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Paladin (3) Acolyte

CLASS & LEVEL BACKGROUND PLAYER NAME

Human Neutral Good


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH

16 +2 PROFICIENCY BONUS
18
ARMOR
CLASS
0
INITIATIVE
30
SPEED

+3 PERSONALITY TRAITS

Hit Point Maximum 28


+3 Strength
DEXTERITY
0 Dexterity

10 +2 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS

0 +2 Wisdom
+4 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

14 0 Acrobatics (Dex) Total 3d10


SUCCESSES

+2 0 Animal Handling (Wis) FAILURES

0 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
+5 Athletics (Str)

10 +2 Deception (Cha)
0 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Immunities: disease
Handaxe +5 1d6 + 3 slashing
0 +2 Insight (Wis)
---------------Actions--------------
+2 Intimidation (Cha) Warhammer +5 1d8 + 3 bludgeoning Divine Sense. Within 60 ft., detect presense
of undead, celestial, or fiend. Also detect
WISDOM 0 Investigation (Int)
consecrated or desecrated object or place
0 Medicine (Wis)
11 0 Nature (Int)
(use 3 times/long rest).

Lay on Hands. You have a healing pool of 15


+2 Perception (Wis) HPs, with it you can heal a creature or
0
+2 Performance (Cha) expend 5 points to cure disease or neutralize
poison (use once/long rest).
CHARISMA +4 Persuasion (Cha)
+2 Religion (Int) (additional features & traits on page 2)
14 0 Sleight of Hand (Dex)
0 Stealth (Dex)
+2
0 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

12 PASSIVE WISDOM (PERCEPTION)


CP
Pouch (1); Clothes, common (1);
Waterskin (1); Shield (1); Bedroll
(1); Incense (5); Rations (1 day)
SP
(10); Rope, hempen (1); Amulet
Weapon Proficiencies: Martial; Simple (1); Vestements (1); Prayer
Book (1); Tinderbox (1); Mess
Armor Proficiencies: Heavy; Light; Medium; kit (1); Backpack (1); Chain mail
EP
Shields (1); Torch (10)
Language Proficiencies: Celestial; Common;
Giant; Undercommon
GP
15
PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Channel Divinity. Your oath provides specific options (use once/rest).

Divine Health. Immune to disease ().

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. ().

Dueling Fighting Style. 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. ().

Shelter the Faithful. You and your companions can expect free healing at an establishment of your
faith. ().

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Paladin Charisma 12 +4
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

4
SPELLS KNOWN

Bless

Command

Cure Wounds

Detect Evil and Good

Detect Magic

Detect Poison and Disease


8
Divine Favor

Heroism

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Paladin Charisma 12 +4
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

Protection from Evil and Good

Purify Food and Drink


4
Shield of Faith
SPELLS KNOWN

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Page 1

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


Bless Command Cure Wounds
1 act. 30 ft V,S,M Conc, 1 min 1 act. 60 ft V 1 rnd 1 act. Touch V,S Inst
You bless up to three creatures of your You speak a one-word command to a A creature you touch regains a number of hit
choice within range. Whenever a target creature you can see within range. The target points equal to 1d8 + your spellcasting ability
makes an attack roll or a saving throw before must succeed on a Wisdom saving throw or modifier. This spell has no effect on undead
the spell ends, the target can roll a d4 and follow the command on its next turn. The or constructs. At Higher Levels. When you
add the number rolled to the attack roll or spell has no effect if the target is undead, if it cast this spell using a spell slot of 2nd level or
saving throw. At Higher Levels. When you doesn't understand your language, or if your higher, the healing increases by 1d8 for each
cast this spell using a spell slot of 2nd level or command is directly harmful to it. Some slot level above 1st.
higher, you can target one additional creature typical commands and their effects follow.
for each slot level above 1st. You might issue a command other than one
described here. If you do so, the GM
determines how the target behaves. If the
target can't follow your command, the spell
ends. Approach. The target moves toward
you by the shortest and most direct route,
ending its turn if it moves within 5 feet of you.
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. Grovel. The target
falls prone and then ends its turn. Halt. The
target doesn't move and takes no actions. A
Paladin DC 12 Mod +4 Paladin DC 12 Mod +4 Paladin DC 12 Mod +4

Level-1 divination Level-1 divination Level-1 divination


Detect Evil and Good Detect Magic Detect Poison and Disease
1 act. Self V,S Conc, 10 mins 1 act. Self V,S Conc, 10 mins 1 act. Self V,S,M Conc, 10 mins
For the duration, you know if there is an For the duration, you sense the presence of For the duration, you can sense the presence
aberration, celestial, elemental, fey, fiend, or magic within 30 feet of you. If you sense and location of poisons, poisonous creatures,
undead within 30 feet of you, as well as magic in this way, you can use your action to and diseases within 30 feet of you. You also
where the creature is located. Similarly, you see a faint aura around any visible creature identify the kind of poison, poisonous
know if there is a place or object within 30 or object in the area that bears magic, and creature, or disease in each case. The spell
feet of you that has been magically you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked
consecrated or desecrated. The spell can can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a
penetrate most barriers, but it is blocked by 1 by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
foot of stone, 1 inch of common metal, a thin thin sheet of lead, or 3 feet of wood or dirt.
sheet of lead, or 3 feet of wood or dirt.

Paladin DC 12 Mod +4 Paladin DC 12 Mod +4 Paladin DC 12 Mod +4

Level-1 evocation Level-1 enchantment


Divine Favor Heroism
1 b.a. Self V,S Conc, 1 min 1 act. Touch V,S Conc, 1 min
Your prayer empowers you with divine A willing creature you touch is imbued with
radiance. Until the spell ends, your weapon bravery. Until the spell ends, the creature is
attacks deal an extra 1d4 radiant damage on immune to being frightened and gains
a hit. temporary hit points equal to your
spellcasting ability modifier at the start of
each of its turns. When the spell ends, the
target loses any remaining temporary hit
points from this spell. At Higher Levels. When
you cast this spell using a spell slot of 2nd
level or higher, you can target one additional
creature for each slot level above 1st.

Paladin DC 12 Mod +4 Paladin DC 12 Mod +4


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Command (reverse)
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. At Higher Levels. When you cast
this spell using a spell slot of 2nd level or
higher, you can affect one additional creature
for each slot level above 1st. The creatures
must be within 30 feet of each other when
you target them.
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Level-1 abjuration Level-1 transmutation Level-1 abjuration


Protection from Evil and Good Purify Food and Drink Shield of Faith
1 act. Touch V,S,M Conc, 10 mins 1 act. 10 ft V,S Inst 1 b.a. 60 ft V,S,M Conc, 10 mins
Until the spell ends, one willing creature you All nonmagical food and drink within a A shimmering field appears and surrounds a
touch is protected against certain types of 5-foot-radius sphere centered on a point of creature of your choice within range, granting
creatures: aberrations, celestials, elementals, your choice within range is purified and it a +2 bonus to AC for the duration.
fey, fiends, and undead. The protection rendered free of poison and disease.
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 12 Mod +4 Paladin DC 12 Mod +4 Paladin DC 12 Mod +4


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