Cale Merlin

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Level 3 Lightfoot Halfling Paladin, Oath of Vengeance 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Cale Merlin
Acolyte Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Chain Mail 17 your awareness to detect presence of strong evil.
Until the end of your next turn, you know the
PROFICIENCY BONUS +2
9
SHIELD
AC location of any celestial, fiend, or undead within 60
feet of you that is not behind total cover. You know
N
CIE C
Defense (Fighting Style) (1) the type of any being whose presence you sense,
-1 Strength but not its identity. Within the same radius, you also
Y
PROFI

-1 detect the presence of any place or object that has


+3 Dexterity
been consecrated or desecrated.
+1 Constitution ARMOR CLASS
DEXTERITY
+0 Intelligence
Lay on Hands (Action—15/Long Rest). You can
MAXIMUM HIT DICE TEMPORARY touch a creature and draw power from the pool to
17 ✘


+2 Wisdom

+5 Charisma
26 3d10 restore a number of hp to that creature, up to the
maximum amount remaining in your pool. You can
CONDITIONAL
expend 5 hp from your pool of healing to cure the
target of one disease or neutralize one poison
+3 affecting it.This feature has no effect on undead and
constructs.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
Fighting Style.
SAVING THROWS
Defense. While you are wearing armor, you gain a
12 N
CIE C

+3 Acrobatics (Dex)
SPEED
15ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
+1 bonus to AC.
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION Divine Smite. When you hit a creature with a melee
+0 Animal Handling (Wis)
weapon attack, you can expend one spell slot to
+1 +0 Arcana (Int) deal radiant damage to the target, in addition to the
weapon’s damage. The extra damage is 2d8 for a
-1 Athletics (Str)
1st-level spell slot, plus 1d8 for each spell level
INTELLIGENCE +3 Deception (Cha) higher than 1st, to a maximum of 6d8. The damage
increases by 1d8 if the target is an undead or a
10 ✘
+0 History (Int)
+2 Insight (Wis)
fiend.

Divine Health. The divine magic flowing through


✘ +5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS you makes you immune to disease.
+0 +0 Investigation (Int)
Lucky. When you roll a 1 on an attack roll, ability Oath of Vengeance.
+0 Medicine (Wis)
WISDOM
check, or saving throw, you can reroll the die and
+0 Nature (Int) must use the new roll. Abjure Enemy (Action—Channel Divinity). You
present your holy symbol and speak a prayer of
10 +0 Perception (Wis)
+3 Performance (Cha)
Brave. You have advantage on saving throws
against being frightened.
denunciation, using your Channel Divinity. Choose
one creature within 60 feet of you that you can see.
That creature must make a Wisdom saving throw,
✘ +5 Persuasion (Cha)
+0 Halfling Nimbleness. You can move through the unless it is immune to being frightened. Fiends and
✘ +2 Religion (Int) space of any creature that is of a size larger than undead have disadvantage on this saving throw.On
yours. a failed save, the creature is frightened for 1 minute
+3 Sleight of Hand (Dex)
or until it takes any damage. While frightened, the
CHARISMA +3 Stealth (Dex) creature’s speed is 0, and it can’t benefit from any
Naturally Stealthy. You can attempt to hide even
bonus to its speed.On a successful save, the
16 +0 Survival (Wis) when you are obscured only by a creature that is
at least one size larger than you. creature’s speed is halved for 1 minute or until the
SKILLS creature takes any damage.

+3 10 PASSIVE PERCEPTION Vow of Enmity (Bonus Action—Channel Divinity).


You can utter a vow of enmity against a creature
you can see within 10 feet of you, using your
ADVANTAGE
Channel Divinity. You gain advantage on attack rolls
against the creature for 1 minute or until it drops to
INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS
0 hit points or falls unconscious.

