Paladin
Paladin
Paladin
INSPIRATION
STRENGTH
18 -1 30
17 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
+3 PERSONALITY TRAITS
9
-1
+2
Dexterity
Constitution
40
CURRENT HIT POINTS IDEALS
+0 Intelligence
-1 ● +3 Wisdom
● +4 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
16
-1 Acrobatics (Dex) Total 3d10 SUCCESSES
+3 Animal Handling (Wis)
+1
3d10 FAILURES
+0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +3 Athletics (Str)
11 +2
+0
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE Divine Sense:
As an action, you can detect good and evil. Until the end of your next turn, you can sense
Insight (Wis)
Longsword +5 1d8+3 s anything affected by the hallow spell or know the location of any celestial, fiend, undead
within 60 ft. that is not behind total cover. You can use this feature 3 times per long rest.
0 ● +3
Lay on Hands:
You have a pool of healing power that can restore 15 HP per long rest. As an action, you
● +4 Intimidation (Cha) Javelin +5 1d10+3 p can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either
cure a disease or neutralize a poison affecting the creature
+2 Performance (Cha)
+2 Persuasion (Cha) Channel Divinity:
CHARISMA Abjure Enemy. As an action, you present your holy symbol and speak a prayer of
+0 Religion (Int) denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that
14
you can see. That creature must make a Wisdom saving throw, unless it is immune to
being frightened. Fiends and undead have disadvantage on this saving throw.
-1 Sleight of Hand (Dex) 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.
-1 Stealth (Dex) On a successful save, the creature's speed is halved for 1 minute or until the creature takes
+2 ● +2 Survival (Wis)
any damage.
Vow of Enmity. As a bonus action, 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 against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
5x Javelin
Languages: SP
Explorer's pack
Common and dwarf
EP Chainmail and
Symbol
Passive Perception:
11 GP 20
Passive Investigation:
PP
10
Passive Insight:
13
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
NAME
Kefaret
SYMBOL
Passive Checks
A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over
and over again, or can be used when the DM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.
Blindsight
A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius.
Creatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons.
If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception.
Darkvision
A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster
can't discern color in darkness, only shades of gray. Many creatures that live underground have this special sense.
Tremorsense
A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or
substance.
Tremorsense can't be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs, have this special sense.
Truesight
A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws
against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range.
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cha 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 3 7
EPAR
SPELL NAME
ED
PR
Bane
Hunter's Mark
4
Divine Favor
● Wrathful Smite
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.