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Paladin [Oath of Devotion] (7)

Acolyte
CLASS & LEVEL BACKGROUND PLAYER NAME
Gerald Lightfoot Halfling/Beholderkin (Deathkiss) Lawful Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
18 +2 25
+1 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

13 PERSONALITY TRAITS

Hit Point Maximum 71


+5 Strength
DEXTERITY
+6 Dexterity

+2 +7 Constitution
+5 Intelligence
CURRENT HIT POINTS IDEALS

15 ●
+7 Wisdom

+11 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+3 +2 Acrobatics (Dex) SUCCESSES


7x(1d10+3)
16 0 Animal Handling (Wis) FAILURES

+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE ●
+4 Athletics (Str)

+1 ●
+7 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

12 ●
+3 Insight (Wis)
Lance +4 1d12+1 piercing
Alms Box
+4 Intimidation (Cha) Javelin +4 1d6+1 piercing Amulet
WISDOM +1 Investigation (Int)
+3 Medicine (Wis) Halberd +4 1d10+1 slashing Backpack
0

+1 Nature (Int) Blanket


10
0 Perception (Wis) Number of Candle x10
+4 Performance (Cha)
+4 Persuasion (Cha)
Attacks: 2 Censer
CHARISMA

+4 Religion (Int) Chain mail
+4 +2 Sleight of Hand (Dex) Clothes, common
18

+5 Stealth (Dex)
0 Survival (Wis)
Emblem
SKILLS ATTACKS & SPELLCASTING
Incense x2
Mithral Armor,
10 PASSIVE WISDOM (PERCEPTION)
CP
Breastplate
Pouch
Tool Proficiencies: Cartographer's SP
Prayer Book
Tools; Navigator's Tools
EP Rations (1 day) x2
Weapon Proficiencies: Martial;
Simple Shield
Armor Proficiencies: Heavy; Light;
GP
15 Tinderbox
Medium; Shields PP Vestements
Language Proficiencies: Celestial; Waterskin
Common; Halfling; Undercommon

OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
30
AGE HEIGHT WEIGHT
Gerald Lightfoot
CHARACTER NAME EYES SKIN HAIR

Church of Suldis - NAME

God of Light

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Paladin Charisma 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Bless

Command
4
Cure Wounds

Detect Evil and Good


SPELLS KNOWN

Detect Magic

Detect Poison and Disease


Divine Favor

Heroism
Protection from Evil and Good
Purify Food and Drink
8
Sanctuary
Shield of Faith

2 3
Aid

Branding Smite
Find Steed
5
Lesser Restoration

Locate Object
9
Magic Weapon
Protection from Poison

Zone of Truth

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

Darkvision: 60 ft.
Immunities: disease

---------------Actions--------------
Channel Divinity: Sacred Weapon. Make a weapon magical, with a +4 attack bonus and magical light (20 ft./20 ft.) (lasts 1
minute).

Channel Divinity: Turn the Unholy. Each undead or fiend within 30 ft. must make a DC 15 WIS save or be turned for 1 min. (lasts
1 minute).

Divine Sense. Within 60 ft., detect presense of undead, celestial, or fiend. Also detect consecrated or desecrated object or place
(use 5 times/long rest).

Grappler. Restrain a creature you are grappling.

Lay on Hands. You have a healing pool of 35 HPs, with it you can heal a creature or expend 5 points to cure disease or
neutralize poison (use 35 times/long rest).
--------------Traits-----------------
Aberration. Your Creature Type is aberration.

Eye Rays - As an action. You can manifest or hide several spectral eyes that float around your head. when manifested, you can
cast a random cantrip by rolling 1d8 (based on the Beholderkin table) Wisdom or Charisma spellcasting ability, range is 60 feet.

Float - you can cast "Levitate" spell once with this trait targeting yourself, requiring no material components, available after a
long rest.

Dreams of Reality - Wehn you start a long rest, you can choose to deam which shapes reality. If so roll a 1d6 to determine what
dream shapes the reality (based on Beholderkin table)

Antimagic Sight - At 5th Level, you can learn "Counterspell" and can cast it without exspending a spell slot, regain ability after
long rest. features similar to Eye Ray
=================================================================================================
===========
SUBCLASS: Death Kiss

Electric Blood - when a creature wihtin 5 feet of you deals piercing or slashing damage to you, you can deal 1d4 lighting damage
to the atacking creature.

Spectral Tentacles - You know the cantrip "Mage Hand". When you cast this spell, instead a hand you summon 4 spectral
tentacles you can control all 4 tentacles in one action.

Storm of Cuts - At 5th Level, you learn the spell "Bloody Banquet" and can cast it at 3rd level once without expending a spell slot
wiht this trait. When casting this way, you do not need material components. Regain ability after long rest. spell uses same
feature as Eye Rays.

-----------Other Traits------------
Aura of Devotion. You and friendly creatures within 10 ft. can't be charmed.

Aura of Protection. You and friendly creatures within 10 ft. have a +4 bonus to saves.

Brave. You have advantage on saves against being frightened.

Channel Divinity. Your oath provides specific options (use once/rest).

