0% found this document useful (0 votes)
42 views5 pages

Half-Elf Paladin Character Sheet

Uploaded by

javirrovi18
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
42 views5 pages

Half-Elf Paladin Character Sheet

Uploaded by

javirrovi18
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Oath of Devotion Paladin 5 Acolyte

CLASEY NIVEL TRASFONDO NOMBRE DEL JUGADOR


Diazmi
Half-Elf Neutral
RAZA ALINEAMIENTO PE
NOMBRE DE PERSONAJE

INSPIRACIÓN

FUERZA 18 1 30

2 3 NIFICACIÓN POR COMPETENC

14 RASGOS DE PERSONALIDAD
Puntos de Golpe Máximos 49
2 Fuerza
DESTREZA 1 Destreza

1
PUNTOS DE GOLPE ACTUALES
3 Constitución
-1 Inteligencia

12 3 Sabiduría
6 IDEALES
Carisma
PUNTOS DE GOLPE TEMPORALES
CONSTITUCIÓN TIRADAS DE SALVACIÓN

3 1 Acrobacias (Des)
5

17 0 T. con Animales (…
-1 C. Arcano (Int) VÍNCULOS

INTELIGENCIA 5 Atletismo (Fue)

-1
3 NOMBRE ATQ DAÑO/TIPO
Engaño (Car)
-1 Historia (Int)
Light Hammer +5 1d4+2 Bludg…
3
8 Perspicacia (Sab)
6 Intimidación (Car) Cure Wounds 1d8+3 Healing
-1 Investigación (Int) DEFECTOS
SABIDURÍA
0 Medicina (Sab) Branding Smite 2d6 Radiant

0 -1
0
Naturaleza (Int)
Percepción (Sab)
ATAQUES Y LANZAMIENTO DE CONJUROS
Lay on Hands
10 3 Interpretación (Car) Divine Sense
6 Persuasión (Car) 15
Darkvision
CARISMA CP SP EP GP PP
2 Religión (Int)
Fey Ancestry

3 1
1
Juego de Manos (…
Sigilo (Des)
1 Prayer Book Shelter of the Faithful
1 Holy Symbol Divine Smite
17 0 Supervivencia (Sab)
5 Stick of Incense
Divine Health
HABILIDADES 1 Vestments
Extra Attack
1 Belt Pouch
Fighting Style: Protection
1 Pike
10 SABIDURÍA PASIVA (PERCEPCIÓN)
Tenets of Devotion
1 Shield
Channel Divinity: Sacred Weapon
EQUIPO
IDIOMA: Common, Elvish, Goblin, Infernal, Orc Channel Divinity: Turn the Unholy
ARMADURA: Heavy Armor, Light Armor,
RASGOS Y ATRIBUTOS
Medium Armor, Shields
ARMA: Martial weapons, Simple weapons

OTRAS COMPETENCIAS E IDIOMAS


NOMBRE ATQ DAÑO/TIPO Total: 25 Total: 4
CP SP EP GP PP
25 4
1 Light Hammer LAY ON HANDS DIVINE SENSE

1 Priest's Pack
1 Chain Mail Total: Total:
1 Common clothes
1 alms box
ATAQUES Y LANZAMIENTO DE CONJUROS
2 block of incense
1 censer
Total: Total:
1 vestments
1 Backpack
1 Blanket
10 Candle
1 Tinderbox
2 Rations
1 Waterskin

