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Level 3 Dragonborn Paladin, Oath of Vengeance 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Kalecgos
Outlander Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Divine Sense (Action—4/Long Rest). You can open


STRENGTH Chain Mail 18 your awareness to detect presence of strong evil.
Until the end of your next turn, you know the location
PROFICIENCY BONUS +2
16
SHIELD
AC of any celestial, fiend, or undead within 60 feet of you
Shield that is not behind total cover. You know the type of
N
any being whose presence you sense, but not its
CIE C

+3 Strength identity. Within the same radius, you also detect the
Y
PROFI

+3 presence of any place or object that has been


+0 Dexterity consecrated or desecrated.
+2 Constitution ARMOR CLASS
DEXTERITY Lay on Hands. As an action, you can touch a creature
+0 Intelligence and draw power from the pool to restore a number of
MAXIMUM HIT DICE TEMPORARY

10 ✘ +1 Wisdom hit points to that creature, up to the maximum


28 3d10 amount (15) remaining in your pool. Alternatively,
✘ +5 Charisma you can expend 5 hit points from your pool of healing
CONDITIONAL to cure the target of one disease or neutralize one
+0 poison affecting it.

CURRENT HIT POINTS Fighting Style.


Dueling. When you are wielding a melee weapon in
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS one hand and no other weapons, you gain a +2 bonus
to damage rolls with that weapon.
14 N
CIE C

+0 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI

Divine Smite. When you hit a creature with a melee


RT

EXPE

-1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION weapon attack, you can expend one paladin spell slot
+2 +0 Arcana (Int)
to deal radiant damage to the target, in addition to
the weapon’s damage. The extra damage is 2d8 for a
✘ +5 Athletics (Str) Resistances. Lightning 1st-level spell slot, plus 1d8 for each spell level higher
than 1st, to a maximum of 5d8. The damage increases
INTELLIGENCE +3 Deception (Cha) by 1d8 if the target is an undead or a fiend.

10 ✘
+0 History (Int)
+1 Insight (Wis)
Divine Health. The divine magic flowing through you
makes you immune to disease.
✘ +5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Sacred Oath. Your oath allows you to channel divine
+0 +0 Investigation (Int) energy to fuel magical effects.
Oath of Vengeance.
-1 Medicine (Wis) Draconic Ancestry.
WISDOM
Blue. Your draconic ancestry is blue. Your Tenets of the Ancients.
+0 Nature (Int) damage type is lightning. Your breath weapon is 5

8 -1 Perception (Wis) by 30 ft. line (dex. save). Abjure Enemy (Action—Channel Divinity). You
+3 Performance (Cha)
present your holy symbol and speak a prayer of
Breath Weapon (Action—1/Short Rest). Exhale denunciation, using your Channel Divinity. Choose
+3 Persuasion (Cha) destructive energy. Your breath weapon does 2d6 one creature within 60 feet of you that you can see.
-1 lightning damage in a 5 by 30 ft. line (dex. save) DC That creature must make a Wisdom saving throw,
+0 Religion (Int) 12 unless it is immune to being frightened. Fiends and
+0 Sleight of Hand (Dex) undead have disadvantage on this saving throw. On a
CHARISMA Damage Resistance. You have resistance to failed save, the creature is frightened for 1 minute or
+0 Stealth (Dex) lightning. until it takes any damage. While frightened, the

16 ✘ +1 Survival (Wis) creature’s speed is 0, and it can’t benefit from any


SKILLS bonus to its speed. On a successful save, the
creature’s speed is halved for 1 minute or until the
creature takes any damage.
+3 9 PASSIVE PERCEPTION
Vow of Enmity (Bonus Action—Channel Divinity).
You can utter a vow of enmity against a creature you
ADVANTAGE
can see within 10 feet of you, using your Channel
Divinity. You gain advantage on attack rolls against
INITIATIVE +0 1 Attack / Attack Action RACIAL TRAITS
the creature for 1 minute or until it drops to 0 hit
points or falls unconscious.

NAME RANGE ATTACK DAMAGE / TYPE


Longsword 5 ft +5 vs AC 1d8+3 slashing
Versatile
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Horn

Languages. Common, Draconic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 1,80cm 100kg
GENDER AGE HEIGHT WEIGHT
Kalecgos
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration
of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the
solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a
I’m driven by a wanderlust that led me away from nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific
home. features of the terrain, you know the ways of the wild.
I’m driven by a wanderlust that led me away from
home.

