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Level 5 Half-Elf Paladin, Oathbreaker 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Slavi The Batka
Outlander Chaotic Evil ProvaLooZer0
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of


STRENGTH Adamantine Plate 22 you as if it were bright light, and in darkness as if it
were dim light.
PROFICIENCY BONUS +3
16
SHIELD
AC
Shield +1 Lucky (3/Long Rest). Whenever you make an attack
Defense (Fighting Style) (1)
roll, an ability check, or a saving throw, you can spend
N
CIE C

+3 Strength one luck point to roll an additional d20. You can choose
Y
PROFI

+3 to spend one of your luck points after you roll the die,
-1 Dexterity but before the outcome is determined.You can also
ARMOR CLASS spend one luck point when an attack roll is made
+3 Constitution
against you. Roll a d20, and then choose whether the
DEXTERITY attack uses the attacker’s roll or yours.
-1 Intelligence
MAXIMUM HIT DICE TEMPORARY

8 ✘


+3 Wisdom

+6 Charisma
49 5d10 Divine Sense (Action—4/Long Rest). You can open
your awareness to detect presence of strong evil. Until
CONDITIONAL
the end of your next turn, you know the location of any
celestial, fiend, or undead within 60 feet of you that is
-1 not behind total cover. You know the type of any being
whose presence you sense, but not its identity. Within
CURRENT HIT POINTS the same radius, you also detect the presence of any
CONSTITUTION DEATH SAVING THROWS
place or object that has been consecrated or
SAVING THROWS desecrated.

16 N
CIE C

-1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Lay on Hands (Action—25/Long Rest). You can touch a
Y
PROFI

creature and draw power from the pool to restore a


RT

EXPE

+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION number of hp to that creature, up to the maximum
+3 -1 Arcana (Int) Darkvision amount remaining in your pool. You can expend 5 hp
from your pool of healing to cure the target of one
✘ +6 Athletics (Str) disease or neutralize one poison affecting it.This
feature has no effect on undead and constructs.
INTELLIGENCE +3 Deception (Cha)
Fighting Style.
8 ✘
-1 History (Int)
+3 Insight (Wis)
Defense. While you are wearing armor, you gain a +1
bonus to AC.
✘ +6 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Divine Smite. When you hit a creature with a melee
-1 -1 Investigation (Int) weapon attack, you can expend one spell slot to deal
radiant damage to the target, in addition to the
+0 Medicine (Wis) Fey Ancestry. You have advantage on saving weapon’s damage. The extra damage is 2d8 for a 1st-
WISDOM
throws against being charmed, and magic can’t level spell slot, plus 1d8 for each spell level higher than
-1 Nature (Int) put you to sleep. 1st, to a maximum of 6d8. The damage increases by

10 ✘ +3 Perception (Wis)
+3 Performance (Cha)
1d8 if the target is an undead or a fiend.

Divine Health. The divine magic flowing through you


+3 Persuasion (Cha) makes you immune to disease.
+0 -1 Religion (Int) Extra Attack. You can attack twice, instead of once,
-1 Sleight of Hand (Dex)
whenever you take the Attack action on your turn.
CHARISMA ✘ +2 Stealth (Dex) Control Undead (Action—Channel Divinity). You target
one undead creature you can see within 30 feet. The
16 ✘ +3 Survival (Wis)
SKILLS
target must make a Wisdom saving throw. On a failed
save, the target must obey your commands for the next
24 hours, or until you use this Channel Divinity option
again. An undead whose challenge rating is equal to or
+3 13 PASSIVE PERCEPTION
greater than 5 is immune to this effect.
Dreadful Aspect (Action—Channel Divinity). Each
ADVANTAGE creature of your choice within 30 feet of you must
make a Wisdom saving throw if it can see you. On a
INITIATIVE -1 2 Attacks / Attack Action RACIAL TRAITS failed save, the target is frightened of you for 1 minute.
If a creature frightened by this effect ends its turn more
than 30 feet away from you, it can attempt another
NAME RANGE ATTACK DAMAGE / TYPE Wisdom saving throw to end the effect on it.
Longsword of Life Stealing 5 ft +6 vs AC 1d8+3 slashing
Versatile
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. –

Languages. Common, Elvish, Celestial, Infernal

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 97 180cm 77kg
GENDER AGE HEIGHT WEIGHT
Slavi The Batka Dark Red Tan White Black
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration
of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the
solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a
I feel far more comfortable around animals than nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific
people. features of the terrain, you know the ways of the wild.
I was, in fact, raised by wolves.

