DND 1
DND 1
6 PROFICIENCY PASSIVE
PERCEPTION 13 AC INITIATIVE SPEED
FIGHTING STYLE
2
Dueling
25 +1 30 LEVEL
INSPIRATION PASSIVE
INSIGHT 16 DIVINE SMITE
2
When you hit a creature with a melee weapon attack, you can expend one spell
slot to deal extra radiant damage to the target. The extra damage is 2d8 for a
Hit Point Temporary 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of
Maximum Hit Points 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
STRENGTH +5 SAVING THROWS
20 236
● +11 ATHLETICS LEVEL
3
+5 LEVEL
20
you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be
14
+1 ACROBATICS restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of
FAILURES its turns. On a success, it frees itself and the vines vanish.
+1 SLEIGHT OF HAND d10 Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey
and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of
+1 STEALTH you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for
1 minute or until it takes damage. If the creature's true form is concealed by an illusion,
LEVEL
LEVEL
INTELLIGENCE -1 SAVING THROWS At 18th level, the range of this aura increases to 30 feet.
8
● +5 ARCANA LEVEL
-1
-1
HISTORY
INVESTIGATION
SPELL
ATTACK BONUS
SPELL
SAVE DC
SPELL SLOTS
SACRED OATH FEATURE
7
1st 2nd 3rd 4th 5th Beginning at 7th level, ancient magic lies so heavily upon you
-1
-1 NATURE
that it forms an eldritch ward. You and friendly creatures
9 17
● ● ● ● ●
-1 RELIGION
● ● ● ● ● within 10 feet of you have resistance to damage from spells.
● ● ● ●
WISDOM ◆ +8 SAVING THROWS ● At 18th level, the range of this aura increases to 30 feet.
15
+2 ANIMAL HANDLING LAY ON HANDS DIVINE SENSE
● +14 INSIGHT
Used Total Used Total LEVEL
+2 MEDICINE AURA OF COURAGE
10
+2 ● +2
+2
PERCEPTION
SURVIVAL
85 5 You and friendly creatures within 10 feet of you can’t be frightened while you
are conscious.
20
LEVEL
+5
11
DECEPTION
IMPROVED DIVINE SMITE
● +11 INTIMIDATION
+5 Whenever you hit a creature with a melee weapon, the creature takes an
PERFORMANCE
extra 1d8 radiant damage.
+5 PERSUASION
● +11
LEVEL
CLEANSING TOUCH
As an action you can end one spell on yourself or a willing creature that you
14
RACIAL TRAITS touch. You can do this a number of times equal to your Charisma modifier.
You regain expended uses of this feature when you finish a long rest.
Feat: Eldritch Adept Feat: Inspiring Leader: Temp hit point level + charisma mod. once per short rest
Misty Vision: Silent Image at Will
Feat: Mounted Combatant:
Advantage against enemies smaller than mount LEVEL
15
Redirect attack to self
Mount takes no damage for dex saves and half SACRED PATH FEATURE
Bonus action attack d4 with glaive, halbert, quarter staff or spear {d4)
opportunity attack from you when they enter the reach you have with that weapon. Starting at 15th level, when you are reduced to 0 hit points and are not
Shape Changer: Change shape, including height and voice
Watcher's Eye (background feature)
killed outright, you can choose to drop to 1 hit point instead. Once you
- Find Watcher's outpost and criminals' den LEVEL use this ability, you can't use it again until you finish a long rest.
- Actor feat: adv on impersonating other (performance and deception)
Skill Expert Feat
DIVINE SENSE
1 Additionally, you suffer none of the drawbacks of old age, and you can't
Action. Until the end of your next turn, you know the location be aged magically.
of any celestial, fiend, or undead within 60 feet of you that is not behind total
cover. You also detect the presence of any consecrated or desecrated place or
PROFICIENCIES LANGUAGES
object. You can use this feature a number of times equal to 1 + your Charisma
LEVEL
20
modifier. When you finish a long rest, you regain all expended uses.
