Malachai Voidreaver Lvl7
Malachai Voidreaver Lvl7
Malachai Voidreaver Lvl7
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet of you as if it were
STRENGTH Plate 21 bright light, and in darkness as if it were dim light.
Tough. Your hit points maximum increases by 14.
PROFICIENCY BONUS +3
15
SHIELD
AC Divine Sense (Action—5/Long Rest). You can open your awareness to
Shield detect presence of strong evil. Until the end of your next turn, you know
the location of any celestial, fiend, or undead within 60 feet of you that is
N
CIE C
Defense (Fighting Style) (1) not behind total cover. You know the type of any being whose presence
+2 Strength
Y
PROFI
+2
you sense, but not its identity. Within the same radius, you also detect the
presence of any place or object that has been consecrated or desecrated.
+1 Dexterity
Lay on Hands (Action—20/Long Rest). You can touch a creature and draw
+2 Constitution ARMOR CLASS power from the pool to restore a number of hp to that creature, up to the
maximum amount remaining in your pool. You can expend 5 hp from your
DEXTERITY
-1 Intelligence pool of healing to cure the target of one disease or neutralize one poison
MAXIMUM HIT DICE TEMPORARY affecting it.This feature has no effect on undead and constructs.
12 ✘
✘
+2 Wisdom
+7 Charisma
71 4d10/3d8 Fighting Style.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
CONDITIONAL Divine Smite. When you hit a creature with a melee weapon attack, you
+1 can expend one spell slot to deal radiant damage to the target, 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 maximum of 5d8. The
CURRENT HIT POINTS damage increases by 1d8 if the target is an undead or a fiend.
CONSTITUTION DEATH SAVING THROWS Divine Health. The divine magic flowing through you makes you immune
SAVING THROWS to disease.
14 N
CIE C
+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Sacred Weapon (Action—Channel Divinity). For 1 minute, you add +4 to
attack rolls made with that weapon. The weapon also emits bright light in
Y
PROFI
a 20-foot radius and dim light 20 feet beyond that. If the weapon is not
RT
EXPE
already magical, it becomes magical for the duration.You can end this
-1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION effect on your turn as part of any other action. If you are no longer
+2 -1 Arcana (Int) Darkvision holding or carrying this weapon, or if you fall unconscious, this effect
ends.
✘ +5 Athletics (Str) Turn the Unholy (Action—Channel Divinity). Each fiend or undead that
can see or hear you within 30 feet of you must make a Wisdom saving
INTELLIGENCE +4 Deception (Cha) 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
8 -1 History (Int) 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. For its action, it can use
only the Dash action or try to escape from an effect that prevents it from
✘ +2 Insight (Wis) moving. If there’s nowhere to move, the creature can use the Dodge
action.
✘ +7 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
-1 -1 Investigation (Int)
Eldritch Invocations.
Improved Pact Weapon. You can use any weapon you summon with
your Pact of the Blade feature as a spellcasting focus for your warlock
-1 Medicine (Wis) spells.
Fiendish Vigor. You can cast false life on yourself at will, without
WISDOM -1 Nature (Int) expending a spell slot or material components.
8 -1 Perception (Wis) Pact of the Blade (Action). Create a pact weapon in your empty hand. This
weapon counts as magical for the purpose of overcoming resistance and
+4 Performance (Cha) immunity to nonmagical attacks and damage.Your pact weapon
disappears if it is more than 5 feet away from you for 1 minute or more. It
also disappears if you use this feature again, if you dismiss the weapon (no
✘ +7 Persuasion (Cha)
-1 -1 Religion (Int)
action required), or if you die.You can transform one magic weapon into
your pact weapon by performing a special ritual while you hold the
weapon. You perform the ritual over the course of 1 hour, which can be
done during a short rest. You can then dismiss the weapon, shunting it
+1 Sleight of Hand (Dex) into an extradimensional space, and it appears whenever you create your
CHARISMA pact weapon thereafter. You can’t affect an artifact or a sentient weapon
+1 Stealth (Dex) in this way. The weapon ceases being your pact weapon if you die, if you
perform the 1-hour ritual on a different weapon, or if you use a 1-hour
18 -1 Survival (Wis)
SKILLS
ritual to break your bond to it. The weapon appears at your feet if it is in
the extradimensional space when the bond breaks.