Divine Health. Immune to disease.

Divine Smite. When you hit with melee weapon attack, you can expend 1 X-th level spell slot to deal extra (X+1)d8 radiant
damage, up to 5d8. Additional d8 on fiend or undead.

Grappler Feat. Advantage on attacks against creature you grapple; can use an action to pin the creature.

Great Weapon Fighting Style. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are
wielding with two 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.

Halfling Nimbleness. Move through the space of larger creatures.

Lucky. Reroll 1s on d20.

Shelter the Faithful. You and your companions can expect free healing at an establishment of your faith.
Page 1

Bless Command Cure Wounds


Paladin Level 1 Enchantment DC 15 Spell Mod +7 Paladin Level 1 Enchantment DC 15 Spell Mod +7 Paladin Level 1 Evocation DC 15 Spell Mod +7
1 Act. 30 ft V,S,M Conc, 1 min 1 Act. 60 ft V 1 Rnd 1 Act. Touch V,S Inst
A sprinkling of holy water

You bless up to three creatures of your choice You speak a one-word command to a creature A creature you touch regains a number of hit
within range. Whenever a target makes an you can see within range. The target must points equal to 1d8 + your spellcasting ability
attack roll or a saving throw before the spell succeed on a Wisdom saving throw or follow modifier. This spell has no effect on undead or
ends, the target can roll a d4 and add the the command on its next turn. The spell has no constructs. At Higher Levels. When you cast
number rolled to the attack roll or saving effect if the target is undead, if it doesn't this spell using a spell slot of 2nd level or
throw. At Higher Levels. When you cast this understand your language, or if your higher, the healing increases by 1d8 for each
spell using a spell slot of 2nd level or higher, command is directly harmful to it. Some slot level above 1st.
you can target one additional creature for each typical commands and their effects follow.
slot level above 1st. You might issue a command other than one
described here. If you do so, the GM
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

Detect Evil and Good Detect Magic (ritual) Detect Poison and Disease (ritual)
Paladin Level 1 Divination DC 15 Spell Mod +7 Paladin Level 1 Divination DC 15 Spell Mod +7 Paladin Level 1 Divination DC 15 Spell Mod +7
1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S,M Conc, 10 mins
A yew leaf

For the duration, you know if there is an For the duration, you sense the presence of For the duration, you can sense the presence
aberration, celestial, elemental, fey, fiend, or magic within 30 feet of you. If you sense magic and location of poisons, poisonous creatures,
undead within 30 feet of you, as well as where in this way, you can use your action to see a and diseases within 30 feet of you. You also
the creature is located. Similarly, you know if faint aura around any visible creature or identify the kind of poison, poisonous
there is a place or object within 30 feet of you object in the area that bears magic, and you creature, or disease in each case. The spell can
that has been magically consecrated or learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1
desecrated. The spell can penetrate most penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin
barriers, but it is blocked by 1 foot of stone, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
inch of common metal, a thin sheet of lead, or sheet of lead, or 3 feet of wood or dirt.
3 feet of wood or dirt.

Divine Favor Heroism Protection from Evil and Good


Paladin Level 1 Evocation DC 15 Spell Mod +7 Paladin Level 1 Enchantment DC 15 Spell Mod +7 Paladin Level 1 Abjuration DC 15 Spell Mod +7
1 B.A. Self V,S Conc, 1 min 1 Act. Touch V,S Conc, 1 min 1 Act. Touch V,S,M Conc, 10 mins
Holy water or powdered silver and iron, which the
spell consumes

Your prayer empowers you with divine A willing creature you touch is imbued with Until the spell ends, one willing creature you
radiance. Until the spell ends, your weapon bravery. Until the spell ends, the creature is touch is protected against certain types of
attacks deal an extra 1d4 radiant damage on a immune to being frightened and gains creatures: aberrations, celestials, elementals,
hit. temporary hit points equal to your fey, fiends, and undead. The protection grants
spellcasting ability modifier at the start of several benefits. Creatures of those types have
each of its turns. When the spell ends, the disadvantage on attack rolls against the target.
target loses any remaining temporary hit The target also can't be charmed, frightened,
points from this spell. At Higher Levels. When or possessed by them. If the target is already
you cast this spell using a spell slot of 2nd level charmed, frightened, or possessed by such a
or higher, you can target one additional creature, the target has advantage on any new
creature for each slot level above 1st. saving throw against the relevant effect.
Page 1 (reverse)

Command (reverse)
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.
Page 2

Purify Food and Drink (ritual) Sanctuary Shield of Faith


Paladin Level 1 Transmutation DC 15 Spell Mod +7 Paladin Level 1 Abjuration DC 15 Spell Mod +7 Paladin Level 1 Abjuration DC 15 Spell Mod +7
1 Act. 10 ft V,S Inst 1 B.A. 30 ft V,S,M 1 min 1 B.A. 60 ft V,S,M Conc, 10 mins
A small silver mirror A small parchment with a bit of holy text written on
it

All nonmagical food and drink within a You ward a creature within range against A shimmering field appears and surrounds a
5-foot-radius sphere centered on a point of attack. Until the spell ends, any creature who creature of your choice within range, granting
your choice within range is purified and targets the warded creature with an attack or a it a +2 bonus to AC for the duration.
rendered free of poison and disease. harmful spell must first make a Wisdom
saving throw. On a failed save, the creature
must choose a new target or lose the attack or
spell. This spell doesn't protect the warded
creature from area effects, such as the
explosion of a fireball. If the warded creature
makes an attack or casts a spell that affects an
enemy creature, this spell ends.

