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Alea Duath Iaur-Muina

Race: Half-Elf
Class: Paladin (1)
Background: Outlander

Strength
Constitution
Dexterity
Intelligence
Wisdom
Charisma

Initiative
Speed
Armor Class
Hit Dice
Hit Points

16
14
10
10
10
16

Personality Traits
Wanderlust Im driven by wanderlust that
led me away from home.

+3
+2

Ideals

+3

+3
30
16/18
1
12

Nature The natural world is more important than all the constructs of civilization.
Secret A secret is a bond that must never be
broken.

Bonds
Protection I protect those that cannot protect themselves.
Secret I have a secret that I protect. Should
come to light it could bring ruin to the
world.

Flaws

Risk I would risk too much to uncover a


lost bit of knowledge.
Secret I will keep any secret no matter the
consequences.

Attacks

Skills

Weapon

To Hit

Damage

Type

Range

Greatsword

+5

2d6 + 3

Piercing

Arrow of Frost

+5

1d8

Cold

120

Acrobatics

Dex

Athletics

Str

+5

Animal Handling

Wis

Arcana

Int

Deception

Cha

+3

History

Int

Insight

Wis

Intimidation

Cha

+3

Investigation

Int

Medicine

Wis

+2

Perception

Wis

+2

Performance

Cha

+3

Persuasion

Cha

+5

Fray Die
Warriors get a fray die of 1d8 in addition to any other action (attack or
otherwise) made that turn to any creature(s) of equal or lesser hit
dice than the characters level. The hit dice damage can apply to a
single creature or multiple.

Hit Dice Damage Table


Damage Roll

Hit Dice Damage

25

Religion

Int

69

Sleight of Hand

Dex

10+

Stealth

Dex

+2

Survival

Wis

+2

Languages

Common
Elvish
Sylvan
Ancient Secrets

Racial Abilities

Darkvision You can see in dim light within 60 feet as if it was bright
light, and in darkness as if it was dim light.
Fey Ancestry You have advantage on saving throws against being
charmed and magic cannot put you to sleep.

Proficiencies

Armor all armor and shields.


Weapons Simple and martial.
Tools Musical instrument (pan pipes).

Feats
Spell Sniper Spells that require an attack roll have their range doubled. Your spells ignore half and three-quarters cover. You learn one
cantrip that requires an attack roll.

Class Features

Wanderer (Background) You have an excellent memory for maps


and geography and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you
can find food and fresh water for yourself and up to five other people
each day, provided the land offers berries, small game, water, and so
forth.
Divine Sense As an action you can detect the forces of good and evil
until the end of your next turn. You will know the location of any celestial, fiend, or undead within 60 feet that is not behind total cover.

You will know the type (celestial, fiend, or undead) but not its identity. You can also detect the presence of any place or object that has
been consecrated or desecrated. You can use this feature a number of
time equal to 1 + Charisma modifier. The ability recharges after a
long rest.
Lay on Hands You have a pool of healing that can heal up to 5 Paladin level hit points. As an action, you can touch a creature and restore hit points up to the maximum in the pool. Alternatively, you
can spend 5 hit points from the pool of healing to cure the target of
one disease or neutralize one poison. The ability recharges after a
long rest.
Fighting Style (Great Weapon Fighting) When you make a melee
attack with a weapon wielded in two-hands and roll a 1 or 2 on a
damage die, you can re-roll the die and must use the new result.
Divine Smite When you hit a creature with a melee weapon, you
can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapons damage. The extra damage is 2d8 for
a 1st level spell slot, +1d8 for each spell level higher than 1 st, to a maximum of 5d8. The damage increases another 1d8 if the target is undead or a fiend.

Spellcasting

Level Spell
ing throw or follow your one word command. Higher
level spell slots affect one additional creature per level.

Spell Known / Slots


Class

Known Cantrip 1st

Compelled Duel

2nd

3rd

4th

5th

Cure Wounds

Spell Sniper

Detect Evil and Good

Paladin

Detect Magic

Detect Poison and Disease

Divine Favor

Heroism

Protection from Evil and Good

Purify Food and Drink

Searing Smite

Shield of Faith

Thunderous Smite

Wrathful Smite

Spells & Cantrips


Level Spell

Arrow of Frost (Ray of Frost)


Casting Time: 1 action
Range: 120 feet
Components: Verbal, Somatic
Description: On a hit with a ranged spell attack, the target takes 1d8 cold damage and its speed is reduced by
10 feet until the start of your next turn.

Bless
Casting Time: 1 action
Range: 30 feet
Components: Verbal, Somatic, Material
Duration: Concentration, up to one minute
Description: Up to three creatures of your choice gain
+1d4 on attack or saving throw rolls. Higher level spell
slots add one creature per level.

Command
Casting Time: 1 action
Range: 60 feet
Components: Verbal
Duration: 1 round
Description: A creature must succeed on a Wisdom sav-

Experience

Coins

Adventures

Platinum
Gold
Silver
Copper
Gems

0
12
2
5
0

Gear
1

1
1
1
1

Explorers Pack
Backpack
Bedroll
Mess Kit
Tinderbox
Torches (10)
Rations (10)
Waterskin
50 of Hempen Rope
Greatsword
Chain Mail Armor
Healers Kit (10 uses)
Pan flute

10 gp

50 gp
45 gp
5 gp
12 gp

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