Khulud: Character Level, Race, & Class Experience

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Level 3 Elf (Mark of Shadow) Paladin, Oath of Vengeance 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Khulud
Urban Bounty Hunter Lawful Neutral The Spirits of the Past acina
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you
STRENGTH Studded Leather 18 as if it were bright light, and in darkness as if it were dim
light.
PROFICIENCY BONUS +2
7
SHIELD
AC
Revenant Blade. While you are holding a double-bladed
scimitar with two hands, you gain a +1 bonus to Armor
N
CIE C
Revenant Blade (1), Defense (Fighting Style) (1) Class.A double-bladed scimitar has the finesse property
-2 Strength
Y
PROFI

-2 when you wield it.


+4 Dexterity
Divine Sense (Action—4/Long Rest). You can open your
+2 Constitution ARMOR CLASS awareness to detect presence of strong evil. Until the end
DEXTERITY of your next turn, you know the location of any celestial,
-1 Intelligence fiend, or undead within 60 feet of you that is not behind
MAXIMUM HIT DICE TEMPORARY

18 ✘


+4 Wisdom

+5 Charisma
28 3d10
total cover. You know the type of any being whose
presence you sense, but not its identity. Within the same
radius, you also detect the presence of any place or
CONDITIONAL object that has been consecrated or desecrated.
+4 Lay on Hands (Action—15/Long Rest). You can touch a
creature and draw power from the pool to restore a
CURRENT HIT POINTS
number of hp to that creature, up to the maximum
CONSTITUTION DEATH SAVING THROWS
amount remaining in your pool. You can expend 5 hp
SAVING THROWS
from your pool of healing to cure the target of one

14 N
CIE C

+6 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
disease or neutralize one poison affecting it.This feature
has no effect on undead and constructs.
Y
PROFI


RT

EXPE

+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION Fighting Style.


+2 -1 Arcana (Int) Darkvision Defense. While you are wearing armor, you gain a +1
bonus to AC.
-2 Athletics (Str)
Divine Smite. When you hit a creature with a melee
INTELLIGENCE +3 Deception (Cha) weapon attack, you can expend one spell slot to deal
radiant damage to the target, in addition to the weapon’s
9 -1 History (Int)
+2 Insight (Wis)
damage. The extra damage is 2d8 for a 1st-level spell slot,
plus 1d8 for each spell level higher than 1st, to a
maximum of 6d8. The damage increases by 1d8 if the
✘ +5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS target is an undead or a fiend.
-1 -1 Investigation (Int) Divine Health. The divine magic flowing through you
+2 Medicine (Wis) Fey Ancestry. Advantage on saving throws against makes you immune to disease.
WISDOM
being charmed, and magic can’t put you to sleep.
-1 Nature (Int) Oath of Vengeance.

14 ✘ +4 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they


Abjure Enemy (Action—Channel Divinity). You present
meditate deeply, remaining semiconscious, for 4 your holy symbol and speak a prayer of denunciation,
+3 Performance (Cha) hours a day. using your Channel Divinity. Choose one creature within
✘ +5 Persuasion (Cha) 60 feet of you that you can see. That creature must make
+2 -1 Religion (Int)
Cunning Intuition. When you make a Performance a Wisdom saving throw, unless it is immune to being
or Stealth check, you can roll a d4 and add the frightened. Fiends and undead have disadvantage on this
+4 Sleight of Hand (Dex) number rolled to the ability check. saving throw.On a failed save, the creature is frightened
for 1 minute or until it takes any damage. While
CHARISMA ✘ +6 Stealth (Dex) frightened, the creature’s speed is 0, and it can’t benefit
Shape Shadows (1/Long Rest). You know the
from any bonus to its speed.On a successful save, the
16 +2 Survival (Wis) minor illusion cantrip. You can cast the invisibility
spell once with this trait using Charisma as your creature’s speed is halved for 1 minute or until the
SKILLS creature takes any damage.
spellcasting ability.
Vow of Enmity (Bonus Action—Channel Divinity). You
+3 14 PASSIVE PERCEPTION
can utter a vow of enmity against a creature you can see
within 10 feet of you, using your Channel Divinity. You
gain advantage on attack rolls against the creature for 1
ADVANTAGE minute or until it drops to 0 hit points or falls
unconscious.
INITIATIVE +4 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Double-Bladed Scimitar 5 ft +6 vs AC 2d4+4 slashing
Special (Double-Bladed Scimitar), Two-Handed
FEATURES & TRAITS
Dagger 20/60 +6 vs AC 1d4+4 piercing
Finesse, Light, Thrown
Armor Proficiencies. Light Armor, Medium Armor,
Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Thieves’ tools, Birdpipes,