EQUIPO
CARISMA 14 6

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 TRUCOS 3 0 6 0

4 0 7 0
1 4

Bless

Shield of Faith 5 0 8 0
Cure Wounds

Protection from Evil and Good

Sanctuary 9 0

2 2

Branding Smite

Zone of Truth

Lesser Restoration
RASGOS Y ATRIBUTOS
Lay on Hands Shelter of the Faithful Tenets of Devotion
Your blessed touch can heal wounds. You have a As an acolyte, you command the respect of those Though the exact words and strictures of the Oath
pool of healing power that replenishes when you who share your faith, and you can perform the of Devotion vary, paladins of this oath share these
take a long rest. With that pool, you can restore a religious ceremonies of your deity. You and your tenets. Honesty. Don’t lie or cheat. Let your word
total number of hit points equal to your paladin adventuring companions can expect to receive free be your promise. Courage. Never fear to act,
level × 5. As an action, you can touch a creature healing and care at a temple, shrine, or other though caution is wise. Compassion. Aid others,
and draw power from the pool to restore a number established presence of your faith, though you must protect the weak, and punish those who threaten
of hit points to that creature, up to the maximum provide any material components needed for spells. them. Show mercy to your foes, but temper it with
amount remaining in your pool. Alternatively, you Those who share your religion will support you wisdom. Honor. Treat others with fairness, and let
can expend 5 hit points from your pool of healing (but only you) at a modest lifestyle. You might also your honorable deeds be an example to them. Do as
to cure the target of one disease or neutralize one have ties to a specific temple dedicated to your much good as possible while causing the least
poison affecting it. You can cure multiple diseases chosen deity or pantheon, and you have a residence amount of harm. Duty. Be responsible for your
and neutralize multiple poisons with a single use of there. This could be the temple where you used to actions and their consequences, protect those
Lay on Hands, expending hit points separately for serve, or a temple where you have found a new entrusted to your care, and obey those who have
each one. This feature has no effect on undead and home. While near your temple, you can call upon just authority over you.
constructs. the priests for assistance, provided the assistance
you ask for is not hazardous and you remain in Channel Divinity: Sacred Weapon
Divine Sense good standing with your temple. When you take this oath at 3rd level, you gain the
The presence of strong evil registers on your senses following two Channel Divinity options. As an
like a noxious odor, and powerful good rings like Divine Smite action, you can imbue one weapon that you are
heavenly music in your ears. As an action, you can Starting at 2nd level, when you hit a creature with a holding with positive energy, using your Channel
open your awareness to detect such forces. Until melee weapon attack, you can expend one spell slot Divinity. For 1 minute, you add your Charisma
the end of your next turn, you know the location of to deal radiant damage to the target, in addition to modifier to attack rolls made with that weapon
any celestia⁠l, fiend, or undead within 60 feet of you the weapon’s damage. The extra damage is 2d8 for (with a minimum bonus of +1). The weapon also
that is not behind total cover. You know the type a 1st-level spell slot, plus 1d8 for each spell level emits bright light in a 20-foot radius and dim light
(celestial, fiend, or undead) of any being whose higher than 1st, to a maximum of 5d8. The damage 20 feet beyond that. If the weapon is not already
presence you sense, but not its identity (the vampi⁠re increases by 1d8 if the target is an undead or a magical, it becomes magical for the duration. You
Count Strahd von Zarovich, for instance). Within fiend, to a maximum of 6d8. can end this effect on your turn as part of any other
the same radius, you also detect the presence of any action. If you are no longer holding or carrying this
place or object that has been consecrated or Divine Health weapon, or if you fall unconscious, this effect ends.
desecrated, as with the hallow spell. You can use By 3rd level, the divine magic flowing through you

this feature a number of times equal to 1 + your makes you immune to disease. Channel Divinity: Turn the Unholy

