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Odwyn Gazi lvl.9

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0% found this document useful (0 votes)
17 views12 pages

Odwyn Gazi lvl.9

Uploaded by

Litha Bisset
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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Level 9 Human Paladin, Oath of the Crown (8) / Sorcerer, Divine Soul (1) 63950

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Odwyn Gazi
Soldier Chaotic Good Litha Bisset
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Alert. You can’t be surprised while you are conscious.Other


STRENGTH Plate 18 creatures don’t gain advantage on attack rolls against you as a result
of being unseen by you.
PROFICIENCY BONUS +4
16
SHIELD Healer (Action). You can spend one use of a healer’s kit to tend to a
AC
creature and restore 1d6 + 4 hit points to it, plus additional hit points
equal to the creature’s maximum number of Hit Dice. The creature
N
CIE C
can’t regain hit points from this feat again until it finishes a short or
+3 Strength long rest.When you use a healer’s kit to stabilize a dying creature,
Y
PROFI

+3 that creature also regains 1 hit point.


+1 Dexterity
Spell Sniper. When you cast a spell that requires you to make an
+2 Constitution ARMOR CLASS attack roll, the spell’s range is doubled.Your ranged spell attacks
DEXTERITY ignore half cover and three-quarters cover.
+2 Intelligence
MAXIMUM HIT DICE TEMPORARY Divine Sense (Action—4/Long Rest). You can open your awareness

13 ✘


+2 Wisdom

+7 Charisma
65 8d10/1d6
to detect presence of strong evil. 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
CONDITIONAL
whose presence you sense, but not its identity. Within the same
radius, you also detect the presence of any place or object that has
+1 been consecrated or desecrated.
Lay on Hands (Action—40/Long Rest). You can touch a creature and
CURRENT HIT POINTS draw power from the pool to restore a number of hp to that
CONSTITUTION DEATH SAVING THROWS creature, up to the maximum amount remaining in your pool. You
SAVING THROWS can expend 5 hp from your pool of healing to cure the target of one

15
disease or neutralize one poison affecting it.This feature has no
SPEED FLY CLIMB SWIM effect on undead and constructs.
N
CIE C

+1 Acrobatics (Dex) 30ft. 0ft. 0ft. 0ft.


Y
PROFI

Fighting Style.
RT

EXPE

-2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION Great Weapon Fighting. When you roll a 1 or 2 on a damage die
+2 +2 Arcana (Int)
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-
✘ +7 Athletics (Str) handed or versatile property for you to gain this benefit.

INTELLIGENCE +3 Deception (Cha) Divine Smite. When you hit a creature with a melee weapon attack,
you can expend one spell slot to deal radiant damage to the target,

15 +2 History (Int) 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
✘ +2 Insight (Wis) maximum of 6d8. The damage increases by 1d8 if the target is an
undead or a fiend.
✘ +7 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+2 +2 Investigation (Int)
Divine Health. The divine magic flowing through you makes you
immune to disease.

✘ +2 Medicine (Wis) Extra Attack. You can attack twice, instead of once, whenever you
take the Attack action on your turn.
WISDOM ✘ +6 Nature (Int)
Aura of Protection. Whenever you or a friendly creature within 10

7 -2 Perception (Wis) feet of you must make a saving throw, the creature gains a +3 bonus
to the saving throw. You must be conscious to grant this bonus.
+3 Performance (Cha)
Champion Challenge (Bonus Action—Channel Divinity). Each
+3 Persuasion (Cha) creature of your choice that you can see within 30 feet of you must
-2 +2 Religion (Int)
make a Wisdom saving throw. On a failed save, a creature can't
willingly move more than 30 feet away from you. This effect ends on
the creature if you are incapacitated or die or if the creature is more
+1 Sleight of Hand (Dex) than 30 feet away from you.
CHARISMA +1 Stealth (Dex) Turn the Tide (Bonus Action—Channel Divinity). Each creature of
your choice that can hear you within 30 feet of you regains hit points

17 -2 Survival (Wis)
SKILLS
equal to 1d6 + 3 if it has no more than half of its hit points.

Divine Allegiance (Reaction). When a creature within 5 feet of you


takes damage, you can use your reaction to magically substitute your
own health for that of the target creature, causing that creature not
+3 8 PASSIVE PERCEPTION to take the damage. Instead, you take the damage. This damage to
you can't be reduced or prevented in any way.