PERSONALITY TRAITS

Change. Life is like the seasons, in constant change,


and we must change with it. (Chaotic)

IDEAL

I suffer awful visions of a coming disaster and will do


anything to prevent it.

BOND

Violence is my answer to almost any challenge.

FLAW BACKGROUND STORY

Wanderer
You have an excellent memory for maps and
geography, and you can always recall the general
layout of terrain, settlements, and other features
around you. In addition, you can find food and fresh
water for yourself and up to five other people each
day, provided that the land offers berries, small
game, water, and so forth.

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 Adamantine Plate. This suit of armor is reinforced with
Crossbow, Heavy 1 18 Adamantine Plate/Cast-Off 1 65 adamantine, one of the hardest substances in existence.
Shield +1 1 6 While you're wearing it, any critical hit against you
Longsword of Life Stealing/Vicious Weapon 1 3 becomes a normal hit.
Clockwork Amulet 1 —
Helm of Comprehending Languages 1 — Shield +1. While holding this shield, you have a bonus to
Cloak of Mistybank 1 1 AC determined by the shield's rarity. This bonus is in
addition to the shield's normal bonus to AC.

Longsword of Life Stealing. When you attack a creature


with this magic weapon and roll a 20 on the attack roll,
that target takes an extra 3d6 necrotic damage, provided
that the target isn't a construct or an undead. You gain
temporary hit points equal to the extra damage dealt.

ATTUNED MAGIC ITEMS 1 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

93 lb / 240 lb 480 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 +6 14 5

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Paladin, Oathbreaker

1ST LEVEL 4 SPELL SLOTS ● ● ● ● ● Bless ● Command


● Hellish Rebuke (Always Prepared) ● Inflict Wounds (Always Prepared) ● Shield of Faith
● Thunderous Smite Angelic Guardian Cauterizing Flame
Ceremony Compelled Duel Cure Wounds
Defiant Smite Defy Ruin Detect Chaos and Order
Detect Evil and Good Detect Magic Detect Poison and Disease
Divine Arm Divine Favor Draconic Smite
Helm’s Everwatchful Eye Heroism Hobble Mount
Insightful Maneuver Interpret Bone Light of Lunia
Litany of Sure Hands Machine’s Load Pendulum
Protection from Evil and Good Purify Food and Drink Ray of Respite
Searing Smite Shield of Devotion Spur Mount
Stanch Wrathful Smite

2ND LEVEL 2 SPELL SLOTS ● ● ● Aid ● Crown of Madness (Always Prepared)


● Darkness (Always Prepared) Anticipate Attack Blessed Halo
Bond of the Dragonlords Branding Smite Consecration
Dark Secret Decelerate Desecration
Detect Familiar Divine Ward Druthers
Find Steed Lesser Restoration Locate Object
Magic Weapon Mass Blade Ward Protection from Poison
Radiating Blade of Tempus Repair Metal Shadows Brought to Light
Shared Sacrifice Skystrike Suffer
Trench Vital Mark Warning Shout
Winding Key Zone of Truth
Bless Command Hellish Rebuke
1st-level enchantment 1st-level enchantment 1st-level evocation

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


RANGE 30 feet RANGE 60 feet RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION 1 round DURATION Instantaneous
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 Reaction: you are being damaged by a creature within 60 feet of you
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 that you can see You point your finger, and the creature that
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 damaged you is momentarily surrounded by hellish flames. The
attack roll or saving throw. undead, if it doesn’t understand your language, or if your command creature must make a Dexterity saving throw. It takes 2d10 fire
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 damage on a failed save, or half as much damage on a successful one.
level or higher, you can target one additional creature for each slot follow. You might issue a command other than one described here. If At Higher Levels. When you cast this spell using a spell slot of 2nd
level above 1st. you do so, the DM determines how the target behaves. If the target level or higher, the damage increases by 1d10 for each slot level
can’t follow your command, the spell ends. above 1st.
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 Prepared (Paladin) Player’s Handbook Oathbreaker Spells (Paladin) Player’s Handbook

