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Dante Neutral Good Custom Background

Male tiefling
Level 14 (Blood Hunter 8, Fighter [Multiclass] 3, Paladin
Brim [Multiclass] 3)

https://dicecloud.com/character/tfSdY9JWAAn2pfuTG

30 Speed Hellish Resistance


+4 Strength
Resistance
fire
18
18 Armor Class
Total: 14d10
+2 Dexterity

14
60 Darkvision

Hit Dice
30 Flying Speed
+4 Constitution
Blood Maledict Uses

18 10 Blindsight

D6 Superiority Die

+4 Intelligence +5 Proficiency Bonus

18
+2 Initiative
Unleash Incarnation Uses

+0 Wisdom Total: 172


Amount

10

Spell Level
Hit Points
+1 Charisma

13 Total: 15 Channel Divinity Uses

Amplified Blood Curse


Spell Slots
Lay on Hands
1st Level
Load Paladin Spells
Total: 0

Variant Encumbrance

Temp HP
Inspiration
Action
󰐽 +4 Strength Save 󰃚 Light Armor
Divine Sense
󰃚 +7 Dexterity Save 󰃚 Medium Armor
The presence of strong evil
󰐽 +4 Constitution Save 󰃚 Shields
Armor registers on your senses like a
󰃚 +9 Intelligence Save
noxious odor, and powerful good
󰐽 +0 Wisdom Save rings like heavenly music in your

󰐽 +1 Charisma Save 󰃚 Alchemist's Supplies ears. As an action, you can open


Tools your awareness to detect such
Saving Throws
forces. Until the end of your next
turn, you know the location of any
󰐽 +2 Acrobatics 󰃚 Common
celestial, fiend, or undead within

󰐽 +0 Animal Handling 󰃚 Infernal 60 feet of you that is not behind


total cover. You know the type
󰃚 +9 Arcana * 󰃚 Elvish
(celestial, fiend, or undead) of any
󰃚 +9 Athletics 󰃚 Sylvan
being whose presence you sense,
Languages
but not its identity (the vampire
󰐽 +1 Deception
Count Strahd von Zarovich, for
󰃚 +9 History * What is this? (Click to Expand) instance). Within the same radius,
󰐽 +0 Insight you also detect the presence of
any place or object that has been
󰐽 +1 Intimidation
consecrated or desecrated, as
󰃚 +9 Investigation * with the hallow spell.

󰐽 +0 Medicine

󰐽 +4 Nature *
Action
󰐽 +0 Perception (10)
Lay on Hands: Heal
󰐽 +1 Performance

󰐽 +1 Persuasion Cost: 0 Lay on Hands

󰃚 +9 Religion * As an action, you can touch a


creature and draw power from the
󰐽 +2 Sleight of Hand
pool to restore a number of hit
󰐽 +2 󰄼Stealth points to that creature, up to the
󰐽 +0 Survival * maximum amount remaining in
Skills your pool.

󰃚 Simple Melee Weapons

󰃚 Simple Ranged Weapons

󰃚 Martial Melee Weapons

󰃚 Martial Ranged Weapon


Weapons
Action Action Action

Lay on Hands: Restore Dash Help

Cost: 5 Lay on Hands When you take the Dash action, You can lend your aid to another
you gain extra movement for the creature in the completion of a
As an action, you can expend 5 hit
current turn. The increase equals task. When you take the Help
points from your pool of healing to
your speed, after applying any action, the creature you aid gains
cure the target of one disease or
modifiers. advantage on the next ability
neutralize one poison affecting it.
check it makes to perform the task
You can cure multiple diseases
Dash you are helping with, provided that
and neutralize multiple poisons
it makes the check before the start
with a single use of Lay on Hands,
of your next turn.
expending hit points separately for
each one. Action
Alternatively, you can aid a friendly
Disengage creature in attacking a creature
within 5 feet of you. You feint,
If you take the Disengage action,
distract the target, or in some
Action your movement doesn’t provoke
other way team up to make your
Channel Divinity: Abjure opportunity attacks for the rest of
ally’s attack more effective. If your
Enemy the turn.
ally attacks the target before your
Cost: 1 Channel Divinity Uses next turn, the first attack roll is
made with advantage.
Choose one creature within 60 feet
Action
of you that you can see. That
creature must make a DC 14 Dodge
Wisdom saving throw, unless it is Action
When you take the Dodge action,
immune to being frightened. you focus entirely on avoiding Hide
Fiends and undead have attacks. Until the start of your next
disadvantage on this saving throw. When you take the Hide action,
turn, any attack roll made against
On a failed save, the creature is you make a Dexterity (Stealth)
you has disadvantage if you can
frightened for 1 minute or until it check in an attempt to hide.
see the attacker, and you make
takes any damage. While Dexterity saving throws with
frightened, the creature’s speed is advantage. You lose this benefit if Hide Roll
0, and it can’t benefit from any you are incapacitated or if your
bonus to its speed. On a speed drops to 0.
successful save, the creature’s
speed is halved for 1 minute or
until the creature takes any
damage.

