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Level 2 Dark Elf Paladin 300

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


V
Folk Hero Vincent
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Chain Mail 16 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
14
SHIELD
AC
Superior Darkvision. You can see in dim light within
N
CIE C
120 feet of you as if it were bright light, and in
+2 Strength darkness as if it were dim light.
Y
PROFI

+2
+2 Dexterity
Divine Sense (Action—1/Long Rest). You can open
-1 Constitution ARMOR CLASS your awareness to detect presence of strong evil.
DEXTERITY
+1 Intelligence
Until the end of your next turn, you know the
MAXIMUM HIT DICE TEMPORARY location of any celestial, fiend, or undead within 60
14 ✘


+4 Wisdom

+2 Charisma
9 2d10 feet of you that is not behind total cover. You know
the type of any being whose presence you sense,
CONDITIONAL
but not its identity. Within the same radius, you also
detect the presence of any place or object that has
+2 been consecrated or desecrated.
CURRENT HIT POINTS Lay on Hands (Action—10/Long Rest). You can
CONSTITUTION DEATH SAVING THROWS
touch a creature and draw power from the pool to
SAVING THROWS
restore a number of hp to that creature, up to the
8 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
maximum amount remaining in your pool. You can
expend 5 hp from your pool of healing to cure the
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION target of one disease or neutralize one poison


✘ +4 Animal Handling (Wis)
affecting it.This feature has no effect on undead and
-1 +1 Arcana (Int)
Darkvision, Superior Darkvision, Blindsight
constructs.
✘ +4 Athletics (Str)
Fighting Style.
INTELLIGENCE +0 Deception (Cha) Blind Fighting. You have blindsight with a range of
10 feet. Within that range, you can effectively see
13 +1 History (Int)
+2 Insight (Wis)
anything that isn’t behind total cover, even if you’re
blinded or in darkness. Moreover, you can see an
invisible creature within that range, unless the
✘ +2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS creature successfully hides from you.
+1 +1 Investigation (Int)
Fey Ancestry. Advantage on saving throws against Divine Smite. When you hit a creature with a melee
+2 Medicine (Wis)
being charmed, and magic can’t put you to sleep. weapon attack, you can expend one spell slot to
WISDOM +1 Nature (Int) deal radiant damage to the target, in addition to the
weapon’s damage. The extra damage is 2d8 for a
15 ✘ +4 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they
meditate deeply, remaining semiconscious, for 4 1st-level spell slot, plus 1d8 for each spell level
+0 Performance (Cha) hours a day. higher than 1st, to a maximum of 6d8. The damage
increases by 1d8 if the target is an undead or a
+0 Persuasion (Cha)
+2 Sunlight Sensitivity. You have disadvantage on fiend.
+1 Religion (Int) attack rolls and on Perception checks that rely on
sight when you, the target of your attack, or Blindsight. You perceive your surroundings without
+2 Sleight of Hand (Dex)
whatever you are trying to perceive is in direct relying on sight, within a specific radius.
CHARISMA +2 Stealth (Dex) sunlight.

11 ✘ +4 Survival (Wis)
SKILLS Drow Magic. You know the dancing lights cantrip.
(Charisma)

+0 14 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Longsword 5 ft +4 vs AC 1d8+2 slashing
Versatile
FEATURES & TRAITS
Shortsword 5 ft +4 vs AC 1d6+2 piercing
Finesse, Light
Armor Proficiencies. Light Armor, Medium Armor,
Heavy Armor, Shields

Weapon Proficiencies. Rapier, Shortsword,


Crossbow, Hand, Simple Weapons, Martial
Weapons

Tool Proficiencies. Vehicles land, Cobbler’s tools

Languages. Common, Elvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'6" 90 lb.
GENDER AGE HEIGHT WEIGHT
V
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You come from a humble social rank, but you are destined for so much more. Already the people of your home village
regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the
common folk everywhere.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Rustic Hospitality
Since you come from the ranks of the common folk,
you fit in among them with ease. You can find a
place to hide, rest, or recuperate among other
commoners, unless you have shown yourself to be a
danger to them. They will shield you from the law or
anyone else searching for you, though they will not
risk their lives 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
[Shortsword] 1 2
Shortsword 1 2
[Chain Mail] 1 55
Javelin 5 10
Backpack 1 5
Blanket 1 3
Candle 5 —
Tinderbox 1 1
Rations (1 day) 2 4
Waterskin 1 5
Amulet 1 1

