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Fighter (3) / Paladin (2) Mercenary Veteran Justin

CLASS & LEVEL BACKGROUND PLAYER NAME


Grigor Human/Damaran Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH

16 +3 PROFICIENCY BONUS
19
ARMOR
CLASS
0
INITIATIVE
30
SPEED

+3 PERSONALITY TRAITS

Hit Point Maximum 44



+6 Strength
DEXTERITY
0 Dexterity

11
+5 Constitution
+1 Intelligence
CURRENT HIT POINTS IDEALS

0 -1 Wisdom
+2 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

14 0 Acrobatics (Dex) Total 3d10 / 2d10 SUCCESSES

+2
+2 Animal Handling (Wis) FAILURES

+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
+6 Athletics (Str)

13 +2 Deception (Cha)
+1 History (Int)
NAME

Longsword
ATK BONUS DAMAGE/TYPE

+6 1d8 + 3 slashing
----------Bonus Actions----------
+1 -1 Insight (Wis) Rally Maneuver. Give superiority die
+ 2 temp HPs to a friendly creature
+5 Intimidation (Cha) Halberd +6 1d10 + 3 slashing

(see PHB 74).


WISDOM +1 Investigation (Int)
Shortbow +3 1d6 piercing
-1 Medicine (Wis)
Second Wind. Regain 1d10 + 3
9 +1 Nature (Int)
HPs (use once/rest, see PHB 72).

-1 Perception (Wis) ---------------Actions--------------


-1 Action Surge. Take an extra action
+2 Performance (Cha)
(use once/rest, see PHB 72).
CHARISMA

+5 Persuasion (Cha)
+1 Religion (Int) Divine Sense. Within 60 ft., detect
15 0 Sleight of Hand (Dex)
0 Stealth (Dex)
presense of undead, celestial, or
fiend. Also detect consecrated or
desecrated object or place (use 3
+2 -1 Survival (Wis) times/long rest, see PHB 84).
SKILLS ATTACKS & SPELLCASTING Lay on Hands. You have a healing
pool of 10 HPs, with it you can heal
a creature or expend 5 points to
9 PASSIVE WISDOM (PERCEPTION)
CP Pouch (1); Rank cure disease or neutralize poison
Insignia (1); (use once/long rest, see PHB 84).
SP
Waterskin (1); Shield
Tool Proficiencies: Land Vehicles; -------------Reactions-------------
Playing Card Set; Smith's Tools
(1); Uniform (1); Protection Fighting Style. When a
EP
Bedroll (1); Rations creature you can see attacks a
Weapon Proficiencies: Martial; (1 day) (10); Rope, target other than you that is within 5
Simple hempen (1); Smith's feet of you, you can use your

Armor Proficiencies: Heavy; Light;


GP
10 Tools (1); Tinderbox reaction to impose disadvantage on
the attack roll. You must be wielding
Medium; Shields
(1); Mess kit (1); a shield. (see PHB 72).
PP
Playing Card Set (1);
Language Proficiencies: Celestial; Backpack (1); Chain (additional features & traits on page
Common mail (1); Torch (10) 2)

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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AGE HEIGHT WEIGHT
Grigor
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Channel Divinity. Your oath provides specific options (use once/rest, see PHB 85).

Combat Superiority. You know 3 martial maneuvers, have 4 superiority dice (d8s), and
maneuver save DC of 14 (see PHB 73).

Defense Fighting Style. While you are wearing armor, you gain a +1 bonus to AC. (see
PHB 72).

Disarming Attack Maneuver. When you hit with a weapon attack, expend a superiority
die and force the target to drop an item of your choice on failed STR save.

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. (see PHB 85).

Goading Attack Maneuver. Add superiority die to a successful attack's damage, if


target fails DC 14 WIS save, the next attack it makes must be against you or have
disadvantage (see PHB 74).

Mercenary Life. Can recall or find info about mercenary groups and can find mercenary
work (see SCAG 152).

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

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Paladin Charisma 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Compelled Duel

Cure Wounds
4
Divine Favor

Protection from Evil and Good


SPELLS KNOWN

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Level-1 enchantment Level-1 evocation Level-1 evocation


Compelled Duel Cure Wounds Divine Favor
1 b.a. 30 ft V Conc, 1 min 1 act. Touch V,S Inst 1 b.a. Self V,S Conc, 1 min
A creature must make a WIS save or has A creature you touch regains a number of hit Your prayer empowers you with divine
disadvantage on attacks against creatures points equal to 1d8 + your spellcasting ability radiance. Until the spell ends, your weapon
other than you. It must success on a WIS modifier. This spell has no effect on undead attacks deal an extra 1d4 radiant damage on
save to move more than 30 ft. from you. The or constructs. At Higher Levels. When you a hit.
spell ends if you attack or cast a spell against cast this spell using a spell slot of 2nd level or
another creature, if you end your turn more higher, the healing increases by 1d8 for each
than 30 ft. away from the creature, or a slot level above 1st.
companion attacks the creature. (see PHB
224 for more details)

Paladin DC 13 Mod +5 Paladin DC 13 Mod +5 Paladin DC 13 Mod +5

Level-1 abjuration
Protection from Evil and Good
1 act. Touch V,S,M Conc, 10 mins
Until the spell ends, one willing creature you
touch is protected against certain types of
creatures: aberrations, celestials, elementals,
fey, fiends, and undead. The protection
grants several benefits. Creatures of those
types have disadvantage on attack rolls
against the target. The target also can't be
charmed, frightened, or possessed by them.
If the target is already charmed, frightened, or
possessed by such a creature, the target has
advantage on any new saving throw against
the relevant effect.

Paladin DC 13 Mod +5
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