Professional Documents
Culture Documents
Valor Steelheart Character Sheet
Valor Steelheart Character Sheet
Valor Steelheart Character Sheet
Skills
Abilities
ADV
DIS BONUS NAME (ABILITY) PROF. EXP.
Show 2nd DC +1 Acrobatics (DEX)
Ability Save DC +2 Animal Handling (WIS)
+2
ABILITY MODIFIER SAVING THROW PROF.
BONUS
PROFICIENCY +2 Arcana (INT)
20 STR +5 +5
BONUS +
8+
13
Cha +5 Athletics (STR)
STRENGTH
Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
WISDOM
Divine Sense 4 LR +3 Performance (CHA)
20
TEMPORARY HP
2 SHIELD
BONUS Bahamut Emblazoned Shield
CURRENT
+ RESISTANCE
AC 0
+
DEXTERITY
MOD
MEDIUM ARMOR (MAX = 2)
HEAVY ARMOR (MOD = 0)
STEALTH
DISADV. Poison
HP 34 Heal
DIE LIVE
4 × d10 + 4
MAGIC
+
MAX HIT POINTS I DC10 I
MISC
MOD 1 × + II II
+ RECOVER HALF OF YOUR MAXIMUM HIT III III
MISC HALF DAMAGE × +
MOD 2 HIT DICE AFTER A LONG REST. DICE
LEVEL DIE CON USED DEATH SAVING THROWS
Attacks ATTACKS
PER ACTION 1 Actions
D PROF ABILITY D D AND
Divine Sense
Lay on Hands
BONUS ACTIONS REACTIONS USED THIS ROUND
Features Background
PERSONALITY TRAITS
Racial Traits I sleep just as much as I need to and on an unusual schedule.
Choose Feature
Class Features FLAW
I am callous about death. It comes to us all eventually.
Paladin (Oath of Redemption), level 4:
◆ Divine Sense (Paladin 1, PHB 84) [1 + Charisma modifier per long rest]
As an action, I sense celestials/fiends/undead/consecrated/desecrated within 60 ft
Until the end of my next turn, I sense the type/location if it is not behind total cover Feats
◆ Lay on Hands (Paladin 1, PHB 84) [20× per long rest]
As an action, I can use points in my pool to heal a touched, living creature's hit points Squire of Solamnia Dragonlance
FEAT:
I can neutralize poisons/diseases instead at a cost of 5 points per affliction
Mount Up: Mounting or dismounting costs you only 5 feet of movement
◆ Divine Smite (Paladin 2, PHB 85)
Precise Strike: Once per turn, when you make a weapon attack roll against a creature, you
When I hit a melee weapon attack, I can expend a spell slot to do +2d8 radiant damage
can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the
This increases by +1d8 for each spell slot level above 1st and +1d8 against undead/fiends
number rolled as a bonus to the attack's damage roll. You can use this benefit a number of
◆ Dueling Fighting Style (Paladin 2, PHB 84) FEAT: Actor [PHB 165]
times equal to your proficiency bonus, but a use is expended only if the attack hits. You
+2 to damage rolls when wielding a melee weapon in one hand and no other weapons Advantage on Charisma (Deception) and (Performance) if trying to pass as another. I can
regain all expended uses when you finish a long rest.
◆ Spellcasting (Paladin 2, PHB 84) mimic a person's speech or other creature's sounds if I've heard it for at least 1 minute.
I can cast prepared paladin spells, using Charisma as my spellcasting ability Wisdom (Insight) vs. Charisma (Deception) to determine the sound is faked. [+1 Charisma]
I can use a holy symbol as a spellcasting focus for my paladin spells
FEAT: Shield Master [PHB 170]
◆ Divine Health (Paladin 3, PHB 85)
As a bonus action, when I use the Attack action, I can shove someone within 5 ft with my
I am immune to disease, thanks to the power of my faith
shield. I add my shield's AC bonus to Dex saves vs. effects targeting only me. As a reaction,
◆ Channel Divinity (Paladin 3, PHB 85) [1× per short rest]
if I succeed on a Dex save for half damage, I can interpose my shield to avoid the damage.