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

88 lb / 210 lb 420 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 +2 10 1

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Paladin

1ST LEVEL 2 SPELL SLOTS ● Compelled Duel Bless


Ceremony Command Cure Wounds
Detect Evil and Good Detect Magic Detect Poison and Disease
Divine Favor Heroism Protection from Evil and Good
Purify Food and Drink Searing Smite Shield of Faith
Thunderous Smite Wrathful Smite

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Dancing Lights (Dark Elf)


Dancing Lights Compelled Duel Shortsword
Evocation Cantrip 1st-level enchantment Weapons

CASTING TIME 1 action CASTING TIME 1 bonus action


RANGE 120 feet RANGE 30 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a bit of phosphorous or wychwood, or a glowworm) COMPONENTS V

You create up to four torch-sized lights within range, making them You attempt to compel a creature into a duel. One creature that you
appear as torches, lanterns, or glowing orbs that hover in the air for can see within range must make a Wisdom saving throw. On a failed
the duration. You can also combine the four lights into one glowing save, the creature is drawn to you, compelled by your divine demand.
vaguely humanoid form of Medium size. Whichever form you choose, For the duration, it has disadvantage on attack rolls against creatures
each light sheds dim light in a 10-foot radius. As a bonus action on other than you, and must make a Wisdom saving throw each time it
your turn, you can move the lights up to 60 feet to a new spot within attempts to move to a space that is more than 30 feet away from you
range. A light must be within 20 feet of another light created by this
spell, and a light winks out if it exceeds the spell’s range.

Drow Magic (Dark Elf) Player’s Handbook Prepared (Paladin) Player’s Handbook 2 lb. Player’s Handbook

Shortsword Chain Mail Javelin


Weapons Armor Weapons

Made of interlocking metal rings, chain mail includes a


layer of quilted fabric worn underneath the mail to prevent
chafing and to cushion the impact of blows. The suit
includes gauntlets.

2 lb. Player’s Handbook 55 lb. Player’s Handbook 2 lb. Player’s Handbook

Javelin Javelin Javelin


Weapons Weapons Weapons

2 lb. Player’s Handbook 2 lb. Player’s Handbook 2 lb. Player’s Handbook


Javelin Backpack Blanket
Weapons Adventuring Gear Adventuring Gear

A backpack is a leather pack carried on the back, typically


with straps to secure it. A backpack can hold 1 cubic foot/
30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

2 lb. Player’s Handbook 5 lb. Player’s Handbook 3 lb. Player’s Handbook

Candle Tinderbox Rations (1 day)


Adventuring Gear Adventuring Gear Adventuring Gear

For 1 hour, a candle sheds bright light in a 5-foot radius and This small container holds flint, fire steel, and tinder Rations consist of dry foods suitable for extended travel,
dim light for an additional 5 feet. (usually dry cloth soaked in light oil) used to kindle a fire. including jerky, dried fruit, hardtack, and nuts.
Using it to light a torch—or anything else with abundant,
exposed fuel—takes an action. Lighting any other fire takes
1 minute.

— Player’s Handbook 1 lb. Player’s Handbook 2 lb. Player’s Handbook

Waterskin Amulet Darkvision


Adventuring Gear Spellcasting Focus Vision

A holy symbol is a representation of a god or pantheon. It Many creatures in the worlds of D&D, especially those that
might be an amulet depicting a symbol representing a dwell underground, have darkvision. Within a specified
deity, the same symbol carefully engraved or inlaid as an range, a creature with darkvision can see in darkness as if
emblem on a shield, or a tiny box holding a fragment of a the darkness were dim light, so areas of darkness are only
sacred relic. Appendix PH-B "Fantasy-Historical lightly obscured as far as that creature is concerned.
Pantheons"lists the symbols commonly associated with However, the creature can’t discern color in darkness, only
many gods in the multiverse. A cleric or paladin can use a shades of gray.
holy symbol as a spellcasting focus. To use the symbol in
this way, the caster must hold it in hand, wear it visibly, or
bear it on a shield.

