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Fighter [Eldritch Knight] (7) / Paladin [Oath of

Vengeance] (3)
CLASS & LEVEL BACKGROUND PLAYER NAME

Shifter/ Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH

+4 +4 PROFICIENCY BONUS
17
ARMOR
CLASS
-1 30
INITIATIVE SPEED

18 PERSONALITY TRAITS

Hit Point Maximum 84



+8 Strength
DEXTERITY
-1 Dexterity

-1 ●
+6 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS

8 +2 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2 -1 Acrobatics (Dex) SUCCESSES

14 10x(1d10+2
+2 Animal Handling (Wis) ) FAILURES

0 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE ●
+8 Athletics (Str)

0 +1 Deception (Cha)
0 History (Int)
NAME ATK BONUS DAMAGE/TYPE

10 +2 Insight (Wis) Backpack


WISDOM

+5 Intimidation (Cha)
0 Investigation (Int)
Bedroll
+2 Medicine (Wis) Chain mail
+2 0 Nature (Int)
Mess kit

+6 Perception (Wis) Number of
14
+1 Performance (Cha)
Attacks: 2 Rations (1 day)
CHARISMA
+1 Persuasion (Cha)
0 Religion (Int)
x10
+1 -1 Sleight of Hand (Dex) Rope, hempen
13
-1 Stealth (Dex)
Tinderbox
+2 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING


Torch x10
Waterskin
16 PASSIVE WISDOM (PERCEPTION)
CP

SP
Weapon Proficiencies:
Martial; Simple EP

Armor Proficiencies: Heavy; GP


Light; Medium; Shields
PP
Language Proficiencies:
Common

OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

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

CHARACTER NAME EYES SKIN HAIR

NAME

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.
Fighter
Intelligence 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Booming Blade
Shocking Grasp

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Absorb Elements

Earth Tremor
4
Shield

Tasha's Caustic Brew


SPELLS KNOWN

2 2
Rime's Binding Ice

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Paladin
Charisma 13 +5
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

Bane

Bless
4
Ceremony

Chaos Bolt (Izzet)


SPELLS KNOWN

Command

Compelled Duel
Cure Wounds

Detect Evil and Good


Detect Magic
Detect Poison and Disease
8
Divine Favor
Gift of Alacrity (Dunamancy)

2 2

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Paladin Charisma 13 +5
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

Heroism

Hunter's Mark
4
Magnify Gravity (Dunamancy)

Protection from Evil and Good


SPELLS KNOWN

Purify Food and Drink

Searing Smite
Shield of Faith

Thunderous Smite
Wrathful Smite

2 2

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

Darkvision: 60 ft.
Immunities: disease

----------Bonus Actions----------
Second Wind. Regain 1d10 +7 HPs (use once/rest).

---------------Actions--------------
Action Surge. Take an extra action (use once/rest).

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

Lay on Hands. You have a healing pool of 15 HPs, with it you can heal a creature or expend 5 points to cure disease or
neutralize poison (use 15 times/long rest).

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

Channel Divinity: Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your
Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw,
unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the
creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit
from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any
damage.

Channel Divinity: Vow of Enmity. As a bonus action, you 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 minute or until it drops to 0 hit
points or falls unconscious.

Defense Fighting Style. While you are wearing armor, you gain a +1 bonus to AC.

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.

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.

Sentinel. You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.

Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you
can use your reaction to make a melee weapon attack against the attacking creature.

Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or
until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level +
your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter
subrace, described below.
Once you shift, you can't do so again until you finish a short or long rest.

Spellcasting. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of
your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must he an
abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of
magic.

War Magic. Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus
action.