Divine Soul. Sometimes the spark of magic that fuels a sorcerer


ADVANTAGE comes from a divine source that glimmers within the soul.

INITIATIVE +6 2 Attacks / Attack Action RACIAL TRAITS


Favored by the Gods (1/Short Rest). If you fail a saving throw or miss
with an attack roll, you can roll 2d4 and add it to the total, possibly
changing the outcome.

NAME RANGE ATTACK DAMAGE / TYPE


Greatsword 5 ft +7 vs AC 1d8+2d6+3 slashing
Heavy, Two-Handed
FEATURES & TRAITS
Chakram 60/120 +7 vs AC 1d6+3 slashing+ 1d6 necrotic
Finesse, Light, Thrown
Armor Proficiencies. Light Armor, Medium Armor,
Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Vehicles land, Playing card set

Languages. Common, Draconic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 27 5'10" 210 lb.
GENDER AGE HEIGHT WEIGHT
Odwyn Gazi Brown Brown Short
CHARACTER NAME EYES SKIN HAIR

My brother, (Phaps' character)


NAME

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

Nation. My city, nation, or people are all that matter.


(Any)

IDEAL

I would still lay down my life for the people I served


with.

BOND

I made a terrible mistake in battle cost many lives—


and I would do anything to keep that mistake secret.

FLAW BACKGROUND STORY

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

A scrap of cloth from an old cape

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Legiana Cape. Jump spell
Monster Hunter’s Pack 1 10
[Greatsword] 1 6 Legiana Scale. Allows you to create a wall of ice 3 times
Chakram 1 2 a day
[Uragaan Plate] 1 65
Shield 1 6
Healer’s Kit 1 3
Legiana Cape 1 12
Legiana Scale 1 45

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 20 0 50 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

150.4 lb / 240 lb 480 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Paladin Charisma 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 2 6 0

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7 0
EPAR
SPELL NAME
ED
PR

✘ Command (Always Prepared)

✘ Compelled Duel (Always Prepared)


4 0
✘ Defiant Smite

✘ Divine Arm
SPELLS KNOWN

✘ Insightful Maneuver

Angelic Guardian

Bless

Cauterizing Flame

Ceremony

Ceremony
8 0
Cure Wounds

Defy Ruin

2 3
✘ Skystrike

✘ Suffer

✘ Warding Bond (Always Prepared)


5 0
✘ Zone of Truth (Always Prepared)

Aid
9 0
Anticipate Attack

Blessed Halo

Bond of the Dragonlords

Branding Smite

Consecration

Dark Secret

Dazzling Gleam

Decelerate

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Sorcerer Charisma 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 2 6 0
Blood Dagger
Ice Shard
Quicken
Tick Stop

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7 0
EPAR
SPELL NAME
ED
PR

Cure Wounds

Fall
4 0
Witch Bolt
SPELLS KNOWN

8 0

2 3

5 0
9 0

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Other Spells
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0
Venomous Strike (Spell Sniper)

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 0 7 0
EPAR
SPELL NAME
ED
PR

4 0
SPELLS KNOWN

8 0

2 0

5 0
9 0

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Blood Dagger Ice Shard Quicken
Conjuration Cantrip Evocation Cantrip Transmutation Cantrip (temporal)

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE Self RANGE 60 feet RANGE Touch
DURATION Up to 1 minute DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

As a bonus action on your turn, you are able to create a weapon from An icy shard shoots from your outstretched hand. Make a ranged You touch one willing creature. Once before the spell ends, the target
the very life-force that sustains you. Casting this spell causes you to spell attack against a single creature, dealing 1d6 cold damage on a can roll a d4 and add the number rolled to its next initiative roll or
immediately take 1d6 psychic damage, as a small blade that successful attack. If your attack roll deals critical damage, the target Dexterity saving throw. The target can roll the die before or after the
resembles a dagger made of flowing blood appears clutched in your becomes vulnerable to cold damage until the start of your next turn. d20 roll. The spell then ends.
hand. Creatures resistant or immune to cold damage do not become
Attacks with this weapon use your spellcasting modifier for attack vulnerable.
rolls and deal 1d4 slashing damage. Attacks from this weapon are This spell’s damage increases by 1d6 when you reach 5th level
also considered magical and you cannot be disarmed. You can only (2d6), 11th level (3d6), and 17th level (4d6).
have one blood dagger created by this spell active at a time. The
dagger disappears if it leaves your hand or you dismiss it as a bonus
action.
The damage dealt by this weapon increases by 1d4 at 5th level
(2d4), 11th level (3d4), and 17th level (4d4).

