Benjamin Vincent
Benjamin Vincent
Benjamin Vincent
Noble
CLASS & LEVEL BACKGROUND PLAYER NAME
Benjamin Vincent Dhampir/Royal Lawful Evil
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
21 +1 30
+2 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
15 PERSONALITY TRAITS
+1 +2 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS
12 ●
+2 Wisdom
●
+5 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
14 4x(1d10+2
0 Animal Handling (Wis) FAILURES
)
0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+2 Athletics (Str)
0 ●
●
+5 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE
10 ●
+2 Insight (Wis)
Handaxe +4 1d6+2 slashing
Backpack
WISDOM
●
+5 Intimidation (Cha)
0 Investigation (Int)
Javelin +4 1d6+2 piercing
Bedroll
0 Medicine (Wis)
Greataxe +4 1d12+2 slashing
Clothes, fine
0 0 Nature (Int)
Emblem
0 Perception (Wis) Number of
11
+3 Performance (Cha)
Attacks: 1 Mess kit
CHARISMA
●
+5 Persuasion (Cha)
0 Religion (Int)
Plate
+3 +1 Sleight of Hand (Dex) Purse
17
+1 Stealth (Dex)
Survival (Wis)
Rations (1 day)
0
Language Proficiencies:
Common
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Benjamin Vincent
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, Royal Charisma 13 +5
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
Bless
4
Ceremony
Charm Person
Command
Compelled Duel
Cure Wounds
Detect Evil and Good
Detect Magic
8
Detect Poison and Disease
Divine Favor
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Paladin, Royal
Charisma 13 +5
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
Heroism
4
Hunter's Mark
Shield of Faith
Thunderous Smite
Wrathful Smite
8
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
Darkvision: 60 ft.
Immunities: disease
---------------Actions--------------
Divine Sense. Within 60 ft., detect presense of undead, celestial, or fiend. Also detect consecrated or
desecrated object or place (use 4 times/long rest).
Fangs. Your fangs are a natural weapon which you can use to make unarmed strikes. Your fangs count as
a finesse weapon, and as such if you hit with it, you deal piercing damage equal to 1d4 + your Strength or
Dexterity modifier.
Lay on Hands. You have a healing pool of 20 HPs, with it you can heal a creature or expend 5 points to
cure disease or neutralize poison (use 20 times/long rest).
-----------Other Traits------------
Blood Curse. Once per week, Dhampirs must partake in the blood of another humanoid in order to replace
their own blood to survive. If a Dhampir fails to do so, they gain one point of exhaustion per day afterwards
that cannot be removed until they consume the blood of another humanoid.
Channel Divinity: Abjure Enemy. As an action, you present your holy symbol and speak a prayer of
denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that 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. 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.
Channel Divinity: 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.
Defense Fighting Style. While you are wearing armor, you gain a +1 bonus to AC.
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.
Equipment. You possess a scroll of pedigree. Enter this manually as a custom item.
Invigorate. Once per long rest, when you successfully attack a living humanoid with blood using your fangs,
you can spend one Hit Die to heal yourself (no action required). Roll the die, add your Constitution
modifier, and regain a number of hit points equal to the total. Using this ability counts as a source of blood
for the blood curse effect.
Position of Privilege. Thanks to your noble birth, people are inclined to think the best of you. You are
welcome in high society, and people assume you have the right to be wherever you are. The common folk
make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you
as a member of the same social sphere. You can secure an audience with a local noble if you need to.
Sunlight sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on
sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Tough. Your hit point maximum increases by an amount equal to twice your level when you gain this feat.
Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Page 1
Up to three creatures of your choice that you You bless up to three creatures of your choice You perform a special religious ceremony that
can see within range must make Charisma within range. Whenever a target makes an is infused with magic. When you cast the spell,
saving throws. Whenever a target that fails attack roll or a saving throw before the spell choose one of the following rites, the target of
this saving throw makes an attack roll or a ends, the target can roll a d4 and add the which must be within 10 feet of you
saving throw before the spell ends, the target number rolled to the attack roll or saving throughout the casting. Atonement: You
must roll a d4 and subtract the number rolled throw. At Higher Levels. When you cast this touch one willing creature whose alignment
from the attack roll or saving throw. At Higher spell using a spell slot of 2nd level or higher, has changed, and you make a DC 20 Wisdom
Levels. When you cast this spell using a spell you can target one additional creature for each (Insight) check. On a successful check, you
slot of 2nd level or higher, you can target one slot level above 1st. restore the target to its original alignment.
additional creature for each slot level above Bless Water: You touch one vial of water and
1st. cause it to become holy water. Coming of Age:
You touch one humanoid who is a young
adult. For the next 24 hours, whenever the
target makes an ability check, it can roll a d4
and add the number rolled to the ability check.