Charisma modifier. When you finish a long rest, When you take this oath at 3rd level, you gain the
Extra Attack following two Channel Divinity options. As an
you regain all expended uses.
Beginning at 5th level, you can attack twice, action, you present your holy symbol and speak a
Darkvision instead of once, whenever you take the Attack prayer censuring fiends and undead, using your
Thanks to your elf blood, you have superior vision action on your turn. Channel Divinity. Each fiend or undead that can see
in dark and dim conditions. You can see in dim or hear you within 30 feet of you must make a
Fighting Style: Protection
light within 60 feet of you as if it were bright light, Wisdom saving throw. If the creature fails its
When a creature you can see attacks a target other
and in darkness as if it were dim light. You can't saving throw, it is turned for 1 minute or until it
than you that is within 5 feet of you, you can use
discern color in darkness, only shades of gray. takes damage. A turned creature must spend its
your reaction to impose disadvantage on the attack
turns trying to move as far away from you as it can,
Fey Ancestry roll. You must be wielding a shield.
and it can’t willingly move to a space within 30 feet
You have advantage on saving throws against being of you. It also can’t take reactions. For its action, it
charmed, and magic can't put you to sleep. can use only the Dash action or try to escape from
an effect that prevents it from moving. If there’s
nowhere to move, the creature can use the Dodge
action.
CONJUROS
Bless Protection from Evil and Good Branding Smite
Encantamiento 1 Abjuración 1 Evocación 2
Tiempo de Lanzamiento: 1 action Tiempo de Lanzamiento: 1 action Tiempo de Lanzamiento: 1 bonus action
Alcance: 30 feet Alcance: Touch Alcance: Self
Objetivo: Up to three creatures of your choice Objetivo: One willing creature you touch Objetivo:
within range Componentes: V S M Componentes: V
Componentes: V S M Duración: ConcentraciónUp to 10 minutes Duración: ConcentraciónUp to 1 minute
Duración: ConcentraciónUp to 1 minute Descripción: Descripción:
Descripción: Until the spell ends, one willing creature you touch The next time you hit a creature with a weapon
You bless up to three creatures of your choice is protected against certain types of creatures: attack before this spell ends, the weapon gleams
within range. Whenever a target makes an attack aberrations, celestials, elementals, fey, fiends, and with astral radiance as you strike. The attack deals
roll or a saving throw before the spell ends, the undead. The protection grants several benefits. an extra 2d6 radiant damage to the target, which
target can roll a d4 and add the number rolled to the Creatures of those types have disadvantage on becomes visible if it's invisible, and the target sheds
attack roll or saving throw. attack rolls against the target. The target also can’t dim light in a 5-foot radius and can't become
A Niveles Superiores: When you cast this spell be charmed, frightened, or possessed by them. If invisible until the spell ends.
using a spell slot of 2nd level or higher, you can the target is already charmed, frightened, or A Niveles Superiores: When you cast this spell
target one additional creature for each slot level possessed by such a creature, the target has using a spell slot of 3rd level or higher, the extra
above 1st. advantage on any new saving throw against the damage increases by 1d6 for each slot level above
relevant effect. 2nd.
Shield of Faith
Abjuración 1 Sanctuary Zone of Truth
Tiempo de Lanzamiento: 1 bonus action Abjuración 1 Encantamiento 2
Alcance: 60 feet Tiempo de Lanzamiento: 1 bonus action Tiempo de Lanzamiento: 1 action
Objetivo: A creature of your choice within range Alcance: 30 feet Alcance: 60 feet
Componentes: V S M Objetivo: A creature within range Objetivo: A 15-foot-radius sphere centered on a
Duración: ConcentraciónUp to 10 minutes Componentes: V S M point of your choice within range
Descripción: Duración: 1 minute Componentes: V S
A shimmering field appears and surrounds a Descripción: Duración: 10 minutes
creature of your choice within range, granting it a You ward a creature within range against attack. Descripción:
+2 bonus to AC for the duration. Until the spell ends, any creature who targets the You create a magical zone that guards against
warded creature with an attack or a harmful spell deception in a 15-foot-radius sphere centered on a
Cure Wounds must first make a Wisdom saving throw. On a failed point of your choice within range. Until the spell
Evocación 1 save, the creature must choose a new target or lose ends, a creature that enters the spell’s area for the
Tiempo de Lanzamiento: 1 action the attack or spell. This spell doesn’t protect the first time on a turn or starts its turn there must make
Alcance: Touch warded creature from area effects, such as the a Charisma saving throw. On a failed save, a
Objetivo: A creature you touch explosion of a fireball. If the warded creature creature can’t speak a deliberate lie while in the
Componentes: V S makes an attack or casts a spell that affects an radius. You know whether each creature succeeds
Duración: Instantaneous enemy creature, this spell ends. or fails on its saving throw. An affected creature is
Descripción: aware of the spell and can thus avoid answering
A creature you touch regains a number of hit points questions to which it would normally respond with
equal to 1d8 + your spellcasting ability modifier. a lie. Such a creature can be evasive in its answers
This spell has no effect on undead or constructs. as long as it remains within the boundaries of the
A Niveles Superiores: When you cast this spell truth.
using a spell slot of 2nd level or higher, the Healing
increases by 1d8 for each slot level above 1st. Lesser Restoration
Abjuración 2
Tiempo de Lanzamiento: 1 action
Alcance: Touch
Objetivo: A creature
Componentes: V S
Duración: Instantaneous
Descripción:
You touch a creature and can end either one disease
or one condition afflicting it. The condition can be
blinded, deafened, paralyzed, or poisoned.

You might also like