Weapon Bond. At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the
ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the
ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the
same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your
hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond
with a third weapon, you must break the bond with one of the other two.
Page 1

Booming Blade Shocking Grasp Absorb Elements


Fighter Cantrip Evocation DC 12 Spell Mod +4 Fighter Cantrip Evocation DC 12 Spell Mod +4 Fighter Level 1 Abjuration DC 12 Spell Mod +4
1 Act. Self S,M 1 Rnd 1 Act. Touch V,S Inst 1 reAct. Self S 1 Rnd
A melee weapon worth at least 1 sp

You brandish the weapon used in the spell's Lightning springs from your hand to deliver a The spell captures some of the incoming
casting and make a melee attack with it shock to a creature you try to touch. Make a energy, lessening its effect on you and storing
against one creature within 5 feet of you. On a melee spell attack against the target. You have it for your next melee attack. You have
hit, the target suffers the weapon attack's advantage on the attack roll if the target is resistance to the triggering damage type until
normal effects and then becomes sheathed in wearing armor made of metal. On a hit, the the start of your next turn. Also, the first time
booming energy until the start of your next target takes 1d8 lightning damage, and it can't you hit with a melee attack on your next turn,
turn. If the target willingly moves 5 feet or take reactions until the start of its next turn. the target takes an extra 1d6 damage of the
more before then, the target takes 1d8 thunder The spell's damage increases by 1d8 when you triggering type, and the spell ends. At Higher
damage, and the spell ends. This spell's reach 5th level (2d8), 11th level (3d8), and 17th Levels. When you cast this spell using a spell
damage increases when you reach certain level (4d8). slot of 2nd level or higher, the extra damage
levels. At 5th level, the melee attack deals an increases by 1d6 for each slot level above 1st.
extra 1d8 thunder damage to the target on a
hit, and the damage the target takes for
moving increases to 2d8. Both damage rolls
increase by 1d8 at 11th level (2d8 and 3d8) and
again at 17th level (3d8 and 4d8).

Earth Tremor Shield Tasha's Caustic Brew


Fighter Level 1 Evocation DC 12 Spell Mod +4 Fighter Level 1 Abjuration DC 12 Spell Mod +4 Fighter Level 1 Evocation DC 12 Spell Mod +4
1 Act. 10 ft V,S Inst 1 reAct. Self V,S 1 Rnd 1 Action Self V,S,M 1 Minute
A bit of rotten food

You cause a tremor in the ground within An invisible barrier of magical force appears A stream of acid emanates from you in a line
range. Each creature other than you in that and protects you. Until the start of your next 30 feet long and 5 feet wide in a direction you
area must make a Dexterity saving throw. On turn, you have a +5 bonus to AC, including choose. Each creature in the line must succeed
a failed save, a creature takes 1d6 bludgeoning against the triggering attack, and you take no on a Dexterity saving throw or be covered in
damage and is knocked prone. If the ground in damage from magic missile. acid for the spell’s duration or until a creature
that area is loose earth or stone, it becomes uses its action to scrape or wash the acid off
difficult terrain until cleared, with each itself or another creature. A creature covered
5-foot-diameter portion requiring at least 1 in the acid takes 2d4 acid damage at start of
minute to clear by hand. At Higher Levels. each of its turns. At Higher Levels. When you
When you cast this spell using a spell slot of cast this spell using a spell slot of 2nd level or
2nd level or higher, the damage increases by higher, the damage increases by 2d4 for each
1d6 for each slot level above 1st. slot level above 1st.

Bane Bless Ceremony


Paladin Level 1 Enchantment DC 13 Spell Mod +5 Paladin Level 1 Enchantment DC 13 Spell Mod +5 Paladin Level 1 Abjuration DC 13 Spell Mod +5
1 Act. 30 ft V,S,M Conc, 1 min 1 Act. 30 ft V,S,M Conc, 1 min 1 hr (ritual)
Touch V,S,M Inst
A drop of blood A sprinkling of holy water 25 gp worth of powdered silver, which the spell
consumes