A creature can benefit from this rite only once.
Dedication: You touch one humanoid who
wishes to be dedicated to your god's service.
For the next 24 hours, whenever the target
You hurl an undulating, warbling mass of You speak a one-word command to a creature You attempt to compel a creature into a duel.
chaotic energy at one creature in range . Make you can see within range. The target must One creature that you can see within range
a ranged spell attack against the target. On a succeed on a Wisdom saving throw or follow must make a Wisdom saving throw. On a
hit, the target takes 2d8 + 1d6 damage. Choose the command on its next turn. The spell has no failed save, the creature is drawn to you,
one of the d8s. The number rolled on that die effect if the target is undead, if it doesn't compelled by your divine demand. For the
determines the attack's damage type, as understand your language, or if your duration, it has disadvantage on attack rolls
shown below. l Acid 2 Cold 3 Fire 4 Force 5 command is directly harmful to it. Some against creatures other than you, and must
Lightning 6 Poison 7 Psychic 8 Thunder If you typical commands and their effects follow. make a Wisdom saving throw each time it
roll the same number on both d8s, the chaotic You might issue a command other than one attempts to move to a space that is more than
energy leaps from the target to a different described here. If you do so, the GM 30 feet away from you; if it succeeds on this
creature of your choice within 30 feet of it. determines how the target behaves. If the saving throw, this spell doesn't restrict the
Make a new attack roll against the new target, target can't follow your command, the spell target's movement for that turn. The spell
and make a new damage roll , which could ends. Approach. The target moves toward you ends if you attack any other creature, if you
cause the chaotic energy to leap again. A by the shortest and most direct route, ending cast a spell that targets a hostile creature other
creature can be targeted only once by this its turn if it moves within 5 feet of you. Drop. than the target, if a creature friendly to you
casting of the spell. At Higher Levels. When The target drops whatever it is holding and damages the target or casts a harmful spell on
you cast this spell using a spell s lot of 2nd then ends its turn. Flee. The target spends its it, or if you end your turn more than 30 feet
level or higher, each target takes 1d6 extra turn moving away from you by the fastest away from the target.
damage of the type rolled for each slot level available means. Grovel. The target falls prone
A creature you touch regains a number of hit For the duration, you know if there is an For the duration, you sense the presence of
points equal to 1d8 + your spellcasting ability aberration, celestial, elemental, fey, fiend, or magic within 30 feet of you. If you sense magic
modifier. This spell has no effect on undead or undead within 30 feet of you, as well as where in this way, you can use your action to see a
constructs. At Higher Levels. When you cast the creature is located. Similarly, you know if faint aura around any visible creature or
this spell using a spell slot of 2nd level or there is a place or object within 30 feet of you object in the area that bears magic, and you
higher, the healing increases by 1d8 for each that has been magically consecrated or learn its school of magic, if any. The spell can
slot level above 1st. desecrated. The spell can penetrate most penetrate most barriers, but it is blocked by 1
barriers, but it is blocked by 1 foot of stone, 1 foot of stone, 1 inch of common metal, a thin
inch of common metal, a thin sheet of lead, or sheet of lead, or 3 feet of wood or dirt.
3 feet of wood or dirt.
Page 1 (reverse)
Ceremony (reverse)
makes a saving throw, it can roll a d4 and add
the number rolled to the save. A creature can
benefit from this rite only once. Funeral Rite:
You touch one corpse, and for the next 7 days,
the target can't become undead by any means
short of a wish spell. Wedding: You touch
adult humanoids willing to be bonded
together in marriage. For the next 7 days, each
target gains a +2 bonus to AC while they are
within 30 feet of each other. A creature can
benefit from this rite again only if widowed.
Detect Poison and Disease (ritual) Divine Favor Gift of Alacrity (Dunamancy)
Paladin Level 1 Divination DC 13 Spell Mod +5 Paladin Level 1 Evocation DC 13 Spell Mod +5 Paladin Level 1 Divination DC 13 Spell Mod +5
1 Act. Self V,S,M Conc, 10 mins 1 B.A. Self V,S Conc, 1 min 1 min Touch V,S 8 hrs
A yew leaf
For the duration, you can sense the presence Your prayer empowers you with divine You touch a willing creature. For the duration,
and location of poisons, poisonous creatures, radiance. Until the spell ends, your weapon the target can add 1d8 to its initiative rolls.
and diseases within 30 feet of you. You also attacks deal an extra 1d4 radiant damage on a
identify the kind of poison, poisonous hit.
creature, or disease in each case. The spell can
penetrate most barriers, but it is blocked by 1
foot of stone, 1 inch of common metal, a thin
sheet of lead, or 3 feet of wood or dirt.
