Odwyn Gazi 7th
Odwyn Gazi 7th
STEALTH DISADVANTAGE
ARMOR Healer (Action). You can spend one use of a healer’s kit to
STRENGTH Plate 18 tend to a creature and restore 1d6 + 4 hit points to it, plus
additional hit points equal to the creature’s maximum
PROFICIENCY BONUS +3
14
SHIELD number of Hit Dice. The creature can’t regain hit points from
AC this feat again until it finishes a short or long rest.When you
use a healer’s kit to stabilize a dying creature, that creature
N
CIE C
also regains 1 hit point.
+2 Strength
Y
PROFI
14 N
CIE C
+1 Acrobatics (Dex)
SPEED
20ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Fighting Style.
Great Weapon Fighting. When you roll a 1 or 2 on a
Y
PROFI
damage die for an attack you make with a melee weapon that
RT
EXPE
+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION you are wielding with two hands, you can reroll the die and
+2 +1 Arcana (Int)
must use the new roll, even if the new roll is a 1 or a 2. The
weapon must have the two-handed or versatile property for
you to gain this benefit.
✘ +5 Athletics (Str)
INTELLIGENCE +0 Deception (Cha)
Divine Smite. When you hit a creature with a melee weapon
attack, you can expend one spell slot to deal radiant damage
13 +1 History (Int) 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
✘ +5 Insight (Wis) level higher than 1st, to a maximum of 6d8. The damage
increases by 1d8 if the target is an undead or a fiend.
✘ +3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+1 +1 Investigation (Int)
Divine Health. The divine magic flowing through you makes
you immune to disease.
✘ +5 Medicine (Wis)
Extra Attack. You can attack twice, instead of once, whenever
WISDOM +1 Nature (Int) you take the Attack action on your turn.
15 +2 Perception (Wis)
+0 Performance (Cha)
Aura of Protection. Whenever you or a friendly creature
within 10 feet of you must make a saving throw, the creature
gains a +1 bonus to the saving throw. You must be conscious
+0 Persuasion (Cha)
to grant this bonus.
+2 +1 Religion (Int) Champion Challenge (Bonus Action—Channel Divinity). Each
creature of your choice that you can see within 30 feet of you
+1 Sleight of Hand (Dex) must make a Wisdom saving throw. On a failed save, a
CHARISMA creature can't willingly move more than 30 feet away from
+1 Stealth (Dex) you. This effect ends on the creature if you are incapacitated
10
or die or if the creature is more than 30 feet away from you.
+2 Survival (Wis)
SKILLS Turn the Tide (Bonus Action—Channel Divinity). Each
creature of your choice that can hear you within 30 feet of
you regains hit points equal to 1d6 + 1 if it has no more than
+0 12 PASSIVE PERCEPTION half of its hit points.
Guild Knight
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
A dishonourably discharged knight of the Guild Knights of Schrade. Who now spends his days as a handyman and
barkeep at the local tavern. His armour and greatsowrd stripped from him on the day of his dismissal, all he has left of
his life of service is his Chakram and a scrap of cloth from his cape.
I can stare down a hell hound without flinching. His brother is the only person he knows from the Guild that still respects him but they have not spoken since...
I’m haunted by memories of war. I can’t get the
images of violence out of my mind.
