Titus Stone
Titus Stone
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
+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
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).
Windfire Chakram 60/120 +6 vs AC 1d8 slashing+1d8 Fire Armor Proficiencies. Light Armor, Medium Armor,
Finesse, Light, Thrown
Heavy Armor, Shields
Durnan
Cheddar NAME
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.
IDEAL
BOND
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
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
0 0 0 50 0
59 lb / 225 lb 450 lb
#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 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
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)
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
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
Psychokinetics Discipline Kibbles’ Psion Oath Spells (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook
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
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
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
Feat (4) Kibbles’ Psion Psionic Adept Kibbles’ Psion Paladin Player’s Handbook
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.
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