A willing creature you touch is imbued with You choose a creature you can see within The gravity in a 10-foot-radius sphere
bravery. Until the spell ends, the creature is range and mystically mark it as your quarry. centered on a point you can see within range
immune to being frightened and gains Until the spell ends, you deal an extra 1d6 increases for a moment. Each creature in the
temporary hit points equal to your damage to the target whenever you hit it with sphere on the turn when you cast the spell
spellcasting ability modifier at the start of a weapon attack, and you have advantage on must make a Constitution saving throw. On a
each of its turns. When the spell ends, the any Wisdom (Perception) or Wisdom failed save, a creature takes 2d8 force damage,
target loses any remaining temporary hit (Survival) check you make to find it. If the and its speed is halved until the end of its next
points from this spell. At Higher Levels. When target drops to 0 hit points before this spell turn. On a successful save, a creature takes
you cast this spell using a spell slot of 2nd level ends, you can use a bonus action on a half as much damage and suffers no reduction
or higher, you can target one additional subsequent turn of yours to mark a new to its speed. Until the start of your next turn,
creature for each slot level above 1st. creature. At Higher Levels: When you cast this any object that isn't being worn or carried in
spell using a spell slot of 3rd or 4th level, you the sphere requires a successful Strength
can maintain your concentration on the spell check against your spell save DC to pick up or
for up to 8 hours. When you use a spell slot of move. At Higher Levels. When you cast this
5th level or higher, you can maintain your spell using a spell slot of 2nd level or higher,
concentration on the spell for up to 24 hours. the damage increases by 1d8 for each slot level
above 1st.
Protection from Evil and Good Purify Food and Drink (ritual) Searing Smite
Paladin Level 1 Abjuration DC 13 Spell Mod +5 Paladin Level 1 Transmutation DC 13 Spell Mod +5 Paladin Level 1 Evocation DC 13 Spell Mod +5
1 Act. Touch V,S,M Conc, 10 mins 1 Act. 10 ft V,S Inst 1 B.A. Self V Conc, 1 min
Holy water or powdered silver and iron, which the
spell consumes
Until the spell ends, one willing creature you All nonmagical food and drink within a The next time you hit a creature with a melee
touch is protected against certain types of 5-foot-radius sphere centered on a point of weapon attack during the spell's duration,
creatures: aberrations, celestials, elementals, your choice within range is purified and your weapon flares with white-hot intensity,
fey, fiends, and undead. The protection grants rendered free of poison and disease. and the attack deals an extra 1d6 fire damage
several benefits. Creatures of those types have to the target and causes the target to ignite in
disadvantage on attack rolls against the target. flames. At the start of each of its turns until
The target also can't be charmed, frightened, the spell ends, the target must make a
or possessed by them. If the target is already Constitution saving throw. On a failed save, it
charmed, frightened, or possessed by such a takes 1d6 fire damage. On a successful save,
creature, the target has advantage on any new the spell ends. If the target or a creature within
saving throw against the relevant effect. 5 feet of it uses an action to put out the flames,
or if some other effect douses the flames (such
as the target being submerged in water), the
spell ends. At Higher Levels: When you cast
this spell using a spell slot of 2nd level or
higher, the initial extra damage dealt by the
attack increases by 1d6 for each slot above 1st.
Page 2 (reverse)
Page 3
A shimmering field appears and surrounds a The first time you hit with a melee weapon The next time you hit with a melee weapon
creature of your choice within range, granting attack during this spell's duration, your attack during this spell's duration, your attack
it a +2 bonus to AC for the duration. weapon rings with thunder that is audible deals an extra 1d6 psychic damage.
within 300 feet of you, and the attack deals an Additionally, if the target is a creature, it must
extra 2d6 thunder damage to the target. make a Wisdom saving throw or be frightened
Additionally, if the target is a creature, it must of you until the spell ends. As an action, the
succeed on a Strength saving throw or be creature can make a Wisdom check against
pushed 10 feet away from you and knocked your spell save DC to end this spell.
prone.
Charm Person
Royal Level 1 Enchantment DC 13 Spell Mod +5
1 Act. 30 ft V,S 1 hr