Up to three creatures of your choice that you You bless up to three creatures of your choice You perform a special religious ceremony that
can see within range must make Charisma within range. Whenever a target makes an is infused with magic. When you cast the spell,
saving throws. Whenever a target that fails attack roll or a saving throw before the spell choose one of the following rites, the target of
this saving throw makes an attack roll or a ends, the target can roll a d4 and add the which must be within 10 feet of you
saving throw before the spell ends, the target number rolled to the attack roll or saving throughout the casting. Atonement: You
must roll a d4 and subtract the number rolled throw. At Higher Levels. When you cast this touch one willing creature whose alignment
from the attack roll or saving throw. At Higher spell using a spell slot of 2nd level or higher, has changed, and you make a DC 20 Wisdom
Levels. When you cast this spell using a spell you can target one additional creature for each (Insight) check. On a successful check, you
slot of 2nd level or higher, you can target one slot level above 1st. restore the target to its original alignment.
additional creature for each slot level above Bless Water: You touch one vial of water and
1st. cause it to become holy water. Coming of Age:
You touch one humanoid who is a young
adult. For the next 24 hours, whenever the
target makes an ability check, it can roll a d4
and add the number rolled to the ability check.
A creature can benefit from this rite only once.
Dedication: You touch one humanoid who
wishes to be dedicated to your god's service.
For the next 24 hours, whenever the target
Page 1 (reverse)

Ceremony (reverse)
makes a saving throw, it can roll a d4 and add
the number rolled to the save. A creature can
benefit from this rite only once. Funeral Rite:
You touch one corpse, and for the next 7 days,
the target can't become undead by any means
short of a wish spell. Wedding: You touch
adult humanoids willing to be bonded
together in marriage. For the next 7 days, each
target gains a +2 bonus to AC while they are
within 30 feet of each other. A creature can
benefit from this rite again only if widowed.
Page 2

Chaos Bolt (Izzet) Command Compelled Duel


Paladin Level 1 Evocation DC 13 Spell Mod +5 Paladin Level 1 Enchantment DC 13 Spell Mod +5 Paladin Level 1 Enchantment DC 13 Spell Mod +5
1 Act. 120 ft V,S Inst 1 Act. 60 ft V 1 Rnd 1 B.A. 30 ft V Conc, 1 min

You hurl an undulating, warbling mass of You speak a one-word command to a creature You attempt to compel a creature into a duel.
chaotic energy at one creature in range . Make you can see within range. The target must One creature that you can see within range
a ranged spell attack against the target. On a succeed on a Wisdom saving throw or follow must make a Wisdom saving throw. On a
hit, the target takes 2d8 + 1d6 damage. Choose the command on its next turn. The spell has no failed save, the creature is drawn to you,
one of the d8s. The number rolled on that die effect if the target is undead, if it doesn't compelled by your divine demand. For the
determines the attack's damage type, as understand your language, or if your duration, it has disadvantage on attack rolls
shown below. l Acid 2 Cold 3 Fire 4 Force 5 command is directly harmful to it. Some against creatures other than you, and must
Lightning 6 Poison 7 Psychic 8 Thunder If you typical commands and their effects follow. make a Wisdom saving throw each time it
roll the same number on both d8s, the chaotic You might issue a command other than one attempts to move to a space that is more than
energy leaps from the target to a different described here. If you do so, the GM 30 feet away from you; if it succeeds on this
creature of your choice within 30 feet of it. determines how the target behaves. If the saving throw, this spell doesn't restrict the
Make a new attack roll against the new target, target can't follow your command, the spell target's movement for that turn. The spell
and make a new damage roll , which could ends. Approach. The target moves toward you ends if you attack any other creature, if you
cause the chaotic energy to leap again. A by the shortest and most direct route, ending cast a spell that targets a hostile creature other
creature can be targeted only once by this its turn if it moves within 5 feet of you. Drop. than the target, if a creature friendly to you
casting of the spell. At Higher Levels. When The target drops whatever it is holding and damages the target or casts a harmful spell on
you cast this spell using a spell s lot of 2nd then ends its turn. Flee. The target spends its it, or if you end your turn more than 30 feet
level or higher, each target takes 1d6 extra turn moving away from you by the fastest away from the target.
damage of the type rolled for each slot level available means. Grovel. The target falls prone

Cure Wounds Detect Evil and Good Detect Magic (ritual)