Spellcasting (Sorcerer) Grimlore’s Grimoire Spellcasting (Sorcerer) Grimlore’s Grimoire Spellcasting (Sorcerer) Deep Magic: Time Magic

Tick Stop Venomous Strike Command


Transmutation Cantrip (clockwork) Transmutation Cantrip 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE Touch RANGE 60 feet
DURATION 1 round DURATION Instantaneous DURATION 1 round
COMPONENTS V COMPONENTS V, M (a weapon or a piece of ammo) COMPONENTS V

You speak a word and the target construct can take one action or As part of the action used to cast this spell, you embue a magical You speak a one-word command to a creature you can see within
bonus action on its next turn, but not both. The construct is immune poison on a weapon or piece of ammo you touch and must make an range. The target must succeed on a Wisdom saving throw or follow
to further tick stops from the same caster for 24 hours. attack with a it against one creature within the weapon’s range, the command on its next turn. The spell has no effect if the target is
otherwise the spell fails. On a hit, the target suffers the attack’s undead, if it doesn’t understand your language, or if your command
normal effects plus 1d4 poison damage. If your attack roll deals is directly harmful to it. Some typical commands and their effects
critical damage, the target becomes poisoned until the end of its next follow. You might issue a command other than one described here. If
turn. Targets resistant or immune to poison damage or immune to you do so, the DM determines how the target behaves. If the target
the poisoned condition do not become poisoned. can’t follow your command, the spell ends.
This spell deals an additional 1d4 poison damage when you reach Approach. The target moves toward you by the shortest and most
5th level (2d4), 11th level (3d4) and 17th level (4d4). 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.

Spellcasting (Sorcerer) Deep Magic: Clockwork Spell Sniper Grimlore’s Grimoire Oath Spells (Paladin) Player’s Handbook

Compelled Duel Cure Wounds Defiant Smite


1st-level enchantment 1st-level evocation 1st-level abjuration

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 30 feet RANGE Touch RANGE Self
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V COMPONENTS V, S COMPONENTS V

You attempt to compel a creature into a duel. One creature that you A creature you touch regains a number of hit points equal to 1d8 + None shall turn you from your task, nor break your resolve.
can see within range must make a Wisdom saving throw. On a failed your spellcasting ability modifier. This spell has no effect on undead The first time you hit with a melee weapon attack during this
save, the creature is drawn to you, compelled by your divine demand. or constructs. spell’s duration, wrathful energy rushes through your weapon. The
For the duration, it has disadvantage on attack rolls against creatures At Higher Levels. When you cast this spell using a spell slot of 2nd attack deals an extra 1d6 force damage to the target. Additionally, if
other than you, and must make a Wisdom saving throw each time it level or higher, the healing increases by 1d8 for each slot level above the target is a creature, its ability to attack is hindered. Until the spell
attempts to move to a space that is more than 30 feet away from you 1st. ends, the creature must make a Charisma saving throw at the start of
each of its turns. If it fails, the first time it hits with an attack before
the end of its turn, it is knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the force damage increases by 1d6 per spell slot level
above 1st.

Oath Spells (Paladin) Player’s Handbook Good (Sorcerer) Player’s Handbook Prepared (Paladin) The Compendium of Forgotten Secrets
Divine Arm Fall Insightful Maneuver
1st-level transmutation 1st-level transmutation 1st-level divination (combat)

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 60 feet RANGE Self RANGE Touch
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (a nonmagical weapon) COMPONENTS V, S COMPONENTS V, S

