Fire in The Sky
Fire in The Sky
Fire in The Sky
INSPIRATION
STRENGTH
20 +2 30
+3 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
17 PERSONALITY TRAITS
+2 +2 Constitution
+1 Intelligence
CURRENT HIT POINTS IDEALS
14 ●
+5 Wisdom
●
+7 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+1 +4 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
12 ●
+5 Insight (Wis)
Longsword +6 1d8 + 3 slashing
Darkvision: 60 ft.
WISDOM
+4 Intimidation (Cha)
+1 Investigation (Int)
Spear +6 1d6 + 3 piercing
Number of
+2 Medicine (Wis) Sun Blade +8 1d8 + 5 slashing
Attacks: 2
+2 +1 Nature (Int)
Immunities:
●
+5 Perception (Wis)
14
+4 Performance (Cha) disease
●
+7 Persuasion (Cha)
CHARISMA
+4 Religion (Int)
(additional
●
19
●
+5 Stealth (Dex) features & traits
+2 Survival (Wis)
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Fire in the Sky
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Paladin Charisma 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Bless
Command
4
Cure Wounds
Detect Magic
Heroism
Protection from Evil and Good
Purify Food and Drink
8
Sanctuary
Shield of Faith
2 2
Aid
Branding Smite
Find Steed
5
Lesser Restoration
Locate Object
9
Magic Weapon
Protection from Poison
Zone of Truth
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
---------------Actions--------------
Channel Divinity: Sacred Weapon. Make a weapon magical, with a +4 attack
bonus and magical light (20 ft./20 ft.) (lasts 1 minute).
Channel Divinity: Turn the Unholy. Each undead or fiend within 30 ft. must make
a DC 15 WIS save or be turned for 1 min. (lasts 1 minute).
Divine Sense. Within 60 ft., detect presense of undead, celestial, or fiend. Also
detect consecrated or desecrated object or place (use 5 times/long rest).
Lay on Hands. You have a healing pool of 25 HPs, with it you can heal a
creature or expend 5 points to cure disease or neutralize poison (use 25
times/long rest).
-----------Other Traits------------
Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In
addition, your claws are natural weapons, which you can use to make unarmed
strikes. If you hit with them, you deal slashing damage equal to 1d4+your
Strength modifier, instead of the bludgeoning damage normal for an unarmed
strike.
Divine Smite. When you hit with melee weapon attack, you can expend 1 X-th
level spell slot to deal extra (X+1)d8 radiant damage, up to 5d8. Additional d8
on fiend or undead.
Dueling Fighting Style. When you are wielding a melee weapon in one hand and
no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Feline Agility. Your reflexes and agility allow you to move with a burst of speed.
When you move on your turn in combat, you can double your speed until the
end of the turn. Once you use this trait, you can't use it again until you move 0
feet on one of your turns.
Heavy Armor Master. While you are wearing heavy armor, bludgeoning,
piercing, and slashing damage that you take from non magical weapons is
reduced by 3.
Shelter the Faithful. You and your companions can expect free healing at an
establishment of your faith.
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Command (reverse)
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.
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