Character Sheet
Posted On: Nov 21, 2018 16:34:43 GMT 7
Post by camaraderie on Nov 21, 2018 16:34:43 GMT 7
Human Paladin 6
Slav RuralfolkOrdo Inquisitive
HP 40
AC 19 (breastplate with defensive fighting style)
STR 10
DEX 16
CON 10
INT 12
WIS 14
CHA 14
Attacks:
Dagger +6, 1d4 piercing
Hand Crossbow +6, 2d4 piercing
Light Crossbow +6, 1d10 piercing
Bonuses:
Slavian: +1 CON, +1 DEX
Human: +1 CON, +1 WIS, Crossbow Mastery
Language Proficiencies:
Common with Slavic Dialect (Human)
Elvish (Human)
Sylvan (Prodigy)
Skill Proficiencies:
Acrobatics (Slavic)
Insight (Prodigy)
Medicine (Paladin)
Religion (Paladin)
Perception (Inquisitive)
Persuasion (Human, Prodigy Expertise)
Survival (Ruralfolk)
Tool Proficiencies:
Herbalism Kit (Ruralfolk)
Brewery's tools (Prodigy)
Saving Throws Proficiency: Wisdom, Charisma
{Spellcasting}Spell Slots: 4 (Four) 1st-level, 2 (Two) 2nd-level
Prepared Spells : 5
Spell save DC : 13
Spell attack modifier : +5
Prepared Spells : 5
Spell save DC : 13
Spell attack modifier : +5
{Crossbow Mastery}Thanks to extensive practice with the crossbow, you gain the following benefits:
- You ignore the loading quality of crossbows with which you are proficient.
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
- When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
{Divine Sense}The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. 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 (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
{Lay on Hands}Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
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 multiple diseases and neutralize multiple 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.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
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 multiple diseases and neutralize multiple 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.
{Divine Smite}Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one 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, to a maximum of 6d8.
{Fighting Style}Defense
While you are wearing armor, you gain a +1 bonus to AC.
While you are wearing armor, you gain a +1 bonus to AC.
{Divine Health}By 3rd level, the divine magic flowing through you makes you immune to disease.
{Oath of Redemption}Oath spells:
Sleep (3rd)
Channel Divinity: Emissary of Peace
You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
Channel Divinity: Rebuke the Violent
You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
Sleep (3rd)
Channel Divinity: Emissary of Peace
You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
Channel Divinity: Rebuke the Violent
You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
{Extra Attack}Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
{Feat: Prodigy}You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.