performance (Cha)
undead that can see or hear you within 30 feet of you must
make a Wisdom saving throw. If the creature fails its saving
throw, it is turned for 1 minute or until it takes damage.A
✘ +7 Persuasion (Cha)
turned creature must spend its turns trying to move as far
-1 -1 Religion (Int)
away from you as it can, and it can’t willingly move to a space
within 30 feet of you. It also can’t take reactions. For its
action, it can use only the Dash action or try to escape from
+1 Sleight of Hand (Dex) an effect that prevents it from moving. If there’s nowhere to
CHARISMA move, the creature can use the Dodge action.
+1 Stealth (Dex)

18
Hexblade’s Curse (Bonus Action—1/Short Rest). Choose one
-1 Survival (Wis) creature you can see within 30ft. The target is cursed for 1
SKILLS minute. Until the curse ends, you gain the following
benefits:You gain a +3 bonus to damage rolls against the
cursed target and any attack roll you make against the cursed
+4 9 PASSIVE PERCEPTION target is a critical hit on a roll of 19 or 20 on the d20.If the
cursed target dies, you regain 5 hp.

Hex Warrior. Whenever you finish a long rest, you can touch
ADVANTAGE
one weapon that you are proficient with and that lacks the
two-handed property. When you attack with that weapon,
INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS you can use +7 for the attack and +4 damage.

NAME RANGE ATTACK DAMAGE / TYPE


Longsword 5 ft +7 vs AC 1d8+4 slashing
Versatile
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Vehicles land, Dice set

Languages. Common, Blink Dog

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male
GENDER AGE HEIGHT WEIGHT
Malachai Voidreaver
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and
armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a
standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during
a recent war.

When you choose this background, work with your DM to determine which military organization you were a part of,
how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a
standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a
mercenary company.
PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Military Rank
You have a military rank from your career as a
soldier. Soldiers loyal to your former military
organization still recognize your authority and
influence, and they defer to you if they are of a
lower rank. You can invoke your rank to exert
influence over other soldiers and requisition simple
equipment or horses for temporary use. You can also
usually gain access to friendly military encampments
and fortresses where your rank is recognized.

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
[Shield] 1 6
[Plate] 1 65
[Longsword] 1 3

ATTUNED MAGIC ITEMS 0 / 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

74 lb / 225 lb 450 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 +7 15 6

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Paladin, Oath of Devotion

1ST LEVEL 3 SPELL SLOTS ● Bless ● Command


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

Charisma +7 15 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Hexblade

CANTRIPS Eldritch Blast Green-Flame Blade

1ST LEVEL 1 SPELL SLOTS Hex Shield


Eldritch Blast Green-Flame Blade Bless
Evocation Cantrip Evocation Cantrip 1st-level enchantment

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


RANGE 120 feet RANGE Self (5-foot radius) RANGE 30 feet
DURATION Instantaneous DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, M (a melee weapon worth at least 1 sp) COMPONENTS V, S, M (a sprinkling of holy water)

A beam of crackling energy streaks toward a creature within range. You brandish the weapon used in the spell’s casting and make a You bless up to three creatures of your choice within range.
Make a ranged spell attack against the target. On a hit, the target melee attack with it against one creature within 5 feet of you. On a Whenever a target makes an attack roll or a saving throw before the
takes 1d10 force damage. hit, the target suffers the weapon attack’s normal effects, and you spell ends, the target can roll a d4 and add the number rolled to the
The spell creates more than one beam when you reach higher can cause green fire to leap from the target to a different creature of attack roll or saving throw.
levels: two beams at 5th level, three beams at 11th level, and four your choice that you can see within 5 feet of it. The second creature At Higher Levels. When you cast this spell using a spell slot of 2nd
beams at 17th level. you can direct the beams at the same target or takes fire damage equal to your spellcasting ability modifier. level or higher, you can target one additional creature for each slot
at different ones. Make a separate attack roll for each beam. This spell’s damage increases when you reach certain levels. At 5th level above 1st.
level, the melee attack deals an extra 1d8 fire damage to the target
on a hit, and the fire damage to the second creature increases to 1d8
+ your spellcasting ability modifier. Both damage rolls increase by 1d8
at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Tasha’s Cauldron of Everything Prepared (Paladin) Player’s Handbook

Command Compelled Duel Cure Wounds


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

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 60 feet RANGE 30 feet RANGE Touch
DURATION 1 round DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V COMPONENTS V COMPONENTS V, S

