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Turpin Apostate

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Level 13 Half-Elf Paladin, Oath of Vengeance 120000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Turpin Apostate
Soldier Lawful Neutral Limão
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you as if it were
STRENGTH Plate +2 20 bright light, and in darkness as if it were dim light.

PROFICIENCY BONUS +5 Shield Master. If you take the Attack action on your turn, you can

16
SHIELD use a bonus action to try to shove a creature within 5 feet of you
AC
with your shield.If you aren’t incapacitated, you can add your
shield’s AC bonus to any Dexterity saving throw you make against a
N
CIE C
spell or other harmful effect that targets only you.If you are
+3 Strength subjected to an effect that allows you to make a Dexterity saving
Y
PROFI

+3 throw to take only half damage, you can use your reaction to take no
-1 Dexterity damage if you succeed on the saving throw, interposing your shield
between yourself and the source of the effect.
+2 Constitution ARMOR CLASS
DEXTERITY Divine Sense (Action—6/Long Rest). You can open your awareness
+0 Intelligence to detect presence of strong evil. Until the end of your next turn, you
MAXIMUM HIT DICE TEMPORARY know the location of any celestial, fiend, or undead within 60 feet of

8 ✘


+6 Wisdom

+10 Charisma
108 13d10
you that is not behind total cover. You know the type of any being
whose presence you sense, but not its identity. Within the same
radius, you also detect the presence of any place or object that has
CONDITIONAL
been consecrated or desecrated.
-1 Lay on Hands (Action—65/Long Rest). You can touch a creature and
draw power from the pool to restore a number of hp to that
creature, up to the maximum amount remaining in your pool. You
CURRENT HIT POINTS can expend 5 hp from your pool of healing to cure the target of one
CONSTITUTION DEATH SAVING THROWS disease or neutralize one poison affecting it.This feature has no
SAVING THROWS effect on undead and constructs.

14 N
CIE C

-1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Fighting Style.
Dueling. When you are wielding a melee weapon in one hand and
Y
PROFI

no other weapons, you gain a +2 bonus to damage rolls with that


RT

EXPE

+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION weapon.


+2 +0 Arcana (Int) Darkvision Divine Smite. When you hit a creature with a melee weapon attack,
you can expend one spell slot to deal radiant damage to the target,
✘ +8 Athletics (Str) in addition to the weapon’s damage. The extra damage is 2d8 for a
1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a
INTELLIGENCE +5 Deception (Cha) maximum of 6d8. The damage increases by 1d8 if the target is an
undead or a fiend.

10 ✘
+0 History (Int)
+6 Insight (Wis)
Divine Health. The divine magic flowing through you makes you
immune to disease.

✘ +10 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Oath of Vengeance.


+0 +0 Investigation (Int) Extra Attack. You can attack twice, instead of once, whenever you
take the Attack action on your turn.
✘ +6 Medicine (Wis) Fey Ancestry. You have advantage on saving
throws against being charmed, and magic can’t Aura of Protection. Whenever you or a friendly creature within 10
WISDOM +0 Nature (Int) feet of you must make a saving throw, the creature gains a +5 bonus
put you to sleep. to the saving throw. You must be conscious to grant this bonus.

12 +1 Perception (Wis)
+5 Performance (Cha)
Aura of Courage. You and friendly creatures within 10 feet of you
can’t be frightened while you are conscious.

✘ +10 Persuasion (Cha) Improved Divine Smite. Whenever you hit a creature with a melee
+1 ✘ +5 Religion (Int)
weapon, the creature takes an extra 1d8 radiant damage.

