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Titus Stone

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0% found this document useful (0 votes)
22 views10 pages

Titus Stone

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 6 Minotaur Paladin, Oath of Glory 14000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Titus Stone
Knight of the Order Chaotic Good Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Psionic Adept (1 Psi Point/Short Rest). You have 1 Psi Point
STRENGTH Half Plate 16 that you can use to empower your chosen Psionic Discipline.
You do not gain the Altered Effects options from the
PROFICIENCY BONUS +3
15
SHIELD discipline.
AC Psychokinetics Discipline. You can convert your power into
elemental form, allowing to produce minor flames, lightning
N
things you touch on fire, freeze small amounts of liquid, or
CIE C

+2 Strength Unarmoured(11) produce sparks of lightning. You can illuminate up to 10 feet


Y
PROFI

+2 of bright light with fire or lightning. You can duplicate the


+1 Dexterity effects of spells by spending Psi Points as indicated in the
Alternate Effects table. If a spell can be cast at a higher level,
+2 Constitution ARMOR CLASS you can spend an additional psi point to cast it at that higher
DEXTERITY level.
+0 Intelligence
MAXIMUM HIT DICE TEMPORARY

13 ✘ +3 Wisdom Divine Sense (Action—3/Long Rest). You can open your


62 6d10 awareness to detect presence of strong evil. Until the end of
✘ +5 Charisma your next turn, you know the location of any celestial, fiend,
CONDITIONAL or undead within 60 feet of you that is not behind total cover.
+1 36 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
CURRENT HIT POINTS consecrated or desecrated.
CONSTITUTION DEATH SAVING THROWS
Lay on Hands (Action—30/Long Rest). You can touch a
SAVING THROWS
creature and draw power from the pool to restore a number
14 N
CIE C

+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
of hp to that creature, up to the maximum amount remaining
in your pool. You can expend 5 hp from your pool of healing
Y
PROFI

to cure the target of one disease or neutralize one poison


RT

EXPE

+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION affecting it.This feature has no effect on undead and
+2 +0 Arcana (Int)
constructs.

Fighting Style.
✘ +5 Athletics (Str) Great Weapon Fighting. When you roll a 1 or 2 on a
INTELLIGENCE +2 Deception (Cha)
damage die for an attack you make with a melee weapon that
you are wielding with two hands, you can reroll the die and

10 +0 History (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
✘ +3 Insight (Wis) you to gain this benefit.
✘ +5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Divine Smite. When you hit a creature with a melee weapon
+0 +0 Investigation (Int)
attack, you can expend one spell slot to deal radiant damage
to the target, in addition to the weapon’s damage. The extra
+0 Medicine (Wis) Horns. Your horns are natural melee weapons, damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell
which you can use to make unarmed strikes. If you level higher than 1st, to a maximum of 6d8. The damage
WISDOM ✘ +3 Nature (Int) increases by 1d8 if the target is an undead or a fiend.
hit with them, you deal piercing damage equal to

11 +0 Perception (Wis) 1d6+2. Divine Health. The divine magic flowing through you makes
you immune to disease.
+2 Performance (Cha) Goring Rush. Immediately after you use the Dash
✘ +5 Persuasion (Cha) action on your turn and move at least 20 feet, you Extra Attack. You can attack twice, instead of once, whenever
+0 +0 Religion (Int)
can make one melee attack with your horns as a you take the Attack action on your turn.
bonus action. Aura of Protection. Whenever you or a friendly creature
+1 Sleight of Hand (Dex) within 10 feet of you must make a saving throw, the creature
CHARISMA Hammering Horns. Immediately after you hit a gains a +2 bonus to the saving throw. You must be conscious
+1 Stealth (Dex) creature with a melee attack as part of the Attack to grant this bonus.

