Character
Character
INSPIRATION
STRENGTH
17 0 30 I am always the first into the fray
+3 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
17 PERSONALITY TRAITS
-1 +3 Deception (Cha)
-1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Backpack
8 -1 Insight (Wis)
Bedroll
● +9 Intimidation (Cha) Maul of Terror +6 2d6+3 bludgeoning
Bane Insignia
WISDOM -1 Investigation (Int)
-1
Javelin +6 1d6+3 piercing Bag ball bearings
Medicine (Wis)
-1 -1 Nature (Int)
Baltrops (bag of 20)
Number of Attacks: 2 Chain (10 feet)
-1 Perception (Wis)
9 Whip. +6, 1d4+3 slashing Clothes, common
+3 Performance (Cha)
Longsword. +6, 1d8+3 Emblem
● +6 Persuasion (Cha)
CHARISMA slashing HourGlass
● +2 Religion (Int)
+3 0 Sleight of Hand (Dex)
Manaclesx5
● +3 Stealth (Dex)
Mess kit
16
-1 Survival (Wis)
Rations (1 day) x10
Rope, hempen
SKILLS ATTACKS & SPELLCASTING
Skull of a defeated angel
Splint
9 PASSIVE WISDOM (PERCEPTION)
CP Tattered piece of Bane
Banner
Tool Proficiencies: Dice Set
SP Tinderbox
Torch x10
EP
Weapon Proficiencies: Martial; Waterskin
Simple Vial x4
GP 2
Armor Proficiencies: Heavy; Light;
Medium; Shields PP
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Paladin Charisma 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Bless
Command
4
Cure Wounds
Detect Magic
Divine Favor
Heroism
2 3
Aid
Branding Smite
Find Steed
5
Hold Person
Lesser Restoration
9
Locate Object
Magic Weapon
Spiritual Weapon
Zone of Truth
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
Darkvision: 60 ft.
Immunities: disease
---------------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 35 HPs, with it you can heal a creature or expend 5 points to cure disease or neutralize poison
(use 35 times/long rest).
-----------Other Traits------------
Aura of Conquest. Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet
from you in every direction, but not through total cover.
If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your
paladin level if it starts its turn there.
Aura of Protection. You and friendly creatures within 10 ft. have a +3 bonus to saves.
Your magic often features dramatic bursts of flame or radiance. When you cast beneficial spells on your allies, they appear momentarily
surrounded with halos of bright fire.
Conquering Presence.. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your
choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for
1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
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.
Great Weapon Fighting Style. 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.
Guided Strike. . You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your
Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack
hits or misses.
Legion Station. You have an established place in the hierarchy of the Bane Legion. You can requisition simple equipment for temporary
use, and you can gain access to any Bane garrison, where you can rest in safety and receive the attention of medics. You are also paid a
salary of 1 gp per week, which (combined with free lodging in your garrison) enables you to maintain a poor lifestyle between adventures.
Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within
30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your
check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way
for 1 hour.
Powerful Build.. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Surprise Attack. . If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to
it. You can use this trait only once per combat.
Page 1
Your spell bolsters your allies with toughness You bless up to three creatures of your choice Your next hit with a weapon attack deals an
and resolve. Choose up to three creatures within range. Whenever a target makes an extra 2d6 radiant damage. The target also
within range. Each target's hit point attack roll or a saving throw before the spell sheds a dim light for 5 ft.
maximum and current hit points increase by 5 ends, the target can roll a d4 and add the
for the duration. At Higher Levels. When you number rolled to the attack roll or saving
cast this spell using a spell slot of 3rd level or throw. At Higher Levels. When you cast this
higher, a target's hit points increase by an spell using a spell slot of 2nd level or higher,
additional 5 for each slot level above 2nd. you can target one additional creature for each
slot level above 1st.
You speak a one-word command to a creature A creature you touch regains a number of hit For the duration, you know if there is an
you can see within range. The target must points equal to 1d8 + your spellcasting ability aberration, celestial, elemental, fey, fiend, or
succeed on a Wisdom saving throw or follow modifier. This spell has no effect on undead or undead within 30 feet of you, as well as where
the command on its next turn. The spell has no constructs. At Higher Levels. When you cast the creature is located. Similarly, you know if
effect if the target is undead, if it doesn't this spell using a spell slot of 2nd level or there is a place or object within 30 feet of you
understand your language, or if your higher, the healing increases by 1d8 for each that has been magically consecrated or
command is directly harmful to it. Some slot level above 1st. desecrated. The spell can penetrate most
typical commands and their effects follow. barriers, but it is blocked by 1 foot of stone, 1
You might issue a command other than one inch of common metal, a thin sheet of lead, or
described here. If you do so, the GM 3 feet of wood or dirt.
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
Detect Magic (ritual) Detect Poison and Disease (ritual) Divine Favor
Paladin Level 1 Divination DC 14 Spell Mod +6 Paladin Level 1 Divination DC 14 Spell Mod +6 Paladin Level 1 Evocation DC 14 Spell Mod +6
1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S,M Conc, 10 mins 1 B.A. Self V,S Conc, 1 min
A yew leaf
For the duration, you sense the presence of For the duration, you can sense the presence Your prayer empowers you with divine
magic within 30 feet of you. If you sense magic and location of poisons, poisonous creatures, radiance. Until the spell ends, your weapon
in this way, you can use your action to see a and diseases within 30 feet of you. You also attacks deal an extra 1d4 radiant damage on a
faint aura around any visible creature or identify the kind of poison, poisonous hit.
object in the area that bears magic, and you creature, or disease in each case. The spell can
learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1
penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin
foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
sheet of lead, or 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
You summon a spirit that assumes the form of A willing creature you touch is imbued with Choose a humanoid that you can see within
an unusually intelligent, strong, and loyal bravery. Until the spell ends, the creature is range. The target must succeed on a Wisdom
steed, creating a long-lasting bond with it. immune to being frightened and gains saving throw or be paralyzed for the duration.