Abjure Enemy (Action—Channel Divinity). You present your holy


-1 Sleight of Hand (Dex) symbol and speak a prayer of denunciation, using your Channel
Divinity. Choose one creature within 60 feet of you that you can see.
CHARISMA -1 Stealth (Dex) That creature must make a Wisdom saving throw, unless it is
immune to being frightened. Fiends and undead have disadvantage

20 +1 Survival (Wis)
SKILLS
on this saving throw.On a failed save, the creature is frightened for 1
minute or until it takes any damage. While frightened, the creature’s
speed is 0, and it can’t benefit from any bonus to its speed.On a
successful save, the creature’s speed is halved for 1 minute or until
the creature takes any damage.
+5 11 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 Channel Divinity. You gain advantage on attack rolls
ADVANTAGE against the creature for 1 minute or until it drops to 0 hit points or
falls unconscious.
INITIATIVE -1 2 Attacks / Attack Action RACIAL TRAITS Relentless Avenger. When you hit a creature with an opportunity
attack, you can move up to half your speed immediately after the
attack and as part of the same reaction. This movement doesn’t
provoke opportunity attacks.
NAME RANGE ATTACK DAMAGE / TYPE

FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Vehicles land, Three-Dragon


Ante set

Languages. Common, Elvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'9" 110 lb.
GENDER AGE HEIGHT WEIGHT
Turpin Apostate
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and
armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a
standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during
I’ve lost too many friends, and I’m slow to make new a recent war.
ones.
I’m haunted by memories of war. I can’t get the When you choose this background, work with your DM to determine which military organization you were a part of,
images of violence out of my mind.
how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a
standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a
mercenary company.
PERSONALITY TRAITS

Responsibility. I do what I must and obey just


authority. (Lawful)

IDEAL

My honor is my life.

BOND

My hatred of my enemies is blind and unreasoning.

FLAW BACKGROUND STORY

Military Rank
You have a military rank from your career as a
soldier. Soldiers loyal to your former military
organization still recognize your authority and
influence, and they defer to you if they are of a
lower rank. You can invoke your rank to exert
influence over other soldiers and requisition simple
equipment or horses for temporary use. You can also
usually gain access to friendly military encampments
and fortresses where your rank is recognized.

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 Plate +2. You have a bonus to AC while wearing this
Mithral Armor 1 65 armor. The bonus is determined by its rarity.
[Plate +2] 1 65

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

130 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 +10 18 11

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Paladin, Oath of Vengeance

1ST LEVEL 4 SPELL SLOTS ● Bane (Always Prepared) ● Hunter’s Mark (Always Prepared)
Angelic Guardian Bless Cauterizing Flame
Ceremony Command Compelled Duel
Cure Wounds Defiant Smite Defy Ruin
Detect Chaos and Order Detect Evil and Good Detect Magic
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
Pendulum Protection from Evil and Good Purify Food and Drink
Ray of Respite Searing Smite Shield of Devotion
Shield of Faith Spur Mount Stanch
Thunderous Smite Wrathful Smite

2ND LEVEL 3 SPELL SLOTS ● Hold Person (Always Prepared) ● Misty Step (Always Prepared)
Aid Anticipate Attack Blessed Halo
Bond of the Dragonlords Branding Smite Consecration
Dark Secret Decelerate Desecration
Detect Familiar Divine Ward Druthers
Find Steed Find Vehicle Lesser Restoration
Locate Object Magic Weapon Mass Blade Ward
Protection from Poison Radiating Blade of Tempus Repair Metal
Shadows Brought to Light Shared Sacrifice Skystrike
Suffer Trench Vital Mark
Warning Shout Winding Key Zone of Truth

3RD LEVEL 3 SPELL SLOTS ● Haste (Always Prepared) ● Protection from Energy (Always Prepared)
Absorbing Ward Almighty Assault Ameliorate
Angelskin Anticipate Arcana Aura of Vitality
Blade of Wrath Bladebane Blinding Smite
Create Food and Water Crusader’s Mantle Daylight
Dirge of the Dragonlords Dispel Magic Elemental Weapon
Flashburst Funeral Pyre Hero’s Steel
Invocation from Bahamut Irreversible Smite Magic Circle
Mass Hobble Mount Remove Curse Revivify
Soul of the Machine Spectral Steed Sphere of Deciet
Spirit Shroud Vaporous Smite

4TH LEVEL 1 SPELL SLOTS ● Banishment (Always Prepared) ● Dimension Door (Always Prepared)
Aura of Life Aura of Purity Binding Oath
Blade of My Brother Brook Healing By the Light of the Watchful Moon
Dark Empowerment Death Ward Deva’s Wings
Find Greater Steed Gift of Vivacity Inspiring Speech
Lathander’s Blessing Locate Creature Mark of Objection
Reset Staggering Smite Torm’s Safeguard
Unspoken Agreement Vacillate
Bane Hunter’s Mark Hold Person
1st-level enchantment 1st-level divination 2nd-level enchantment