DC 14 Abjure Enemy Save

󰙅 On failed save
Attack Attack Bonus Action

Grapple +9 Unarmed Attack Blood Curse of Bloated


Agony
Using at least one free hand, you You make an unarmed strike
try to seize the target by making a against a creature while not Cost: 1 Blood Maledict Uses
grapple check, a Strength holding any weapons in your hand.
As a bonus action, you curse a
(Athletics) check contested by the
creature that you can see within
target’s Strength (Athletics) or
󰙅 On hit 30 feet of you, causing its body to
Dexterity (Acrobatics) check (the
swell until the end of your next
target chooses the ability to use). 5 bludgeoning damage
turn. For the duration, the creature
You succeed automatically if the
has disadvantage on Strength
target is incapacitated.
checks and Dexterity checks, and
Attack takes 1d8 necrotic damage if it
Grapple Roll
+10 Glaive makes more than one attack
during its turn.
Reach
Attack
󰙅 On condition
Shove
󰙅 On hit
Blood Curse of Bloated…
The target of your shove must be d10 + 1 slashing dama…
no more than one size larger than 󰙅 On condition
you, and it must be within your
reach. You make a Strength Amplified Blood Curse …
(Athletics) check contested by the
target’s Strength (Athletics) or
Dexterity (Acrobatics) check (the
target chooses the ability to use).
You succeed automatically if the
target is incapacitated. If you
succeed, you either knock the
target prone or push it 5 feet away
from you.

Shove Roll
Bonus Action Bonus Action Bonus Action

Blood Curse of the Rite of the Flame Rite of the Storm


Marked
As a bonus action, you can As a bonus action, you can
Cost: 1 Blood Maledict Uses activate the Rite of the Flame on activate the Rite of the Storm on
one weapon you’re holding. The one weapon you’re holding. The
As a bonus action, you mark a
effect of the rite lasts until you effect of the rite lasts until you
creature that you can see within
finish a short or long rest. When finish a short or long rest. When
30 feet of you. Until the end of
you activate a rite, you take 1d6 you activate a rite, you take 1d6
your turn, whenever you hit the
necrotic damage. This damage necrotic damage. This damage
cursed creature with a weapon for
can’t be reduced in any way. can’t be reduced in any way.
which you have an active crimson
rite, you roll an additional 1d6
While the rite is in effect, attacks While the rite is in effect, attacks
when determining the extra
you make with this weapon are you make with this weapon are
damage from the rite.
magical, and deal 1d6 extra fire magical, and deal 1d6 extra
damage. A weapon can hold only lightning damage. A weapon can
󰙅 On condition one active rite at a time. Other hold only one active rite at a time.
creatures can’t gain the benefit of Other creatures can’t gain the
Blood Curse of the Mar…
your rite. benefit of your rite.

󰙅 On condition
Rite of the Flame Rite of the Storm
Amplified Blood Curse …
Bonus Action Bonus Action Bonus Action

Rite of the Dawn Second Wind Channel Divinity: Vow of


Enmity
As a bonus action, you can On your turn, you can use a bonus
activate the Rite of the Dawn on action to regain hit points equal to Cost: 1 Channel Divinity Uses
one weapon you’re holding. The 1d10 + 3.
As a bonus action, you can utter a
effect of the rite lasts until you
vow of enmity against a creature
finish a short or long rest. When
󰿷 d10 + 3 healing to self you can see within 10 feet of you,
you activate a rite, you take 1d6
using your Channel Divinity. You
necrotic damage. This damage 󰙅 On condition
gain advantage on attack rolls
can’t be reduced in any way.
against the creature for 1 minute
󰿷 3 healing
or until it drops to 0 hit points or
While the rite is in effect, attacks
falls unconscious.
you make with this weapon are
magical, and deal 1d6 extra Bonus Action
radiant damage. A weapon can Soul of Vengeance
hold only one active rite at a time. Manifest Echo
Soul of Vengeance
Other creatures can’t gain the You can use a bonus action to
benefit of your rite. magically manifest an echo of Vow of Enmity
yourself in an unoccupied space
Additionally, while that rite is
you can see within 15 feet of you.
active on your weapon, you gain
the following benefits: Bonus Action
Manifested Echo
Recover Spell Slot
Your weapon sheds bright light
out to a range of 20 feet. Cost: 1 Channel Divinity Uses
You have resistance to
necrotic damage. You can expend a use of your
When you hit an undead Channel Divinity to fuel your spells.
creature with a weapon for As a bonus action, you touch your
which the Rite of the Dawn is holy symbol, utter a prayer, and
active, you roll an additional regain one expended spell slot, the
hemocraft die when level of which can be no higher
determining the extra damage than 3.
from the rite.
󰙅 Pick one by index
Rite of the Dawn
+ 1 slotLevel1 to self