14 +0 Survival (Wis) action on your turn, you can use a bonus action to
Peerless Athlete (Bonus Action—Channel Divinity). For the
SKILLS attempt to shove that target with your horns. The next 10 minutes, you have advantage on Athletics and
target must be no more than one size larger than Acrobatics checks; you can carry, push, drag, and lift twice as
you and within 5 feet of you. Unless it succeeds on much weight as normal; and the distance of your long and
+2 10 PASSIVE PERCEPTION a DC 13 Strength saving throw, you push it up to high jumps increases by 10 feet (this extra distance costs
10 feet away from you movement as normal).

Inspiring Smite (Bonus Action—Channel Divinity).


ADVANTAGE
Immediately after you deal damage to a creature with your
Divine Smite feature, you can distribute 2d8 + 6 temporary hp
INITIATIVE +1 2 Attacks / Attack Action RACIAL TRAITS however you like to creatures of your choice within 30 feet of
you, which can include you.

NAME RANGE ATTACK DAMAGE / TYPE


Greataxe 5 ft +5 vs AC 1d12+2 slashing
Heavy, Two-Handed
FEATURES & TRAITS

Windfire Chakram 60/120 +6 vs AC 1d8 slashing+1d8 Fire Armor Proficiencies. Light Armor, Medium Armor,
Finesse, Light, Thrown
Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Lute

Languages. Common, Minotaur, Draconic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 45 6'5" 375 lb.
GENDER AGE HEIGHT WEIGHT
Titus Stone Green Brown Brown
CHARACTER NAME EYES SKIN HAIR

Durnan
Cheddar NAME

Alycia The Order of The Barrel

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Titus belongs to The Order of The Barrel. An order he started alongside Durnan, consisting of their past adventuring
party. They have sworn oaths to provide aid to the weak and inspire hope and joy wherever and whenever they can.
I can stare down a hell hound without flinching.
I’m always polite and respectful. He is the father of Monique Stone and taught her everything he knows. Although he isn't her bioligical father, he found
her and raised her as his own alongside his wife, Alycia. They were happy for a time settled down and hellping with
running the wavepool until their peace was interrupted.

The "Knightly Orders of Faerûn" sidebar details several of the orders that are active at present and is designed to help
PERSONALITY TRAITS inform your decision about which group you owe allegiance to.

Herd. My people, my family are all that matter. (Any)

IDEAL

I need to get my family back.

BOND

I obey the law, even if the law causes misery.

FLAW BACKGROUND STORY

Deep Delver
You have a knack for making your way in the deep
places of the world. You can recall the twists and
turns of passageways and tunnels such that you can
always retrace your steps underground. You’re also
well acquainted with foraging and survival in the
Underdark, and can determine when sources of food
and water are safe to consume. You can always find
sufficient food and water for yourself and up to five
other people in the Underdark, as long as
sustenance is available in the area.

BACKGROUND FEATURE

An ornate brooch with a simple sigil of a barrel

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Greataxe] 1 7
Dungeoneer’s Pack 1 10
Windfire Chakram 1 2
[Half Plate] 1 40

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 50 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

59 lb / 225 lb 450 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 13 +5
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

✘ Guiding Bolt (Always Prepared)

✘ Heroism (Always Prepared)


4 0
Angelic Guardian

Bless
SPELLS KNOWN

Cauterizing Flame

Ceremony

Ceremony

Command

Compelled Duel

Cure Wounds
8 0
Defiant Smite

Defy Ruin

2 2 1
✘ Enhance Ability (Always Prepared)

✘ Magic Weapon (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.
Other Spells
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 0 7 0
EPAR
SPELL NAME
ED
PR

Elemental Blast (Psychokinetics Discipline)

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.
Elemental Blast Guiding Bolt Heroism
1st-level psionic power 1st-level evocation 1st-level enchantment