Calligrapher's supplies, Cartographer’s tools

Languages. Common, Elvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 25 4'6" 90 lb.
GENDER AGE HEIGHT WEIGHT
Khulud Black Ash Gray Black
CHARACTER NAME EYES SKIN HAIR

NAME

Fraternity of Order

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

"Bazı kişiler haklı yargının, doğru yolun kendini onurlu ve açık bir şekilde koruması gerektiğini söyler. Bu kişiler idealist
cahillerdir. Hasmın kural tanımaz, onur bilmez, içgüdülerinin esiriyse eğer; onun yargılanmak için senin mahkemelerine
gelmeyeceği gibi, gece hayvanları gibi sen ve dostunun koruduğu uygarlık ağacının kovuklarında saklanacağını
I always have a plan for what to do when things go beklemen gerekir. Muharebe bir yoldur elbette, ama düzensizliğe karşı asıl harbi, akınlar ve süikast ile de beslemek
wrong. gerekir. Bunun için de bir nefer yaratılması gerekmektedir. Nasıl hurma çok meyve vermesi, tatlı olması, suya az muhtaç
I am always calm, no matter what the situation. I olması için nesillerce seçiliyorsa bu nefer de öyle doğmalıdır. Nasıl bir fedai canını dava için hiçe sayıyor, inancından
never raise my voice or let my emotions control me.
ödün vermiyor ise bu nefer de öyle doktrine edilmelidir. Nasıl bir alim özgür düşünüyor, aklıyla karar veriyor, her şeyden
önce kendi yargısına güveniyor ise bu nefer de öyle eğitilmelidir."
PERSONALITY TRAITS
Khulud bu düşüncenin, bu projenin kim bilir kaç ürününden sadece biri olarak doğdu. Nesiller süren bir insan
besiciliğinin, anlaşmalı evliliklerin çocuğuydu. Soyağacı bir çok nesildir zengin, burjuva kesiminden Leydi'nin Bölgesi
Honor. (Lawful) yerlileriydi. Şımarık bir çocuk gibi yetiştirilmedi, erken yaşta anne şefkati ve babanın soğuk bakışları yerini sayısız
eğitmene bırakmıştı çünkü. Dinlence zamanıysa geçmiş atalarının hatıraları, öğretileri ve hatalarıyla dolu rüyalardan
ibaretti. Hala ne olduğunu bilmediği büyük bir gayenin silahı olmak için var olduğunu öğrendiğinde yetişkinliğe ilk
adımını yeni atmıştı. Bir çok diyardan gelen kültürlerin ve vücutların bir karışımı- hayır, bir alaşımıydı. Bu metal Leydi'nin
IDEAL Bölgesi'ne gelmiş ve burada Khulud'un bu yaşına kadar dövülmüştü. Şimdi ise ondan önceki sayısız atası gibi test
edilmesi gerekiyordu. Savaşın ortasında ondan önce test edilen hiç kimse asıl gayeye ulaşamamış, acıları ve uğraşları bir
sonraki için besin olmuştu. Khulud, yetişkinliğinin başlangıcı olan şimdisinde; babasının ona neden soğuk ve kaçamak
I will become the greatest of my line. bakışlar attığını daha iyi anlıyordu. Başarısız olmuş, yaradılışından ötürü çocuğunu da aynı kadere mahkum etmişti. Bu
farkındalığa kendi çocuğunun da onun gibi bir hayat yaşamaması için başarıya ulaşma yemini ettiğinde varmıştı. Artık
özgürdü sonuçta. Khulud da ya başarılı olacak ya da ruhunu ve vücudunu bir sonrakine teslim edecekti bu sınamanın
sonunda.
BOND

I have a “tell” that reveals when I’m lying.