LIGHT
ARMOUR
SIMPLE
WEAPONS Common, Primordial, SACRED OATH FEATURE
● ●
Celestial, Fey LEVEL
At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you
choose. For example, your skin might turn green or take on a bark-like texture, your hair might
MEDIUM
ARMOUR
●
MARTIAL
WEAPONS
●
TOOLS & OTHER PROFICIENCIES
LAY ON HANDS
You have a pool of magical healing equal to 5 x your Paladin
1 become leafy or moss-like, or you might sprout antlers or a lion-like mane.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
level. As an action, you can touch a creature to restore a number of hit pointsto that At the start of each of your turns, you regain 10 hit points.
HEAVY
ARMOUR
SHIELDS creature, up to the maximum amount remaining in your pool. You can expend 5
points from your pool to cure one disease or neutralize one poison affecting the Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus
● ● target. action instead.
O:CI==:J
r====c �
t)
tCHARACTER NAME
RACE
ALIGNMENT
BACKGROUND
EXPERIENCE POINTS
-L-------------1�)
Paladin
SACRED OATH
g
LEVEL
PROFICIENCY PASSIVE
PERCEPTION AC INITIATIVE SPEED
FIGHTING STYLE
2
� [
LEVEL
2
PASSIVE
INSPIRATION INSIGHT
DIVINE SMITE
When you hit a creature with a melee weapon attack, you can expend one spell
:=
slot to deal extra radiant damage to the target. The extra damage is 2d8 for a
Hit Point
J Temporary 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of
[
'i
Maximum Hit Points 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
SAVING THROWS
STRENGTH
Q
Strength LEVEL
3
] �
HIT DICE DEATH SAVES SACRED OATH FEATURE
�
Intelligence
� [
Used Total
[J :�=
DEXTERITY
Tc:;]
SUCCESSES
Wisdom
FAILURES
Charisma d10
Deception (Cha)
ao
At 18th level, the range of this aura increases to 30 feet.
INTELLIGENCE
History (Int)
LEVEL
Insight (Wis)
SPELL
ATTACK BONUS
SPELL
SAVE DC
SPELL SLOTS
SACRED OATH FEATURE
7
Intimidation (Cha) 1st 2nd 3rd 4th 5th
Investigation (Int)
0 0 0 0 0
0 0 0 0 0
Medicine (Wis) 0 0 0 0
WISDOM
g
0
Nature (Int) LAY ON HANDS DIVINE SENSE
[ =][ =] [__
Performance (Cha) You and friendly creatures within 10 feet of you can’t be frightened while you are
conscious.
Persuasion (Cha)
[ g
At 18th level, the range of this aura increases to 30 feet.
CHARISMA
Religion (Int) SPELLS PREPARED 'i
'/Level 0
R
LEVEL
[ g
0 0 Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8
Stealth (Dex) 0 0 radiant damage.
0 0
Survival (Wis) LEVEL
14
0 0 CLEANSING TOUCH
/. 0 0
0 0 As an action you can end one spell on yourself or a willing creature that you
RACIAL TRAITS touch. You can do this a number of times equal to your Charisma modifier.
0 0 You regain expended uses of this feature when you finish a long rest.
Changling:
As an action, you can change your appearance and your voice. You determine the
0 0
specifics of the changes, including your coloration, hair length, and sex. You can also 0 0
LEVEL
15
adjust your height and weight and can change your size between Medium and
0 0 SACRED PATH FEATURE
Small. You can make yourself appear as a member of another race, though none of
your game statistics change. You can’t duplicate the appearance of an individual 0 0
you’ve never seen, and you must adopt a form that has the same basic arrangement
0 0
C1
of limbs that you have. Your clothing and equipment aren’t changed by this trait. � L.
• You stay in the new form until you use an action to revert to your true form or LEVEL
until you die.
'/ DIVINE SENSE
Action. 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
PROFICIENCIES LANGUAGES cover. You also detect the presence of any consecrated or desecrated place or
object. You can use this feature a number of times equal to 1 + your Charisma LEVEL
20
modifier. When you finish a long rest, you regain all expended uses.