Appearing in an unoccupied space within temporary hit points equal to your At the end of each of its turns, the target can
range, the steed takes on a form that you spellcasting ability modifier at the start of make another Wisdom saving throw. On a
choose: a warhorse, a pony, a camel, an elk, or each of its turns. When the spell ends, the success, the spell ends on the target. At Higher
a mastiff. (Your GM might allow other animals target loses any remaining temporary hit Levels. When you cast this spell using a spell
to be summoned as steeds.) The steed has the points from this spell. At Higher Levels. When slot of 3rd level or higher, you can target one
statistics of the chosen form, though it is a you cast this spell using a spell slot of 2nd level additional humanoid for each slot level above
celestial, fey, or fiend (your choice) instead of or higher, you can target one additional 2nd. The humanoids must be within 30 feet of
its normal type. Additionally, if your steed has creature for each slot level above 1st. each other when you target them.
an Intelligence of 5 or less, its Intelligence
becomes 6, and it gains the ability to
understand one language of your choice that
you speak. Your steed serves you as a mount,
both in combat and out, and you have an
instinctive bond with it that allows you to
fight as a seamless unit. While mounted on
your steed, you can make any spell you cast
You touch a creature and can end either one Describe or name an object that is familiar to You touch a nonmagical weapon. Until the
disease or one condition afflicting it. The you. You sense the direction to the object's spell ends, that weapon becomes a magic
condition can be blinded, deafened, paralyzed, location, as long as that object is within 1,000 weapon with a +1 bonus to attack rolls and
or poisoned. feet of you. If the object is in motion, you know damage rolls. At Higher Levels. When you cast
the direction of its movement. The spell can this spell using a spell slot of 4th level or
locate a specific object known to you, as long higher, the bonus increases to +2. When you
as you have seen it up close—within 30 use a spell slot of 6th level or higher, the bonus
feet—at least once. Alternatively, the spell can increases to +3.
locate the nearest object of a particular kind,
such as a certain kind of apparel, jewelry,
furniture, tool, or weapon. This spell can't
locate an object if any thickness of lead, even a
thin sheet, blocks a direct path between you
and the object.
Protection from Evil and Good Protection from Poison Purify Food and Drink (ritual)
Paladin Level 1 Abjuration DC 14 Spell Mod +6 Paladin Level 2 Abjuration DC 14 Spell Mod +6 Paladin Level 1 Transmutation DC 14 Spell Mod +6
1 Act. Touch V,S,M Conc, 10 mins 1 Act. Touch V,S 1 hr 1 Act. 10 ft V,S Inst
Holy water or powdered silver and iron, which the
spell consumes
Until the spell ends, one willing creature you You touch a creature. If it is poisoned, you All nonmagical food and drink within a
touch is protected against certain types of neutralize the poison. If more than one poison 5-foot-radius sphere centered on a point of
creatures: aberrations, celestials, elementals, afflicts the target, you neutralize one poison your choice within range is purified and
fey, fiends, and undead. The protection grants that you know is present, or you neutralize rendered free of poison and disease.
several benefits. Creatures of those types have one at random. For the duration, the target
disadvantage on attack rolls against the target. has advantage on saving throws against being
The target also can't be charmed, frightened, poisoned, and it has resistance to poison
or possessed by them. If the target is already damage.
charmed, frightened, or possessed by such a
creature, the target has advantage on any new
saving throw against the relevant effect.
Page 2 (reverse)
A shimmering field appears and surrounds a You create a floating, spectral weapon within You create a magical zone that guards against
creature of your choice within range, granting range that lasts for the duration or until you deception in a 15-foot-radius sphere centered
it a +2 bonus to AC for the duration. cast this spell again. When you cast the spell, on a point of your choice within range. Until
you can make a melee spell attack against a the spell ends, a creature that enters the spell's
creature within 5 feet of the weapon. On a hit, area for the first time on a turn or starts its
the target takes force damage equal to 1d8 + turn there must make a Charisma saving
your spellcasting ability modifier. As a bonus throw. On a failed save, a creature can't speak
action on your turn, you can move the weapon a deliberate lie while in the radius. You know
up to 20 feet and repeat the attack against a whether each creature succeeds or fails on its
creature within 5 feet of it. The weapon can saving throw. An affected creature is aware of
take whatever form you choose. Clerics of the spell and can thus avoid answering
deities who are associated with a particular questions to which it would normally respond
weapon (as St. Cuthbert is known for his mace with a lie. Such a creature can be evasive in its
and Thor for his hammer) make this spell's answers as long as it remains within the
effect resemble that weapon. At Higher Levels. boundaries of the truth.
When you cast this spell using a spell slot of
3rd level or higher, the damage increases by
1d8 for every two slot levels above 2nd.
Page 3 (reverse)