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Paladin Level 4

Knight (Noble)

CLASS & LEVEL

Galak Volar
CHARACTER NAME

BACKGROUND

Greaves
PLAYER NAME

Half-Orc

Chaotic Good

Level 4

RACE

ALIGNMENT

EXPERIENCE POINTS

INSPIRATION

STRENGTH

18

18
+2

ARMOR
CLASS

PROFICIENCY BONUS

+1

30 ft.

INITIATIVE

SPEED

Impatient, Impulsive, Active

PERSONALITY TRAITS

+4

+4

Strength

+1

Dexterity

+2

Constitution

+0

Intelligence

+2

Wisdom

+4

Charisma

DEXTERITY

12
+1
CONSTITUTION

Hit Point Maximum 36

CURRENT HIT POINTS

SAVING THROWS

INTELLIGENCE

10
+0

+1

Acrobatics (Dex)

+0

Animal Handling (Wis)

+0

Arcana (Int)

+6

Athletics (Str)

+2

Deception (Cha)

+2

History (Int)

+2

Insight (Wis)
Intimidation (Cha)

+0

Investigation (Int)

10

+0

Medicine (Wis)

+0

Nature (Int)

+0

Perception (Wis)

+2

Performance (Cha)

+4

Persuasion (Cha)

+0

Religion (Int)

+1

Sleight of Hand (Dex)

+1

Stealth (Dex)

+0

Survival (Wis)

CHARISMA

14
+2

Total

4D10

4D10
NAME

DEATH SAVES

FLAWS

ATK BONUS DAMAGE/TYPE

D20+6

D8+6 Piercing

Javelin

D20+6

D6+4 Piercing

Darkvision: 60 ft.

Underdark Experience: Familiar with races, cities and


settlements in the Underdark, as well as major routes for
travel. Might know sources for lore in case of failed Int
check.
Divine Sense:
As an action, you can open your awareness to detect
such forces. Until the end of your next turn, you know
the location of any celestial, fiend,
or undead within 60 feet of you that is not behind total
cover. You know the type (celestial, fiend, or undead) of
any being whose presence you sense, but not its
identity. 1 + Char per long rest.

ATTACKS & SPELLCASTING

CP

SP

Proficiencies:
All Armor, Shields, Simple Weapons,
Martial Weapons
Wisdom, Charisma
Insight, Athletics, History, Persuasion

EP

GP

PP

Gaming set
Languages: Common, Orc, Undercommon

Relentless Endurance: 0 to 1 HP once per long rest


Savage Attacks: Extra crit dice on crit attack.

PASSIVE WISDOM (PERCEPTION)

OTHER PROFICIENCIES & LANGUAGES

Impolite

FAILURES

Morning Star

SKILLS

10

SUCCESSES

BONDS

Menacing: Intimidation Proficiency

WISDOM

(Hand of) Lathander

HIT DICE

+2

+0

IDEALS

TEMPORARY HIT POINTS

14
+2

To rid the world of dark


sorcery

36

25

Morning Star, Shield


Javelins (5)
Explorer's Pack
(Backpack, Bedroll,
Mess Kit, Tinderbox,
Torches (10), Rations
(10) Waterskin,
Hempen Rope (50 ft.)
Chain Mail, Holy
Symbol (Focus)
Fine Clothes, Signet
Ring

Lay on Hands:
Once per long rest you can restore HP equal to your
paladin leveI x 5 as an action. Alternatively, you can
expend 5 hit points from your pool of healing to cure the
target of one disease or neutralize one poison affecting
it. You can cure multipIe diseases and neutralize
multipIe poisons with a single use of Lay on Hands,
expending hit points separately for each one. This
feature has no effect on undead and constructs.
Dueling:
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.
Divine Smite:
You can expend one paladin spell slot to deal radiant
damage to the target, in addition to the weapon's
damage. The extra damage is 2d8 for a 1st-level spell
slot, plus 1d8 for each spell level higher than 1st, to a
maximum of 5d8. The damage increases by 1d8 if the
target is an undead or a fiend.
Divine Health:
By 3rd level, the divine magic flowing through you
makes you immune to disease.

EQUIPMENT
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FEATURES & TRAITS

Galak Volar
CHARACTER NAME

30

6 ft.

AGE

HEIGHT

100 kg.
WEIGHT

Brown

Grey

Black

EYES

SKIN

HAIR

The Hand of Lathander is a


comparatively small
organisation of Paladins who
hunt evil magic cults and
organisations. The ultimate goal
is to renew the world in ridding it
of any and all dark magic or
magic wielding evil-doers.

NAME

Hand of Lathander

SYMBOL

CHARACTER APPEARANCE

ALLIES & ORGANIZATIONS

Hailed from Iriabor, Galak's


parents were part of a cult
that used dark magic to
expiriment on and enslave
people. After witnessing many
horrors, he came to hate dark
mages and their pracitices,
and killed his parents.
Afterwards he joined the
Hand of Savras, swearing to
rid the world of as much evil
mages as possible. They
occasionally had expeditions
into the Underdark, as many
of the world's evil originates
or resides there. The latest
expedition went horribly
wrong as Galak and 5 of his
Paladin comrades were
ambushed by a large group of
Drow, and after a bloody
battle Galak fled as the sole
survivor of his expedition.

CHARACTER BACKSTORY

Tenets of Vengeance:
The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by
any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to
mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core
principIes of the tenets are brutally simple. Fight the Greater Evil. Faced with a choice of fighting my sworn foes or
combating a Iesser evil, I choose the greater evil. No Mercy for the Wicked. Ordinary foes might win my mercy,
but my sworn enemies do not. By Any Means Necessary. My qualms can't get in the way of exterminating my
foes. Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed
by their misdeeds.
Channel Divinity:
When you take this oath at 3rd leveI, you gain the following two Channel Divinity options once per short rest.
Abjure Enemy: As an action, you present your holy symbol and speak a prayer of denunciation, using your
ChanneI 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.
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.

ADDITIONAL FEATURES & TRAITS

TREASURE
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

Paladin
SPELLCASTING
CLASS

SPELL
LEVEL

SLOTS TOTAL

12

+4

SPELLCASTING
ABILITY

SPELL SAVE DC

SPELL ATTACK
BONUS

SLOTS EXPENDED

ED

EPAR

PR

CANTRIPS

Charisma

SPELL NAME

Command

SPELLS KNOWN

Cure Wounds

Searing Smite

Shield of Faith

Thunderous Smite

Wrathful Smite

Hunter's Mark
Bane

5
9

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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