You speak a one-word command to a creature you can see within You attempt to compel a creature into a duel. One creature that you A creature you touch regains a number of hit points equal to 1d8 +
range. The target must succeed on a Wisdom saving throw or follow can see within range must make a Wisdom saving throw. On a failed your spellcasting ability modifier. This spell has no effect on undead
the command on its next turn. The spell has no effect if the target is save, the creature is drawn to you, compelled by your divine demand. or constructs.
undead, if it doesn’t understand your language, or if your command For the duration, it has disadvantage on attack rolls against creatures At Higher Levels. When you cast this spell using a spell slot of 2nd
is directly harmful to it. Some typical commands and their effects other than you, and must make a Wisdom saving throw each time it level or higher, the healing increases by 1d8 for each slot level above
follow. You might issue a command other than one described here. If attempts to move to a space that is more than 30 feet away from you 1st.
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.

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

Divine Favor Hex Protection from Evil and Good


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

CASTING TIME 1 bonus action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Self RANGE 90 feet RANGE Touch
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour DURATION Concentration, up to 10 minutes
COMPONENTS V, S COMPONENTS V, S, M (the petrified eye of a newt) COMPONENTS V, S, M (holy water or powdered silver and iron, which the spell
consumes)

Your prayer empowers you with divine radiance. Until the spell ends, You place a curse on a creature that you can see within range. Until Until the spell ends, one willing creature you touch is protected
your weapon attacks deal and extra 1d4 radiant damage on a hit. the spell ends, you deal an extra 1d6 necrotic damage to the target against certain types of creatures: aberrations, celestials, elementals,
whenever you hit it with an attack. Also, choose one ability when you fey, fiends, and undead. The protection grants several benefits.
cast the spell. The target has disadvantage on ability checks made Creatures of those types have disadvantage on attack rolls against
with the chosen ability. If the target drops to 0 hit points before this the target. The target also can’t be charmed, frightened, or possessed
spell ends, you can use a bonus action on a subsequent turn of yours by them. If the target is already charmed, frightened, or possessed by
to curse a new creature. A remove curse cast on the target ends this such a creature, the target has advantage on any new saving throw
spell early. against the relevant effect.
At Higher Levels. When you cast this spell using a spell slot of 3rd
or 4th level, you can maintain your concentration on the spell for up
to 8 hours. When you use a spell slot of 5th level or higher, you can
maintain your concentration on the spell for up to 24 hours.

Prepared (Paladin) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Oath Spells (Paladin) Player’s Handbook
Sanctuary Shield Shield of Faith
1st-level abjuration 1st-level abjuration 1st-level abjuration

CASTING TIME 1 bonus action CASTING TIME 1 reaction CASTING TIME 1 bonus action
RANGE 30 feet RANGE Self RANGE 60 feet
DURATION 1 minute DURATION 1 round DURATION Concentration, up to 10 minutes
COMPONENTS V, S, M (a small silver mirror) COMPONENTS V, S COMPONENTS V, S, M (a small parchment with a bit of holy text written on it)

You ward a creature within range against attack. Until the spell ends, Reaction trigger: You are hit by an attack or targeted by the magic A shimmering field appears and surrounds a creature of your choice
any creature who targets the warded creature with an attack or a missile spell An invisible barrier of magical force appears and protects within range, granting it a +2 bonus to AC for the duration.
harmful spell must first make a Wisdom saving throw. On a failed you. Until the start of your next turn, you have a +5 bonus to AC,
save, the creature must choose a new target or lose the attack or including against the triggering attack, and you take no damage from
spell. This spell doesn’t protect the warded creature from area magic missile.
effects, such as the explosion of a fireball. If the warded creature
makes an attack, casts a spell that affects an enemy, or deals damage
to another creature, this spell ends.

Oath Spells (Paladin) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Prepared (Paladin) Player’s Handbook
Shield Plate Longsword
Armor Armor Weapons

A shield is made from wood or metal and is carried in one Plate consists of shaped, interlocking metal plates to cover
hand. Wielding a shield increases your Armor Class by 2. the entire body. A suit of plate includes gauntlets, heavy
You can benefit from only one shield at a time. leather boots, a visored helmet, and thick layers of padding
underneath the armor. Buckles and straps distribute the
weight over the body.

6 lb. Player’s Handbook 65 lb. Player’s Handbook 3 lb. Player’s Handbook

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