Apollonius 3
Apollonius 3
Apollonius 3
STEALTH DISADVANTAGE
+5
+1 Dexterity Lay on Hands (Action—30/Long Rest). You can touch a
creature and draw power from the pool to restore a number
+3 Constitution ARMOR CLASS of hp to that creature, up to the maximum amount remaining
DEXTERITY in your pool. You can expend 5 hp from your pool of healing
+0 Intelligence to cure the target of one disease or neutralize one poison
MAXIMUM HIT DICE TEMPORARY
CURRENT HIT POINTS Divine Smite. When you hit a creature with a melee weapon
attack, you can expend one spell slot to deal radiant damage
CONSTITUTION DEATH SAVING THROWS
to the target, in addition to the weapon’s damage. The extra
SAVING THROWS
damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell
16 N
CIE C
+1 Acrobatics (Dex)
SPEED
0ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
level higher than 1st, to a maximum of 6d8. The damage
increases by 1d8 if the target is an undead or a fiend.
Y
PROFI
RT
EXPE
+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION Divine Health. The divine magic flowing through you makes
+3 +0 Arcana (Int)
you immune to disease.
Oath of Vengeance.
✘ +8 Athletics (Str)
INTELLIGENCE +5 Deception (Cha)
Extra Attack. You can attack twice, instead of once, whenever
you take the Attack action on your turn.
10 ✘
✘
+3 History (Int)
+3 Insight (Wis)
Aura of Protection. Whenever you or a friendly creature
within 10 feet of you must make a saving throw, the creature
gains a +5 bonus to the saving throw. You must be conscious
✘ +8 Intimidation (Cha) SPEED, SENSES, & CONDITIONS to grant this bonus.
+0 +0 Investigation (Int) Abjure Enemy (Action—Channel Divinity). You present your
+0 Medicine (Wis) holy symbol and speak a prayer of denunciation, using your
Channel Divinity. Choose one creature within 60 feet of you
WISDOM +0 Nature (Int) that you can see. That creature must make a Wisdom saving
throw, unless it is immune to being frightened. Fiends and
11 +0 Perception (Wis)
+5 Performance (Cha)
undead have disadvantage 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
+5 Persuasion (Cha)
it can’t benefit from any bonus to its speed.On a successful
+0 +0 Religion (Int)
save, the creature’s speed is halved for 1 minute or until the
creature takes any damage.
+1 Sleight of Hand (Dex) Vow of Enmity (Bonus Action—Channel Divinity). You can
CHARISMA utter a vow of enmity against a creature you can see within
+1 Stealth (Dex) 10 feet of you, using your Channel Divinity. You gain
20
advantage on attack rolls against the creature for 1 minute or
+0 Survival (Wis) until it drops to 0 hit points or falls unconscious.
SKILLS
Divine Soul. Sometimes the spark of magic that fuels a
sorcerer comes from a divine source that glimmers within the
+5 10 PASSIVE PERCEPTION soul.
Tool Proficiencies. –
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You died and came back. This experience changed you and defines who you are today. The specifics of your death are
up to you, but the following questions and suggestions will help you determine your odd personal history.
I always have the loudest laugh in the room. How did you die? It probably wasn’t of old age. Spells like raise dead can bring back those who die before old age takes
When I want something, I’m direct and simple in my them, but after dying of old age there is almost no magic which can bring a person back to life. Was it combat? An
request. accident? A disease?
How long were you dead? Spells like true resurrection allow a character to return from death after as many as 200 years.
How has the world changed politically, technologically, and culturally since your death? What remains of your family,
PERSONALITY TRAITS
friends, and personal life?
Vengeance. I will find and punish what killed me. What was your life after death like? Did you spend time in the glory of eternal battle is Ysgard? Were you enjoying the
(Neutral) paradise of Elysium? Were you being tortured in the Nine Hells or Abyss? Do you remember nothing from that time?
Maybe you didn’t completely pass on, but lived life as an undead, such as a ghost or vampire. Why did you become such
IDEAL a being? What acts did you commit that you now regret? Who still thinks of you as a monster?
Finally someone brought you back. Who was it, and why? Maybe it was to face an old enemy. Maybe it was a loved one
I have a great fear of that which killed me. who searched for a long time and sacrificed much to revive you. Maybe you were brought back for a secret only you
knew. How did this person bring you back? Was it straightforward magic? What about a spell like reincarnate, which
could bring your spirit back in the body of a different humanoid race? Or maybe it was some other magic that has a
more sinister secret.
BOND
Spirit Talk
You can connect with the souls of the dead thanks to
the long time you spent dead. You may spend a day
of downtime communicating with the souls to learn
a piece of information by asking a question. The
quality and specifics of the information you get is up
to the DM.