LIGHT SIMPLE
Common, fey SACRED OATH FEATURE
:: rl------------- [_g ��
_______
ARMOUR WEAPONS
0 □ ~ �
LEVEL
MEDIUM MARTIAL
ARMOUR WEAPONS TOOLS & OTHER PROFICIENCIES
LAY ON HANDS
You have a pool of magical healing equal to 5 x your Paladin
1
level. As an action, you can touch a creature to restore a number of hit pointsto that
HEAVY SHIELDS creature, up to the maximum amount remaining in your pool. You can expend 5 points
ARMOUR from your pool to cure one disease or neutralize one poison affecting the target.
AGE HEIGHT WEIGHT DISTINGUISHING FEATURES
Live in feywild
owes favor to a fey
Jealous with his brother
IDEALS
BONDS
ALLIES ENEMIES
FLAWS
CHARACTER APPEARANCE
AMULET
CLOAK
ARMOUR
HANDS/ARMS
RING
RING
BELT
BOOTS
30,000
CP SP EP GP PP
MAGIC ITEMS
Attuned
Name
Attuned
Name
Attuned
Name
Attuned
Name
Attuned
Name
AGE HEIGHT WEIGHT DISTINGUISHING FEATURES
IDEALS
BONDS
ALLIES ENEMIES
FLAWS
CHARACTER APPEARANCE
AMULET
CLOAK
HANDS/ARMS
Skills
RING
Senses
NAME ATK BONUS DAMAGE/TYPE RING
BELT
BOOTS
CP SP EP GP PP
MAGIC ITEMS
Attuned
Name
Attuned
Name
Attuned
Name
Attuned
Name
Attuned
Name
ADDITIONAL FEATURES
LEVEL LEVEL LEVEL
very rare
ATTUNEMENT USES DURATION ATTUNEMENT USES DURATION ATTUNEMENT USES DURATION
Used Total Used Total Used Total
You gain a +3 bonus to attack and damage rolls made This amulet bears the symbol of a deity inlaid with precious
with this sword. In addition, while you hold the stones or metals. While you wear the holy symbol, you gain a
bonus to spell attack rolls and the saving throw DCs of your
sword, you can use your reaction to make one melee
spells. The bonus is determined by the amulet's rarity.
attack with it against any creature in your reach that
deals damage to you. You have advantage on the While you wear this amulet, you can use your Channel
attack roll, and any damage dealt with this special Divinity feature without expending one of the feature's uses.
attack ignores any damage immunity or resistance Once this property is used, it can't be used again until the
the target has.s next dawn.
Tooth
TYPE RARITY REQUIREMENTS TYPE RARITY REQUIREMENTS TYPE RARITY REQUIREMENTS
Cast Counterspell
20 17 8 ●
●
●
●
●
●
SPELLCASTING FOCUS
School
Esnaring Strike
conjuration
1 School
Speak with Animal
Divination
1 School
Compelled Duel
enchantmnent
1
RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE
School
Command
enchangment
1 School
Thunderous smite
evocation
1 School
Shield of Faith
abhuration
1
RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE
60 ft 1 action R
17 Self 1 bonus action
R
60ft 1 bonus action
R
DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS
V ● V ● V ●
1 round C
V S
M
Concentration, 1 minute
C
V S
M
Concentration, 1 mintue
C
VSM S ●
M●
SPELL EFFECT SPELL EFFECT SPELL EFFECT
PREPARED PREPARED PREPARED
You speak a one-word command to a creature you can see within range. The target must succeed on a
Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is
undead, if it doesn't understand your language, or if your command is directly harmful to it.
The first time you hit with a melee A shimmering field appears and
weapon attack during this spell’s
Some typical commands and their effects follow. You might issue a command other than one described
here. If you do so, the DM determines how the target behaves. If the target can't follow your
command, the spell ends. surrounds a creature of your
duration, your weapon rings with thunder
Approach: The target moves toward you by the shortest and most direct route, ending its turn if it
moves within 5 feet of you.
that is audible within 300 feet of you, and choice within range, granting it a
Drop: The target drops whatever it is holding and then ends its turn.