◆ Channel Divinity: Emissary of Peace (Oath of Redemption 3, XGtE 39)
As a bonus action, I grant myself +5 on Charisma (Persuasion) checks for 10 minutes
FEAT:
◆ Channel Divinity: Rebuke the Violent (Oath of Redemption 3, XGtE 39)
As a reaction after a creature within 30 ft attacks and damages another, I can rebuke it
It takes the same damage as it dealt but as radiant damage, with a Wis save to halve it
FEAT:
Add Equipment
Equipment
ADVENTURING GEAR # LBS ADVENTURING GEAR # LBS
Backpack, with: 5 Plate armor 65
Blanket 3 Costume 4
Tinderbox 1 Morningstar 1 4
Vestments 4
Rations, days of 2 2
Waterskin 5
as I wish. My deception might lose its effectiveness if someone realize the connection. Ring of Sundering
ATTUNED MAGICAL ITEMS (MAX 3)
Proficiencies
SUBTOTAL 28 SUBTOTAL 88
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0+220114 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
CHARACTER: Valor Steelheart
Status Possessions
Blinded Petrified
Fail checks involving sight. Attacks have Incapacitated. Can’t move or speak. Unaware
disadvantage. Enemy attacks have advantage. of surroundings. Resistance to all damage.
Immune to poison/disease. Fail Str and Dex
Charmed saving throws. Enemy attacks have advantage.
Can’t harm/attack charmer. Charmer has Stop aging. Weight increases by factor 10.
advantage on ability checks to interact socially. MAGIC ITEM: ATTUNED
Poisoned
Deafened Disadvantage on attack rolls and ability checks.
Fail checks involving hearing.
Prone
Frightened Crawl (at ½ speed) or stand up (costs ½ speed).
Disadvantage to checks/attacks while source Attacks have disadvantage. Enemy attacks
of fear is in sight. Can’t willingly move closer have advantage within 5 ft and disadvantage if
to the source of fear. further away.
MAGIC ITEM: ATTUNED
Grappled Restrained
Speed drops to 0, regardless of any bonus. Speed 0, regardless of bonus. Disadvantage on
Dex saving throws. Attacks have disadvantage.
Enemy attacks have advantage.
Incapacitated
Can’t take actions or reactions.
Stunned
Incapacitated. Can’t move. Can speak only
Invisible falteringly. Fail Str and Dex saving throws.
Can’t be seen, but noise and tracks. Attacks Enemy attacks have advantage.
have advantage, enemy attacks disadvantage. MAGIC ITEM: ATTUNED
Unconscious
Paralyzed Incapacitated. Can’t move or speak. Unaware
Incapacitated. Can’t move or speak. Fail Str of surroundings. Drop everything. Fail Str
and Dex saving throws. Enemy attacks have and Dex saving throws. Enemy attacks have
advantage. Enemy attacks within 5 ft are advantage. Enemy attacks within 5 ft are
critical hits. critical hits.
Disengage Action Your movement doesn’t provoke opportunity attacks for this turn.
Attack rolls from attackers you can see have disadvantage and you have
Dodge Action
advantage on Dex saving throws until the start of your next turn.
Escape a grapple by winning a Str (Athletics) or Dex (Acrobatics) check
Escape Action
vs. grappler’s Str (Athletics) check.
Give an ally advantage on next ability check or attack roll vs. an opponent
Help Action
within 5 ft of you, if done before the start of your next turn.
Hide from those that can’t perceive you. Your Dex (Stealth) check is the
Hide Action
DC for anybody’s Wis (Perception) check to discover you.
Action or Move through opponent’s space once by winning opposing Str (Athletics)
Overrun* Bonus Action check. Advantage if you are larger and disadvantage if you are smaller.
Choose an action that you will take in response to a set trigger. Taking
Ready Action
the action uses your reaction. Readying a spell requires concentration.
Search Action Search for something with a Wis (Perception) or Int (Investigation) check.
Action or Move through opponent’s space once this turn by winning opposing
Tumble* Bonus Action Dex (Acrobatics) check.
You can interact with an object once per turn for free. A second interaction
Use Object Action and special cases take an action to complete (e.g. draw a second weapon,
equip a shield, drink a potion, retrieve an item from a backpack).