Your deity imbues a melee weapon you currently possess with an You alter gravity for yourself, causing you to reorient which way is With a flash of insight, you know how to take advantage of your foe’s
essence of their power and launches it at a foe within 60 feet. Make a down for you until the end of your turn. You can pick any direction to vulnerabilities. Until the end of your turn, the target has vulnerability
melee spell attack against a creature you can see within range. If fall as if under the effect of gravity, falling up to 500 feet before the to one type of damage (your choice). Additionally, if the target has
successful, the target takes the weapon’s normal damage plus an spell ends. If you collide with something during this time, you take any other vulnerabilities, you learn them.
additional 2d10 radiant or necrotic damage (your choice). The falling damage as normal, but you can control your fall as you could
weapon breaks after it is used in this manner. under normal conditions by holding onto objects or move along a
At Higher Levels. When you cast this spell using a spell slot of 2nd surface according to your new orientation as normal until your turn
level or higher, the damage increases by 1d10 for every two slot ends and gravity returns to normal.
levels above 1st. PUBLIC SERVICE WARNING
This spell has killed more young Wizards than goblins, blood magic,
and polymorph pranks combined. It is recommended to only be used
with extreme caution by trained professionals.

Prepared (Paladin) Grimlore’s Grimoire Spellcasting (Sorcerer) Ancient Arcana: Gravity Spells Prepared (Paladin) Deep Magic: Combat Divination

Witch Bolt Skystrike Suffer


1st-level evocation 2nd-level evocation 2nd-level necromancy

CASTING TIME 1 action CASTING TIME 1 reaction, when you are falling or after jumping CASTING TIME 1 action
RANGE 30 feet RANGE 15 feet RANGE 30 feet
DURATION Concentration, up to 1 minute DURATION Instan' DURATION Instantaneous
COMPONENTS V, S, M (a twig from a tree that has been struck by lightning) COMPONENTS V, S COMPONENTS V, S

A beam of crackling, blue energy lances out toward a creature within Splinter the earth and crack the ground; let storm and fury fast True misery is more than pain entering the mind; it is pain entering
range, forming a sustained arc of lightning between you and the abound. the soul.
target. Make a ranged spell attack against that creature. On a hit, the When you cast this spell, choose a point within range. You teleport You point at a creature within range and speak a terrible word,
target takes 1d12 lightning damage, and on each of your turns for the to that location and instantly crash to the ground directly beneath commanding them to suffer. The target must make a Charisma saving
duration, you can use your action to deal 1d12 lightning damage to that point, accompanied by a flash of lightning. You take no falling throw. If they fail, they take 2d8 necrotic damage and 2d8 psychic
the target automatically. The spell ends if you use your action to do damage, but if you land on a creature or a space within 5 feet of a damage and they have disadvantage on Strength and Dexterity ability
anything else. The spell also ends if the target is ever outside the creature, it takes lightning damage equal to the amount of falling checks for 1 minute. If they succeed, they take half as much damage
spell’s range or if it has total cover from you. damage you would have taken. If you landed on a creature, you and do not have disadvantage.
At Higher Levels. When you cast this spell using a spell slot of 2nd immediately move to the nearest open space. If you fell 30 feet or At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the initial damage increases by 1d12 for each slot more, you are stunned until the end of your next turn. level or higher, the necrotic damage or the psychic damage (your
level above 1st. At Higher Levels. When you cast this spell using a spell slot of 5th choice) increases by 1d8 per slot level above 2nd.
level or higher, you are not stunned when falling.

Spellcasting (Sorcerer) Player’s Handbook Prepared (Paladin) The Compendium of Forgotten Secrets Prepared (Paladin) The Compendium of Forgotten Secrets

Warding Bond Zone of Truth


2nd-level abjuration 2nd-level enchantment

CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE 60 feet
DURATION 1 hour DURATION 10 minutes
COMPONENTS V, S, M (a pair of platinum rings worth at least 50 gp each, which you COMPONENTS V, S
and target must wear for the duration)

This spell wards a willing creature you touch and creates a mystic You create a magical zone that guards against deception in a 15-foot-
connection between you and the target until the spell ends. While radius sphere centered on a point of your choice within range. Until
the target is within 60 feet of you, it gains a +1 bonus to AC and the spell ends, a creature that enters the spell’s area for the first time
saving throws, and it has resistance to all damage. Also, each time it on a turn or starts its turn there must make a Charisma saving throw.
takes damage, you take the same amount of damage. On a failed save, a creature can’t speak a deliberate lie while in the
The spell ends if you drop to 0 hit points or if you and the target radius. You know whether each creature succeeds or fails on its
become separated by more than 60 feet. It also ends if the spell is saving throw.
cast again on either of the connected creatures. You can also dismiss An affected creature is aware of the spell and can thus avoid
the spell as an action. answering questions to which it would normally respond with a lie.
Such creatures can be evasive in its answers as long as it remains
within the boundaries of the truth.