FLAW BACKGROUND STORY

Biraz Bedevilik, biraz Fremenler, biraz Tairnadal, biraz Haşhaşiler, biraz Erken İslam felsefesi, biraz Kuzey Afrika, biraz elfler.
Feature: Ear to the Ground
You are in frequent contact with people in the
segment of society that your chosen quarries move
through. These people might be associated with the
criminal underworld, the rough-and-tumble folk of
the streets, or members of high society. This
connection comes in the form of a contact in any city
you visit, a person who provides information about
the people and places of the local area.

BACKGROUND FEATURE

A triangular amulet made from animal skin, with


religious text tucked inside.(Holy Symbol)

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Clothes, Common 1 3
Explorer’s Pack 1 10
[Studded Leather] 1 13
[Double-Bladed Scimitar] 1 6
Double-Bladed Scimitar 1 6
Dagger 1 1
Amulet 1 1

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 20 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

40.4 lb / 105 lb 210 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 +5 13 4

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Paladin, Oath of Vengeance

1ST LEVEL 3 SPELL SLOTS ● Bane (Always Prepared) ● Bless


● Command ● Hunter’s Mark (Always Prepared) ● Silent Image
● Wrathful Smite Ceremony Compelled Duel
Cure Wounds Detect Evil and Good Detect Magic
Detect Poison and Disease Disguise Self Divine Favor
Heroism Protection from Evil and Good Purify Food and Drink
Searing Smite Shield of Faith Thunderous Smite

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Minor Illusion (Mark of Shadow)

2ND LEVEL Invisibility (Additional Spell)


Minor Illusion Bane Bless
Illusion Cantrip 1st-level enchantment 1st-level enchantment

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


RANGE 30 feet RANGE 30 feet RANGE 30 feet
DURATION 1 minute DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute
COMPONENTS S, M (a bit of fleece) COMPONENTS V, S, M (a drop of blood) COMPONENTS V, S, M (a sprinkling of holy water)

You create a sound or an image of an object within range that lasts Up to three creatures of your choice that you can see within range You bless up to three creatures of your choice within range.
for the duration. The illusion also ends if you dismiss it as an action or must make Charisma saving throws. Whenever a target that fails this Whenever a target makes an attack roll or a saving throw before the
cast this spell again. If you create a sound, its volume can range from saving throw makes an attack roll or a saving throw before the spell spell ends, the target can roll a d4 and add the number rolled to the
a whisper to a scream. It can be your voice, someone else’s voice, a ends, the target must roll a d4 and subtract the number rolled from attack roll or saving throw.
lion’s roar, a beating of drums, or any other sound you choose. The the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd
sound continues unabated throughout the duration, or you can make At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot
discrete sounds at different times before the spell ends. If you create level or higher, you can target one additional creature for each slot level above 1st.
an image of an object—such as a chair, muddy footprints, or a small level above 1st.
chest—it must be no larger than a 5-foot cube. The image can’t
create sound, light, smell, or any other sensory effect. Physical
interaction with the image reveals it to be an illusion, because things
can pass through it. If a creature uses its action to examine the sound
or image, the creature can determine that it is an illusion with a
successful Intelligence (Investigation) check against your spell save
DC. If a creature discerns the illusion for what it is, the illusion
becomes faint to the creature.

