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Thranduil Starshine

Thranduil Starshine is a Moon Elf character with a Paladin 2 and Wizard 1 class level, known for his outlander background and alignment of Chaotic Good. He has a strong connection to the people of Whiterun, serving as a herald and messenger while possessing various skills and spells. His abilities include healing, spellcasting, and heightened senses, making him a versatile character in the game.
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0% found this document useful (0 votes)
68 views3 pages

Thranduil Starshine

Thranduil Starshine is a Moon Elf character with a Paladin 2 and Wizard 1 class level, known for his outlander background and alignment of Chaotic Good. He has a strong connection to the people of Whiterun, serving as a herald and messenger while possessing various skills and spells. His abilities include healing, spellcasting, and heightened senses, making him a versatile character in the game.
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
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Paladin 2 Wizard 1 Outlander Justin Walters

CLASS & LEVEL BACKGROUND PLAYER NAME


Thranduil Starshine
Moon Elf CG 900
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH Many of the remote holds of Whiterun owe you
15 +2 30 ft a great debt for bringing aid to them when

13 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
enemies from the wilds threatened. You can
push yourself harder and longer than most in
this land.
+1 PERSONALITY TRAITS

Hit Point Maximum 29


+1 Strength
DEXTERITY
You are a herald and messenger who tells

15
+2

+3
Dexterity
Constitution
29 tales of glory, but who also wishes to earn his
own share of glory in the tales told of this land.
CURRENT HIT POINTS IDEALS
+3 Intelligence
+2 ● +3 Wisdom
The people of Whiterun are your primary concern.
● +5 Charisma You love this land and its people. You personally
know most everyone who resides here.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
17 2d10,1d6
+2 Acrobatics (Dex) Total SUCCESSES As a herald who is often out alone in the wilds of Whiterun
keeping lines of communication open violence is often your
+3 +1 Animal Handling (Wis) first answer when dealing with any sort of challenge. He
FAILURES
who hesitates is lost in your experience.
+3 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +3 Athletics (Str)

16 +3

+3
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Darkvision. Accustomed to twilit forests and the night sky, you have

+3 Insight (Wis)
Rapier +4 1d8+2/P superior vision in dark and dim conditions. You can see in dim light
within 60 feet of you as if it were bright light, and in darkness as if it
+3 ●
were dim light. You can't discern color in darkness, only shades of gray.
Keen Senses. You have proficiency in the Perception skill.
+3 Intimidation (Cha) Longbow +4 1d8+2/P Fey Ancestry. You have advantage on saving throws against being
charmed, and magic can't put you to sleep.
WISDOM +3 Investigation (Int) Trance. Elves don't need to sleep. Instead, they meditate deeply,
remaining semiconscious, for 4 hours a day. (The Common word for
such meditation is "trance.") While meditating, you can dream after a
+1 Medicine (Wis)
12 +3 Nature (Int)
fashion; such dreams are actually mental exercises that have become
reflexive through years of practice. After resting in this way, you gain
the same benefit that a human does from 8 hours of sleep.
Elf Weapon Training. You have proficiency with the longsword,
● +3 Perception (Wis) shortsword, shortbow, and longbow.
+1 Cantrip. You know one cantrip of your choice from the wizard spell list.
Intelligence is your spellcasting ability for it.
+3 Performance (Cha) Extra Language. You can speak, read, and write one extra language of
your choosing.
● +5 Persuasion (Cha) Divine Sense: The presence of strong evil registers on your senses like
CHARISMA a noxious odor, and powerful good rings like heavenly music in your
+3 Religion (Int) ears. As an action, you can open your awareness to detect such forces.

17 +2 Sleight of Hand (Dex)


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,
+2 Stealth (Dex) for instance). Within the same radius, you also detect the presence of
+3 any place or object that has been consecrated or desecrated, as with
● +3 Survival (Wis) 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.
SKILLS ATTACKS & SPELLCASTING 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
13 PASSIVE WISDOM (PERCEPTION)
CP Ruby of the War 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
Mage, Figurine of and neutralize multiple poisons with a single use of Lay on Hands,
expending hit points separately for each one. This feature has no effect

Languages: Common, Elvish, Dwarven, SP Wondrous Power: on undead and constructs.


Divine Smite: Starting at 2nd level, when you hit a creature with a
Sylvan Silver Raven, Chain 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
Proficient with: Shawm damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level

Wanderer
EP
Shirt Armor 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.
Interception: When a creature you can see hits a target that is within 5
You have an excellent memory for maps feet of you with an attack, you can use your reaction to reduce the
and geography, and you can always recall GP damage the target takes by 1d10 + your proficiency bonus (to a
minimum of 0 damage). You must be wielding a shield or a simple or
the general layout of terrain, settlements, martial weapon to use this reaction.
Arcane Recovery: You have learned to regain some of your magical
and other features around you. In addition, energy by studying your spellbook. Once per day when you finish a
PP
you can find food and fresh water for short rest, you can choose expended spell slots to recover. The spell
slots can have a combined level that is equal to or less than half your
yourself and up to five other people each wizard level (rounded up), and none of the slots can be 6th level or
higher.
day, provided that the land offers berries,
small game, water, and so forth.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
157 5'5" 112 lbs
AGE HEIGHT WEIGHT
Thranduil Starshine
Blue Light Blue Night Blue
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Paladin/Wizard Cha/Int 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Dancing Lights
Friends
Message
Prestidigitation

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 3 7
EPAR
SPELL NAME
ED
PR

● Divine Favor

● Heroism
4
● Cure Wounds

● Compelled Duel
SPELLS KNOWN

● Comprehend Languages (R)

● Find Familiar (R)

● Longstrider

● Feather Fall

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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