+ 1 slotLevel2 to self

+ 1 slotLevel3 to self
Bonus Action Free Action Reaction

Polearm Master Extra Attack Invoking The Rune


+10 Backswing
This only serves as a reminder. When you see a creature drop to 0,
When you take the Attack action use your reaction to make them go
and attack with only a glaive, down to one instead
halberd, quarterstaff, or spear, you
can use a bonus action to make a Free Action

melee attack with the opposite Bait and Switch


end of the weapon. Darkvision
When you’re within 5 feet of a Thanks to your infernal heritage,
creature on your turn, you can you have superior vision in dark
󰙅 On hit
expend one superiority die and and dim conditions.
switch places with that creature,
d4 + 1 bludgeoning da…
provided you spend at least 5 feet
of movement and the creature is Winged
willing and isn’t incapacitated. This You have bat-like wings sprouting
Free Action
movement doesn’t provoke from your shoulder blades.
Aether Walk opportunity attacks.

At the start of your turn, you can Roll the superiority die. Until the
magically step into the veil Mercenary Life
start of your next turn, you or the
between the planes as long as you You know the mercenary life as
other creature (your choice) gains
aren’t incapacitated. You can only someone who has
a bonus to AC equal to the number
move through other creatures and experienced it can. You are able to
rolled.
objects as if they were difficult identify mercenary companies by
terrain, as well as see and affect their emblems, and you know a
Bait and Switch Roll little about any such company,
creatures and objects on the
Ethereal Plane. You take 1d10 including who has hired them
force damage if you end your turn recently. You can find the taverns
Free Action and festhalls where mercenaries
inside an object.
abide in any area, as long as you
Action Surge
This feature lasts for 4 round(s). If speak the language. You can find
you are inside an object when it You can push yourself beyond your mercenary work between
ends, you are immediately shunted normal limits for a moment. On adventures sufficient to maintain a
to the nearest unoccupied space your turn, you can take one comfortable lifestyle (see
and you take force damage equal additional action. “Practicing a Profession” under
to twice the number of feet you “Downtime Activities” in chapter 8
moved. of the Player’s Handbook).
Hunter's Bane Blood Maledict Blood Maledict
You have survived the Hunter’s You gain the ability to channel — or Each time you use your Blood
Bane — a dangerous, long-guarded sometimes sacrifice — a part of Maledict feature, you choose
ritual that alters your life’s blood, your vital essence to curse and which curse to invoke from the
forever binding you to the manipulate creatures through curses you know. While invoking a
darkness and honing your senses hemocraft magic. You know 2 blood curse, but before it affects
against it. You have advantage on blood curse(s) of your choice, the target, you can choose to
Wisdom (Survival) checks to track detailed in the “Blood Curses” amplify the curse by taking 1d6
fey, fiends, or undead, as well as section at the end of the class necrotic damage. This damage
on Intelligence checks to recall description. can’t be reduced in any way. An
information about such creatures. amplified curse gains an
Each time you learn a new blood additional effect, noted in the
The Hunter’s Bane also empowers curse, you can also choose one of curse’s description. Creatures that
your body to control and shape the blood curses you know and do not have blood are immune to
hemocraft magic, using your own replace it with another blood blood curses unless you have
blood and life essence to fuel your curse. amplified the curse.
abilities. Some of your features
require your target to make a Each time you use your Blood
saving throw to resist the feature’s Maledict feature, you choose
Fighting Style: Great Weapon Fighting
effects. The saving throw DC is 17. which curse to invoke from the
When you roll a 1 or 2 on a
curses you know. While invoking a
damage die for an Attack you
blood curse, but before it affects
make with a melee weapon that
the target, you can choose to
you are wielding with two hands,
amplify the curse by taking 1d6
you can reroll the die and must use
necrotic damage. This damage
the new roll, even if the new roll is
can’t be reduced in any way. An
a 1 or a 2. The weapon must have
amplified curse gains an
the Two-Handed or Versatile
additional effect, noted in the
property for you to gain this
curse’s description. Creatures that
benefit.
do not have blood are immune to
blood curses unless you have
amplified the curse.