Oath Spells (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook
Greatsword Chakram
Martial Melee Weapon Martial Melee Weapon

RANGE 5 ft RANGE 60/120


ATTACK +7 vs AC ATTACK +7 vs AC
DAMAGE 1d8+2d6+3 slashing DAMAGE 1d6+3 slashing+ 1d6 necrotic
Heavy, Two-Handed Finesse, Light, Thrown
Monster Hunter’s Pack Greatsword Chakram
Equipment Packs Weapons Weapons

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

Uragaan Plate Shield Healer’s Kit


Armor Armor Adventuring Gear

Plate consists of shaped, interlocking metal plates to cover A shield is made from wood or metal and is carried in one This kit is a leather pouch containing bandages, salves, and
the entire body. A suit of plate includes gauntlets, heavy hand. Wielding a shield increases your Armor Class by 2. splints. The kit has ten uses. As an action, you can expend
leather boots, a visored helmet, and thick layers of padding You can benefit from only one shield at a time. one use of the kit to stabilize a creature that has 0 hit
underneath the armor. Buckles and straps distribute the points, without needing to make a Wisdom (Medicine)
weight over the body. check.

65 lb. Player’s Handbook 6 lb. Player’s Handbook 3 lb. Player’s Handbook

Legiana Cape Legiana Scale


Armor Armor

This crude armor consists of thick furs and pelts. It is This armor consists of a coat and leggings (and perhaps a
commonly worn by barbarian tribes, evil humanoids, and separate skirt) of leather covered with overlapping pieces
other folk who lack access to the tools and materials of metal, much like the scales of a fish. The suit includes
needed to create better armor. gauntlets.

12 lb. Player’s Handbook 45 lb. Player’s Handbook


Alert Healer Spell Sniper
Feat Feat Feat

Always on the lookout for danger, you gain the following You are an able physician, allowing you to mend wounds Prerequisite: The ability to cast at least one spell
benefits: quickly and get your allies back in the fight. You gain the You have learned techniques to enhance your attacks
• You gain a +5 bonus to initiative. following benefits: with certain kinds of spells, gaining the following benefits:
• You can’t be surprised while you are conscious. • When you use a healer’s kit to stabilize a dying • When you cast a spell that requires you to make an
• Other creatures don’t gain advantage on attack rolls creature, that creature also regains 1 hit point. attack roll, the spell’s range is doubled.
against you as a result of being unseen by you. • As an action, you can spend one use of a healer’s kit to • Your ranged spell attacks ignore half cover and three-
tend to a creature and restore 1d6 + 4 hit points to it, plus quarters cover.
additional hit points equal to the creature’s maximum • You learn one cantrip that requires an attack roll.
number of Hit Dice. The creature can’t regain hit points Choose the cantrip from the bard, cleric, druid, sorcerer,
from this feat again until it finishes a short or long rest. warlock, or wizard spell list. Your spellcasting ability for this
cantrip depends on the spell list you chose from: Charisma
for bard, sorcerer, or warlock; Wisdom for cleric or druid;
or Intelligence for wizard.

Human Variant Player’s Handbook Feat (4) Player’s Handbook Feat (8) Player’s Handbook

