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3 Devotion Paladin Acolyte

CLASS & LEVEL BACKGROUND PLAYER NAME

Mountain Dwarf 900


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I idolize a particular hero of my faith,
16 0 25 and constantly refer to that person's
16 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
deads and examples.
I quote sacred texts and proverbs.
+3 PERSONALITY TRAITS

Hit Point Maximum 28


+3
Strength Tradition, The ancient traditions of
DEXTERITY

10


0

+2
Dexterity
Constitution
28 worship and sacrifice must be
preserved and upheld.
CURRENT HIT POINTS IDEALS
+1
Intelligence
0 ● +2
Wisdom
Everything I do is for the common
● +4
Charisma people.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

15

0
Acrobatics (Dex) Total 3 SUCCESSES I judge others harshly, and myself
+2 even more severely.
0
Animal Handling (Wis) 1d10 FAILURES

+1
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+3
Athletics (Str)

12

+2

+1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE -Lvl 1, Divine Sense, Action, within 60 feet you know the location of any celestial, fiend or
undead. You can use this 1 + Cha modifier. Long Rest.

Maul +5 2d6+3 -Lvl 1, Lay On Hands, Action, you have a healing pool paladin level x 5. You can
touch and heal HP or spend 5 points and cure disease or 1 poison effect.
+1 ●
+2
Insight (Wis) -Lvl 2, Fighting Style, Great Weapon Fighting. When you use a melee 2 handed or versatile
weapon, you can reroll the damage on the roll of a 1 or 2 and you must take the new roll.
-Lvl 2, Divine Smite, When you hit a creature with a melee weapon you use

+4
Intimidation (Cha) L Hammer +5 1d4+3 a spell slot and add an additional 2d8 radiant damage. Max is 5d8 using
your higher leveled spell slots.
-Lvl 3, Divine Health, You become immune to disease damage.
WISDOM +1
Investigation (Int) -Lvl 3, Channel Divinity
Sacred Weapon, Action, Imbue one weapon your holding for one minute. During this time
you add your Charisma
● +2
Medicine (Wis)
10
modifier to attack roll made with that weapon. The weapon also emits bright light 20 bright
and then 20 dim beyond that. If the weapon is not magic, this imbue makes the weapon
magical.
+1
Nature (Int)
Maul, Bludgeoning, 2 handed, Heavy, 10 lbs. Turn The Unholy, Action, While presenting your holy symbol, each fiend or undead within 30
feet that can see OR hear you must make a Wisdom Saving Throw. On a failed save, the
target is turned for one minute or until it takes damage. While feared, on its action, the

0 0
Perception (Wis) 2 x Light Hammer, Bludgeoning, 20/60, 2 lbs. creature must move away from you and it cannot take reactions. For its action, the thing it
can do is use its Dash action to run away.

Each.
+2
Performance (Cha)

CHARISMA +2
Persuasion (Cha) Chainmail, AC 16, 55 lbs.

+3
Religion (Int)
14 0
Sleight of Hand (Dex)
0
Stealth (Dex)
+2
0
Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

10 PASSIVE WISDOM (PERCEPTION) Holy Symbol


CP
5 x Sticks Insense
Prayer Book & Vestments
Common, Dwarvish SP Common Clothed
All Armor Backpack
EP Blanket
Shields 10 x Candles
Simple & Martial Weapons Tinderbox
GP 15 Alms Box
2 x Blocks Insense
PP Waterskin
2 x Rations

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
80 4'7 125 lb.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Hill Dwarf Traits


Con +2, Str +2
Dwarven Armor Training = Proficiency with light and medium armor.
Darkvision = 60 Feet
Dwarf Resilience = Advantage on Poison Saves, Resistance vs Poison
Dwarf Combat Training = Proficiency with battleaxe, handaxe, throwing hammer and warhammer.
Tool Proficiency = Gain proficiency with Smith's, Brewer's & Mason tools.
Stonecunning = When you make a stonework type of History check, you add proficiency and if you
have proficiency, you double it.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Paladin
Charisma 12 +4
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

Cure Wounds

Bless
4
Shield of Faith

Protection from evil & good


SPELLS KNOWN

Sanctuary

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

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