Paladin Level 1 Evocation DC 13 Spell Mod +5 Paladin Level 1 Divination DC 13 Spell Mod +5 Paladin Level 1 Divination DC 13 Spell Mod +5
1 Act. Touch V,S Inst 1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S Conc, 10 mins

A creature you touch regains a number of hit For the duration, you know if there is an For the duration, you sense the presence of
points equal to 1d8 + your spellcasting ability aberration, celestial, elemental, fey, fiend, or magic within 30 feet of you. If you sense magic
modifier. This spell has no effect on undead or undead within 30 feet of you, as well as where in this way, you can use your action to see a
constructs. At Higher Levels. When you cast the creature is located. Similarly, you know if faint aura around any visible creature or
this spell using a spell slot of 2nd level or there is a place or object within 30 feet of you object in the area that bears magic, and you
higher, the healing increases by 1d8 for each that has been magically consecrated or learn its school of magic, if any. The spell can
slot level above 1st. desecrated. The spell can penetrate most penetrate most barriers, but it is blocked by 1
barriers, but it is blocked by 1 foot of stone, 1 foot of stone, 1 inch of common metal, a thin
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.

Detect Poison and Disease (ritual) Divine Favor Gift of Alacrity (Dunamancy)
Paladin Level 1 Divination DC 13 Spell Mod +5 Paladin Level 1 Evocation DC 13 Spell Mod +5 Paladin Level 1 Divination DC 13 Spell Mod +5
1 Act. Self V,S,M Conc, 10 mins 1 B.A. Self V,S Conc, 1 min 1 min Touch V,S 8 hrs
A yew leaf

For the duration, you can sense the presence Your prayer empowers you with divine You touch a willing creature. For the duration,
and location of poisons, poisonous creatures, radiance. Until the spell ends, your weapon the target can add 1d8 to its initiative rolls.
and diseases within 30 feet of you. You also attacks deal an extra 1d4 radiant damage on a
identify the kind of poison, poisonous hit.
creature, or disease in each case. The spell can
penetrate most barriers, but it is blocked by 1
foot of stone, 1 inch of common metal, a thin
sheet of lead, or 3 feet of wood or dirt.
Page 2 (reverse)

Command (reverse) Chaos Bolt (Izzet) (reverse)


and then ends its turn. Halt. The target doesn't above 1st
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 3

Heroism Hunter's Mark Magnify Gravity (Dunamancy)


Paladin Level 1 Enchantment DC 13 Spell Mod +5 Paladin Level 1 Divination DC 13 Spell Mod +5 Paladin Level 1 Transmutation DC 13 Spell Mod +5
1 Act. Touch V,S Conc, 1 min 1 B.A. 90 ft V Conc, 1 hr 1 Act. 60 ft V,S 1 Rnd

A willing creature you touch is imbued with You choose a creature you can see within The gravity in a 10-foot-radius sphere
bravery. Until the spell ends, the creature is range and mystically mark it as your quarry. centered on a point you can see within range
immune to being frightened and gains Until the spell ends, you deal an extra 1d6 increases for a moment. Each creature in the
temporary hit points equal to your damage to the target whenever you hit it with sphere on the turn when you cast the spell
spellcasting ability modifier at the start of a weapon attack, and you have advantage on must make a Constitution saving throw. On a
each of its turns. When the spell ends, the any Wisdom (Perception) or Wisdom failed save, a creature takes 2d8 force damage,
target loses any remaining temporary hit (Survival) check you make to find it. If the and its speed is halved until the end of its next
points from this spell. At Higher Levels. When target drops to 0 hit points before this spell turn. On a successful save, a creature takes
you cast this spell using a spell slot of 2nd level ends, you can use a bonus action on a half as much damage and suffers no reduction
or higher, you can target one additional subsequent turn of yours to mark a new to its speed. Until the start of your next turn,
creature for each slot level above 1st. creature. At Higher Levels: When you cast this any object that isn't being worn or carried in
spell using a spell slot of 3rd or 4th level, you the sphere requires a successful Strength
can maintain your concentration on the spell check against your spell save DC to pick up or
for up to 8 hours. When you use a spell slot of move. At Higher Levels. When you cast this
5th level or higher, you can maintain your spell using a spell slot of 2nd level or higher,
concentration on the spell for up to 24 hours. the damage increases by 1d8 for each slot level
above 1st.