NAME RANGE ATTACK DAMAGE / TYPE


Rapier 5 ft +5 vs AC 1d8+3 piercing
Finesse
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. –

Languages. Common, Halfling, Gnomish, Orc

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female 22 2'7" 35 lb.
GENDER AGE HEIGHT WEIGHT
Cale Merlin Brown Pale Short
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary
between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct
worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same
Nothing can shake my optimistic attitude. thing as channeling divine power.
I can find common ground between the fiercest
enemies, empathizing with them and always working Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of
toward peace.
your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred
rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were
the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish
PERSONALITY TRAITS
master that you now deny.

Change. We must help bring about the changes the


gods are constantly working in the world. (Chaotic)

IDEAL

Everything I do is for the common people.

BOND

Once I pick a goal, I become obsessed with it to the


detriment of everything else in my life.

FLAW BACKGROUND STORY

Shelter of the Faithful


As an acolyte, you command the respect of those who share your
faith, and you can perform the religious ceremonies of your deity.
You and your adventuring companions can expect to receive free
healing and care at a temple, shrine, or other established presence
of your faith, though you must provide any material components
needed for spells. Those who share your religion will support you
(but only you) at a modest lifestyle.You might also have ties to a
specific temple dedicated to your chosen deity or pantheon, and
you have a residence there. This could be the temple where you
used to serve, if you remain on good terms with it, or a temple
where you have found a new home. While near your temple, you
can call upon the priests for assistance, provided the assistance you
ask for is not hazardous and you remain in good standing with your
temple.

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
[Rapier] 1 2
Rapier 1 2
Javelin 5 10
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

79 lb / 135 lb 270 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

Holy Pendant

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


● Hunter’s Mark (Always Prepared) ● Purify Food and Drink ● Shield of Faith
● Wrathful Smite Bless Ceremony
Ceremony Compelled Duel Cure Wounds
Detect Evil and Good Detect Magic Detect Poison and Disease
Divine Favor Heroism Meteor Strike
Protection from Evil and Good Searing Smite Starlight Shroud
Thunderous Smite
Bane Command Hunter’s Mark
1st-level enchantment 1st-level enchantment 1st-level divination

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 30 feet RANGE 60 feet RANGE 90 feet
DURATION Concentration, up to 1 minute DURATION 1 round DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (a drop of blood) COMPONENTS V COMPONENTS V

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 You choose a creature you can see within range and mystically mark
must make Charisma saving throws. Whenever a target that fails this range. The target must succeed on a Wisdom saving throw or follow it as your quarry. Until the spell ends, you deal an extra 1d6 damage
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 to the target whenever you hit it with a weapon attack, and you have
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 advantage on any Wisdom (Perception) or Wisdom (Survival) check
the attack roll or saving throw. is directly harmful to it. Some typical commands and their effects you make to find it. If the target drops to 0 hit points before this spell
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 ends, you can use a bonus action on a subsequent turn of yours to
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 mark a new creature.
level above 1st. can’t follow your command, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd
Approach. The target moves toward you by the shortest and most or 4th level, you can maintain your concentration on the spell for up
direct route, ending its turn if it moves within 5 feet of you. to 8 hours. When you use a spell slot of 5th level or higher, you can
Drop. The target drops whatever it is holding and then ends its maintain your concentration on the spell for up to 24 hours.
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.

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

Purify Food and Drink Shield of Faith Wrathful Smite


1st-level transmutation (ritual) 1st-level abjuration 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE 10 feet RANGE 60 feet RANGE Self
DURATION Instantaneous DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S, M (a small parchment with a bit of holy text written on it) COMPONENTS V

All nonmagical food and drink within a 5-foot-radius sphere centered A shimmering field appears and surrounds a creature of your choice The next time you hit with a melee weapon attack during this spell’s
on a point of your choice within range is purified and rendered free within range, granting it a +2 bonus to AC for the duration. duration, your attack deals an extra 1d6 psychic damage.
of poison and disease. Additionally, if the target is a creature, it must make a Wisdom saving
throw or be frightened of you until the spell ends. As an action, the
creature can make a Wisdom check against your spell save DC to
steel its resolve and end this spell.

Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook
Rapier Rapier Javelin
Weapons Weapons Weapons

2 lb. Player’s Handbook 2 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 Explorer’s Pack Chain Mail


Weapons Equipment Packs Armor

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.

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

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