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


RANGE 30 feet RANGE 120 feet RANGE Touch
DURATION 1 Round DURATION 1 round DURATION Concentration, up to 1 minute
COMPONENTS S COMPONENTS V, S COMPONENTS V, S
You can use your mind to create a burst of elemental power, blasting a target A flash of light streaks toward a creature of your choice within range. A willing creature you touch is imbued with bravery. Until the spell
you can see within range. Make a ranged spell attack against the target. On a Make a ranged spell attack against the target. On a hit, the target ends, the creature is immune to being frightened and gains
hit, the target takes 1d8 cold, fire, force or lightning damage. takes 4d6 radiant damage, and the next attack roll made against this temporary hit points equal to your spellcasting ability modifier at the
For each die of cold damage dealt, the creature’s movement speed is
reduced by 5 feet until the end of their next turn, for each die of fire damage target before the end of your next turn has advantage, thanks to the start of each of its turns. When the spell ends, the target loses any
dealt by the original attack, the creature takes 1d4 fire damage at the start of mystical dim light glittering on the target until then. remaining temporary hit points from this spell.
its next turn, and for each die of lightning damage dealt, an arc of lightning At Higher Levels. When you cast this spell using a spell slot of 2nd At Higher Levels. When you cast this spell using a spell slot of 2nd
strikes another creature of your choice within 20 feet, dealing 1d4 lightning level or higher, the damage increases by 1d6 for each slot level above level or higher, you can target one additional creature for each slot
damage. 1st. level above 1st.
You can spend Psi Points up to your per use limit to add the following
modifiers to (you can add multiple modifiers). The points must be spent when
choosing the target of the power.
Amplifed (1+ psi points): The target takes an additional 1d8 cold, fire, force
or lightning damage.
Lasting (1 psi point): Your Elemental Blast leaves a 5 foot radius sphere of
devestating behind where it strikes until the start of your next turn. Creatures
that enter this zone for the first time or end their turn in it must make a
Constitution saving throw or suffer the secondary effects (slow, burn, arc) of
the blast as if they haed been hit by it.
Massive (1-3 psi points): You unleash a massive blast; rather than making an
attack roll, all creatures within a 15 foot cone must make a Dexterity Saving
throw. On failure, they take the effect as if hit by the Elemental Blast. The size
of the cone is doubled for each point up to 3 spent (2 points for 30 feet, 3
points for 60 feet).
Overcharged (0 psi point): You take 1 force damage and do not add your
Proficiency modifier from the attack or Spell Save DC for your Elemental Blast,
but increase the damage it deals by twice your Proficiency modifier.

Psychokinetics Discipline Kibbles’ Psion Oath Spells (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook

Enhance Ability Magic Weapon


2nd-level transmutation 2nd-level transmutation

CASTING TIME 1 action CASTING TIME 1 bonus action


RANGE Touch RANGE Touch
DURATION Concentration, up to 1 hour DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (fur or a feather from a beast) COMPONENTS V, S

You touch a creature and bestow upon it a magical enhancement. You touch a nonmagical weapon. Until the spell ends, that weapon
Choose one of the following effects: the target gains the effect until becomes a magic weapon with a +1 bonus to attack rolls and damage
the spell ends. rolls.
Bear’s Endurance. The target has advantage on Constitution At Higher Levels. When you cast this spell using a spell slot of 4th
checks. It also gains 2d6 temporary hit points, which are lost when level or higher, the bonus increases to +2. When you use a spell slot
the spell ends. of 6th level or higher, the bonus increases to +3.
Bull’s Strength. The target has advantage on Strength checks, and
his or her carrying capacity doubles.
Cat’s Grace. The target has advantage on Dexterity checks. It also
doesn’t take damage from falling 20 feet or less if it isn’t
incapacitated.
Eagle’s Splendor. The target has advantage on Charisma checks.
Fox’s Cunning. The target has advantage on Intelligence checks.
Owl’s Wisdom. The target has advantage on Wisdom checks.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, you can target one additional creature for each slot
level above 2nd.

