Armor Class 20 (plate mail, shield)
Hit Points 36 (Hit Dice 4, d10+2)
Longsword. Melee Weapon Attack: +5 (+8 when Sacred Weapon) to hit, reach 5 ft., one target.
Hit: 1d8 + 5 slashing damage. +2d8 Radiant if Smite (3 spell slots; 3d8 vs undead)
Javelin. Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft.,
one target. Hit: 1d6 + 3 piercing damage.
XP 2700 (maxed)
Speed 30 ft.
STR 16 (+3) DEX 10 (0) CON 14 (+2) INT 10 (0) WIS 14 (+2) CHA 16 (+3)
Proficiencies (+2 proficiency bonus)
Saving Throws Wis +4, Cha +5
Skills History +3, Medicine +4, Persuasion +5, Religion +3
Fighting Style: Duelist, +2 damage 1hw
Tools dragonchess set
Armor all armor, shields
Weapons simple weapons,
martial weapons
Immunities disease
Senses passive (Perception) 12
Languages Common, Dwarvish, Elvish
Actions
Attack. You can attack once when you take this action, using the following:
+0 Shining Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 5 slashing damage. Javelin. Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft.,
one target. Hit: 1d6 + 3 piercing damage.
Divine Sense. Paladin feature
Lay on Hands. Paladin feature
Sacred Weapon. Paladin feature
Spellcasting. Paladin feature
Turn the Unholy. Paladin feature
Options
Divine Smite. Paladin feature
Reactions
Protection. Paladin feature
Divine Sense (4; Recharges after a
Long Rest). As an action, you can open
your awareness to sense strong evil and
powerful good. 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 of any being whose
presence you sense, but not its identity.
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 (4)
Divine Smite. When you hit a creature
with a melee weapon attack, you can
expend one paladin spell slot to deal an
extra 2d8 radiant damage to the target
(3d8 radiant damage if it is an undead
or a fiend).
Lay on Hands. You have a pool of healing
power, with which you can restore up to
20 hit points. This pool replenishes after
you finish a long rest.
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.
Channel Divinity (Recharges after a
Short or Long Rest). You can use one of
the following options.
Sacred Weapon. As an action, you can
imbue one weapon that you are holding
with positive energy. For 1 minute, you
add a +3 bonus to attack rolls made with
that weapon. The weapon also emits
bright light in a 20-foot radius and dim
light 10 feet beyond that. If the weapon is
not already magical, it becomes magical
for the duration.
You can end this effect on your turn
as part of any other action. If you are no
longer holding or carrying this weapon,
or if you fall unconscious, this effect ends.
Turn the Unholy. As an action, you
present your holy symbol and speak a
prayer censuring fiends and undead.
Each fiend or undead that can see or hear
you within 30 feet of you must make a DC
13 Wisdom saving throw. If the creature
fails its saving throw, it is turned for 1
minute or until it takes damage.
A turned creature must spend its turns
trying to move as far away from you as it
can, and it can’t willingly move to a space
within 30 feet of you. It also can’t take
reactions. For its action, it 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.
Spellcasting. Charisma is your
spellcasting ability for your paladin
spells. You use your Charisma whenever
a spell refers to your spellcasting ability.
To cast a spell, you must expend a slot
of the spell’s level or higher. You regain
all expended spell slots when you finish
a long rest.
Spell save DC: 13
Spell attack modifier: +5
Spells Prepared:
1st level (3 slots): command , compelled duel,
cure wounds (d8+3), protection from evil and good,
sanctuary, searing smite
Equipment
+0 Shining Longsword (serves as a focus for paladin spells), javelins (4),plate mail, shield, explorer’s pack, bell, dragonchess set, engraved tankard, signet ring, sealing wax, scroll of pedigree, holy symbol, fine clothes, traveler’s clothes, perfume, soap, (2), waterskin with fine wine, healer’s kit, holy water, belt pouch.
Paladin 4
“No thanks are necessary. I am but a humble servant of the gods.”
Position of Privilege. Thanks to your noble birth, people are inclined to think the best of you. You are welcome in
high society, and people assume you have the right to be wherever you are. The common folk make every effort
to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the
same social sphere. You can secure an audience with a local noble if you need to.
Faction: Knight of the Golden Cup
Personality Trait. You are convinced that the common folk love you for your kindness and generosity.
Ideal. It is your duty to protect and care for those beneath you.
Bond. Your loyalty to your nation is unswerving.
Flaw. You have a secret desire for carnal pleasures.
1st-level enchantment
Casting Time: 1 bonus action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
Spell Lists. Paladin
1st-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.
At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.
Spell Lists. Paladin