Thorin Fastbeard
Thorin Fastbeard
Thorin Fastbeard
Acolyte
CLASS & LEVEL BACKGROUND PLAYER NAME
Thorin Fastbeard Half-Orc Lawful Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
+4 +5 PROFICIENCY BONUS
12
ARMOR
CLASS
0
INITIATIVE
30
SPEED
18 PERSONALITY TRAITS
0 +4 Constitution
+1 Intelligence
CURRENT HIT POINTS IDEALS
10 ●
+7 Wisdom
●
+9 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
-1 +2 Deception (Cha)
-1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
8 ●
+5 Insight (Wis)
Mace +9 1d6+4 bludgeoning
Amulet
WISDOM
●
+7 Intimidation (Cha)
-1 Investigation (Int)
Halberd +9 1d10+4 slashing
Backpack
+5 Medicine (Wis) Bedroll
0
●
-1
0
Nature (Int)
Perception (Wis) Number of Mess kit
11
+2 Performance (Cha)
Attacks: 2 Prayer Wheel
CHARISMA
+2 Persuasion (Cha)
+4 Religion (Int)
Rations (1 day)
x10
●
15
0 Stealth (Dex)
Survival (Wis)
Reliquary
0
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Thorin Fastbeard
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Paladin Charisma 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6
Beacon of Hope
Magic Circle
Remove Curse
Revivify
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Bless
Command
4 1
Cure Wounds
2 3
Aid
Branding Smite
Find Steed
5
Lesser Restoration
Locate Object
9
Magic Weapon
Protection from Poison
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--------------
Channel Divinity: Sacred Weapon. Make a weapon magical, with a +2 attack bonus and
magical light (20 ft./20 ft.) (lasts 1 minute).
Channel Divinity: Turn the Unholy. Each undead or fiend within 30 ft. must make a DC 15
WIS save or be turned for 1 min. (lasts 1 minute).
Cleansing Touch. End a spell on yourself or willing creature (use twice/long rest).
Divine Sense. Within 60 ft., detect presense of undead, celestial, or fiend. Also detect
consecrated or desecrated object or place (use 3 times/long rest).
Lay on Hands. You have a healing pool of 70 HPs, with it you can heal a creature or
expend 5 points to cure disease or neutralize poison (use 70 times/long rest).
-----------Other Traits------------
Aura of Courage. You and friendly creatures within 10 ft. can't be frightened.
Aura of Devotion. You and friendly creatures within 10 ft. can't be charmed.
Aura of Protection. You and friendly creatures within 10 ft. have a +2 bonus to saves.
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.
Grappler Feat. Advantage on attacks against creature you grapple; can use an action to pin
the creature.
Improved Divine Smite. Whenever you hit with melee weapon, you deal an extra d8 radiant
damage.
Shelter the Faithful. You and your companions can expect free healing at an establishment
of your faith.
Page 1
You bless up to three creatures of your choice You speak a one-word command to a creature A creature you touch regains a number of hit
within range. Whenever a target makes an you can see within range. The target must points equal to 1d8 + your spellcasting ability
attack roll or a saving throw before the spell succeed on a Wisdom saving throw or follow modifier. This spell has no effect on undead or
ends, the target can roll a d4 and add the the command on its next turn. The spell has no constructs. At Higher Levels. When you cast
number rolled to the attack roll or saving effect if the target is undead, if it doesn't this spell using a spell slot of 2nd level or
throw. At Higher Levels. When you cast this understand your language, or if your higher, the healing increases by 1d8 for each
spell using a spell slot of 2nd level or higher, command is directly harmful to it. Some slot level above 1st.
you can target one additional creature for each typical commands and their effects follow.
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
Detect Evil and Good Detect Magic (ritual) Detect Poison and Disease (ritual)
Paladin Level 1 Divination DC 15 Spell Mod +7 Paladin Level 1 Divination DC 15 Spell Mod +7 Paladin Level 1 Divination DC 15 Spell Mod +7
1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S,M Conc, 10 mins
A yew leaf
For the duration, you know if there is an For the duration, you sense the presence of For the duration, you can sense the presence
aberration, celestial, elemental, fey, fiend, or magic within 30 feet of you. If you sense magic and location of poisons, poisonous creatures,
undead within 30 feet of you, as well as where in this way, you can use your action to see a and diseases within 30 feet of you. You also
the creature is located. Similarly, you know if faint aura around any visible creature or identify the kind of poison, poisonous
there is a place or object within 30 feet of you object in the area that bears magic, and you creature, or disease in each case. The spell can
that has been magically consecrated or learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1
desecrated. The spell can penetrate most penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin
barriers, but it is blocked by 1 foot of stone, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
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.
Your prayer empowers you with divine A willing creature you touch is imbued with Until the spell ends, one willing creature you
radiance. Until the spell ends, your weapon bravery. Until the spell ends, the creature is touch is protected against certain types of
attacks deal an extra 1d4 radiant damage on a immune to being frightened and gains creatures: aberrations, celestials, elementals,
hit. temporary hit points equal to your fey, fiends, and undead. The protection grants
spellcasting ability modifier at the start of several benefits. Creatures of those types have
each of its turns. When the spell ends, the disadvantage on attack rolls against the target.
target loses any remaining temporary hit The target also can't be charmed, frightened,
points from this spell. At Higher Levels. When or possessed by them. If the target is already
you cast this spell using a spell slot of 2nd level charmed, frightened, or possessed by such a
or higher, you can target one additional creature, the target has advantage on any new
creature for each slot level above 1st. saving throw against the relevant effect.