Hexblade’s Curse (Bonus Action—1/Short Rest). Choose one creature you
can see within 30ft. The target is cursed for 1 minute. Until the curse ends,
+4 9 PASSIVE PERCEPTION you gain the following benefits:You gain a +3 bonus to damage rolls
against the cursed target and any attack roll you make against the cursed
target is a critical hit on a roll of 19 or 20 on the d20.If the cursed target
dies, you regain 7 hp.
ADVANTAGE Hex Warrior. Whenever you finish a long rest, you can touch one weapon
that you are proficient with and that lacks the two-handed property.
INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS
When you attack with that weapon, you can use +7 for the attack and +4
damage.
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
a recent war.
When you choose this background, work with your DM to determine which military organization you were a part of,
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
IDEAL
BOND
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
[Shield] 1 6
[Plate] 1 65
[Longsword] 1 3
0 0 0 0 0
74 lb / 225 lb 450 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +7 15 6
Charisma +7 15 N/A
A beam of crackling energy streaks toward a creature within range. You brandish the weapon used in the spell’s casting and make a A protective magical force surrounds you, manifesting as a spectral
Make a ranged spell attack against the target. On a hit, the target melee attack with it against one creature within 5 feet of you. On a frost that covers you and your gear. You gain 5 temporary hit points
takes 1d10 force damage. hit, the target suffers the weapon attack’s normal effects, and you for the duration. If a creature hits you with a melee attack while you
The spell creates more than one beam when you reach higher can cause green fire to leap from the target to a different creature of have these hit points, the creature takes 5 cold damage.
levels: two beams at 5th level, three beams at 11th level, and four your choice that you can see within 5 feet of it. The second creature At Higher Levels. When you cast this spell using a spell slot of 2nd
beams at 17th level. you can direct the beams at the same target or takes fire damage equal to your spellcasting ability modifier. level or higher, both the temporary hit points and the cold damage
at different ones. Make a separate attack roll for each beam. This spell’s damage increases when you reach certain levels. At 5th increase by 5 for each slot above 1st.
level, the melee attack deals an extra 1d8 fire damage to the target
on a hit, and the fire damage to the second creature increases to 1d8
+ your spellcasting ability modifier. Both damage rolls increase by 1d8
at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Tasha’s Cauldron of Everything Pact Magic (Warlock) Player’s Handbook
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 30 feet RANGE 60 feet RANGE 30 feet
DURATION Concentration, up to 1 minute DURATION 1 round DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a sprinkling of holy water) COMPONENTS V COMPONENTS V
You bless up to three creatures of your choice within range. You speak a one-word command to a creature you can see within You attempt to compel a creature into a duel. One creature that you
Whenever a target makes an attack roll or a saving throw before the range. The target must succeed on a Wisdom saving throw or follow can see within range must make a Wisdom saving throw. On a failed
spell ends, the target can roll a d4 and add the number rolled to the the command on its next turn. The spell has no effect if the target is save, the creature is drawn to you, compelled by your divine demand.
attack roll or saving throw. undead, if it doesn’t understand your language, or if your command For the duration, it has disadvantage on attack rolls against creatures
At Higher Levels. When you cast this spell using a spell slot of 2nd is directly harmful to it. Some typical commands and their effects other than you, and must make a Wisdom saving throw each time it
level or higher, you can target one additional creature for each slot follow. You might issue a command other than one described here. If attempts to move to a space that is more than 30 feet away from you
level above 1st. you do so, the DM determines how the target behaves. If the target
can’t follow your command, the spell 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.
Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook
CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Touch RANGE Self RANGE Self
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION 1 hour
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a small amount of alcohol or distilled spirits)
A creature you touch regains a number of hit points equal to 1d8 + Your prayer empowers you with divine radiance. Until the spell ends, Bolstering yourself with a necromantic facsimile of life, you gain 1d4
your spellcasting ability modifier. This spell has no effect on undead your weapon attacks deal and extra 1d4 radiant damage on a hit. + 4 temporary hit points for the duration.
or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each
level or higher, the healing increases by 1d8 for each slot level above slot level above 1st.