5 lb. (full) Player’s Handbook 1 lb. Player’s Handbook Elf Player’s Handbook
Fey Ancestry Trance Superior Darkvision
Racial Trait Racial Trait Vision

You have advantage on saving throws against being Elves don’t need to sleep. Instead, they meditate deeply, Many creatures in the worlds of D&D, especially those that
charmed, and magic can’t put you to sleep. remaining semiconscious, for 4 hours a day. (The Common dwell underground, have darkvision. Within a specified
word for such meditation is “trance.”) While meditating, range, a creature with darkvision can see in darkness as if
you can dream after a fashion; such dreams are actually the darkness were dim light, so areas of darkness are only
mental exercises that have become reflexive through years lightly obscured as far as that creature is concerned.
of practice. After resting in this way, you gain the same However, the creature can’t discern color in darkness, only
benefit that a human does from 8 hours of sleep. shades of gray.

Elf Player’s Handbook Elf Player’s Handbook Dark Elf Player’s Handbook

Sunlight Sensitivity Drow Magic Divine Sense


Racial Trait Racial Trait Class Feature

You have disadvantage on attack rolls and on Wisdom You know the dancing lights cantrip. When you reach 3rd The presence of strong evil registers on your senses like a
(Perception) checks that rely on sight when you, the target level, you can cast the faerie fire spell once with this trait noxious odor, and powerful good rings like heavenly music
of your attack, or whatever you are trying to perceive is in and regain the ability to do so when you finish a long rest. in your ears. As an action, you can open your awareness to
direct sunlight. When you reach 5th level, you can also cast the darkness detect such forces. Until the end of your next turn, you
spell once with this trait and regain the ability to do so know the location of any celestial, fiend, or undead within
when you finish a long rest. Charisma is your spellcasting 60 feet of you that is not behind total cover. You know the
ability for these spells. type (celestial, fiend, or undead) of any being whose
presence you sense, but not its identity (the vampire Count
Strahd von Zarovich, for instance). Within the same radius,
you also detect the presence of any place or object that has
been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 +
your Charisma modifier. When you finish a long rest, you
regain all expended uses.

Dark Elf Player’s Handbook Dark Elf Player’s Handbook Paladin Player’s Handbook

Lay on Hands Fighting Style Blind Fighting


Class Feature Class Feature Class Feature

Your blessed touch can heal wounds. You have a pool of At 2nd level, you adopt a style of fighting as your specialty. You have blindsight with a range of 10 feet. Within that
healing power that replenishes when you take a long rest. Choose one of the following options. You can’t take a range, you can effectively see anything that isn’t behind
With that pool, you can restore a total number of hit points Fighting Style option more than once, even if you later get total cover, even if you’re blinded or in darkness.
equal to your paladin level x 5. to choose again. Moreover, you can see an invisible creature within that
As an action, you can touch a creature and draw power DEFENSE range, unless the creature successfully hides from you.
from the pool to restore a number of hit points to that While you are wearing armor, you gain a +1 bonus to AC.
creature, up to the maximum amount remaining in your DUELING
pool. When you are wielding a melee weapon in one hand and
Alternatively, you can expend 5 hit points from your pool no other weapons, you gain a +2 bonus to damage rolls
of healing to cure the target of one disease or neutralize with that weapon.
one poison affecting it. You can cure multiple diseases and GREAT WEAPON FIGHTING
neutralize multiple poisons with a single use of Lay on When you roll a 1 or 2 on a damage die for an attack you
Hands, expending hit points separately for each one. make with a melee weapon that you are wielding with two
This feature has no effect on undead and constructs. 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.
PROTECTION
When a creature you can see attacks a target other than
you that is within 5 feet of you, you can use your reaction
to impose disadvantage on the attack roll. You must be
wielding a shield.

Paladin Player’s Handbook Paladin Player’s Handbook Fighting Style Tasha’s Cauldron of Everything
Divine Smite Blindsight
Class Feature Vision

Starting at 2nd level, when you hit a creature with a melee A creature with blindsight can perceive its surroundings
weapon attack, you can expend one spell slot to deal without relying on sight, within a specific radius. Creatures
radiant damage to the target, in addition to the weapon’s without eyes, such as oozes, and creatures with
damage. The extra damage is 2d8 for a 1st-level spell slot, echolocation or heightened senses, such as bats and true
plus 1d8 for each spell level higher than 1st, to a maximum dragons, have this sense.
of 6d8. The damage increases by 1d8 if the target is an
undead or a fiend.

Paladin Player’s Handbook Blind Fighting Player’s Handbook

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