You can use this feature 2 time(s),


before you must finish a short or
long rest.
Crimson Rite Rite of the Flame Rite of the Storm
You learn to invoke a rite of As a bonus action, you can As a bonus action, you can
hemocraft that infuses your activate the Rite of the Flame on activate the Rite of the Storm on
weapon strikes with elemental one weapon you’re holding. The one weapon you’re holding. The
energy. As a bonus action, you can effect of the rite lasts until you effect of the rite lasts until you
activate any rite you know on one finish a short or long rest. When finish a short or long rest. When
weapon you’re holding. The effect you activate a rite, you take 1d6 you activate a rite, you take 1d6
of the rite lasts until you finish a necrotic damage. This damage necrotic damage. This damage
short or long rest. When you can’t be reduced in any way. can’t be reduced in any way.
activate a rite, you take 1d6
necrotic damage. This damage While the rite is in effect, attacks While the rite is in effect, attacks
can’t be reduced in any way. you make with this weapon are you make with this weapon are
magical, and deal 1d6 extra fire magical, and deal 1d6 extra
While the rite is in effect, attacks damage. A weapon can hold only lightning damage. A weapon can
you make with this weapon are one active rite at a time. Other hold only one active rite at a time.
magical, and deal 1d6 damage of creatures can’t gain the benefit of Other creatures can’t gain the
the type determined by the chosen your rite. benefit of your rite.
rite. A weapon can hold only one
active rite at a time. Other To automate your crimson rite. To automate your crimson rite.
creatures can’t gain the benefit of Tag the attack and damage Tag the attack and damage
your rite. property of your weapon with property of your weapon with
riteOfTheFlame . riteOfTheStorm .
Rite of the Dawn Aether Walk Polearm Master
When you activate the Rite of the At the start of your turn, you can You can keep your enemies at bay
Dawn, the extra damage dealt by magically step into the veil with reach weapons. You gain the
your rite is radiant damage. between the planes as long as you following benefits:
Additionally, while that rite is aren’t incapacitated. You can
active on your weapon, you gain move through other creatures and When you take the Attack
the following benefits: objects as if they were difficult action and attack with only a
terrain, as well as see and affect glaive, halberd, quarterstaff, or
Your weapon sheds bright light creatures and objects on the spear, you can use a bonus
out to a range of 20 feet. Ethereal Plane. You take 1d10 action to make a melee attack
You have resistance to force damage if you end your turn with the opposite end of the
necrotic damage. inside an object. weapon; this attack uses the
When you hit an undead same ability modifier as the
creature with a weapon for This feature lasts for 4 round(s). If primary attack. The weapon’s
which the Rite of the Dawn is you are inside an object when it damage die for this attack is a
active, you roll an additional ends, you are immediately shunted d4, and the attack deals
hemocraft die when to the nearest unoccupied space bludgeoning damage.
determining the extra damage and you take force damage equal While you are wielding a glaive,
from the rite. to twice the number of feet you halberd, pike, quarterstaff, or
moved. spear, other creatures provoke
To automate your crimson rite. an opportunity attack from you
Tag the attack and damage You can use this feature once when they enter your reach.
property of your weapon with before finishing a short or long
riteOfTheDawn . rest.
Extra Attack
You can attack twice, instead of
Curse Specialist once, whenever you take the
You gain an additional use of your Attack action on your turn.
Blood Maledict feature. In addition,
your blood curses can target any
creature, whether it has blood or
not.
Brand of Castigation Fighting Style: Superior Technique Echo Statblock
When you damage a creature with You learn one maneuver of your Echo
a weapon for which you have an choice from among those
active crimson rite, you can available to the Battle Master Medium object, neutral
channel hemocraft magic to sear archetype. If a maneuver you use
Armor Class 19
an arcane brand into that creature requires your target to make a
Hit Points 1
(no action required). You always saving throw to resist the
Speed 30 ft.
know the direction to the branded maneuver’s effects, the saving
creature as long as it’s on the throw DC equals 17
STR DEX CON INT WIS CHA
same plane as you. Further, each
time the branded creature deals You gain one superiority die, 18 14 18 18 10 13
damage to you or a creature you which is a d6 (this die is added (4) (2) (4) (4) (0) (1)
can see within 5 feet of you, the to any superiority dice you
branded creature takes 4 psychic have from another source). Damage Immunities Psychic,
damage. This die is used to fuel your Poison
maneuvers. A superiority die is Condition Immunities All
Your brand lasts until you dismiss expended when you use it. You Senses none
it or until you use this feature to regain your expended Languages none
apply a brand to another creature. superiority dice when you Proficiency Bonus 5
Your brand can be dispelled with finish a short or long rest.
dispel magic, and is treated as a
4th level spell.
Action Surge
Starting at 2nd level, you can push
Second Wind yourself beyond your normal limits
On your turn, you can use a bonus for a moment. On your turn, you
action to regain hit points equal to can take one additional action.
1d10 + 3.
Once you use this feature, you
must finish a short or long rest
before you can use it again.
Starting at 17th level, you can use
it twice before a rest, but only once
on the same turn.
Manifest Echo Unleash Incarnation Lay on Hands
You can use a bonus action to Whenever you take the Attack Your blessed touch can heal
magically manifest an echo of action, you can make one wounds. You have a pool of
yourself in an unoccupied space additional melee attack from the healing power that replenishes
you can see within 15 feet of you. echo’s position. when you take a long rest. With
This echo is a magical, that pool, you can restore a total
translucent, gray image of you that You can use this feature 4 times. number of hit points equal to 15.
lasts until it is destroyed, until you You regain all expended uses
dismiss it as a bonus action, until when you finish a long rest. As an action, you can touch a
you manifest another echo, or until creature and draw power from the
you’re incapacitated. pool to restore a number of hit
Divine Sense points to that creature, up to the
Your echo has AC 19, 1 hit point, The presence of strong evil maximum amount remaining in
and immunity to all conditions. If it registers on your senses like a your pool.
has to make a saving throw, it uses noxious odor, and powerful good
your saving throw bonus for the rings like heavenly music in your Alternatively, you can expend 5 hit
roll. It is the same size as you, and ears. As an action, you can open points from your pool of healing to
it occupies its space. On your turn, your awareness to detect such cure the target of one disease or
you can mentally command the forces. Until the end of your next neutralize one poison affecting it.
echo to move up to 30 feet in any turn, you know the location of any You can cure multiple diseases
direction (no action required). If celestial, fiend, or undead within and neutralize multiple poisons
your echo is ever more than 30 60 feet of you that is not behind with a single use of Lay on Hands,
feet from you at the end of your total cover. You know the type expending hit points separately for
turn, it is destroyed. (celestial, fiend, or undead) of any each one.
being whose presence you sense,
You can use the echo in the This feature has no effect on
but not its identity (the vampire
following ways: undead and constructs.
Count Strahd von Zarovich, for
instance). Within the same radius,
As a bonus action, you can
you also detect the presence of
teleport, magically swapping Divine Smite
any place or object that has been
places with your echo at a cost Starting at 2nd level, when you hit
consecrated or desecrated, as
of 15 feet of your movement, a creature with a melee weapon
with the hallow spell.
regardless of the distance attack, you can expend one spell
between the two of you. You can use this feature a number slot to deal radiant damage to the
When you take the Attack of times equal to 5. When you target, in addition to the weapon’s
action on your turn, any attack finish a long rest, you regain all damage. The extra damage is 2d8
you make with that action can expended uses. for a 1st-level spell slot, plus 1d8
originate from your space or for each spell level higher than 1st,
the echo’s space. You make to a maximum of 5d8. The
this choice for each attack. damage increases by 1d8 if the
When a creature that you can target is an undead or a fiend, to a
see within 5 feet of your echo maximum of 6d8.
moves at least 5 feet away
from it, you can use your
reaction to make an
opportunity attack against that
opportunity attack against that
creature as
Fighting S if :you
tyle Blindwere in the
Fighting Channel Divinity: Abjure Enemy Channel Divinity: Harness Divine Power
Youecho’s space. with a range
have blindsight As an action, you present your holy You can expend a use of your
of 10 feet. Within that range, you symbol and speak a prayer of Channel Divinity to fuel your spells.
can effectively see anything that denunciation, using your Channel As a bonus action, you touch your
isn’t behind total cover, even if Divinity. Choose one creature holy symbol, utter a prayer, and
you’re blinded or in darkness. within 60 feet of you that you can regain one expended spell slot, the
Moreover, you can see an invisible see. That creature must make a level of which can be no higher
creature within that range, unless DC 14 Wisdom saving throw, than 3. The number of times you
the creature successfully hides unless it is immune to being can use this feature is based on
from you. frightened. Fiends and undead the level you’ve reached in this
have disadvantage on this saving class: 3rd level, once; 7th level,
throw. twice; and 15th level, thrice. You
Spellcasting [Paladin] regain all expended uses when you
By 2nd level, you have learned to On a failed save, the creature is finish a long rest.
draw on divine magic through frightened for 1 minute or until it
meditation and prayer to cast takes any damage. While
spells as a cleric does. See frightened, the creature’s speed is Channel Divinity
chapter 10 for the general rules of 0, and it can’t benefit from any Your oath allows you to channel
spellcasting and chapter 11 for the bonus to its speed. divine energy to fuel magical
paladin spell list. effects. Each Channel Divinity
On a successful save, the
option provided by your oath
creature’s speed is halved for 1
explains how to use it.
minute or until the creature takes
Divine Health
any damage. When you use your Channel
By 3rd level, the divine magic
flowing through you makes you Divinity, you choose which option
immune to disease. to use. You must then finish a
Channel Divinity: Vow of Enmity
short or long rest to use your
As a bonus action, you can utter a Channel Divinity again.
vow of enmity against a creature
you can see within 10 feet of you, Some Channel Divinity effects
using your Channel Divinity. You require saving throws. When you
gain advantage on attack rolls use such an effect from this class,
against the creature for 1 minute the DC is 17.
or until it drops to 0 hit points or
falls unconscious.
Carrying Capacity
125.82/270 lbs carried
Tough Polearm Master
Your hit point maximum increases While you are wielding a glaive,
by an amount equal to twice your halberd, pike, quarterstaff, or
level when you gain this feat. spear, other creatures provoke an
Whenever you gain a level opportunity attack from you when
thereafter, your hit point maximum they enter your reach.
increases by an additional 2 hit
points.

Glaive
Heavy, Reach, Two-Handed, +1

Inventory +1 Half Plate Armor

Weight Carried: 125.82 lb 40 lb


Net worth: 134 gp 3 sp You have a +1 bonus to AC while wearing this armor.

Items attuned: 2 Half plate consists of shaped metal plates that cover
most of the wearer’s body. It does not include leg
Equipped protection beyond simple greaves that are attached
with leather straps.

+1 Glaive The wearer has disadvantage on Dexterity (Stealth)


6 lb checks.

You have a +1 bonus to attack and damage rolls made


with this magic weapon.
Boots of Haste (Attuned)
A 6lb, martial melee weapon, that deals 1d10 slashing Wondrous item, very rare (requires attunement)
damage and has the following properties:
While you wear these boots, you can click your heels
Heavy: Creatures that are Small or Tiny have together to cast the haste spell on yourself as a bonus
disadvantage on attack rolls with heavy weapons. action. You don’t suffer from lethargy when the spell
A heavy weapon’s size and bulk make it too large ends when cast using these boots. Once this property
for a Small or Tiny creature to use effectively. is used, it can’t be used again until next dawn.
Reach: This weapon adds 5 feet to your reach
when you attack with it.
Two-Handed: This weapon requires two hands to
use. This property is relevant only when you attack
with the weapon, not when you simply hold it.
Amulet of The Raven Queen (Attuned) Light Crossbow
A black opal pendant hangs at the base of this
25 gp 5 lb
pearlescent chain. A sacred rune is inscribed on the
back of this pendant. A 25gp, 5 lb, simple ranged weapon, that deals 1d8
piercing damage and has the following properties:
While wearing this item, you have resistance to
necrotic damage. Additionally you can cast the Spare Ammunition (range 80/320): You can use a
the Dying cantrip as an action or bonus action. weapon that has the ammunition property to make
a ranged attack only if you have ammunition to fire
Invoking the Rune. When a creature you can see from the weapon. Each time you attack with the
within 60ft if you drops to 0 hit points as a result of weapon, you expend one piece of ammunition.
taking damage, you can use your reaction to invoke Drawing the ammunition from a quiver, case, or
the item’s runes, causing the pendant to flash with other container is part of the attack. Loading a
pale light. That creature then instead goes to 1 hit one-handed weapon requires a free hand.
point. At the end of the battle, you can recover half your
expended ammunition by taking a minute to
Once this feature is used, it cannot be used again till a search the battlefield. If you use a weapon that
long rest is taken. has the ammunition property to make a melee
attack, you treat the weapon as an improvised
weapon.
Carried Range: A weapon that can be used to make a
ranged attack has a range shown in
An insignia of your rank parentheses after the ammunition or thrown
property.
The range lists two numbers. The first is the
A uniform of your company
weapon’s normal range in feet, and the second
2 gp 4 lb indicates the weapon’s maximum range. When
attacking a target beyond normal range, you
have disadvantage on the attack roll. You can’t
attack a target beyond the weapon’s long
range.

Improvised Weapons: If a character uses a ranged


weapon to make a melee attack, it deals 1d4
damage.
Loading: Because of the time required to load this
weapon, you can fire only one piece of ammunition
from it when you use an action, bonus action, or
reaction to fire it, regardless of the number of
attacks you can normally make.
Two-Handed: This weapon requires two hands to
use. This property is relevant only when you attack
with the weapon, not when you simply hold it.
Crossbow Bolt Case 10 Torches

1 gp 1 lb 1 sp 10 lb

This wooden case can hold up to twenty crossbow 1 cp each 1 lb each


bolts.
A torch burns for 1 hour, providing bright light in a 20-
foot radius and dim light for an additional 20 feet. If
you make a melee attack with a burning torch and hit,
20 Crossbow Bolts it deals 1 fire damage.

1 gp 1.5 lb

5 cp each 0.075 lb each


10 Days of Rations

5 gp 20 lb
Backpack
5 sp each 2 lb each
2 gp 5 lb
Rations consist of dry foods suitable for extended
A backpack can hold one cubic foot or 30 pounds of travel, including jerky, dried fruit, hardtack, and nuts.
gear. You can also strap items, such as a bedroll or a
coil of rope, to the outside of a backpack.
Waterskin

2 sp 5 lb
Bedroll
A waterskin can hold up to 4 pints of liquid.
1 gp 7 lb

Mess Kit Hempen Rope (50 Feet)

2 sp 1 lb 1 gp 10 lb

This tin box contains a cup and simple cutlery. The Rope, whether made of hemp or silk, has 2 hit points
box clamps together, and one side can be used as a and can be burst with a DC 17 Strength check.
cooking pan and the other as a plate or shallow bowl.

