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Paladin 1 UncleArkie

CLASS & LEVEL PLAYER NAME


Paladin
Aasimar (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

+3 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +0 Dexterity
+2 Constitution +0 10 12 --
+3 +0 Intelligence
CLASS
• +3 Wisdom INITIATIVE HIT POINTS
17
• +3 Charisma
Total 1d10
Resistances - Necrotic, SUCCESSES
Saving Throw Modifiers
DEXTERITY Radiant FAILURES

+0 DEFENSES HIT DICE DEATH SAVES

10 SAVING THROWS INSPIRATION


=== ARMOR ===
Heavy Armor, Light Armor, Medium Armor,
CONSTITUTION +0 Acrobatics DEX Shields
+2 PROFICIENCY BONUS
+2 +1

+0
Animal Handling WIS
Arcana INT
=== WEAPONS ===
Martial Weapons, Simple Weapons

14 P +5 Athletics STR === LANGUAGES ===


ABILITY SAVE DC Common
+1 Deception CHA
+0 History INT
INTELLIGENCE
+1 Insight WIS
30 ft. (Walking)
+0 +1 Intimidation CHA
+0 Investigation INT
10 +1 Medicine WIS SPEED

+0 Nature INT PROFICIENCIES & LANGUAGES

WISDOM +1 Perception WIS


+1 Performance CHA === ACTIONS === As an action, you can touch a creature and heal it
+1 +1 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
for <strong>2d4</strong> hit points.

Help, Hide, Ready, Search, Use an Object, Lay on Hands Pool • 5 / Long Rest
P +2 Religion INT
12 Opportunity Attack, Grapple, Shove, Improvise, You have a pool of healing power that can restore
+0 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object 5 HP per long rest. As an action, you can touch a
creature to restore any number of HP remaining in the
+0 Stealth DEX Divine Sense • 2 / Long Rest pool, or 5 HP to either cure a disease or neutralize a
CHARISMA As an action, you can detect good and evil. Until poison affecting the creature.
+1 Survival WIS
the end of your next turn, you can sense anything

+1 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 2 times per long
rest.
12
Healing Hands • 1 / Long Rest
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

11 PASSIVE WISDOM (PERCEPTION)


Unarmed Strike +5 4 Bludgeoning

11 PASSIVE WISDOM (INSIGHT)

10 PASSIVE INTELLIGENCE (INVESTIGATION)

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Paladin 1 UncleArkie
CLASS & LEVEL PLAYER NAME
Paladin
Aasimar (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== PALADIN FEATURES ===


* Creature Type • MotM 7
* Hit Points • PHB 84 You are a Humanoid.

* Proficiencies • PHB 84 * Size • MotM 7


You are Medium or Small. You choose the size when
* Divine Sense • PHB 84 you select this race.
As an action, you can detect good and evil. Until the
end of your next turn, you can sense anything affected * Speed • MotM 7
by the hallow spell or know the location of any Your walking speed is 30 ft.
celestial, fiend, undead within 60 ft. that is not behind
total cover. You can use this feature 2 times per long * Celestial Resistance • MotM 7
rest. You have resistance to necrotic damage and radiant
damage.
| 2 / Long Rest • 1 Action
* Darkvision • MotM 7
* Lay on Hands • PHB 84 You can see in dim light within 60 ft. of you as if it were
You have a pool of healing power that can restore 5 bright light and in darkness as if it were dim light. You
HP per long rest. As an action, you can touch a discern colors in that darkness only as shades of gray.
creature to restore any number of HP remaining in the
pool, or 5 HP to either cure a disease or neutralize a * Healing Hands • MotM 7
poison affecting the creature. As an action, you can touch a creature and heal it for
<strong>2d4</strong> hit points.
| Lay on Hands Pool: 5 / Long Rest • 1 Action
| 1 / Long Rest • 1 Action

=== AASIMAR RACIAL TRAITS === * Light Bearer • MotM 7


You learn the <em>light</em> cantrip. Charisma is
* Ability Score Increases • MotM 5 your spellcasting ability for it.
When determining your character’s ability scores,
increase one score by 2 and increase a different score * Celestial Revelation • MotM 7
by 1, or increase three different scores by 1. You choose between one of three revelation options:
<strong>Necrotic Shroud</strong>, <strong>Radiant
| Increase two scores (+2 / +1) • Consumption</strong>, or <strong>Radiant
Increase one of these scores by 2 and a different Soul</strong>.
score by 1.
Once per long rest, you can use a bonus action to
* Languages • MotM 5 transform using your revelation which lasts for one
Your character can speak, read, and write Common minute or until you end it as a bonus action.
and one other language that you and your DM agree is
appropriate for the character.

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0

SP 0

EP 0

GP 0

PP 0
WEIGHT CARRIED

0 lb.
ENCUMBERED ATTUNED MAGIC ITEMS QTY WEIGHT

255 lb.
PUSH/DRAG/LIFT

510 lb.

EQUIPMENT

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Medium
GENDER AGE SIZE HEIGHT WEIGHT
Paladin
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)

P Light Light Bearer (Always Prepared) DEX 11 1A Touch/20 ft. Sphere V,M 1 hour PHB 255 D: 1h, 20 ft. Sphere, V/M

SPELLS

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.

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