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

Up to three creatures of your choice that you can see within range You choose a creature you can see within range and mystically mark Choose a humanoid that you can see within range. The target must
must make Charisma saving throws. Whenever a target that fails this it as your quarry. Until the spell ends, you deal an extra 1d6 damage succeed on a Wisdom saving throw or be paralyzed for the duration.
saving throw makes an attack roll or a saving throw before the spell to the target whenever you hit it with a weapon attack, and you have At the end of each of its turns, the target can make another Wisdom
ends, the target must roll a d4 and subtract the number rolled from advantage on any Wisdom (Perception) or Wisdom (Survival) check saving throw. On a success, the spell ends on the target.
the attack roll or saving throw. 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 3rd
At Higher Levels. When you cast this spell using a spell slot of 2nd ends, you can use a bonus action on a subsequent turn of yours to level or higher, you can target on additional humanoid for each slot
level or higher, you can target one additional creature for each slot mark a new creature. level above 2nd. The humanoids must be within 30 feet of each other
level above 1st. At Higher Levels. When you cast this spell using a spell slot of 3rd when you target them.
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.

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

Misty Step Haste Protection from Energy


2nd-level conjuration 3rd-level transmutation 3rd-level abjuration

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE Self RANGE 30 feet RANGE Touch
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour
COMPONENTS V COMPONENTS V, S, M (a shaving of licorice root) COMPONENTS V, S

Briefly surrounded by silvery mist, you teleport up to 30 feet to an Choose a willing creature that you can see within range. Until the For the duration, the willing creature you touch has resistance to one
unoccupied space that you can see. spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it damage type of your choice: acid, cold, fire, lightning, or thunder.
has advantage on Dexterity saving throws, and it gains an additional
action on each of its turns. That action can be used only to take the
Attack (one weapon attack only), Dash, Disengage, Hide, or Use an
Object action. When the spell ends, the target can’t move or take
actions until after its next turn, as a wave of lethargy sweeps over it.

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

Banishment Dimension Door


4th-level abjuration 4th-level conjuration

CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE 500 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S, M (an item distasteful to the target) COMPONENTS V

You attempt to send one creature that you can see within range to You teleport yourself from your current location to any other spot
another place of existence. The target must succeed on a Charisma within range. You arrive at exactly the spot desired. It can be a place
saving throw or be banished. If the target is native to the plane of you can see, one you can visualize, or one you can describe by stating
existence you’re on, you banish the target to a harmless demiplane. distance and direction, such as “200 feet straight downward” or
While there, the target is incapacitated. The target remains there “upward to the northwest at a 45-degree angle, 300 feet.” You can
until the spell ends, at which point the target reappears in the space bring along objects as long as their weight doesn’t exceed what you
it left or in the nearest unoccupied space if that space is occupied. If can carry. You can also bring one willing creature of your size or
the target is native to a different plane of existence that the one smaller who is carrying gear up to its carrying capacity. The creature
you’re on, the target is banished with a faint popping noise, returning must be within 5 feet of you when you cast this spell. If you would
to its home plane. If the spell ends before 1 minute has passed, the arrive in a place already occupied by an object or a creature, you and
target reappears in the space it left or in the nearest unoccupied any creature traveling with you each take 4d6 force damage, and the
space if that space is occupied. Otherwise, the target doesn’t return. spell fails to teleport you.
At Higher Levels. When you cast this spell using a spell slot of 5th
level or higher, you can target one additional creature for each slot
level above 4th.

Oath Spells (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook
Mithral Armor Plate +2
Armor Armor

Mithral is a light, flexible metal. A mithral chain shirt or You have a bonus to AC while wearing this armor. The
breastplate can be worn under normal clothes. If the armor bonus is determined by its rarity.
normally imposes disadvantage on Dexterity (Stealth)
checks or has a Strength requirement, the mithral version
of the armor doesn't.

65 lb. Dungeon Master’s Guide 65 lb. Dungeon Master’s Guide

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