Oath Spells (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook
Greataxe Greatclub Chakram
Martial Melee Weapon Simple Melee Weapon Martial Melee Weapon

RANGE 5 ft RANGE 5 ft RANGE 60/120


ATTACK +5 vs AC ATTACK +5 vs AC ATTACK +5 vs AC
DAMAGE 1d12+2 slashing DAMAGE 1d8+2 bludgeoning DAMAGE 1d6+2 slashing
Heavy, Two-Handed Two-Handed Finesse, Light, Thrown
Greataxe Dungeoneer’s Pack Chakram
Weapons Equipment Packs Weapons

Includes a backpack, a crowbar, a hammer, 10 pitons, 10 This bladed circular disc is an unusual thrown weapon. It
torches, a tinderbox, 10 days of rations, and a waterskin. glides through the air, slicing through anything in its path.
The pack also has 50 feet of hempen rope strapped to the Warriors who specialize with the chakram can learn to
side of it. throw it in such a way that it returns to them after cutting
the enemy.

7 lb. Player’s Handbook 10 lbs. Player’s Handbook 2 lb. Odyssey of the Dragonlords

Half Plate
Armor

Half plate consists of shaped metal plates that cover most


of the wearer’s body. It does not include leg protection
beyond simple greaves that are attached with leather
straps.

40 lb. Player’s Handbook


Horns Goring Rush Hammering Horns
Racial Trait Racial Trait Racial Trait

Your horns are natural melee weapons, which you can use Immediately after you use the Dash action on your turn and Immediately after you hit a creature with a melee attack as
to make unarmed strikes. If you hit with them, you deal move at least 20 feet, you can make one melee attack with part of the Attack action on your turn, you can use a bonus
piercing damage equal to 1d6 + your Strength modifier, your horns as a bonus action. action to attempt to shove that target with your horns. The
instead of the bludgeoning damage normal for an unarmed target must be no more than one size larger than you and
strike. within 5 feet of you. Unless it succeeds on a Strength saving
throw against a DC equal to 8 + your proficiency bonus +
your Strength modifier, you push it up to 10 feet away from
you

Minotaur Guildmasters’ Guide to Ravnica Minotaur Guildmasters’ Guide to Ravnica Minotaur Guildmasters’ Guide to Ravnica

Psionic Adept Psychokinetics Discipline Divine Sense


Feat Class Feature Class Feature
Psychokinetics is the mental art of spontaneously creating and controlling energy; sapping
You develop a minor grasp of psionic power, either energy to freeze or spontaneously creating it create bursts of fire or arcs of lightning. The presence of strong evil registers on your senses like a
uncovering an innate potential within yourself, through Dangerous and destructive, it provides devestating power. noxious odor, and powerful good rings like heavenly music
ENERGY CREATION
contact with a psionic source, or through training. You gain When you gain this feature, you can convert your power into elemental form, allowing in your ears. As an action, you can open your awareness to
one of the psionic disciplines of the Psion class, gaining the to produce minor flames, lightning things you touch on fire, freeze small amounts of liquid, detect such forces. Until the end of your next turn, you
or produce sparks of lightning. You can illuminate up to 10 feet of bright light with fire or
attached psionic feature and psionic power, but you do not lightning. know the location of any celestial, fiend, or undead within
gain use of any associated spells when gain a Discipline ALTERNATE EFFECTS 60 feet of you that is not behind total cover. You know the
Additionally, when you learn the Psychokinetics psionic discipline you can use your
from this feat. Psionics feature to cast the following spells as per the rules defined in the feature: type (celestial, fiend, or undead) of any being whose
You gain 1 psi point that you can use to empower the Point Cost Alternate Effects presence you sense, but not its identity (the vampire Count
1 burning hands, ice knife, thunderwave
Discipline. You regain use of this Psi Point when you 2 flaming sphere, scorching ray Strahd von Zarovich, for instance). Within the same radius,
complete a short or long rest. 3 fireball, lightning bolt you also detect the presence of any place or object that has
4 ice storm, wall of flame
5 cone of cold, destructive wave been consecrated or desecrated, as with the hallow spell.
If a spell can be cast at a higher level, you can spend an additional psi point to cast it at
You can use this feature a number of times equal to 1 +
that higher level. your Charisma modifier. When you finish a long rest, you
SPECIALIZATIONS
When you take this Discipline, you may (but do not have to) select a specialization from
regain all expended uses.
the following list. You may only select a specialization at the time of gaining the Discipline,
and cannot change or remove a Specialization once selected.
CRYOKINETIC
You can only deal Cold damage with Elemental Blast. Once per turn, when a target takes
Cold damage from your Elemental Blast, it must make a Constitution saving throw, or
become restrained by ice until the end of its next turn.
When using your Psionics feature to cast a spell under Alternate Effects, the damage of
the spell becomes Cold damage.
ELECTROKINETIC
You can only deal Lightning damage with Elemental Blast, but the size of the damage
dice of Lightning damage (both the initial damage and arc damage ) is increased by one
step (to a d10 initial damage and d10 additional damage per point spent on Amplified, and
1d6 arc damage to a nearby target per die of initial damage).
When using your Psionics feature to cast a spell under Alternate Effects, the damage of
the spell becomes Lightning damage.
PYROKINETIC
You can only deal Fire damage with Elemental Blast, but the size of the damage dice of
fire damage (both the initial damage and burn damage) is increased by one step (to a d10
initial damage and d10 additional damage per point spend on Amplified, and 1d6 burn