Knock an item from grasp by winning weapon attack roll vs. opponent’s
Disarm* Attack Str (Athletics) or Dex (Acrobatics) check. Disadvantage if item is held by
two hands. A larger opponent has advantage, smaller has disadvantage. TOTAL WEIGHT TOTAL WEIGHT
With a free hand, give the grappled condition to an opponent that is
Grapple
Other Holdings
Attack within reach and up to one size larger than you by winning Str (Athletics)
check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
Melee Mark target of a melee attack. Next opportunity attack against the mark
Mark* Attack before the end of your next turn has advantage and doesn’t use a reaction.
Move opponent 5 ft or make prone by winning opposing Str (Athletics)
Shove Attack
check. Disadvantage if trying to move the opponent to a side.*
Move Bring grappled opponent along as part of your move. You move at half
Move
Grappled speed unless the opponent is two or more sizes smaller than you.
*This action is an optional rule introduced in the Dungeon Master Guide (and is therefore not eligible in Adventurer’s League play).
Spells to prepare: 5
Paladin Spells Spell attack modifier: +5 Spellcasting ability
Spell save DC: 13 Charisma
1st Level
ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Bless 3+1/SL creatures can add 1d4 on every attack roll or saving throw during the duration — Ench 1a 30 ft V,S,M Conc, 1 min P 219
Ceremony (R) Perform religious ceremony on target(s) within 10 ft throughout the casting; see book (25gp cons.) — Abjur 1h Touch V,S,M† Instantaneous X 151
Command 1+1/SL crea, each max 30 ft apart, save or follow one word command, e.g. approach, drop, flee, halt Wis Ench 1a 60 ft V 1 rnd P 223
Compelled Duel 1 crea save or dis. on attacks vs. not-me and save if moving more than 30 ft away Wis Ench 1 bns 30 ft V Conc, 1 min P 224
Cure Wounds 1 living creature heals 1d8+1d8/SL+3 (Cha) HP — Evoc 1a Touch V,S Instantaneous P 230
Detect Evil and Good Know if aberration, celestial, elemental, fey, fiend, undead, and des-/consecrated area within 30 ft — Div 1a Self V,S Conc, 10 min P 231
Detect Magic (R) Know presence of magic within 30 ft; 1 a to see auras and determine school — Div 1a Self V,S Conc, 10 min P 231
Detect Poison/Disease (R) Know presence, location, and type of poisons, poisonous creatures, and diseases within 30 ft — Div 1a Self V,S,M Conc, 10 min P 231
Divine Favor My weapon attacks deal an +1d4 Radiant damage for the duration — Evoc 1 bns Self V,S Conc, 1 min P 234
Heroism 1+1/SL crea immune to fear, gain+3 (Cha) temp. HP start of each turn as spell lasts — Ench 1a Touch V,S Conc, 1 min P 250
Prot. from Evil/Good 1 crea immune fear/charm/possess by abber./celest./elem./fey/fiends/undead, they also dis. on atks — Abjur 1a Touch V,S,M† Conc, 10 min P 270
Purify Food and Drink (R) 5-ft rad of food and drink is rendered free of all poison and disease — Trans 1a 10 ft V,S Instantaneous P 270
) Sanctuary 1 crea warded; any who want to attack/target must first make save; doesn't protect vs. area spells Wis Abjur 1 bns 30 ft V,S,M 1 min P 272
Searing Smite Next melee weapon hit +1d6+1d6/SL Fire dmg and target ignites: start of turn save to end or 1d6 dmg Con Evoc 1 bns Self V Conc, 1 min P 274
Shield of Faith 1 creature gains +2 AC for the duration — Abjur 1 bns 60 ft V,S,M Conc, 10 min P 275
) Sleep 20-ft rad 5d8+2d8/SL HP of conscious creatures fall asleep, starting with the lowest current HP crea — Ench 1a 90 ft V,S,M 1 min P 276
Thunderous Smite Next melee weapon hit +2d6 Thunder dmg and save or 10 ft push and prone; audible in 300 ft Str Evoc 1 bns Self V Conc, 1 min P 282
Wrathful Smite Next melee weapon hit +1d6 Psychic dmg and save or frightened; it can take 1 a for extra save Wis Evoc 1 bns Self V Conc, 1 min P 289
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0+220114 (Colorful - A4); Spell Sheet 1/1 Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast