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Level 9 Mountain Dwarf Paladin, Oath of Glory 48000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Taklinn Balderk
Inheritor Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you
STRENGTH Mariner’s Splint 20 as if it were bright light, and in darkness as if it were dim
light.
PROFICIENCY BONUS +4
16
SHIELD
AC Divine Sense (Action—3/Long Rest). You can open your
Shield +1
awareness to detect presence of strong evil. Until the end
N
CIE C of your next turn, you know the location of any celestial,
+3 Strength
Y
PROFI

fiend, or undead within 60 feet of you that is not behind


+3 total cover. You know the type of any being whose
-1 Dexterity
presence you sense, but not its identity. Within the same
✘ +7 Constitution ARMOR CLASS radius, you also detect the presence of any place or object
DEXTERITY that has been consecrated or desecrated.
+0 Intelligence
MAXIMUM HIT DICE TEMPORARY

9
Lay on Hands (Action—45/Long Rest). You can touch a
✘ +5 Wisdom
91 9d10 creature and draw power from the pool to restore a
✘ +6 Charisma number of hp to that creature, up to the maximum
CONDITIONAL
amount remaining in your pool. You can expend 5 hp from
your pool of healing to cure the target of one disease or
-1 neutralize one poison affecting it.This feature has no
effect on undead and constructs.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS Fighting Style.
SAVING THROWS Great Weapon Fighting. When you roll a 1 or 2 on a

16 SPEED FLY CLIMB SWIM damage die for an attack you make with a melee weapon
N
CIE C
that you are wielding with two hands, you can reroll the
-1 Acrobatics (Dex) 35ft. 0ft. 0ft. 35ft.
Y
PROFI

die and must use the new roll, even if the new roll is a 1 or
RT

EXPE

VISION INSPIRATION EXHAUSTION a 2. The weapon must have the two-handed or versatile
+1 Animal Handling (Wis) property for you to gain this benefit.
+3 +0 Arcana (Int) Darkvision
Divine Smite. When you hit a creature with a melee
✘ +7 Athletics (Str) Resistances. Poison weapon attack, you can expend one spell slot to deal
INTELLIGENCE radiant damage to the target, in addition to the weapon’s
+2 Deception (Cha) damage. The extra damage is 2d8 for a 1st-level spell slot,

11 +0 History (Int) plus 1d8 for each spell level higher than 1st, to a maximum
of 5d8. The damage increases by 1d8 if the target is an
+1 Insight (Wis) undead or a fiend, to a maximum of 6d8.
+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Divine Health. The divine magic flowing through you
+0 +0 Investigation (Int) makes you immune to disease.

+1 Medicine (Wis) Dwarven Resilience. You have advantage on Extra Attack. You can attack twice, instead of once,
WISDOM
saving throws against poison, and you have whenever you take the Attack action on your turn.
+0 Nature (Int) resistance against poison damage.

12 +1 Perception (Wis)
Aura of Protection. Whenever you or a friendly creature
Stonecunning. A +8 on History checks related to within 10 feet of you must make a saving throw, the
+2 Performance (Cha) origin of stonework. creature gains a +2 bonus to the saving throw. You must
be conscious to grant this bonus.
✘ +6 Persuasion (Cha)
+1 ✘ +4 Religion (Int)
Peerless Athlete (Bonus Action—Channel Divinity). For
the next 10 minutes, you have advantage on Athletics and
-1 Sleight of Hand (Dex) Acrobatics checks; you can carry, push, drag, and lift twice
CHARISMA
as much weight as normal; and the distance of your long
-1 Stealth (Dex) and high jumps increases by 10 feet (this extra distance
costs movement as normal).
15 ✘ +5 Survival (Wis)
SKILLS Inspiring Smite (Bonus Action—Channel Divinity).
Immediately after you deal damage to a creature with
your Divine Smite feature, you can distribute 2d8 + 9
+2 11 PASSIVE PERCEPTION
temporary hp however you like to creatures of your choice
within 30 feet of you, which can include you.

ADVANTAGE
Aura of Alacrity. If you aren't incapacitated, the walking
speed of any ally who starts their turn within 5 feet of you
INITIATIVE -1 2 Attacks / Attack Action RACIAL TRAITS
increases by 10 feet until the end of that turn.

NAME RANGE ATTACK DAMAGE / TYPE


Javelin of Lightning 30/120 +7 vs AC 1d6+3 piercing
Thrown
FEATURES & TRAITS
Warhammer +1 5 ft +8 vs AC 1d8+4 bludgeoning
you gain a +1 bonus to attack rolls made with this magic weapon. When you hit with an attack using this weapon, the target takes an extra 1d6 fire damage. Additionally, you can choose to have this weapon shed bright light in a 30
Armor Proficiencies. Light Armor, Medium Armor,
Heavy Armor, Shields

Weapon Proficiencies. Battleaxe, Handaxe, Light


Hammer, Warhammer, Simple Weapons, Martial
Weapons

Tool Proficiencies. Brewer’s supplies, Birdpipes

Languages. Common, Dwarvish, Leonin

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male
GENDER AGE HEIGHT WEIGHT
Taklinn Balderk
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You are the heir to something of great value- not mere coin or wealth, but an object that has been entrusted to you and
you alone. Your inheritance might have come directly to you from a member of your family, by right of birth, or it could
have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your
inheritance changed your life, and might have set you on the path to adventure, but it could also come with many
dangers, including those who covet your gift and want to take it from you- by force, if need be.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Feature: Inheritance
Choose or randomly determine your inheritance from among the possibilities in the
table below. Work with your Dungeon Master to come up with details: Why is your
inheritance so important, and what is its full story? You might prefer for the DM to
invent these details as part of the game, allowing you to learn more about your
inheritance as your character does.The Dungeon Master is free to use your inheritance
as a story hook, sending you on quests to learn more about its history or true nature, or
confronting you with foes who want to claim it for themselves or prevent you from
learning what you seek. The DM also determines the properties of your inheritance and
how they figure into the item's history and importance. For instance, the object might
be a minor magic item, or one that begins with a modest ability and increases in
potency with the passage of time. Or, the true nature of your inheritance might not be
apparent at first and is revealed only when certain conditions are met.When you begin
your adventuring career, you can decide whether to tell your companions about your in
heritance right away. Rather than attracting attention to yourself, you might want to
keep your inheritance a secret until you learn more about what it means to you and
what it can do for you.

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 Mariner’s Splint. While wearing this armor, you have a
Explorer’s Pack 1 10 [Mariner’s Splint] 1 60 swimming speed equal to your walking speed. In
[Javelin of Lightning] 1 2 addition, whenever you start your turn underwater with
Javelin of Lightning 1 2 0 hit points, the armor causes you to rise 60 feet toward
Javelin +1 1 2 the surface. The armor is decorated with fish and shell
Javelin +1 1 2 motifs.
Javelin +1 1 2
Warhammer +1 1 2 Javelin of Lightning. This javelin is a magic weapon.
[Shield +1] 1 6 When you hurl it and speak its command word, it
transforms into a bolt of lightning, forming a line 5 feet
wide that extends out from you to a target within 120
feet. Each creature in the line excluding you and the
target must make a DC 13 Dexterity saving throw, taking
4d6 lightning damage on a failed save, and half as much
damage on a successful one. The lightning bolt turns
back into a javelin when it reaches the target. Make a
ranged weapon attack against the target. On a hit, the
target takes damage from the javelin plus 4d6 lightning
damage.
The javelin's property can't be used again until the next
dawn. In the meantime, the javelin can still be used as a
magic weapon.
ATTUNED MAGIC ITEMS 0 / 3
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb Warhammer +1. you gain a +1
bonus to attack rolls made with this magic weapon.
When you hit with an attack using this weapon, the
target takes an extra 1d6 fire damage.
Additionally, you can choose to have this weapon
shed bright light in a 30-foot radius and dim light for
an additional 30 feet (no action required)

Shield +1. While holding this shield, you have a bonus to


AC determined by the shield's rarity. This bonus is in
addition to the shield's normal bonus to AC.
COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

88 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 6

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Paladin, Oath of Glory

1ST LEVEL 4 SPELL SLOTS ● Command ● Cure Wounds


● Guiding Bolt (Always Prepared) ● Heroism (Always Prepared) Angelic Guardian
Bless Cauterizing Flame Ceremony
Ceremony Compelled Duel 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
Hobble Mount Insightful Maneuver Interpret Bone
Light of Lunia Litany of Sure Hands Machine’s Load
Meteor Strike Pendulum Protection from Evil and Good
Purify Food and Drink Ray of Respite Searing Smite
Shield of Devotion Shield of Faith Spur Mount
Stanch Starlight Shroud Thunderous Smite
Wrathful Smite

2ND LEVEL 3 SPELL SLOTS ● Enhance Ability (Always Prepared) ● Find Steed
● Locate Object ● Magic Weapon (Always Prepared) Aid
Anticipate Attack Blessed Halo Bond of the Dragonlords
Branding Smite Consecration Dark Secret
Dazzling Gleam Decelerate Desecration
Detect Familiar Divine Ward Druthers
Find Vehicle Gleam-Eye Ichorous Smite
Lesser Restoration Mass Blade Ward Mend Wounds
Protection from Poison Radiating Blade of Tempus Repair Metal
Shadows Brought to Light Shared Sacrifice Skystrike
Starlight Spear Suffer Trench
Vital Mark Warning Shout Winding Key
Zone of Truth

3RD LEVEL 2 SPELL SLOTS ● Haste (Always Prepared) ● Protection from Energy (Always Prepared)
● Revivify Absorbing Ward Almighty Assault
Ameliorate Angelskin Anticipate Arcana
Aura of Vitality Blade of Wrath Bladebane
Blinding Smite Create Food and Water Crusader’s Mantle
Daylight Dirge of the Dragonlords Dispel Magic
Divine Armament Elemental Weapon Flashburst
Funeral Pyre Hero’s Steel Holy Rain
Invocation from Bahamut Irreversible Smite Magic Circle
Mass Hobble Mount Mirror Shield Remove Curse
Soul of the Machine Spectral Steed Sphere of Deciet
Spirit Shroud Spirit Shroud Vaporous Smite
Command Cure Wounds Guiding Bolt
1st-level enchantment 1st-level evocation 1st-level evocation

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


RANGE 60 feet RANGE Touch RANGE 120 feet
DURATION 1 round DURATION Instantaneous DURATION 1 round
COMPONENTS V COMPONENTS V, S COMPONENTS V, S

You speak a one-word command to a creature you can see within A creature you touch regains a number of hit points equal to 1d8 + A flash of light streaks toward a creature of your choice within range.
range. The target must succeed on a Wisdom saving throw or follow your spellcasting ability modifier. This spell has no effect on undead Make a ranged spell attack against the target. On a hit, the target
the command on its next turn. The spell has no effect if the target is or constructs. takes 4d6 radiant damage, and the next attack roll made against this
undead, if it doesn’t understand your language, or if your command At Higher Levels. When you cast this spell using a spell slot of 2nd target before the end of your next turn has advantage, thanks to the
is directly harmful to it. Some typical commands and their effects level or higher, the healing increases by 1d8 for each slot level above mystical dim light glittering on the target until then.
follow. You might issue a command other than one described here. If 1st. At Higher Levels. When you cast this spell using a spell slot of 2nd
you do so, the DM determines how the target behaves. If the target level or higher, the damage increases by 1d6 for each slot level above
can’t follow your command, the spell ends. 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 Oath Spells (Paladin) Player’s Handbook

Heroism Enhance Ability Find Steed


1st-level enchantment 2nd-level transmutation 2nd-level conjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 10 minutes


RANGE Touch RANGE Touch RANGE 30 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (fur or a feather from a beast) COMPONENTS V, S

A willing creature you touch is imbued with bravery. Until the spell You touch a creature and bestow upon it a magical enhancement. You summon a spirit that assumes the form of an unusually
ends, the creature is immune to being frightened and gains Choose one of the following effects: the target gains the effect until intelligent, strong, and loyal steed, creating a long-lasting bond with
temporary hit points equal to your spellcasting ability modifier at the the spell ends. it. Appearing in an unoccupied space within range, the steed takes on
start of each of its turns. When the spell ends, the target loses any Bear’s Endurance. The target has advantage on Constitution a form that you choose, such as a warhorse, a pony, a camel, an elk,
remaining temporary hit points from this spell. checks. It also gains 2d6 temporary hit points, which are lost when or a mastiff. (Your DM might allow other animals to be summoned as
At Higher Levels. When you cast this spell using a spell slot of 2nd the spell ends. steeds.) The steed has the statistics of the chosen form, though it is a
level or higher, you can target one additional creature for each slot Bull’s Strength. The target has advantage on Strength checks, and celestial, fey, or fiend (your choice) instead of its normal type.
level above 1st. his or her carrying capacity doubles. Additionally, if your steed has an Intelligence of 5 or less, its
Cat’s Grace. The target has advantage on Dexterity checks. It also Intelligence becomes 6, and it gains the ability to understand one
doesn’t take damage from falling 20 feet or less if it isn’t language of your choice that you speak.
incapacitated. Your steed serves you as a mount, both in combat and out, and you
Eagle’s Splendor. The target has advantage on Charisma checks. have an instinctive bond with it that allows you to fight as a seamless
Fox’s Cunning. The target has advantage on Intelligence checks. unit. While mounted on your steed, you can make any spell you cast
Owl’s Wisdom. The target has advantage on Wisdom checks. that targets only you also target your steed.
At Higher Levels. When you cast this spell using a spell slot of 3rd When the steed drops to 0 hit points, it disappears, leaving behind
level or higher, you can target one additional creature for each slot no physical form. You can also dismiss your steed at any time as an
level above 2nd. 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 each other 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.

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

Locate Object Magic Weapon Haste


2nd-level divination 2nd-level transmutation 3rd-level transmutation

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Self RANGE Touch RANGE 30 feet
DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 hour DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a forked twig) COMPONENTS V, S COMPONENTS V, S, M (a shaving of licorice root)

Describe or name an object that is familiar to you. You sense the You touch a nonmagical weapon. Until the spell ends, that weapon Choose a willing creature that you can see within range. Until the
direction to the object’s location, as long as that object is within becomes a magic weapon with a +1 bonus to attack rolls and damage spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it
1,000 feet of you. If the object is in motion, you know the direction of rolls. has advantage on Dexterity saving throws, and it gains an additional
its movement. At Higher Levels. When you cast this spell using a spell slot of 4th action on each of its turns. That action can be used only to take the
The spell can locate a specific object known to you, as long as you level or higher, the bonus increases to +2. When you use a spell slot Attack (one weapon attack only), Dash, Disengage, Hide, or Use an
have seen it up close - within 30 feet - at least once. Alternatively, the of 6th level or higher, the bonus increases to +3. Object action.
spell can locate the nearest object of a particular kind, such as a When the spell ends, the target can’t move or take actions until
certain kind of apparel, jewelry, furniture, tool, or weapon. after its next turn, as a wave of lethargy sweeps over it.
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.

Prepared (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook
Protection from Energy Revivify
3rd-level abjuration 3rd-level necromancy

CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE Touch
DURATION Concentration, up to 1 hour DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (diamonds worth 300 gp, which the spell consumes)

For the duration, the willing creature you touch has resistance to one You touch a creature that has died within the last minute. That
damage type of your choice: acid, cold, fire, lightning, or thunder. creature returns to life with 1 hit point. This spell can’t return to life a
creature that has died of old age, nor can it restore any missing body
parts.

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


Mariner’s Splint Explorer’s Pack Javelin of Lightning
Armor Equipment Packs Weapons

While wearing this armor, you have a swimming speed Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 This javelin is a magic weapon. When you hurl it and speak
equal to your walking speed. In addition, whenever you torches, 10 days of rations, and a waterskin. The pack also its command word, it transforms into a bolt of lightning,
start your turn underwater with 0 hit points, the armor has 50 feet of hempen rope strapped to the side of it. forming a line 5 feet wide that extends out from you to a
causes you to rise 60 feet toward the surface. The armor is target within 120 feet. Each creature in the line excluding
decorated with fish and shell motifs. you and the target must make a DC 13 Dexterity saving
throw, taking 4d6 lightning damage on a failed save, and
half as much damage on a successful one. The lightning bolt
turns back into a javelin when it reaches the target. Make a
ranged weapon attack against the target. On a hit, the
target takes damage from the javelin plus 4d6 lightning
damage.
The javelin's property can't be used again until the next
dawn. In the meantime, the javelin can still be used as a
magic weapon.

60 lb. Dungeon Master’s Guide 10 lbs. Player’s Handbook 2 lb. Dungeon Master’s Guide

Javelin of Lightning Javelin +1 Javelin +1


Weapons Weapons Weapons

This javelin is a magic weapon. When you hurl it and speak You have a +1 bonus to attack and damage rolls made with You have a +1 bonus to attack and damage rolls made with
its command word, it transforms into a bolt of lightning, this magic weapon. this magic weapon.
forming a line 5 feet wide that extends out from you to a
target within 120 feet. Each creature in the line excluding
you and the target must make a DC 13 Dexterity saving
throw, taking 4d6 lightning damage on a failed save, and
half as much damage on a successful one. The lightning bolt
turns back into a javelin when it reaches the target. Make a
ranged weapon attack against the target. On a hit, the
target takes damage from the javelin plus 4d6 lightning
damage.
The javelin's property can't be used again until the next
dawn. In the meantime, the javelin can still be used as a
magic weapon.

2 lb. Dungeon Master’s Guide 2 lb. Dungeon Master’s Guide 2 lb. Dungeon Master’s Guide

Javelin +1 Warhammer +1 Shield +1


Weapons Weapons Armor

You have a +1 bonus to attack and damage rolls made with You have a +1 bonus to attack and damage rolls made with While holding this shield, you have a bonus to AC
this magic weapon. this magic weapon. determined by the shield's rarity. This bonus is in addition
to the shield's normal bonus to AC.

2 lb. Dungeon Master’s Guide 2 lb. Dungeon Master’s Guide 6 lb. Dungeon Master’s Guide

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