PERSONALITY TRAITS
IDEAL
BOND
Dragon Scholar
You have studied dragons and their lore for many
years. You can automatically identify locations built
or used by dragons and can identify dragon eggs and
scales by sight. If you fail an Intelligence check to
recall lore related to dragons, you know someone or
some book you can consult for the answer unless the
DM rules that the lore is unknown.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Monster Hunter’s Pack 1 10
[Greatsword] 1 6
Chakram 1 2
[Plate] 1 65
Shield 1 6
0 20 0 50 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Paladin Charisma 11 +3
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 0 6 0
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7 0
EPAR
SPELL NAME
ED
PR
Bless
SPELLS KNOWN
Cauterizing Flame
Ceremony
Ceremony
Cure Wounds
Defiant Smite
Defy Ruin
8 0
Detect Chaos and Order
2 3
✘ Warding Bond (Always Prepared)
Aid
5 0
Anticipate Attack
Blessed Halo
9 0
Bond of the Dragonlords
Branding Smite
Consecration
Dark Secret
Dazzling Gleam
Decelerate
Desecration
Detect Familiar
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Command Compelled Duel Warding Bond
1st-level enchantment 1st-level enchantment 2nd-level abjuration
CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 60 feet RANGE 30 feet RANGE Touch
DURATION 1 round DURATION Concentration, up to 1 minute DURATION 1 hour
COMPONENTS V COMPONENTS V COMPONENTS V, S, M (a pair of platinum rings worth at least 50 gp each, which you
and target must wear for the duration)
You speak a one-word command to a creature you can see within You attempt to compel a creature into a duel. One creature that you This spell wards a willing creature you touch and creates a mystic
range. The target must succeed on a Wisdom saving throw or follow can see within range must make a Wisdom saving throw. On a failed connection between you and the target until the spell ends. While
the command on its next turn. The spell has no effect if the target is save, the creature is drawn to you, compelled by your divine demand. the target is within 60 feet of you, it gains a +1 bonus to AC and
undead, if it doesn’t understand your language, or if your command For the duration, it has disadvantage on attack rolls against creatures saving throws, and it has resistance to all damage. Also, each time it
is directly harmful to it. Some typical commands and their effects other than you, and must make a Wisdom saving throw each time it takes damage, you take the same amount of damage.
follow. You might issue a command other than one described here. If attempts to move to a space that is more than 30 feet away from you The spell ends if you drop to 0 hit points or if you and the target
you do so, the DM determines how the target behaves. If the target become separated by more than 60 feet. It also ends if the spell is
can’t follow your command, the spell ends. cast again on either of the connected creatures. You can also dismiss
Approach. The target moves toward you by the shortest and most the spell as an action.
direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its
turn.
Flee. The target spends its turn moving away from you by the
fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions. A flying
creature stays aloft, provided that it is able to do so. If it must move
to stay aloft, it flies the minimum distance needed to remain in the
air.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you can affect one additional creature for each slot
level above 1st. The creatures must be within 30 feet of each other
when you target them.
Oath Spells (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook
Zone of Truth
2nd-level enchantment
Includes a chest, a crowbar, a hammer, three wooden This bladed circular disc is an unusual thrown weapon. It
stakes, a holy symbol, a flask of holy water, a set of glides through the air, slicing through anything in its path.
manacles, a steel mirror, a flask of oil, a tinderbox, and Warriors who specialize with the chakram can learn to
three torches. throw it in such a way that it returns to them after cutting
the enemy.
10 lbs. Curse of Strahd 6 lb. Player’s Handbook 2 lb. Odyssey of the Dragonlords
Plate Shield
Armor Armor
Plate consists of shaped, interlocking metal plates to cover A shield is made from wood or metal and is carried in one
the entire body. A suit of plate includes gauntlets, heavy hand. Wielding a shield increases your Armor Class by 2.
leather boots, a visored helmet, and thick layers of padding You can benefit from only one shield at a time.
underneath the armor. Buckles and straps distribute the
weight over the body.