Shape Shadows (Mark of Shadow) Player’s Handbook Oath Spells (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook

Command Disguise Self Hunter’s Mark


1st-level enchantment 1st-level illusion 1st-level divination

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 60 feet RANGE Self RANGE 90 feet
DURATION 1 round DURATION 1 hour DURATION Concentration, up to 1 hour
COMPONENTS V COMPONENTS V, S COMPONENTS V

You speak a one-word command to a creature you can see within You make yourself—including your clothing, armor, weapons, and You choose a creature you can see within range and mystically mark
range. The target must succeed on a Wisdom saving throw or follow other belongings on your person—look different until the spell ends it as your quarry. Until the spell ends, you deal an extra 1d6 damage
the command on its next turn. The spell has no effect if the target is or until you use your action to dismiss it. You can seem 1 foot shorter to the target whenever you hit it with a weapon attack, and you have
undead, if it doesn’t understand your language, or if your command or taller and can appear thin, fat, or in between. You can’t change advantage on any Wisdom (Perception) or Wisdom (Survival) check
is directly harmful to it. Some typical commands and their effects your body type, so you must adopt a form that has the same basic you make to find it. If the target drops to 0 hit points before this spell
follow. You might issue a command other than one described here. If arrangement of limbs. Otherwise, the extent of the illusion is up to ends, you can use a bonus action on a subsequent turn of yours to
you do so, the DM determines how the target behaves. If the target you. mark a new creature.
can’t follow your command, the spell ends. The changes wrought by this spell fail to hold up to physical At Higher Levels. When you cast this spell using a spell slot of 3rd
Approach. The target moves toward you by the shortest and most inspection. For example, if you use this spell to add a hat to your or 4th level, you can maintain your concentration on the spell for up
direct route, ending its turn if it moves within 5 feet of you. outfit, objects pass through the hat, and anyone who touches it to 8 hours. When you use a spell slot of 5th level or higher, you can
Drop. The target drops whatever it is holding and then ends its would feel nothing or would feel your head and hair. If you use this maintain your concentration on the spell for up to 24 hours.
turn. spell to appear thinner than you are, the hand of someone who
Flee. The target spends its turn moving away from you by the reaches out to touch you would bump into you while it was
fastest available means. seemingly still in midair.
Grovel. The target falls prone and then ends its turn. To discern that you are disguised, a creature can use its action to
Halt. The target doesn’t move and takes no actions. A flying inspect your appearance and must succeed on an Intelligence
creature stays aloft, provided that it is able to do so. If it must move (Investigation) check against your spell save DC.
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 Additional Paladin Spell Player’s Handbook Oath Spells (Paladin) Player’s Handbook

Silent Image Wrathful Smite Invisibility


1st-level illusion 1st-level evocation 2nd-level illusion

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 60 feet RANGE Self RANGE Touch
DURATION Concentration, up to 10 minute DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (a bit of fleece) COMPONENTS V COMPONENTS V, S, M (an eyelash encased in gum arabic)

You create the image of an object, a creature, or some other visible The next time you hit with a melee weapon attack during this spell’s A creature you touch becomes invisible until the spell ends. Anything
phenomenon that is no larger than a 15-foot cube. The image duration, your attack deals an extra 1d6 psychic damage. the target is wearing or carrying is invisible as long as it is on the
appears at a spot within range and lasts for the duration. The image Additionally, if the target is a creature, it must make a Wisdom saving target’s person. The spell ends for a target that attacks or casts a
is purely visual; it isn’t accompanied by sound, smell, or other sensory throw or be frightened of you until the spell ends. As an action, the spell.
effects. creature can make a Wisdom check against your spell save DC to At Higher Levels. When you cast this spell using a spell slot of 3rd
You can use your action to cause the image to move to any spot steel its resolve and end this spell. level or higher, you can target one additional creature for each slot
within range. As the image changes location, you can alter its level above 2nd.
appearance so that its movements appear natural for the image. For
example, if you create an image of a creature and move it, you can
alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion,
because things can pass through it. A creature that uses its action to
examine the image can determine that it is an illusion with a
successful Intelligence (Investigation) check against your spell save
DC. If a creature discerns the illusion for what it is, the creature can
see through the image.

Additional Paladin Spell Player’s Handbook Prepared (Paladin) Player’s Handbook Additional Spell Player’s Handbook
Clothes, Common Explorer’s Pack Studded Leather
Adventuring Gear Equipment Packs Armor

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 Made from tough but flexible leather, studded leather is
torches, 10 days of rations, and a waterskin. The pack also reinforced with close-set rivets or spikes.
has 50 feet of hempen rope strapped to the side of it.