PERSONALITY TRAITS

Honor. If I dishonor myself, I dishonor my whole


clan. (Lawful)

IDEAL

I will bring terrible wrath down on the evildoers who


destroyed my homeland.

BOND

I am too enamored of ale, wine, and other


intoxicants.

FLAW BACKGROUND STORY

Dragon Scholar
You have studied dragons and their lore for many
years. You can automatically identify locations built
or used by dragons and can identify dragon eggs and
scales by sight. If you fail an Intelligence check to
recall lore related to dragons, you know someone or
some book you can consult for the answer unless the
DM rules that the lore is unknown.

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
[Shield] 1 6
[Longsword] 1 3
Javelin 4 8
Explorer’s Pack 1 10
[Chain Mail] 1 55

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

82 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 +5 13 4

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Paladin, Oath of Vengeance

1ST LEVEL 3 SPELL SLOTS ● Bane (Always Prepared) ● Command


● Cure Wounds ● Detect Magic ● Hunter’s Mark (Always Prepared)
● Thunderous Smite Angelic Guardian Bless
Cauterizing Flame Ceremony Compelled Duel
Detect Chaos and Order Detect Evil and Good Detect Poison and Disease
Divine Arm Divine Favor Draconic Smite
Helm’s Everwatchful Eye Heroism 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 Wrathful Smite
Bane Command Cure Wounds
1st-level enchantment 1st-level enchantment 1st-level evocation

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


RANGE 30 feet RANGE 60 feet RANGE Touch
DURATION Concentration, up to 1 minute DURATION 1 round DURATION Instantaneous
COMPONENTS V, S, M (a drop of blood) COMPONENTS V COMPONENTS V, S

Up to three creatures of your choice that you can see within range 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 +
must make Charisma saving throws. Whenever a target that fails this range. The target must succeed on a Wisdom saving throw or follow your spellcasting ability modifier. This spell has no effect on undead
saving throw makes an attack roll or a saving throw before the spell the command on its next turn. The spell has no effect if the target is or constructs.
ends, the target must roll a d4 and subtract the number rolled from 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
the attack roll or saving throw. is directly harmful to it. Some typical commands and their effects level or higher, the healing increases by 1d8 for each slot level above
At Higher Levels. When you cast this spell using a spell slot of 2nd follow. You might issue a command other than one described here. If 1st.
level or higher, you can target one additional creature for each slot you do so, the DM determines how the target behaves. If the target
level above 1st. can’t follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most
direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its
turn.
Flee. The target spends its turn moving away from you by the
fastest available means.
Grovel. The target falls prone 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.

Tenets of the Ancients (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook

Detect Magic Hunter’s Mark Thunderous Smite


1st-level divination (ritual) 1st-level divination 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE Self RANGE 90 feet RANGE Self
DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 hour DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V COMPONENTS V

For the duration, you sense the presence of magic within 30 feet of You choose a creature you can see within range and mystically mark The first time you hit with a melee weapon attack during this spell’s
you. If you sense magic in this way, you can use your action to see a it as your quarry. Until the spell ends, you deal an extra 1d6 damage duration, your weapon rings with thunder that is audible within 300
faint aura around any visible creature or object in the area that bears to the target whenever you hit it with a weapon attack, and you have feet of you, and the attack deals an extra 2d6 thunder damage to the
magic, and you learn its school of magic, if any. The spell can advantage on any Wisdom (Perception) or Wisdom (Survival) check target. Additionally, if the target is a creature, it must succeed on a
penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of you make to find it. If the target drops to 0 hit points before this spell Strength saving throw or be pushed 10 feet away from you and
common metal, a thin sheet of lead, or 3 feet of wood or dirt. ends, you can use a bonus action on a subsequent turn of yours to knocked prone.
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.

Prepared (Paladin) Player’s Handbook Tenets of the Ancients (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook
Shield Longsword Javelin
Weapons Weapons

A shield is made from wood or metal and is carried in one


hand. Wielding a shield increases your Armor Class by 2.
You can benefit from only one shield at a time.

6 lb. Player’s Handbook 3 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

Explorer’s Pack Chain Mail


Equipment Packs

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 Made of interlocking metal rings, chain mail includes a
torches, 10 days of rations, and a waterskin. The pack also layer of quilted fabric worn underneath the mail to prevent
has 50 feet of hempen rope strapped to the side of it. chafing and to cushion the impact of blows. The suit
includes gauntlets.

10 lbs. Player’s Handbook 55 lb. Player’s Handbook