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Avaddon: Paladin (4) Knight Billy Aasimar/Scourge Lawful Neutral
Avaddon: Paladin (4) Knight Billy Aasimar/Scourge Lawful Neutral
INSPIRATION
STRENGTH
+4 +2 PROFICIENCY BONUS
20
ARMOR
CLASS
-1
INITIATIVE
30
SPEED
19 PERSONALITY TRAITS
-1 +3 Constitution
+2 Intelligence CURRENT HIT POINTS IDEALS
9 +3 Wisdom
+6 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+2 +4 Deception (Cha)
+4 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Darkvision: 60 ft.
Javelin +6 1d6 + 4 piercing Damage Resistances: necrotic, radiant
15 +1 Insight (Wis)
Immunities: disease
+6 Intimidation (Cha) Longsword +6 1d8 + 4 slashing
WISDOM +2 Investigation (Int) (additional features & traits on last page)
+1 Medicine (Wis)
Longsword +1 +7 1d8 + 5 slashing
+1 +2 Nature (Int)
+1 Perception (Wis)
13
+4 Performance (Cha)
+6 Persuasion (Cha)
CHARISMA
+2 Religion (Int)
+4 -1 Sleight of Hand (Dex)
-1 Stealth (Dex)
18 +1 Survival (Wis)
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
30 6 4
AGE HEIGHT WEIGHT
Avaddon Blue Tan Golden
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
Once per long rest, re-roll a damage die from an attack that hit you
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Aasimar, Paladin Charisma 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Light
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 3 7
EPAR
SPELL NAME
ED
PR
Armor of Agathys
Command
4
Cure Wounds
Shield of Faith
SPELLS KNOWN
Wrathful Smite
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
---------------Actions--------------
Divine Sense. Within 60 ft., detect presense of undead, celestial, or fiend. Also detect consecrated or desecrated object or place (use 5 times/long rest).
Lay on Hands. You have a healing pool of 20 HPs, with it you can heal a creature or expend 5 points to cure disease or neutralize poison (use 20 times/long
rest).
-----------Other Traits------------
Channel Divinity. Your oath provides specific options (use once/rest).
Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see
within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat
this saving throw at the end of each of its turns, ending the effect on itself on a success.
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.
Dueling Fighting Style. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Equipment. You possess a banner or other token from a noble lord or lady to whom you have given your heart and a scroll of pedigree. Enter these manually as
custom items.
Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain
a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it
again until you finish a long rest.
Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.
Radiant Consumption. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour
out of your eyes and mouth, and threaten to char you.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10
feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition,
once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage
equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
Retainers. If your character has a noble background, you may select this background feature instead of Position of Privilege. You have the service of three
retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can
perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are
frequently endangered or abused. .
Sentinel. You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make
a melee weapon attack against the attacking creature.
Page 1
Command (reverse)
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.