Paladin (2) / Warlock (3)
CLASS & LEVEL BACKGROUND PLAYER NAME
Human/Mulan Chaotic Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
+2 +3 PROFICIENCY BONUS
18
ARMOR
CLASS
-1 30
INITIATIVE SPEED
15 PERSONALITY TRAITS
Hit Point Maximum 46
+2 Strength
DEXTERITY
-1 Dexterity
-1 +3 Constitution
-1 Intelligence
CURRENT HIT POINTS IDEALS
8 ●
+2 Wisdom
●
+6 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+3 -1 Acrobatics (Dex) SUCCESSES
3x(1d8+3)
16 -1 Animal Handling (Wis)
2x(1d10+3) FAILURES
-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+5 Athletics (Str)
-1 +3 Deception (Cha)
-1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
8 -1 Insight (Wis)
Longsword +5 1d8+4 slashing
Amulet
WISDOM
+3 Intimidation (Cha)
-1 Investigation (Int)
Quarterstaff +5 1d6+4 bludgeoning
Backpack
-1 Medicine (Wis) Bedroll
-1 -1 Nature (Int)
Chain mail
-1 Perception (Wis) Number of
8
+3 Performance (Cha)
Attacks: 1 Mess kit
CHARISMA
●
+6 Persuasion (Cha)
-1 Religion (Int)
Pouch
+3 -1 Sleight of Hand (Dex) Rations (1 day)
16
●
+2 Stealth (Dex)
Survival (Wis)
x10
-1
SKILLS ATTACKS & SPELLCASTING
Rope, hempen
Shield
9 PASSIVE WISDOM (PERCEPTION)
CP Tinderbox
SP
Torch x10
Weapon Proficiencies: Waterskin
Martial; Simple EP
Armor Proficiencies: Heavy;
Light; Medium; Shields
GP
20
PP
Language Proficiencies:
Celestial; Common
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
TREASURE CHARACTER BACKSTORY
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Paladin, Warlock Charisma 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Eldritch Blast
Guidance (uses Book of Shadows)
Mage Hand (uses Book of Shadows)
Shillelagh (uses Book of Shadows)
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 2 7
EPAR
SPELL NAME
ED
PR
Bless
Command
4
Cure Wounds
Detect Evil and Good
SPELLS KNOWN
Detect Magic
Detect Poison and Disease
Divine Favor
Expeditious Retreat
Heroism
Protection from Evil and Good
8
Purify Food and Drink
Shield of Faith
2 2
Misty Step
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
---------------Actions--------------
Divine Sense. Within 60 ft., detect presense of undead,
celestial, or fiend. Also detect consecrated or desecrated object
or place (use 4 times/long rest).
Lay on Hands. You have a healing pool of 10 HPs, with it you
can heal a creature or expend 5 points to cure disease or
neutralize poison (use 10 times/long rest).
-----------Other Traits------------
Channel Divinity. Your oath provides specific options (use
once/rest).
Divine Smite. When you hit with melee weapon attack, you can
expend 1 X-th level spell slot to deal extra (X+1)d8 radiant
damage, up to 5d8. Additional d8 on fiend or undead.
Dueling Fighting Style. 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.
Eldritch Invocation: Agonizing Blast. Add 3 to eldritch blast spell
damage.
Pact Boon: Pact of the Tome. You have a spellbook with 3 extra
cantrips.
Page 1
Eldritch Blast Guidance Mage Hand
Warlock Cantrip Evocation DC 14 Spell Mod +6 Warlock Cantrip Divination DC 14 Spell Mod +6 Warlock Cantrip Conjuration DC 14 Spell Mod +6
1 Act. 120 ft V,S Inst 1 Act. Touch V,S Conc, 1 min 1 Act. 30 ft V,S 1 min
A beam of crackling energy streak toward a You touch one willing creature. Once before A spectral, floating hand appears at a point
creature within range. Make a ranged spell the spell ends, the target can roll a d4 and add you choose within range. The hand lasts for
attack against the target. On a hit, the target the number rolled to one ability check of its the duration or until you dismiss it as an
takes 1d10 force damage. The spell creates choice. It can roll the die before or after action. The hand vanishes if it is ever more
more than one beam when you reach higher making the ability check. The spell then ends. than 30 feet away from you or if you cast this
levels: two beams at 5th level, three beams at spell again. You can use your action to control
11th level, and four beams at 17th level. You the hand. You can use the hand to manipulate
can direct the beams at the same target or at an object, open an unlocked door or container,
different ones. Make a separate attack roll for stow or retrieve an item from an open
each beam. container, or pour the contents out of a vial.
You can move the hand up to 30 feet each time
you use it. The hand can't attack, activate
magic items, or carry more than 10 pounds.