Divine Sense Lay on Hands Fighting Style


Class Feature Class Feature Class Feature

The presence of strong evil registers on your senses like a Your blessed touch can heal wounds. You have a pool of At 2nd level, you adopt a style of fighting as your specialty.
noxious odor, and powerful good rings like heavenly music healing power that replenishes when you take a long rest. Choose one of the following options. You can’t take a
in your ears. As an action, you can open your awareness to With that pool, you can restore a total number of hit points Fighting Style option more than once, even if you later get
detect such forces. Until the end of your next turn, you equal to your paladin level x 5. to choose again.
know the location of any celestial, fiend, or undead within As an action, you can touch a creature and draw power DEFENSE
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 While you are wearing armor, you gain a +1 bonus to AC.
type (celestial, fiend, or undead) of any being whose creature, up to the maximum amount remaining in your DUELING
presence you sense, but not its identity (the vampire Count pool. When you are wielding a melee weapon in one hand and
Strahd von Zarovich, for instance). Within the same radius, Alternatively, you can expend 5 hit points from your pool no other weapons, you gain a +2 bonus to damage rolls
you also detect the presence of any place or object that has of healing to cure the target of one disease or neutralize with that weapon.
been consecrated or desecrated, as with the hallow spell. one poison affecting it. You can cure multiple diseases and GREAT WEAPON FIGHTING
You can use this feature a number of times equal to 1 + neutralize multiple poisons with a single use of Lay on When you roll a 1 or 2 on a damage die for an attack you
your Charisma modifier. When you finish a long rest, you Hands, expending hit points separately for each one. make with a melee weapon that you are wielding with two
regain all expended uses. This feature has no effect on undead and constructs. 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 Paladin Player’s Handbook Paladin Player’s Handbook

Great Weapon Fighting Divine Smite Divine Health


Class Feature Class Feature Class Feature

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 By 3rd level, the divine magic flowing through you makes
make with a melee weapon that you are wielding with two weapon attack, you can expend one spell slot to deal you immune to disease.
hands, you can reroll the die and must use the new roll, radiant damage to the target, in addition to the weapon’s
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,
two-handed or versatile property for you to gain this plus 1d8 for each spell level higher than 1st, to a maximum
benefit. of 6d8. The damage increases by 1d8 if the target is an
undead or a fiend.

Fighting Style Player’s Handbook Paladin Player’s Handbook Paladin Player’s Handbook
Extra Attack Aura of Protection Channel Divinity: Champion Challenge
Class Feature Class Feature Archetype Feature

Beginning at 5th level, you can attack twice, instead of Starting at 6th level, whenever you or a friendly creature As a bonus action, you issue a challenge that compels other
once, whenever you take the Attack action on your turn. within 10 feet of you must make a saving throw, the creatures to do battle with you. Each creature of your
creature gains a bonus to the saving throw equal to your choice that you can see within 30 feet of you must make a
Charisma modifier (with a minimum bonus of +1). You must Wisdom saving throw. On a failed save, a creature can't
be conscious to grant this bonus. willingly move more than 30 feet away from you. This
At 18th level, the range of this aura increases to 30 feet. effect ends on the creature if you are incapacitated or die
or if the creature is more than 30 feet away from you.

Paladin Player’s Handbook Paladin Player’s Handbook Channel Divinity Player’s Handbook

Channel Divinity: Turn the Tide Divine Allegiance Divine Soul


Archetype Feature Archetype Feature Archetype

As a bonus action, you can bolster injured creatures with Starting at 7th level, when a creature within 5 feet of you Sometimes the spark of magic that fuels a sorcerer comes
your Channel Divinity. Each creature of your choice that can takes damage, you can use your reaction to magically from a divine source that glimmers within the soul. Having
hear you within 30 feet of you regains hit points equal to substitute your own health for that of the target creature, such a blessed soul is a sign that your innate magic might
1d6 + your Charisma modifier (minimum of 1) if it has no causing that creature not to take the damage. Instead, you come from a distant but powerful familial connection to a
more than half of its hit points. take the damage. This damage to you can't be reduced or divine being. Perhaps your ancestor was an angel,
prevented in any way. transformed into a mortal and sent to fight in a god’s name.
Or your birth might align with an ancient prophecy, marking
you as a servant of the gods or a chosen vessel of divine
magic.
A Divine Soul, with a natural magnetism, is seen as a threat
by some religious hierarchies. As an outsider who commands
sacred power, a Divine Soul can undermine an existing order
by claiming a direct tie to the divine.
In some cultures, only those who can claim the power of a
Divine Soul may command religious power. In these lands,
ecclesiastical positions are dominated by a few bloodlines
and preserved over generations.

Channel Divinity Player’s Handbook Oath of the Crown Sword Coast Adventurer’s Guide Sorcerous Origin Xanathar’s Guide to Everything

Favored by the Gods


Archetype Feature

Starting at 1st level, divine power guards your destiny. If


you fail a saving throw or miss with an attack roll, you can
roll 2d4 and add it to the total, possibly changing the
outcome. Once you use this feature, you can’t use it again
until you finish a short or long rest.

Divine Soul Xanathar’s Guide to Everything

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