3 lb. Player’s Handbook 10 lbs. Player’s Handbook 13 lb. Player’s Handbook

Double-Bladed Scimitar Double-Bladed Scimitar Dagger


Weapons Weapons Weapons

The double-bladed scimitar is the signature weapon of The double-bladed scimitar is the signature weapon of
Valenar elves. A haft of fine wood supports a long, curving Valenar elves. A haft of fine wood supports a long, curving
blade on either end. Forged with techniques honed over blade on either end. Forged with techniques honed over
centuries, these blades are strong, sharp, and remarkably centuries, these blades are strong, sharp, and remarkably
light. light.

6 lb. Eberron: Rising from the Last War 6 lb. Eberron: Rising from the Last War 1 lb. Player’s Handbook

Amulet
Spellcasting Focus

A holy symbol is a representation of a god or pantheon. It


might be an amulet depicting a symbol representing a
deity, the same symbol carefully engraved or inlaid as an
emblem on a shield, or a tiny box holding a fragment of a
sacred relic. Appendix PH-B "Fantasy-Historical
Pantheons"lists the symbols commonly associated with
many gods in the multiverse. A cleric or paladin can use a
holy symbol as a spellcasting focus. To use the symbol in
this way, the caster must hold it in hand, wear it visibly, or
bear it on a shield.

1 lb. Player’s Handbook


Darkvision Fey Ancestry Trance
Vision Racial Trait Racial Trait

Many creatures in the worlds of D&D, especially those that You have advantage on saving throws against being Elves don’t need to sleep. Instead, they meditate deeply,
dwell underground, have darkvision. Within a specified charmed, and magic can’t put you to sleep. remaining semiconscious, for 4 hours a day. (The Common
range, a creature with darkvision can see in darkness as if word for such meditation is “trance.”) While meditating,
the darkness were dim light, so areas of darkness are only you can dream after a fashion; such dreams are actually
lightly obscured as far as that creature is concerned. mental exercises that have become reflexive through years
However, the creature can’t discern color in darkness, only of practice. After resting in this way, you gain the same
shades of gray. benefit that a human does from 8 hours of sleep.

Elf Player’s Handbook Elf Player’s Handbook Elf Player’s Handbook

Cunning Intuition Shape Shadows Revenant Blade


Racial Trait Racial Trait Feat

When you make a Charisma (Performance) or Dexterity You know the minor illusion cantrip. Starting at 3rd level, Prerequisite: Elf
(Stealth) check, you can roll a d4 and add the number rolled you can cast the invisibility spell once with this trait, and You are descended from a master of the double-bladed
to the ability check. you regain the ability to cast it when you finish a long rest. scimitar, and some of that mastery has passed on to you.
Charisma is your spellcasting ability for these spells. You gain the following benefits:
• Increase your Dexterity or Strength score by 1, to a
maximum of 20.
• While you are holding a double-bladed scimitar with
two hands, you gain a +1 bonus to Armor Class.
• A double-bladed scimitar has the finesse property
when you wield it.

Mark of Shadow Eberron: Rising from the Last War Mark of Shadow Eberron: Rising from the Last War Additional Feat, Revenant Blade Eberron: Rising from the Last War

