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Paladin 3

Jenifer the Gentle CLASS & LEVEL PLAYER NAME

Human Noble
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

+3 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +0 Dexterity
+2 Constitution +0 17 28 --
+3 +1 Intelligence
CLASS
• +1 Wisdom INITIATIVE HIT POINTS
16
• +5 Charisma
Total 3d10 SUCCESSES
Saving Throw Modifiers
Immunities - Disease
DEXTERITY FAILURES

+0 DEFENSES HIT DICE DEATH SAVES

10 SAVING THROWS INSPIRATION


=== ARMOR ===
Heavy Armor, Light Armor, Medium Armor,
CONSTITUTION +0 Acrobatics DEX Shields
+2 PROFICIENCY BONUS
+2 -1

+1
Animal Handling WIS
Arcana INT
=== WEAPONS ===
Martial Weapons, Simple Weapons

14 +3 Athletics STR === TOOLS ===


ABILITY SAVE DC Dice Set
+3 Deception CHA
P +3 History INT === LANGUAGES ===
INTELLIGENCE
-1 Insight WIS Common, Elvish, Halfling
30 ft. (Walking)
+1 P +5 Intimidation CHA
+1 Investigation INT
12 P +1 Medicine WIS SPEED

+1 Nature INT PROFICIENCIES & LANGUAGES

WISDOM -1 Perception WIS


+3 Performance CHA === ACTIONS === As an action, you can detect good and evil. Until the
-1 P +5 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
end of your next turn, you can sense anything affected
by the hallow spell or know the location of any
Help, Hide, Ready, Search, Use an Object, celestial, fiend, undead within 60 ft. that is not behind
+1 Religion INT Opportunity Attack, Grapple, Shove, Improvise, total cover. You can use this feature 4 times per long
9 Two-Weapon Fighting, Interact with an Object rest.
+0 Sleight of Hand DEX
+0 Stealth DEX Channel Divinity 1 / Short Rest Lay on Hands Pool ? 15 / Long Rest
Your oath allows you to channel divine energy to You have a pool of healing power that can restore
CHARISMA -1 Survival WIS fuel magical effects. When you use your Channel 15 HP per long rest. As an action, you can touch a
Divinity, you choose which option to use. You must creature to restore any number of HP remaining in the
+3 then finish a short or long rest to use your Channel
Divinity again. Some Channel Divinity effects require
pool, or 5 HP to either cure a disease or neutralize a
poison affecting the creature.
saving throws (DC 13).
16 === SPECIAL ===
Divine Sense 4 / Long Rest Divine Smite
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

9 PASSIVE WISDOM (PERCEPTION)


Greatsword +5 2d6+3 Slashing Martial, Heavy, Two-Handed

Spear +5 1d6+3 Piercing Simple, Thrown, Versatile, Range (20/60)


9 PASSIVE WISDOM (INSIGHT)

Unarmed Strike +5 4 Bludgeoning


11 PASSIVE INTELLIGENCE (INVESTIGATION)

SENSES WEAPON ATTACKS & CANTRIPS

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Paladin 3
CLASS & LEVEL PLAYER NAME
Jenifer the Gentle
Human Noble
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== PALADIN FEATURES ===

* Divine Sense
As an action, you can detect good and evil. Until the end of your next turn, you
can sense anything affected by the hallow spell or know the location of any
celestial, fiend, undead within 60 ft. that is not behind total cover. You can use
this feature 4 times per long rest.

| 4 / Long Rest

* Lay on Hands
You have a pool of healing power that can restore 15 HP per long rest. As an
action, you can touch a creature to restore any number of HP remaining in the
pool, or 5 HP to either cure a disease or neutralize a poison affecting the
creature.

| Lay on Hands Pool: 15 / 1 Action

* Spellcasting
You can cast prepared paladin spells using CHA as your spellcasting modifier
(Spell DC 13, Spell Attack +5). You can use a holy symbol as a spellcasting
focus.

* Divine Smite
When you hit with a melee weapon attack, you can expend one spell slot to
deal 2d8 extra radiant damage to the target, plus 1 d8 against undead.

* Channel Divinity
You gain two Channel Divinity options:

Channel Divinity: 1 / Short Rest

Sacred Weapon - As an action you can imbue a weapon with positive


energy. For 1 minute, the weapon is considered magical, you add +3 to
attack rolls, it emits bright light for 20 ft. and dim light for 20 ft beyond that.
You can end the effect as part of any other action, if you are no longer
holding the weapon, or if you fall unconscious.

Turn the Unholy - As an action, you can censure fiends and undead. Each
fiend or undead that can see or
hear you within 30 ft. must make a WIS saving throw (DC 13). On failure, it
is turned for 1 minute or until it takes damage.

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Chain Mail 1 55 lb.

Spear 1 3 lb.

SP 10 Greatsword 1 6 lb.

Backpack 1 5 lb.
EP 0 Bedroll 1 7 lb.

Clothes, Fine 1 6 lb.


GP 0 Mess Kit 1 1 lb.

Rations (1 day) 10 20 lb.


PP 0 Rope, Hempen (50 feet) 1 10 lb.

Signet Ring 1 --
WEIGHT CARRIED

129 lb. Tinderbox 1 1 lb.

ENCUMBERED Torch 10 10 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

240 lb. Waterskin 1 5 lb.

PUSH/DRAG/LIFT

480 lb.

EQUIPMENT

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.

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