Tinderbox

5 sp 1 lb

This small container holds flint, fire steel, and tinder


(usually dry cloth soaked in light oil) used to kindle a
fire. Using it to light a torch—or anything else with
abundant, exposed fuel—takes an action. Lighting any
other fire takes 1 minute.
Alchemist's Supplies 󰸓Pouch
50 gp 8 lb 5 sp 1 lb
44 gp 8 sp contents 0.32 lb contents
Alchemist’s supplies enable a character to produce
useful concoctions, such as acid or alchemist’s fire.
4 Platinum pieces
Components. Alchemist’s supplies include two glass
beakers, a metal frame to hold a beaker in place over 40 gp 0.08 lb
an open flame, a glass stirring rod, a small mortar and
10 gp each 0.02 lb each
pestle, and a pouch of common alchemical
ingredients, including salt, powdered iron, and purified
water. 4 Gold pieces

Arcana. Proficiency with alchemist’s supplies allows 4 gp 0.08 lb


you to unlock more information on Arcana checks
1 gp each 0.02 lb each
involving potions and similar materials.

Investigation. When you inspect an area for clues,


8 Silver pieces
proficiency with alchemist’s supplies grants additional
insight into any chemicals or other substances that 8 sp 0.16 lb
might have been used in the area.
1 sp each 0.02 lb each

Alchemical Crafting. You can use this tool proficiency


to create alchemical items. A character can spend
0 Copper pieces
money to collect raw materials, which weigh 1 pound
for every 50 gp spent. The DM can allow a character to 1 cp 0.02 lb
make a check using the indicated skill with advantage.
As part of a long rest, you can use alchemist’s
supplies to make one dose of acid, alchemist’s fire,
antitoxin, oil, perfume, or soap. Subtract half the value
of the created item from the total gp worth of raw
materials you are carrying.

Alchemist’s Supplies

Activity DC
Create a puff of thick smoke 10
Identify a poison 10
Identify a substance 15
Start a fire 15
Neutralize acid 20
Spells
Divine Smite
1st-level evocation
Spare the Dying Casting Time: free action that you take after landing a
necromancy cantrip melee weapon attack
Casting Time: action Range: melee
Range: Touch Components:
Components: Verbal, Somatic Duration: Instantaneous
Duration: Instantaneous When you hit a creature with a melee weapon attack,
You touch a living creature that has 0 hit points. The you can expend one spell slot to deal radiant damage
creature becomes stable. This spell has no effect on to the target, in addition to the weapon’s damage. The
undead or constructs. extra damage is 2d8. The damage increases by 1d8 if
the target is an undead or a fiend, to a maximum of
6d8.

Haste
3rd-level transmutation
Casting Time: bonus action Divine Smite (Against Fiends)
Range: 60 ft 1st-level abjuration
Components: Concentration, Verbal, Somatic Casting Time: free action that you take after landing a
Duration: up to 1 minute melee weapon attack
Choose a willing creature that you can see within Range: melee
range. Until the spell ends, the target’s speed is Components:
doubled, it gains a +2 bonus to AC, it has advantage Duration: Instantaneous
on Dexterity saving throws, and it gains an additional When you hit a creature with a melee weapon attack,
action on each of its turns. That action can be used you can expend one spell slot to deal radiant damage
only to take the Attack (one weapon attack only), to the target, in addition to the weapon’s damage. The
Dash, Disengage, Hide, or Use an Object action. extra damage is 3d8. The damage increases by 1d8 if
the target is an undead or a fiend, to a maximum of
When the spell ends, the target can’t move or take 6d8.
actions until after its next turn, as a wave of lethargy
sweeps over it.

Divine Smite
Spell Save DC:
Spell Attack Bonus:
Maximum prepared spells:
Divine Smite (Critical) Bless
1st-level evocation 1st-level enchantment
Casting Time: free action that you take after landing a Casting Time: action
melee weapon attack Range: 30 feet
Range: melee Components: Concentration, Verbal, Somatic, Material
Components: (a sprinkling of holy water)
Duration: Instantaneous Duration: Up to 1 minute
When you hit a creature with a melee weapon attack, You bless up to 3 creatures of your choice within
you can expend one spell slot to deal radiant damage range. Whenever a target makes an attack roll or a
to the target, in addition to the weapon’s damage. The saving throw before the spell ends, the target can roll
extra damage is 2d8. The damage increases by 1d8 if a d4 and add the number rolled to the attack roll or
the target is an undead or a fiend, to a maximum of saving throw.
6d8.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st.
Divine Smite (Against Fiends, Critical)
1st-level abjuration
Casting Time: free action that you take after landing a
melee weapon attack
Range: melee
Components:
Duration: Instantaneous
When you hit a creature with a melee weapon 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 3d8. The damage increases by 1d8 if
the target is an undead or a fiend, to a maximum of
6d8.