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
[Splint] 1 60
Dungeoneer’s Pack 1 10
[Mace] 1 4
0 0 0 0 0
74 lb / 300 lb 600 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 +8 16 8
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
Charisma +8 16 N/A
As part of the action used to cast this spell, you must make a melee You touch one willing creature. Once before the spell ends, the target This spell is a minor magical trick that novice spellcasters use for
attack with a weapon against one creature within the spell’s range, can roll a d4 and add the number rolled to one ability check of its practice. You create one of the following magical effects within
otherwise the spell fails. On a hit, the target suffers the attack’s choice. It can roll the die before or after making the ability check. The range:
normal effects, and green fire leaps from the target to a different spell then ends. • You create an instantaneous, harmless sensory effect, such as a
creature of your choice that you can see within 5 feet of it. The shower of sparks, a puff of wind, faint musical notes, or an odd odor.
second creature takes fire damage equal to your spellcasting ability • You instantaneously light or snuff out a candle, a torch, or a
modifier. small campfire.
This spell’s damage increases when you reach higher levels. At 5th • You instantaneously clean or soil an object no larger than 1 cubic
level, the melee attack deals an extra 1d8 fire damage to the target, foot.
and the fire damage to the second creature increases to 1d8 + your • You chill, warm, or flavor up to 1 cubic foot of nonliving material
spellcasting ability modifier. Both damage rolls increase by 1d8 at for 1 hour.
11th level and 17th level. • You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.
Spellcasting (Sorcerer) Sword Coast Adventurer’s Guide Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook
You manifest a minor wonder, a sign of supernatural power, within Up to three creatures of your choice that you can see within range A flash of light streaks toward a creature of your choice within range.
range. You create one of the following magical effects within range: must make Charisma saving throws. Whenever a target that fails this Make a ranged spell attack against the target. On a hit, the target
• Your voice booms up to three times as loud as normal for 1 saving throw makes an attack roll or a saving throw before the spell takes 4d6 radiant damage, and the next attack roll made against this
minute. ends, the target must roll a d4 and subtract the number rolled from target before the end of your next turn has advantage, thanks to the
• You cause flames to flicker, brighten, dim, or change color for 1 the attack roll or saving throw. mystical dim light glittering on the target until then.
minute. 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
• You cause harmless tremors in the ground for 1 minute. level or higher, you can target one additional creature for each slot level or higher, the damage increases by 1d6 for each slot level above
• You create an instantaneous sound that originates from a point level above 1st. 1st.
of your choice within range, such as a rumble of thunder, the cry of a
raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly
open or slam shut.
• You alter the appearance of your eyes for 1 minute. If you cast
this spell multiple times, you can have up to three of its 1-minute
effects active at a time, and you can dismiss such an effect as an
action.
Spellcasting (Sorcerer) Player’s Handbook Oath Spells (Paladin) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook
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 Instantaneous DURATION 1 minute
COMPONENTS V COMPONENTS V, S COMPONENTS V, S, M (a small silver mirror)
You choose a creature you can see within range and mystically mark Make a melee spell attack against a creature you can reach. On a hit, You ward a creature within range against attack. Until the spell ends,
it as your quarry. Until the spell ends, you deal an extra 1d6 damage the target takes 3d10 necrotic damage. any creature who targets the warded creature with an attack or a
to the target whenever you hit it with a weapon attack, and you have At Higher Levels. When you cast this spell using a spell slot of 2nd harmful spell must first make a Wisdom saving throw. On a failed
advantage on any Wisdom (Perception) or Wisdom (Survival) check level or higher, the damage increases by 1d10 for each slot level save, the creature must choose a new target or lose the attack or
you make to find it. If the target drops to 0 hit points before this spell above 1st. spell. This spell doesn’t protect the warded creature from area
ends, you can use a bonus action on a subsequent turn of yours to effects, such as the explosion of a fireball. If the warded creature
mark a new creature. makes an attack, casts a spell that affects an enemy, or deals damage
At Higher Levels. When you cast this spell using a spell slot of 3rd to another creature, this spell ends.
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 Evil (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Player’s Handbook
Hold Person Misty Step
2nd-level enchantment 2nd-level conjuration
Choose a humanoid that you can see within range. The target must Briefly surrounded by silvery mist, you teleport up to 30 feet to an
succeed on a Wisdom saving throw or be paralyzed for the duration. unoccupied space that you can see.
At the end of each of its turns, the target can make another Wisdom
saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, you can target on additional humanoid for each slot
level above 2nd. The humanoids must be within 30 feet of each other
when you target them.
Oath Spells (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook
Splint Dungeoneer’s Pack Mace
Armor Equipment Packs Weapons
This armor is made of narrow vertical strips of metal Includes a backpack, a crowbar, a hammer, 10 pitons, 10
riveted to a backing of leather that is worn over cloth torches, a tinderbox, 10 days of rations, and a waterskin.
padding. Flexible chain mail protects the joints. The pack also has 50 feet of hempen rope strapped to the
side of it.