Divine Sense Lay on Hands Fighting Style


Class Feature Class Feature Class Feature

The presence of strong evil registers on your senses like a Your blessed touch can heal wounds. You have a pool of At 2nd level, you adopt a style of fighting as your specialty.
noxious odor, and powerful good rings like heavenly music healing power that replenishes when you take a long rest. Choose one of the following options. You can’t take a
in your ears. As an action, you can open your awareness to With that pool, you can restore a total number of hit points Fighting Style option more than once, even if you later get
detect such forces. Until the end of your next turn, you equal to your paladin level x 5. to choose again.
know the location of any celestial, fiend, or undead within As an action, you can touch a creature and draw power DEFENSE
60 feet of you that is not behind total cover. You know the from the pool to restore a number of hit points to that While you are wearing armor, you gain a +1 bonus to AC.
type (celestial, fiend, or undead) of any being whose creature, up to the maximum amount remaining in your DUELING
presence you sense, but not its identity (the vampire Count pool. When you are wielding a melee weapon in one hand and
Strahd von Zarovich, for instance). Within the same radius, Alternatively, you can expend 5 hit points from your pool no other weapons, you gain a +2 bonus to damage rolls
you also detect the presence of any place or object that has of healing to cure the target of one disease or neutralize with that weapon.
been consecrated or desecrated, as with the hallow spell. one poison affecting it. You can cure multiple diseases and GREAT WEAPON FIGHTING
You can use this feature a number of times equal to 1 + neutralize multiple poisons with a single use of Lay on When you roll a 1 or 2 on a damage die for an attack you
your Charisma modifier. When you finish a long rest, you Hands, expending hit points separately for each one. make with a melee weapon that you are wielding with two
regain all expended uses. This feature has no effect on undead and constructs. hands, you can reroll the die and must use the new roll,
even if the new roll is a 1 or a 2. The weapon must have the
two-handed or versatile property for you to gain this
benefit.
PROTECTION
When a creature you can see attacks a target other than
you that is within 5 feet of you, you can use your reaction
to impose disadvantage on the attack roll. You must be
wielding a shield.

Paladin Player’s Handbook Paladin Player’s Handbook Paladin Player’s Handbook


Defense Divine Smite Divine Health
Class Feature Class Feature Class Feature

While you are wearing armor, you gain a +1 bonus to AC. Starting at 2nd level, when you hit a creature with a melee By 3rd level, the divine magic flowing through you makes
weapon attack, you can expend one spell slot to deal you immune to disease.
radiant damage to the target, in addition to the weapon’s
damage. The extra damage is 2d8 for a 1st-level spell slot,
plus 1d8 for each spell level higher than 1st, to a maximum
of 6d8. The damage increases by 1d8 if the target is an
undead or a fiend.

Fighting Style Player’s Handbook Paladin Player’s Handbook Paladin Player’s Handbook

Oath of Vengeance Channel Divinity: Abjure Enemy Channel Divinity: Vow of Enmity
Archetype Archetype Feature Archetype Feature
The Oath of Vengeance is a solemn commitment to punish those who have As an action, you present your holy symbol and speak a As a bonus action, you can utter a vow of enmity against a
committed a grievous sin. When evil forces slaughter helpless villagers,
when an entire people turns against the will of the gods, when a thieves’ prayer of denunciation, using your Channel Divinity. Choose creature you can see within 10 feet of you, using your
guild grows too violent and powerful, when a dragon rampages through the one creature within 60 feet of you that you can see. That Channel Divinity. You gain advantage on attack rolls against
countryside—at times like these, paladins arise and swear an Oath of creature must make a Wisdom saving throw, unless it is the creature for 1 minute or until it drops to 0 hit points or
Vengeance to set right that which has gone wrong. To these paladins— immune to being frightened. Fiends and undead have falls unconscious.
sometimes called avengers or dark knights—their own purity is not as
important as delivering justice. disadvantage on this saving throw.
Tenets of the Ancients On a failed save, the creature is frightened for 1 minute
The tenets of the Oath of Vengeance vary by paladin, but all the tenets or until it takes any damage. While frightened, the
revolve around punishing wrongdoers by any means necessary. Paladins
who uphold these tenets are willing to sacrifice even their own creature’s speed is 0, and it can’t benefit from any bonus to
righteousness to mete out justice upon those who do evil, so the paladins its speed.
are often neutral or lawful neutral in alignment. The core principles of the On a successful save, the creature’s speed is halved for 1
tenets are brutally simple. minute or until the creature takes any damage.
Fight the Greater Evil. Faced with a choice of fighting my sworn foes or
combating a lesser evil. I choose the greater evil.
No Mercy for the Wicked. Ordinary foes might win my mercy, but my
sworn enemies do not.
By Any Means Necessary. My qualms can’t get in the way of
exterminating my foes.
Restitution. If my foes wreak ruin on the world, it is because I failed to
stop them. I must help those harmed by their misdeeds.

Sacred Oath Player’s Handbook Channel Divinity Player’s Handbook Channel Divinity Player’s Handbook

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