You are an able physician, allowing you to mend wounds The presence of strong evil registers on your senses like a Your blessed touch can heal wounds. You have a pool of
quickly and get your allies back in the fight. You gain the noxious odor, and powerful good rings like heavenly music healing power that replenishes when you take a long rest.
following benefits: in your ears. As an action, you can open your awareness to With that pool, you can restore a total number of hit points
• When you use a healer’s kit to stabilize a dying detect such forces. Until the end of your next turn, you equal to your paladin level x 5.
creature, that creature also regains 1 hit point. know the location of any celestial, fiend, or undead within As an action, you can touch a creature and draw power
• As an action, you can spend one use of a healer’s kit to 60 feet of you that is not behind total cover. You know the from the pool to restore a number of hit points to that
tend to a creature and restore 1d6 + 4 hit points to it, plus type (celestial, fiend, or undead) of any being whose creature, up to the maximum amount remaining in your
additional hit points equal to the creature’s maximum presence you sense, but not its identity (the vampire Count pool.
number of Hit Dice. The creature can’t regain hit points Strahd von Zarovich, for instance). Within the same radius, Alternatively, you can expend 5 hit points from your pool
from this feat again until it finishes a short or long rest. you also detect the presence of any place or object that has of healing to cure the target of one disease or neutralize
been consecrated or desecrated, as with the hallow spell. one poison affecting it. You can cure multiple diseases and
You can use this feature a number of times equal to 1 + neutralize multiple poisons with a single use of Lay on
your Charisma modifier. When you finish a long rest, you Hands, expending hit points separately for each one.
regain all expended uses. This feature has no effect on undead and constructs.
Feat (4) Player’s Handbook Paladin Player’s Handbook Paladin Player’s Handbook
At 2nd level, you adopt a style of fighting as your specialty. When you roll a 1 or 2 on a damage die for an attack you Starting at 2nd level, when you hit a creature with a melee
Choose one of the following options. You can’t take a make with a melee weapon that you are wielding with two weapon attack, you can expend one spell slot to deal
Fighting Style option more than once, even if you later get hands, you can reroll the die and must use the new roll, radiant damage to the target, in addition to the weapon’s
to choose again. even if the new roll is a 1 or a 2. The weapon must have the damage. The extra damage is 2d8 for a 1st-level spell slot,
DEFENSE two-handed or versatile property for you to gain this plus 1d8 for each spell level higher than 1st, to a maximum
While you are wearing armor, you gain a +1 bonus to AC. benefit. of 6d8. The damage increases by 1d8 if the target is an
DUELING undead or a fiend.
When you are wielding a melee weapon in one hand and
no other weapons, you gain a +2 bonus to damage rolls
with that weapon.
GREAT WEAPON FIGHTING
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll,
even if the new roll is a 1 or a 2. The weapon must have the
two-handed or versatile property for you to gain this
benefit.
PROTECTION
When a creature you can see attacks a target other than
you that is within 5 feet of you, you can use your reaction
to impose disadvantage on the attack roll. You must be
wielding a shield.
Paladin Player’s Handbook Fighting Style Player’s Handbook Paladin Player’s Handbook
By 3rd level, the divine magic flowing through you makes Beginning at 5th level, you can attack twice, instead of Starting at 6th level, whenever you or a friendly creature
you immune to disease. once, whenever you take the Attack action on your turn. within 10 feet of you must make a saving throw, the
creature gains a bonus to the saving throw equal to your
Charisma modifier (with a minimum bonus of +1). You must
be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
As a bonus action, you issue a challenge that compels other As a bonus action, you can bolster injured creatures with Starting at 7th level, when a creature within 5 feet of you
creatures to do battle with you. Each creature of your your Channel Divinity. Each creature of your choice that can takes damage, you can use your reaction to magically
choice that you can see within 30 feet of you must make a hear you within 30 feet of you regains hit points equal to substitute your own health for that of the target creature,
Wisdom saving throw. On a failed save, a creature can't 1d6 + your Charisma modifier (minimum of 1) if it has no causing that creature not to take the damage. Instead, you
willingly move more than 30 feet away from you. This more than half of its hit points. take the damage. This damage to you can't be reduced or
effect ends on the creature if you are incapacitated or die prevented in any way.
or if the creature is more than 30 feet away from you.
Channel Divinity Player’s Handbook Channel Divinity Player’s Handbook Oath of the Crown Sword Coast Adventurer’s Guide