Radovan PDF
Radovan PDF
Radovan PDF
INSPIRATION
STRENGTH
ARMOR
-1 30
SPEED
CLASS INITIATIVE
PROFICIENCY BONUS
d10 FAILURES
HIT
Acrobatics (Dex) DICE DEATH SAVES
Survival (Wis)
SKILLS GP
Languages
Common, Celestial,
Dwarvish, Elvish EQUIPMENT
Inspiring Leader
You can spend 10 minutes inspiring your companion s, shoring up
their resolve to fight. When you do so, choose up to six friendly
creatures (which can include yourself) within 30 feet of you who can
see or hear you and who can understand you. Each creature can gain
temporary hit points equal to your level + your Charisma modifier. A
creature can't gain temporary hit points from this feat again until it
has finished a short or long rest.
Class Features
s
Divine Sense Lay on Hand
The presence of strong evil registers on your senses like a noxious Your blessed touch can heal wounds. You have a po ol of healing
odor, and powerful good rings like heavenly music in your ears. As an power that replenishes when you take a long rest. With that pool,yo u
action, you can open your awareness to detect such forces. Until the can restore a total number of hit points equal to your paladin leve l x 5.
end of your next turn, you know the location of any celestial,fiend, or As an bonus action, you can touch a creature and draw power
undead within 60 feet of you that is not behind total cover. from the pool to restore a number of hit points to that creature, up to
You know the type (celestial, fiend, or undead) of any being whose themaxim um amount remaining in your pool.
presence you sense, but not its identity. Within the same radius,yo u
Altern ativ ely, you can expend 5 hit points from your pool of healing to
also detectthe presence of any place or object that has been
cure the target of one disease or neutralize one poison affecting it.
consecrated or desecrated, as with the Hallow spell. You can cure multiple diseases and neutralize multiple poisons with a
You can use this feature a number of times equal to 1 + your Charisma
modifier. When you finish a long rest, you regain all expende d uses. single use of Lay on Hands, expending hit points separately
or eac
f h
one. This feature has no effect on undead and constructs.
Light
P re pared Spells
Spells Li st
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and
dim light for an additional 2 0 feet. The light can be colored as you like. Comp letely covering the object with something opaque blocks the light.
The spell ends if you cast it ag ain or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succee d on a Dexter ity saving throw to avoid the spell.
Searing Smite (Paladin Smite)
Duration: 1 mi nute
Your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in
flames.At the start of each of its turns un til the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire
damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some
other effect douses the flames (such as the target being submerged in water), the spell ends.
Thunderous Smite (Paladin Smite)
Duratio n: Inst a ntaneous
, and the attack deals an extra 2d6 thunder
damage to th e target. Additionally, if the target is a creature, it must s ucceed on a Strengthsaving throw or be pushed 10 feet away from you
Your weapon rings with thunder that is audible within 300 feet of you
and knocked prone.
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
Spells Li st
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration
A You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the
command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful t
so, the DM determines how the target behaves. If the target can’t follow your comm and, the spe ll 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.
A creature you touch regains a number of hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or
constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d8 for each slot level above
1st.n
:V
Durati on: C o ncentration up to 1 minute
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed
save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against
creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away
from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly
t o you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary
hit points equal to your spellcasting ability modifier at the start of each of its t urns. When the spell ends, the target loses any remaining
t emporary hit points from this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot
level above 1st.
Gear and Supplies
TREASURE
Ammunition Food