Aid Branding Smite Find Steed


Paladin Level 2 Abjuration DC 15 Spell Mod +7 Paladin Level 2 Evocation DC 15 Spell Mod +7 Paladin Level 2 Conjuration DC 15 Spell Mod +7
1 Act. 30 ft V,S,M 8 hrs 1 B.A. Self V Conc, 1 min 10 mins 30 ft V,S Inst
A tiny strip of white cloth

Your spell bolsters your allies with toughness Your next hit with a weapon attack deals an You summon a spirit that assumes the form of
and resolve. Choose up to three creatures extra 2d6 radiant damage. The target also an unusually intelligent, strong, and loyal
within range. Each target's hit point sheds a dim light for 5 ft. steed, creating a long-lasting bond with it.
maximum and current hit points increase by 5 Appearing in an unoccupied space within
for the duration. At Higher Levels. When you range, the steed takes on a form that you
cast this spell using a spell slot of 3rd level or choose: a warhorse, a pony, a camel, an elk, or
higher, a target's hit points increase by an a mastiff. (Your GM might allow other animals
additional 5 for each slot level above 2nd. to be summoned as steeds.) The steed has the
statistics of the chosen form, though it is a
celestial, fey, or fiend (your choice) instead of
its normal type. Additionally, if your steed has
an Intelligence of 5 or less, its Intelligence
becomes 6, and it gains the ability to
understand one language of your choice that
you speak. Your steed serves you as a mount,
both in combat and out, and you have an
instinctive bond with it that allows you to
fight as a seamless unit. While mounted on
your steed, you can make any spell you cast

Lesser Restoration Locate Object Magic Weapon


Paladin Level 2 Abjuration DC 15 Spell Mod +7 Paladin Level 2 Divination DC 15 Spell Mod +7 Paladin Level 2 Transmutation DC 15 Spell Mod +7
1 Act. Touch V,S Inst 1 Act. Self V,S,M Conc, 10 mins 1 B.A. Touch V,S Conc, 1 hr
A forked twig

You touch a creature and can end either one Describe or name an object that is familiar to You touch a nonmagical weapon. Until the
disease or one condition afflicting it. The you. You sense the direction to the object's spell ends, that weapon becomes a magic
condition can be blinded, deafened, paralyzed, location, as long as that object is within 1,000 weapon with a +1 bonus to attack rolls and
or poisoned. feet of you. If the object is in motion, you know damage rolls. At Higher Levels. When you cast
the direction of its movement. The spell can this spell using a spell slot of 4th level or
locate a specific object known to you, as long higher, the bonus increases to +2. When you
as you have seen it up close—within 30 use a spell slot of 6th level or higher, the bonus
feet—at least once. Alternatively, the spell can increases to +3.
locate the nearest object of a particular kind,
such as a certain kind of apparel, jewelry,
furniture, tool, or weapon. This spell can't
locate an object if any thickness of lead, even a
thin sheet, blocks a direct path between you
and the object.
Page 2 (reverse)

Find Steed (reverse)


that targets only you also target your steed.
When the steed drops to 0 hit points, it
disappears, leaving behind no physical form.
You can also dismiss your steed at any time as
an action, causing it to disappear. In either
case, casting this spell again summons the
same steed, restored to its hit point maximum.
While your steed is within 1 mile of you, you
can communicate with it telepathically. You
can't have more than one steed bonded by this
spell at a time. As an action, you can release
the steed from its bond at any time, causing it
to disappear.
Page 3

Protection from Poison Zone of Truth


Paladin Level 2 Abjuration DC 15 Spell Mod +7 Paladin Level 2 Enchantment DC 15 Spell Mod +7
1 Act. Touch V,S 1 hr 1 Act. 60 ft V,S 10 mins

You touch a creature. If it is poisoned, you You create a magical zone that guards against
neutralize the poison. If more than one poison deception in a 15-foot-radius sphere centered
afflicts the target, you neutralize one poison on a point of your choice within range. Until
that you know is present, or you neutralize the spell ends, a creature that enters the spell's
one at random. For the duration, the target area for the first time on a turn or starts its
has advantage on saving throws against being turn there must make a Charisma saving
poisoned, and it has resistance to poison throw. On a failed save, a creature can't speak
damage. a deliberate lie while in the radius. You know
whether each creature succeeds or fails on its
saving throw. An affected creature is aware of
the spell and can thus avoid answering
questions to which it would normally respond
with a lie. Such a creature can be evasive in its
answers as long as it remains within the
boundaries of the truth.
Page 3 (reverse)

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