Protection from Evil and Good Purify Food and Drink (ritual) Searing Smite
Paladin Level 1 Abjuration DC 13 Spell Mod +5 Paladin Level 1 Transmutation DC 13 Spell Mod +5 Paladin Level 1 Evocation DC 13 Spell Mod +5
1 Act. Touch V,S,M Conc, 10 mins 1 Act. 10 ft V,S Inst 1 B.A. Self V Conc, 1 min
Holy water or powdered silver and iron, which the
spell consumes

Until the spell ends, one willing creature you All nonmagical food and drink within a The next time you hit a creature with a melee
touch is protected against certain types of 5-foot-radius sphere centered on a point of weapon attack during the spell's duration,
creatures: aberrations, celestials, elementals, your choice within range is purified and your weapon flares with white-hot intensity,
fey, fiends, and undead. The protection grants rendered free of poison and disease. and the attack deals an extra 1d6 fire damage
several benefits. Creatures of those types have to the target and causes the target to ignite in
disadvantage on attack rolls against the target. flames. At the start of each of its turns until
The target also can't be charmed, frightened, the spell ends, the target must make a
or possessed by them. If the target is already Constitution saving throw. On a failed save, it
charmed, frightened, or possessed by such a takes 1d6 fire damage. On a successful save,
creature, the target has advantage on any new the spell ends. If the target or a creature within
saving throw against the relevant effect. 5 feet of it uses an action to put out the flames,
or if some other effect douses the flames (such
as the target being submerged in water), the
spell ends. At Higher Levels: When you cast
this spell using a spell slot of 2nd level or
higher, the initial extra damage dealt by the
attack increases by 1d6 for each slot above 1st.

Shield of Faith Thunderous Smite Wrathful Smite


Paladin Level 1 Abjuration DC 13 Spell Mod +5 Paladin Level 1 Evocation DC 13 Spell Mod +5 Paladin Level 1 Evocation DC 13 Spell Mod +5
1 B.A. 60 ft V,S,M Conc, 10 mins 1 B.A. Self V Conc, 1 min 1 B.A. Self V Conc, 1 min
A small parchment with a bit of holy text written on
it

A shimmering field appears and surrounds a The first time you hit with a melee weapon The next time you hit with a melee weapon
creature of your choice within range, granting attack during this spell's duration, your attack during this spell's duration, your attack
it a +2 bonus to AC for the duration. weapon rings with thunder that is audible deals an extra 1d6 psychic damage.
within 300 feet of you, and the attack deals an Additionally, if the target is a creature, it must
extra 2d6 thunder damage to the target. make a Wisdom saving throw or be frightened
Additionally, if the target is a creature, it must of you until the spell ends. As an action, the
succeed on a Strength saving throw or be creature can make a Wisdom check against
pushed 10 feet away from you and knocked your spell save DC to end this spell.
prone.
Page 3 (reverse)
Page 4

Rime's Binding Ice


Fighter Level 2 Evocation DC 12 Spell Mod +4
1 Act. Self S,M Inst
A vial of meltwater

A burst of cold energy emanates from you in a


30-foot cone. Each creature in that area must
make a Constitution saving throw. On a failed
save, a creature takes 3d8 cold damage and is
hindered by ice formations for 1 minute, or
until it or another creature within reach of it
uses an action to break away the ice. A
creature hindered by ice has its speed reduced
to 0. On a successful save, a creatures takes
half as much damage and isn't hindered by ice.
At Higher Levels, when you cast this spell
using a spell slot of 3rd level or higher,
increase the cold damage by 1d8 for each slot
level above 2nd.
Page 4 (reverse)

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