Feat (4) Kibbles’ Psion Psionic Adept Kibbles’ Psion Paladin Player’s Handbook

Lay on Hands Fighting Style Great Weapon Fighting


Class Feature Class Feature Class Feature

Your blessed touch can heal wounds. You have a pool of 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
healing power that replenishes when you take a long rest. Choose one of the following options. You can’t take a make with a melee weapon that you are wielding with two
With that pool, you can restore a total number of hit points Fighting Style option more than once, even if you later get hands, you can reroll the die and must use the new roll,
equal to your paladin level x 5. to choose again. even if the new roll is a 1 or a 2. The weapon must have the
As an action, you can touch a creature and draw power DEFENSE two-handed or versatile property for you to gain this
from the pool to restore a number of hit points to that While you are wearing armor, you gain a +1 bonus to AC. benefit.
creature, up to the maximum amount remaining in your DUELING
pool. When you are wielding a melee weapon in one hand and
Alternatively, you can expend 5 hit points from your pool no other weapons, you gain a +2 bonus to damage rolls
of healing to cure the target of one disease or neutralize with that weapon.
one poison affecting it. You can cure multiple diseases and GREAT WEAPON FIGHTING
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
Hands, expending hit points separately for each one. make with a melee weapon that you are wielding with two
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 Fighting Style Player’s Handbook
Divine Smite Divine Health Extra Attack
Class Feature Class Feature Class Feature

Starting at 2nd level, when you hit a creature with a melee By 3rd level, the divine magic flowing through you makes Beginning at 5th level, you can attack twice, instead of
weapon attack, you can expend one spell slot to deal you immune to disease. once, whenever you take the Attack action on your turn.
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 6d8. The damage increases by 1d8 if the target is an
undead or a fiend.

Paladin Player’s Handbook Paladin Player’s Handbook Paladin Player’s Handbook

Aura of Protection Channel Divinity: Peerless Athlete Channel Divinity: Inspiring Smite
Class Feature Archetype Feature Archetype Feature

Starting at 6th level, whenever you or a friendly creature As a bonus action, you can use your Channel Divinity to Immediately after you deal damage to a creature with your
within 10 feet of you must make a saving throw, the augment your athleticism. For the next 10 minutes, you Divine Smite feature, you can use your Channel Divinity as a
creature gains a bonus to the saving throw equal to your have advantage on Strength (Athletics) and Dexterity bonus action and distribute temporary hit points to
Charisma modifier (with a minimum bonus of +1). You must (Acrobatics) checks; you can carry, push, drag, and lift twice creatures of your choice within 30 feet of you, which can
be conscious to grant this bonus. as much weight as normal; and the distance of your long include you. The total number of temporary hit points
At 18th level, the range of this aura increases to 30 feet. and high jumps increases by 10 feet (this extra distance equals 2d8 + your level in this class, divided among the
costs movement as normal). chosen creatures however you like.

Paladin Player’s Handbook Channel Divinity Mythic Odysseys of Theros Channel Divinity Mythic Odysseys of Theros

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