Professional Documents
Culture Documents
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet of you
STRENGTH Leather 12 as if it were bright light, and in darkness as if it were dim
light.
PROFICIENCY BONUS +3
16
SHIELD
AC Divine Sense (Action—5/Long Rest). You can open your
awareness to detect presence of strong evil. Until the end
N
CIE C
Defense (Fighting Style) (1) of your next turn, you know the location of any celestial,
+3 Strength
Y
PROFI
10
Lay on Hands (Action—30/Long Rest). You can touch a
✘ +3 Wisdom
52 6d10 creature and draw power from the pool to restore a
✘ +7 Charisma number of hp to that creature, up to the maximum
CONDITIONAL
amount remaining in your pool. You can expend 5 hp from
your pool of healing to cure the target of one disease or
+0 neutralize one poison affecting it.This feature has no
effect on undead and constructs.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS Fighting Style.
SAVING THROWS Defense. While you are wearing armor, you gain a +1
EXPE
VISION INSPIRATION EXHAUSTION weapon attack, you can expend one spell slot to deal
+0 Animal Handling (Wis) radiant damage to the target, in addition to the weapon’s
+2 +0 Arcana (Int) Darkvision damage. The extra damage is 2d8 for a 1st-level spell slot,
plus 1d8 for each spell level higher than 1st, to a maximum
✘ +6 Athletics (Str) Resistances. Necrotic of 5d8. The damage increases by 1d8 if the target is an
INTELLIGENCE undead or a fiend, to a maximum of 6d8.
+4 Deception (Cha)
10 +0 History (Int) Divine Health. The divine magic flowing through you
makes you immune to disease.
✘ +3 Insight (Wis)
Oath of Vengeance.
✘ +7 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 +0 Investigation (Int) Extra Attack. You can attack twice, instead of once,
whenever you take the Attack action on your turn.
+0 Medicine (Wis) Born of Aether. You have resistance to necrotic
WISDOM
damage. Aura of Protection. Whenever you or a friendly creature
+0 Nature (Int) within 10 feet of you must make a saving throw, the
10 +0 Perception (Wis)
creature gains a +4 bonus to the saving throw. You must
be conscious to grant this bonus.
+4 Performance (Cha)
Abjure Enemy (Action—Channel Divinity). You present
+4 Persuasion (Cha) your holy symbol and speak a prayer of denunciation,
+0 +0 Religion (Int)
using your Channel Divinity. Choose one creature within
60 feet of you that you can see. That creature must make
+0 Sleight of Hand (Dex) a Wisdom saving throw, unless it is immune to being
CHARISMA
frightened. Fiends and undead have disadvantage on this
+0 Stealth (Dex) saving throw.On a failed save, the creature is frightened
for 1 minute or until it takes any damage. While
18 +0 Survival (Wis)
SKILLS
frightened, the creature’s speed is 0, and it can’t benefit
from any bonus to its speed.On a successful save, the
creature’s speed is halved for 1 minute or until the
creature takes any damage.
+4 10 PASSIVE PERCEPTION
Vow of Enmity (Bonus Action—Channel Divinity). You can
utter a vow of enmity against a creature you can see
ADVANTAGE
within 10 feet of you, using your Channel Divinity. You gain
advantage on attack rolls against the creature for 1 minute
INITIATIVE +0 2 Attacks / Attack Action RACIAL TRAITS
or until it drops to 0 hit points or falls unconscious.
Tool Proficiencies. –
Alvynn
Zenith NAME
Haemachrome
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
PERSONALITY TRAITS
IDEAL
BOND
-Heroic Action
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
[Scimitar] 1 3
Quarterstaff 1 4
[Leather] 1 10
Backpack 1 5
Bedroll 1 7
Mess Kit 1 1
Tinderbox 1 1
Torch 10 10
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10
0 0 0 0 0
76 lb / 240 lb 480 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +7 15 7
1ST LEVEL 4 SPELL SLOTS ● Bane (Always Prepared) ● Hunter’s Mark (Always Prepared)
Angelic Guardian Bless Cauterizing Flame
Ceremony Command Compelled Duel
Cure Wounds Defiant Smite Defy Ruin
Detect Chaos and Order Detect Evil and Good Detect Magic
Detect Poison and Disease Divine Arm Divine Favor
Draconic Smite Helm’s Everwatchful Eye Heroism
Hobble Mount Insightful Maneuver Interpret Bone
Light of Lunia Litany of Sure Hands Machine’s Load
Pendulum Protection from Evil and Good Purify Food and Drink
Ray of Respite Searing Smite Shield of Devotion
Shield of Faith Spur Mount Stanch
Thunderous Smite Wrathful Smite
2ND LEVEL 2 SPELL SLOTS ● Hold Person (Always Prepared) ● Misty Step (Always Prepared)
Aid Anticipate Attack Blessed Halo
Bond of the Dragonlords Branding Smite Consecration
Dark Secret Decelerate Desecration
Detect Familiar Divine Ward Druthers
Find Steed Find Vehicle Lesser Restoration
Locate Object Magic Weapon Mass Blade Ward
Protection from Poison Radiating Blade of Tempus Repair Metal
Shadows Brought to Light Shared Sacrifice Skystrike
Suffer Trench Vital Mark
Warning Shout Winding Key Zone of Truth
Bane Hunter’s Mark Hold Person
1st-level enchantment 1st-level divination 2nd-level enchantment
CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 30 feet RANGE 90 feet RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a drop of blood) COMPONENTS V COMPONENTS V, S, M (a small, straight piece of iron)
Up to three creatures of your choice that you can see within range You choose a creature you can see within range and mystically mark Choose a humanoid that you can see within range. The target must
must make Charisma saving throws. Whenever a target that fails this it as your quarry. Until the spell ends, you deal an extra 1d6 damage succeed on a Wisdom saving throw or be paralyzed for the duration.
saving throw makes an attack roll or a saving throw before the spell to the target whenever you hit it with a weapon attack, and you have At the end of each of its turns, the target can make another Wisdom
ends, the target must roll a d4 and subtract the number rolled from advantage on any Wisdom (Perception) or Wisdom (Survival) check saving throw. On a success, the spell ends on the target.
the attack roll or saving throw. you make to find it. If the target drops to 0 hit points before this spell At Higher Levels. When you cast this spell using a spell slot of 3rd
At Higher Levels. When you cast this spell using a spell slot of 2nd ends, you can use a bonus action on a subsequent turn of yours to level or higher, you can target on additional humanoid for each slot
level or higher, you can target one additional creature for each slot mark a new creature. level above 2nd. The humanoids must be within 30 feet of each other
level above 1st. At Higher Levels. When you cast this spell using a spell slot of 3rd when you target them.
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.
Oath Spells (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook
Misty Step
2nd-level conjuration
A backpack is a leather pack carried on the back, typically This tin box contains a cup and simple cutlery. The box
with straps to secure it. A backpack can hold 1 cubic foot/ clamps together, and one side can be used as a cooking pan
30 pounds of gear. and the other as a plate or shallow bowl.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.
This small container holds flint, fire steel, and tinder A torch burns for 1 hour, providing bright light in a 20-foot Rations consist of dry foods suitable for extended travel,
(usually dry cloth soaked in light oil) used to kindle a fire. radius and dim light for an additional 20 feet. If you make a including jerky, dried fruit, hardtack, and nuts.
Using it to light a torch—or anything else with abundant, melee attack with a burning torch and hit, it deals 1 fire
exposed fuel—takes an action. Lighting any other fire takes damage.
1 minute.