Perra

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Dragonborn (White) Knight

Perra
Lawful Good
20 Oath of Devotion

+6 12
Protection
18 -1 30
2

204
+5

+5
+5

20

-1
Channel divinity
20
-1
-1
-1
-1

8
Warhammer+3 (1 hand) +14 1d8+8 bludgeoning
+4
Warhammer+3 (2 hand) +14 1d10+8 bludgeoning

+4 Javelin +2 +13 1d6+7 Piercing


18
0

0
0
● +6
0
Starting at 7th level, you and friendly creatures within
10
0

+9 17
● +6 10 feet of you can’t be Charmed while you are
conscious.
◆ +7
At 18th level, the range of this aura increases to 30 feet.

+1
+1
+1

99 4
● +7

12 +1
+1

◆ +9

+3
+3
4 ● Banishment 1 ● Bless
+3
4 Death Ward 3 Beacon of Hope
+3
5 Raise Dead 3 Dispel Magic

16 ● +9
3
3
Revivify

Dispel Magic
4
5
Guardian of Faith

Flame Strike

2 Magic Weapon 4 Freedom of Movement

2 Lesser Restoration

2 Aid

You can use your action to exhale destructive energy. 2 Branding Smite

When you use your breath weapon, each creature in the 1 ● Shield of Faith

area of the exhalation must make a saving throw. The 1 ● Heroism

DC for this saving throw equals 18. A creature takes 5d6 1 ● Detect Magic

damage on a failed save, and half as much damage on a 1 Cure Wounds Beginning at 15th level, you are always under the
successful one Effects of a Protection from Evil and Good spell.
(Aberrations, celestials, elementals, fey, fiends, and
You have resistance to cold damage undead have disadvantage on attacks against you
and cant charm or frighten you)

Common, Draconic
● ●
You can emanate an aura of sunlight. For 1 minute, bright light shines
from you in a 30-foot radius, and dim light shines 30 feet beyond
that.
● ● Whenever an enemy creature starts its turn in the bright light, the
creature takes 10 radiant damage.
In addition, for the Duration, you have advantage on Saving Throws
● ● against Spells cast by Fiends or Undead.
Protection: When a creature you can see
attacks a target other than you, you can
impose disadvantage as a reaction

Channel Divinity:

Sacred Weapon: As an action, you can imbue


one weapon that you are holding with
positive energy, using your Channel Divinity.
For 1 minute, you add your Charisma
modifier to Attack rolls made with that
weapon (with a minimum bonus of +1). The
weapon also emits bright light in a 20-foot
radius and dim light 20 feet beyond that. If
the weapon is not already magical, it
becomes magical for the Duration.

You can end this effect on Your Turn as part


of any other action. If you are no longer
holding or carrying this weapon, or if you fall
Unconscious, this effect ends.

Turn the Unholy. As an action, you present


your holy Symbol and speak a prayer
censuring Fiends and Undead, using your
Channel Divinity. Each fiend or Undead that
can see or hear you within 30 feet of you
must make a Wisdom saving throw. If the
creature fails its saving throw, it is turned for
1 minute or until it takes damage.

A turned creature must spend its turns trying


to move as far away from you as it can, and
it can’t willingly move to a space within 30
feet of you. It also can’t take reactions

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