Inflict Wounds Shield of Faith Thunderous Smite


1st-level necromancy 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 Instantaneous DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S, M (a small parchment with a bit of holy text written on it) COMPONENTS V

Make a melee spell attack against a creature you can reach. On a hit, 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
the target takes 3d10 necrotic damage. within range, granting it a +2 bonus to AC for the duration. duration, your weapon rings with thunder that is audible within 300
At Higher Levels. When you cast this spell using a spell slot of 2nd feet of you, and the attack deals an extra 2d6 thunder damage to the
level or higher, the damage increases by 1d10 for each slot level target. Additionally, if the target is a creature, it must succeed on a
above 1st. Strength saving throw or be pushed 10 feet away from you and
knocked prone.

Oathbreaker Spells (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook

Aid Crown of Madness Darkness


2nd-level abjuration 2nd-level enchantment 2nd-level evocation

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


RANGE 30 feet RANGE 120 feet RANGE 60 feet
DURATION 8 hours DURATION Concentration, up to 1 minute DURATION Concentration, up to 10 minutes
COMPONENTS V, S, M (a tiny strip of white cloth) COMPONENTS V, S COMPONENTS V, M (bat fur and a drop of pitch or piece of coal)

Your spell bolsters your allies with toughness and resolve. Choose up One humanoid of your choice that you can see within range must Magical darkness spreads from a point you choose within range to fill
to three creatures within range. Each target’s hit point maximum and succeed on a Wisdom saving throw or become charmed by you for a 15-foot radius sphere for the duration. The darkness spreads
current hit points increase by 5 for the duration. the duration. While the target is charmed in this way, a twisted around corners. A creature with darkvision can’t see through this
At Higher Levels. When you cast this spell using a spell slot of 3rd crown of jagged iron appears on its head, and a madness glows in its darkness, and nonmagical light can’t illuminate it.
level or higher, a target’s hit points increase by an additional 5 for eyes. The charmed target must use its action before moving on each If the point you choose is on an object you are holding or one that
each slot level above 2nd. of its turns to make a melee attack against a creature other than isn’t being worn or carried, the darkness emanates from the object
itself that you mentally choose. The target can act normally on its and moves with it. Completely covering the source of the darkness
turn if you choose no creature or if none are within its reach. On your with an opaque object, such as a bowl or a helm, blocks the darkness.
subsequent turns, you must use your action to maintain control over If any of this spell’s area overlaps with an area of light created by a
the target, or the spell ends. Also, the target can make a Wisdom spell of 2nd level or lower, the spell that created the light is dispelled.
saving throw at the end of each of its turns. On a success, the spell
ends.

Prepared (Paladin) Player’s Handbook Oathbreaker Spells (Paladin) Player’s Handbook Oathbreaker Spells (Paladin) Player’s Handbook
Adamantine Plate Shield +1 Longsword of Life Stealing
Armor Armor Weapons

This suit of armor is reinforced with adamantine, one of the While holding this shield, you have a bonus to AC When you attack a creature with this magic weapon and
hardest substances in existence. While you're wearing it, determined by the shield's rarity. This bonus is in addition roll a 20 on the attack roll, that target takes an extra 3d6
any critical hit against you becomes a normal hit. to the shield's normal bonus to AC. necrotic damage, provided that the target isn't a construct
or an undead. You gain temporary hit points equal to the
extra damage dealt.

65 lb. Dungeon Master’s Guide 6 lb. Dungeon Master’s Guide 3 lb. Dungeon Master’s Guide

Clockwork Amulet Crossbow, Heavy Helm of Comprehending Languages


Wondrous Items Weapons Wondrous Items

This copper amulet contains tiny interlocking gears and is While wearing this helm, you can use an action to cast the
powered by magic from Mechanus, a plane of clockwork comprehend languages spell from it at will.
predictability. A creature that puts an ear to the amulet can
hear faint ticking and whirring noises coming from within.
When you make an attack roll while wearing the amulet,
you can forgo rolling the d20 to get a 10 on the die. Once
used. this property can’t be used again until the next dawn.

0 lb. Xanathar’s Guide to Everything 18 lb. Player’s Handbook 0 lb. Dungeon Master’s Guide

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