Flee: The target spends its turn moving away from you by the fastest available means.
the attack deals an extra 2d6 thunder +2 bonus to AC for the duration.
Grovel: The target falls prone and then ends its turn. damage to the target. Additionally, if the
Halt: The target doesn't move and takes no actions. A flying creature 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.
target is a creature, it must succeed on a
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one Strength saving throw or be pushed 10
additional creature for each slot level above 1st. The creatures must be within 30 feet of each other
when you target them. feet away from you and knocked prone.
School
Wrathful Smite 1 School
Divine Favor 1 School
Bless 1
RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE
The next time you hit with a melee weapon Your prayer empowers you with You bless up to three creatures of
attack during this spell’s duration, your
divine radiance. Until the spell your choice within range.
attack deals an extra 1d6 psychic damage.
Additionally, if the target is a creature, it ends, your weapon attacks deal Whenever a target makes an
must make a Wisdom saving throw or be an extra 1d4 radiant damage on a attack roll or a saving throw before
frightened of you until the spell ends. As an the spell ends, the target can roll a
hit.
action, the creature can make a Wisdom
check against your spell save DC to steel its
d4 and add the number rolled to
resolve and end this spell. the atta
ck roll or saving throw.
SPELLS
LEVEL LEVEL LEVEL
School
Moon Beam
evocation
2 School
Misty Step
conjuration
2 School
Warding Bond
abjustation
2
RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE
60ft 1 action R
17 Self 1 bonus action
R
Touch 1 action R
DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS
V V● V●
con, 1 minute
C
VSM M
S Instantaneous
C M
S 1 hour C
VSM S●
M●
SPELL EFFECT SPELL EFFECT SPELL EFFECT
PREPARED PREPARED PREPARED
A 5-foot-radius, 40-foot-high cylinder centered on a point within range This spell wards a willing creature you touch and creates a mystic
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder
centered on a point within range. Until the spell ends, dim light fills the cylinder.
Briefly surrounded by silvery mist, connection between you and the target until the spell ends.
see.
reverts to its original form and can’t assume a different form until it leaves the spell’s
light. The spell ends if you drop to 0 hit points or if you and the target
On each of your turns after you cast this spell, you can use an action to move the
become separated by more than 60 feet. It also ends if the spell is
beam 60 feet in any direction.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the cast again on either of the connected creatures. You can also
damage increases by 1d10 for each slot level above 2nd. dismiss the spell as an action.
School
Find Steed
conjustation
2 School
Zone of Truth
enchantment
2 School
Plant Growth
transmutation
3
RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE
Instantaneous
C
VS M
S 10 minutesC V,S M
S Instantaneous
C
V,S M
S
Touch 1 action R
Self 1 bonus action
R
Self 1 bonus action
R
Con
DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS
V V V
Concentration, 1 hour
C
V,S M
S Concentration, 1 min
C
V, S M
S concentration, 1 min
C
V M
S
creature you touch has resistance Until the spell ends, any attack you make deals 1d8 extra damage when you hit a
creature within 10 feet of you. This damage is radiant, necrotic, or cold (your
light, and the attack deals an extra 3d8 radiant damage to the
target. Additionally, the target must succeed on a
choice when you cast the spell). Any creature that takes this damage can’t regain
to one damage type of your hit points until the start of your next turn.
Constitution saving throw or be blinded until the spell ends.
choice: acid, cold, fire, lightning, In addition, any creature of your choice that you can see that starts its turn within
10 feet of you has its speed reduced by 10 feet until the start of your next turn.
A creature blinded by this spell makes another Constitution
saving throw at the end of each of its turns. On a successful
or thunder. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, save, it is no longer blinded.
the damage increases by 1d8 for every two slot levels above 3rd.
School
Crusader's Mantle 3 School
Find Greater Steed 4 School
Aura of Life 4
RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE
Self 1 action R
30 ft 10 minutesR 30 ft 1 action R
DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS
V V V
concentration, 1 min
C
V M
S Instantaneouss
C M
S concentration, 10 minutes
C
V M
S