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Silfur 2
Silfur 2
Silfur 2
STEALTH DISADVANTAGE
+9 Strength
Y
PROFI
✘
+11 Wisdom
+14 Charisma
52 6d10/1d8 desecrated.
16
Dueling. When you are wielding a melee weapon in one hand
SPEED FLY CLIMB SWIM and no other weapons, you gain a +2 bonus to damage rolls
N
CIE C
RT
EXPE
+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION Divine Smite. When you hit a creature with a melee weapon
+3 +2 Arcana (Int)
attack, you can expend one spell slot to deal 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
✘ +6 Athletics (Str) Resistances. Cold level higher than 1st, to a maximum of 6d8. The damage
INTELLIGENCE increases by 1d8 if the target is an undead or a fiend.
+5 Deception (Cha)
15 +2 History (Int) Divine Health. The divine magic flowing through you makes you
immune to disease.
● +5 Insight (Wis)
Oath of Conquest. The Oath of Conquest calls to paladins who
✘ +8 Intimidation (Cha) SPEED, SENSES, & CONDITIONS seek glory in battle and the subjugation of their enemies.
+2 +2 Investigation (Int) Extra Attack. You can attack twice, instead of once, whenever
you take the Attack action on your turn.
+1 Medicine (Wis) Draconic Ancestry.
WISDOM
Silver. Your draconic ancestry is silver. Your Aura of Protection. Whenever you or a friendly creature within
+2 Nature (Int) damage type is cold. Your breath weapon is 15 ft. 10 feet of you must make a saving throw, the creature gains a
14 +1 Perception (Wis) cone (con. save). +5 bonus to the saving throw. You must be conscious to grant
this bonus.
+5 Performance (Cha) Breath Weapon (Action—1/Short Rest). Exhale Conquering Presence (Action—Channel Divinity). You force
✘ +8 Persuasion (Cha) destructive energy. Your breath weapon does 3d6 each creature of your choice that you can see within 30 feet of
+2 cold damage in a 15 ft. cone (con. save) DC 14 you to make a Wisdom saving throw. On a failed save, a
+2 Religion (Int) creature becomes frightened of you for 1 minute. The
frightened creature can repeat this saving throw at the end of
-1 Sleight of Hand (Dex) Damage Resistance. You have resistance to cold. each of its turns, ending the effect on itself on a success.
CHARISMA -1 Stealth (Dex) Guided Strike (Channel Divinity). When you make an attack roll,
20 +1 Survival (Wis)
you can use your Channel Divinity to gain a +10 bonus to the
roll.
SKILLS
Hexblade’s Curse (Bonus Action—1/Short Rest). Choose one
creature you can see within 30ft. The target is cursed for 1
+5 11 PASSIVE PERCEPTION minute. Until the curse ends, you gain the following
benefits:You gain a +3 bonus to damage rolls against the cursed
target and any attack roll you make against the cursed target is
a critical hit on a roll of 19 or 20 on the d20.If the cursed target
ADVANTAGE dies, you regain 6 hp.
INITIATIVE -1 2 Attacks / Attack Action RACIAL TRAITS
Hex Warrior. Whenever you finish a long rest, you can touch
one weapon that you are proficient with and that lacks the two-
handed property. When you attack with that weapon, you can
use +8 for the attack and +5 damage.
NAME RANGE ATTACK DAMAGE / TYPE
Holy Avenger 5 ft +13 vs AC 1d8+12 slashing/+15 con Curse/+1d4 DF.
Versatile. Mercurial (19-20), Bonus action: Curse (+3 daño, 19-20, 6hp si x, 1 min) y Divine Favor (1min, Concentracion, 1d4 divino por golpe)
Eldricht Blast 120 ft +8 1d10+5 FEATURES & TRAITS
Tool Proficiencies. –
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
-3 Fuego Caído
-3 Linternas Encapuchadas
PERSONALITY TRAITS
IDEAL
BOND
-Inmunidad a la contaminación.
-Resistencia a sagrado y necrótico.
-Ventaja TS contra encantamiento o miedo.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Holy Avenger. You gain a +3 bonus to attack and
Warhorse 1 — [Holy Avenger] 1 3 damage rolls made with this magic weapon. When you
[Shield] 1 6 [Cloak of Protection] 1 — hit a fiend or an undead with it, that creature takes an
[Plate] 1 65 [Tome of Leadership and Influence] 1 5 extra 2d10 radiant damage.