1st.
Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook Fiendish Vigor (Warlock) Player’s Handbook
Hex Protection from Evil and Good Sanctuary
1st-level enchantment 1st-level abjuration 1st-level abjuration
CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 90 feet RANGE Touch RANGE 30 feet
DURATION Concentration, up to 1 hour DURATION Concentration, up to 10 minutes DURATION 1 minute
COMPONENTS V, S, M (the petrified eye of a newt) COMPONENTS V, S, M (holy water or powdered silver and iron, which the spell COMPONENTS V, S, M (a small silver mirror)
consumes)
You place a curse on a creature that you can see within range. Until Until the spell ends, one willing creature you touch is protected You ward a creature within range against attack. Until the spell ends,
the spell ends, you deal an extra 1d6 necrotic damage to the target against certain types of creatures: aberrations, celestials, elementals, any creature who targets the warded creature with an attack or a
whenever you hit it with an attack. Also, choose one ability when you fey, fiends, and undead. The protection grants several benefits. harmful spell must first make a Wisdom saving throw. On a failed
cast the spell. The target has disadvantage on ability checks made Creatures of those types have disadvantage on attack rolls against save, the creature must choose a new target or lose the attack or
with the chosen ability. If the target drops to 0 hit points before this the target. The target also can’t be charmed, frightened, or possessed spell. This spell doesn’t protect the warded creature from area
spell ends, you can use a bonus action on a subsequent turn of yours by them. If the target is already charmed, frightened, or possessed by effects, such as the explosion of a fireball. If the warded creature
to curse a new creature. A remove curse cast on the target ends this such a creature, the target has advantage on any new saving throw makes an attack, casts a spell that affects an enemy, or deals damage
spell early. against the relevant effect. to another creature, this spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd
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.
Pact Magic (Warlock) Player’s Handbook Oath Spells (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook
CASTING TIME 1 reaction CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Self RANGE 60 feet RANGE Self
DURATION 1 round DURATION Concentration, up to 10 minutes DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S, M (a small parchment with a bit of holy text written on it) COMPONENTS V, S
Reaction trigger: You are hit by an attack or targeted by the magic A shimmering field appears and surrounds a creature of your choice Three illusory duplicates of yourself appear in your space. Until the
missile spell An invisible barrier of magical force appears and protects within range, granting it a +2 bonus to AC for the duration. spell ends, the duplicates move with you and mimic your actions,
you. Until the start of your next turn, you have a +5 bonus to AC, shifting position so it’s impossible to track which image is real. You
including against the triggering attack, and you take no damage from can use your action to dismiss the illusory duplicates. Each time a
magic missile. creature targets you with an attack during the spell’s duration, roll a
d20 to determine whether the attack instead targets one of your
duplicates. If you have three duplicates, you must roll a 6 or higher to
change the attack’s target to a duplicate. With two duplicates, you
must roll an 8 or higher. With one duplicate, you must roll an 11 or
higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an
attack hits a duplicate, the duplicate is destroyed. A duplicate can be
destroyed only by an attack that hits it. It ignores all other damage
and effects. The spell ends when all three duplicates are destroyed. A
creature is unaffected by this spell if it can’t see, if it relies on senses
other than sight, such as blindsight, or if it can perceive illusions as
false, as with truesight.
Pact Magic (Warlock) Player’s Handbook Prepared (Paladin) Player’s Handbook Pact Magic (Warlock) Player’s Handbook
Shield Plate Longsword
Armor Armor Weapons
A shield is made from wood or metal and is carried in one Plate consists of shaped, interlocking metal plates to cover
hand. Wielding a shield increases your Armor Class by 2. the entire body. A suit of plate includes gauntlets, heavy
You can benefit from only one shield at a time. leather boots, a visored helmet, and thick layers of padding
underneath the armor. Buckles and straps distribute the
weight over the body.