Shillelagh Bless Command
Warlock Cantrip Transmutation DC 14 Spell Mod Paladin Level 1 Enchantment DC 14 Spell Mod +6 Paladin Level 1 Enchantment DC 14 Spell Mod +6
+6
1 B.A. Touch V,S,M 1 min 1 Act. 30 ft V,S,M Conc, 1 min 1 Act. 60 ft V 1 Rnd
Mistletoe, a shamrock leaf, and a club or quarterstaff A sprinkling of holy water
The wood of a club or quarterstaff you are You bless up to three creatures of your choice You speak a one-word command to a creature
holding is imbued with nature's power. For within range. Whenever a target makes an you can see within range. The target must
the duration, you can use your spellcasting attack roll or a saving throw before the spell succeed on a Wisdom saving throw or follow
ability instead of Strength for the attack and ends, the target can roll a d4 and add the the command on its next turn. The spell has no
damage rolls of melee attacks using that number rolled to the attack roll or saving effect if the target is undead, if it doesn't
weapon, and the weapon's damage die throw. At Higher Levels. When you cast this understand your language, or if your
becomes a d8. The weapon also becomes spell using a spell slot of 2nd level or higher, command is directly harmful to it. Some
magical, if it isn't already. The spell ends if you you can target one additional creature for each typical commands and their effects follow.
cast it again or if you let go of the weapon. slot level above 1st. You might issue a command other than one
described here. If you do so, the GM
determines how the target behaves. If the
target can't follow your command, the spell
ends. Approach. The target moves toward you
by the shortest and most 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
Cure Wounds Detect Evil and Good Detect Magic (ritual)
Paladin Level 1 Evocation DC 14 Spell Mod +6 Paladin Level 1 Divination DC 14 Spell Mod +6 Paladin Level 1 Divination DC 14 Spell Mod +6
1 Act. Touch V,S Inst 1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S Conc, 10 mins
A creature you touch regains a number of hit For the duration, you know if there is an For the duration, you sense the presence of
points equal to 1d8 + your spellcasting ability aberration, celestial, elemental, fey, fiend, or magic within 30 feet of you. If you sense magic
modifier. This spell has no effect on undead or undead within 30 feet of you, as well as where in this way, you can use your action to see a
constructs. At Higher Levels. When you cast the creature is located. Similarly, you know if faint aura around any visible creature or
this spell using a spell slot of 2nd level or there is a place or object within 30 feet of you object in the area that bears magic, and you
higher, the healing increases by 1d8 for each that has been magically consecrated or learn its school of magic, if any. The spell can
slot level above 1st. desecrated. The spell can penetrate most penetrate most barriers, but it is blocked by 1
barriers, but it is blocked by 1 foot of stone, 1 foot of stone, 1 inch of common metal, a thin
inch of common metal, a thin sheet of lead, or sheet of lead, or 3 feet of wood or dirt.
3 feet of wood or dirt.
Page 1 (reverse)
Command (reverse)
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.
Page 2
Detect Poison and Disease (ritual) Divine Favor Heroism
Paladin Level 1 Divination DC 14 Spell Mod +6 Paladin Level 1 Evocation DC 14 Spell Mod +6 Paladin Level 1 Enchantment DC 14 Spell Mod +6
1 Act. Self V,S,M Conc, 10 mins 1 B.A. Self V,S Conc, 1 min 1 Act. Touch V,S Conc, 1 min
A yew leaf
For the duration, you can sense the presence Your prayer empowers you with divine A willing creature you touch is imbued with
and location of poisons, poisonous creatures, radiance. Until the spell ends, your weapon bravery. Until the spell ends, the creature is
and diseases within 30 feet of you. You also attacks deal an extra 1d4 radiant damage on a immune to being frightened and gains
identify the kind of poison, poisonous hit. temporary hit points equal to your
creature, or disease in each case. The spell can spellcasting ability modifier at the start of
penetrate most barriers, but it is blocked by 1 each of its turns. When the spell ends, the
foot of stone, 1 inch of common metal, a thin target loses any remaining temporary hit
sheet of lead, or 3 feet of wood or dirt. points from this spell. At Higher Levels. When
you cast this spell using a spell slot of 2nd level
or higher, you can target one additional
creature for each slot level above 1st.
Protection from Evil and Good Purify Food and Drink (ritual) Shield of Faith
Paladin Level 1 Abjuration DC 14 Spell Mod +6 Paladin Level 1 Transmutation DC 14 Spell Mod +6 Paladin Level 1 Abjuration DC 14 Spell Mod +6
1 Act. Touch V,S,M Conc, 10 mins 1 Act. 10 ft V,S Inst 1 B.A. 60 ft V,S,M Conc, 10 mins
Holy water or powdered silver and iron, which the A small parchment with a bit of holy text written on
spell consumes it
Until the spell ends, one willing creature you All nonmagical food and drink within a A shimmering field appears and surrounds a
touch is protected against certain types of 5-foot-radius sphere centered on a point of creature of your choice within range, granting
creatures: aberrations, celestials, elementals, your choice within range is purified and it a +2 bonus to AC for the duration.
fey, fiends, and undead. The protection grants rendered free of poison and disease.
several benefits. Creatures of those types have
disadvantage on attack rolls against the target.
The target also can't be charmed, frightened,
or possessed by them. If the target is already
charmed, frightened, or possessed by such a
creature, the target has advantage on any new
saving throw against the relevant effect.
Expeditious Retreat Misty Step
Warlock Level 1 Transmutation DC 14 Spell Mod +6 Warlock Level 2 Conjuration DC 14 Spell Mod +6
1 B.A. Self V,S Conc, 10 mins 1 B.A. Self V Inst
This spell allows you to move at an incredible Briefly surrounded by silvery mist, you
pace. When you cast this spell, and then as a teleport up to 30 feet to an unoccupied space
bonus action on each of your turns until the that you can see.
spell ends, you can take the Dash action.
Page 2 (reverse)