6 po While you hold the drawn sword, it creates an aura in a
10-foot radius around you. You and all creatures friendly
to you in the aura have advantage on saving throws
against spells and other magical effects. If you have 17 or
more levels in the paladin class, the radius of the aura
increases to 30 feet.
0 0 0 0 0
79 lb / 255 lb 510 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +8 16 8
2ND LEVEL 2 SPELL SLOTS ● Hold Person (Always Prepared) ● Spiritual Weapon (Always Prepared)
● Zone of Truth Aid Branding Smite
Find Steed Find Vehicle Lesser Restoration
Locate Object Magic Weapon Protection from Poison
Charisma +8 16 N/A
A beam of crackling energy streaks toward a creature within range. This spell is a minor magical trick that novice spellcasters use for A protective magical force surrounds you, manifesting as a spectral
Make a ranged spell attack against the target. On a hit, the target practice. You create one of the following magical effects within frost that covers you and your gear. You gain 5 temporary hit points
takes 1d10 force damage. range: for the duration. If a creature hits you with a melee attack while you
The spell creates more than one beam when you reach higher • You create an instantaneous, harmless sensory effect, such as a have these hit points, the creature takes 5 cold damage.
levels: two beams at 5th level, three beams at 11th level, and four shower of sparks, a puff of wind, faint musical notes, or an odd odor. At Higher Levels. When you cast this spell using a spell slot of 2nd
beams at 17th level. you can direct the beams at the same target or • You instantaneously light or snuff out a candle, a torch, or a level or higher, both the temporary hit points and the cold damage
at different ones. Make a separate attack roll for each beam. small campfire. increase by 5 for each slot above 1st.
• You instantaneously clean or soil an object no larger than 1 cubic
foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material
for 1 hour.
• You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.
Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Oath Spells (Paladin) Player’s Handbook
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 30 feet RANGE 60 feet RANGE Self
DURATION Concentration, up to 1 minute DURATION 1 round DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a sprinkling of holy water) COMPONENTS V COMPONENTS V, S
You bless up to three creatures of your choice within range. You speak a one-word command to a creature you can see within Your prayer empowers you with divine radiance. Until the spell ends,
Whenever a target makes an attack roll or a saving throw before the range. The target must succeed on a Wisdom saving throw or follow your weapon attacks deal and extra 1d4 radiant damage on a hit.
spell ends, the target can roll a d4 and add the number rolled to the the command on its next turn. The spell has no effect if the target is
attack roll or saving throw. undead, if it doesn’t understand your language, or if your command
At Higher Levels. When you cast this spell using a spell slot of 2nd is directly harmful to it. Some typical commands and their effects
level or higher, you can target one additional creature for each slot follow. You might issue a command other than one described here. If
level above 1st. you do so, the DM determines how the target behaves. If the target
can’t follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most
direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its
turn.
Flee. The target spends its turn moving away from you by the
fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions. A flying
creature 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.
Prepared (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook
CASTING TIME 1 bonus action CASTING TIME 1 reaction CASTING TIME 1 action
RANGE Self RANGE 60 feet RANGE Touch
DURATION Concentration, up to 10 minutes DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S
This spell allows you to move at an incredible pace. When you cast Reaction: you are being damaged by a creature within 60 feet of you A willing creature you touch is imbued with bravery. Until the spell
this spell, and then as a bonus action on each of your turns until the that you can see You point your finger, and the creature that ends, the creature is immune to being frightened and gains
spell ends, you can take the Dash action. damaged you is momentarily surrounded by hellish flames. The temporary hit points equal to your spellcasting ability modifier at the
creature must make a Dexterity saving throw. It takes 2d10 fire start of each of its turns. When the spell ends, the target loses any
damage on a failed save, or half as much damage on a successful one. remaining temporary hit points from this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d10 for each slot level level or higher, you can target one additional creature for each slot
above 1st. level above 1st.
Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Prepared (Paladin) Player’s Handbook
Protection from Evil and Good Shield of Faith Thunderous Smite
1st-level abjuration 1st-level abjuration 1st-level evocation
CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE Touch RANGE 60 feet RANGE Self
DURATION Concentration, up to 10 minutes DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (holy water or powdered silver and iron, which the spell COMPONENTS V, S, M (a small parchment with a bit of holy text written on it) COMPONENTS V
consumes)
Until the spell ends, one willing creature you touch is protected A shimmering field appears and surrounds a creature of your choice The first time you hit with a melee weapon attack during this spell’s
against certain types of creatures: aberrations, celestials, elementals, within range, granting it a +2 bonus to AC for the duration. duration, your weapon rings with thunder that is audible within 300
fey, fiends, and undead. The protection grants several benefits. feet of you, and the attack deals an extra 2d6 thunder damage to the
Creatures of those types have disadvantage on attack rolls against target. Additionally, if the target is a creature, it must succeed on a
the target. The target also can’t be charmed, frightened, or possessed Strength saving throw or be pushed 10 feet away from you and
by them. If the target is already charmed, frightened, or possessed by knocked prone.
such a creature, the target has advantage on any new saving throw
against the relevant effect.
Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook
CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 60 feet RANGE 60 feet RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION 1 minute DURATION 10 minutes
COMPONENTS V, S, M (a small, straight piece of iron) COMPONENTS V, S COMPONENTS V, S
Choose a humanoid that you can see within range. The target must You create a floating, spectral weapon within range that lasts for the You create a magical zone that guards against deception in a 15-foot-
succeed on a Wisdom saving throw or be paralyzed for the duration. duration or until you cast this spell again. When you cast the spell, radius sphere centered on a point of your choice within range. Until
At the end of each of its turns, the target can make another Wisdom you can make a melee spell attack against a creature within 5 feet of the spell ends, a creature that enters the spell’s area for the first time
saving throw. On a success, the spell ends on the target. the weapon. On a hit, the target takes force damage equal to 1d8 + on a turn or starts its turn there must make a Charisma saving throw.
At Higher Levels. When you cast this spell using a spell slot of 3rd your spellcasting ability modifier. As a bonus action on your turn, you On a failed save, a creature can’t speak a deliberate lie while in the
level or higher, you can target on additional humanoid for each slot can move the weapon up to 20 feet and repeat the attack against a radius. You know whether each creature succeeds or fails on its
level above 2nd. The humanoids must be within 30 feet of each other creature within 5 feet of it. The weapon can take whatever form you saving throw.
when you target them. choose. Clerics of deities who are associated with a particular An affected creature is aware of the spell and can thus avoid
weapon (as St. Cuthbert is known for his mace and Thor for his answering questions to which it would normally respond with a lie.
hammer) make this spell’s effect resemble that weapon. Such creatures can be evasive in its answers as long as it remains
At Higher Levels. When you cast this spell using a spell slot of 3rd within the boundaries of the truth.
level or higher, the damage increases by 1d8 for every two slot levels
above the 2nd.
Oath Spells (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook
Holy Avenger Cloak of Protection Tome of Leadership and Influence
Weapons Wondrous Items Wondrous Items
You gain a +3 bonus to attack and damage rolls made with You gain a +1 bonus to AC and saving throws while you This book contains guidelines for influencing and charming
this magic weapon. When you hit a fiend or an undead with wear this cloak. others, and its words are charged with magic. If you spend
it, that creature takes an extra 2d10 radiant damage. 48 hours over a period of 6 days or fewer studying the
While you hold the drawn sword, it creates an aura in a book's contents and practicing its guidelines, your Charisma
10-foot radius around you. You and all creatures friendly to score increases by 2, as does your maximum for that score.
you in the aura have advantage on saving throws against The manual then loses its magic, but regains it in a century.
spells and other magical effects. If you have 17 or more
levels in the paladin class, the radius of the aura increases
to 30 feet.
3 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide 5 lb. Dungeon Master’s Guide
Speed. 60 ft. A shield is made from wood or metal and is carried in one Plate consists of shaped, interlocking metal plates to cover
Carrying Capacity. 540 lb. hand. Wielding a shield increases your Armor Class by 2. the entire body. A suit of plate includes gauntlets, heavy
You can benefit from only one shield at a time. leather boots, a visored helmet, and thick layers of padding
underneath the armor. Buckles and straps distribute the
weight over the body.