Paladin Spells
Spell Save DC: 17
Spell casting ability: charisma
Spell casting ability modifier: 1
Spell Attack Bonus: 9
Maximum prepared spells: 5
Ceremony Command
1st-level abjuration (ritual) 1st-level enchantment
Casting Time: 1 hour Casting Time: action
Range: Touch Range: 60 feet
Components: Ritual, Verbal, Somatic, Material (25 gp Components: Verbal
worth of powdered silver, which the spell consumes) Duration: 1 round
Duration: Instantaneous You speak a one-word command to 1 creature(s) you
You perform a special religious ceremony that is can see within range. The target must succeed on a
infused with magic. When you cast the spell, choose DC 17 Wisdom saving throw or follow the command
one of the following rites, the target of which must be on its next turn. The spell has no effect if the target is
within 10 feet of you throughout the casting. undead, if it doesn’t understand your language, or if
your command is directly harmful to it.
Atonement. You touch one willing creature whose
alignment has changed, and you make a DC 20 Some typical commands and their effects follow. You
Wisdom (Insight) check. On a successful check, you might issue a command other than one described
restore the target to its original alignment. here. If you do so, the DM determines how the target
Bless Water. You touch one vial of water and cause it behaves. If the target can’t follow your command, the
to become holy water. spell ends.
Coming of Age. You touch one humanoid who is a
young adult. For the next 24 hours, whenever the Approach. The target moves toward you by the
target makes an ability check, it can roll a d4 and add shortest and most direct route, ending its turn if it
the number rolled to the ability check. A creature can moves within 5 feet of you.
benefit from this rite only once. Drop. The target drops whatever it is holding and then
Dedication. You touch one humanoid who wishes to ends its turn.
be dedicated to your god’s service. For the next 24 Flee. The target spends its turn moving away from you
hours, whenever the target makes a saving throw, it by the fastest available means.
can roll a d4 and add the number rolled to the save. A Grovel. The target falls prone and then ends its turn.
creature can benefit from this rite only once. Halt. The target doesn’t move and takes no actions. A
Funeral Rite. You touch one corpse, and for the next 7 flying creature stays aloft, provided that it is able to do
days, the target can’t become undead by any means so. If it must move to stay aloft, it flies the minimum
short of a wish spell. distance needed to remain in the air.
Wedding. You touch adult humanoids willing to be
bonded together in marriage. For the next 7 days, each At Higher Levels. When you cast this spell using a
target gains a +2 bonus to AC while they are within 30 spell slot of 2nd level or higher, you can affect one
feet of each other. A creature can benefit from this rite additional creature for each slot level above 1st. The
again only if widowed. creatures must be within 30 feet of each other when
you target them.
Oath of Vengeance Spells
Detect Magic
1st-level divination (ritual) Spell Save DC: 14
Casting Time: action Spell casting ability: charisma
Range: Self Spell casting ability modifier: 1
Components: Ritual, Concentration, Verbal, Somatic Spell Attack Bonus: 6
Duration: Up to 10 minutes Maximum prepared spells:
For the duration, you sense the presence of magic You gain oath spells at the paladin levels listed.
within 30 feet of you. If you sense magic in this way,
you can use your action to see a faint aura around any Oath of Vengeance
visible creature or object in the area that bears magic,
and you learn its school of magic, if any. Paladin Level Spell
3rd Bane, Hunter’s Mark
The spell can penetrate most barriers, but it is blocked
5th Misty Step, Hold Person
by 1 foot of stone, 1 inch of common metal, a thin
sheet of lead, or 3 feet of wood or dirt. 9th Haste, Protection from Energy
13th Banishment, Dimension Door
17th Hold Monster, Scrying

Detect Evil and Good


1st-level divination Bane
Casting Time: action
1st-level enchantment
Range: Self
Casting Time: action
Components: Concentration, Verbal, Somatic
Range: 30 feet
Duration: Up to 10 minutes
Components: Concentration, Verbal, Somatic, Material
For the duration, you know if there is an aberration,
(a drop of blood)
celestial, elemental, fey, fiend, or undead within 30 feet
Duration: Up to 1 minute
of you, as well as where the creature is located.
Up to 3 creatures of your choice that you can see
Similarly, you know if there is a place or object within
within range must make DC 14 Charisma saving
30 feet of you that has been magically consecrated or
throws. Whenever a target that fails this saving throw
desecrated.
makes an attack roll or a saving throw before the spell
The spell can penetrate most barriers, but it is blocked ends, the target must roll a d4 and subtract the
by 1 foot of stone, 1 inch of common metal, a thin number rolled from the attack roll or saving throw.
sheet of lead, or 3 feet of wood or dirt.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st.
Hunter's Mark
1st-level divination
Casting Time: bonus action
Range: 90 feet
Components: Concentration, Verbal
Duration: up to 1 hour
You choose a creature you can see within range and
mystically mark it as your quarry. Until the spell ends,
you deal an extra 1d6 damage to the target whenever
you hit it with a weapon attack, and you have
advantage on any Wisdom (Perception) or Wisdom
(Survival) check you make to find it. If the target drops
to 0 hit points before this spell ends, you can use a
bonus action on a subsequent turn of yours to mark a
new creature.

At Higher Levels. When you cast this spell using a


spell slot of 3rd or 4th level, you can maintain your
concentration on the spell for up to 8 hours. When you
use a spell slot of 5th level or higher, you can maintain
your concentration on the spell for up to 24 hours.

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