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
All nonmagical food and drink within a You ward a creature within range against A shimmering field appears and surrounds a
5-foot-radius sphere centered on a point of attack. Until the spell ends, any creature who creature of your choice within range, granting
your choice within range is purified and targets the warded creature with an attack or a it a +2 bonus to AC for the duration.
rendered free of poison and disease. harmful spell must first make a Wisdom
saving throw. On a failed save, the creature
must choose a new target or lose the attack or
spell. This spell doesn't protect the warded
creature from area effects, such as the
explosion of a fireball. If the warded creature
makes an attack or casts a spell that affects an
enemy creature, this spell ends.
Your spell bolsters your allies with toughness Your next hit with a weapon attack deals an You summon a spirit that assumes the form of
and resolve. Choose up to three creatures extra 2d6 radiant damage. The target also an unusually intelligent, strong, and loyal
within range. Each target's hit point sheds a dim light for 5 ft. steed, creating a long-lasting bond with it.
maximum and current hit points increase by 5 Appearing in an unoccupied space within
for the duration. At Higher Levels. When you range, the steed takes on a form that you
cast this spell using a spell slot of 3rd level or choose: a warhorse, a pony, a camel, an elk, or
higher, a target's hit points increase by an a mastiff. (Your GM might allow other animals
additional 5 for each slot level above 2nd. to be summoned as steeds.) The steed has the
statistics of the chosen form, though it is a
celestial, fey, or fiend (your choice) instead of
its normal type. Additionally, if your steed has
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.
Page 2 (reverse)
You touch a creature. If it is poisoned, you You create a magical zone that guards against This spell bestows hope and vitality. Choose
neutralize the poison. If more than one poison deception in a 15-foot-radius sphere centered any number of creatures within range. For the
afflicts the target, you neutralize one poison on a point of your choice within range. Until duration, each target has advantage on
that you know is present, or you neutralize the spell ends, a creature that enters the spell's Wisdom saving throws and death saving
one at random. For the duration, the target area for the first time on a turn or starts its throws, and regains the maximum number of
has advantage on saving throws against being turn there must make a Charisma saving hit points possible from any healing.
poisoned, and it has resistance to poison throw. On a failed save, a creature can't speak
damage. a deliberate lie while in the radius. You know
whether each creature succeeds or fails on its
saving throw. An affected creature is aware of
the spell and can thus avoid answering
questions to which it would normally respond
with a lie. Such a creature can be evasive in its
answers as long as it remains within the
boundaries of the truth.
You create 45 pounds of food and 30 gallons of A 60-foot-radius sphere of light spreads out Choose one creature, object, or magical effect
water on the ground or in containers within from a point you choose within range. The within range. Any spell of 3rd level or lower
range, enough to sustain up to fifteen sphere is bright light and sheds dim light for on the target ends. For each spell of 4th level
humanoids or five steeds for 24 hours. The an additional 60 feet. If you chose a point on or higher on the target, make an ability check
food is bland but nourishing, and spoils if an object you are holding or one that isn't using your spellcasting ability. The DC equals
uneaten after 24 hours. The water is clean and being worn or carried, the light shines from 10 + the spell's level. On a successful check, the
doesn't go bad. the object and moves with it. Completely spell ends. At Higher Levels. When you cast
covering the affected object with an opaque this spell using a spell slot of 4th level or
object, such as a bowl or a helm, blocks the higher, you automatically end the effects of a
light. If any of this spell's area overlaps with spell on the target if the spell's level is equal to
an area of darkness created by a spell of 3rd or less than the level of the spell slot you used.
level or lower, the spell that created the
darkness is dispelled.
You create a 10-foot-radius, 20-foot-tall At your touch, all curses affecting one creature You touch a creature that has died within the
cylinder of magical energy centered on a point or object end. If the object is a cursed magic last minute. That creature returns to life with 1
on the ground that you can see within range. item, its curse remains, but the spell breaks its hit point. This spell can't return to life a
Glowing runes appear wherever the cylinder owner's attunement to the object so it can be creature that has died of old age, nor can it
intersects with the floor or other surface. removed or discarded. restore any missing body parts.
Choose one or more of the following types of
creatures: celestials, elementals, fey, fiends, or
undead. The circle affects a creature of the
chosen type in the following ways: • The
creature can't willingly enter the cylinder by
nonmagical means. If the creature tries to use
teleportation or interplanar travel to do so, it
must first succeed on a Charisma saving
throw. • The creature has disadvantage on
attack rolls against targets within the cylinder.
• Targets within the cylinder can't be charmed,
frightened, or possessed by the creature.
When you cast this spell, you can elect to
cause its magic to operate in the reverse
Page 3 (reverse)
You attempt to send one creature that you can You touch a creature and grant it a measure of You touch a willing creature. For the duration,
see within range to another plane of existence. protection from death. The first time the the target's movement is unaffected by
The target must succeed on a Charisma saving target would drop to 0 hit points as a result of difficult terrain, and spells and other magical
throw or be banished. If the target is native to taking damage, the target instead drops to 1 effects can neither reduce the target's speed
the plane of existence you're on, you banish hit point, and the spell ends. If the spell is still nor cause the target to be paralyzed or
the target to a harmless demiplane. While in effect when the target is subjected to an restrained. The target can also spend 5 feet of
there, the target is incapacitated. The target effect that would kill it instantaneously movement to automatically escape from
remains there until the spell ends, at which without dealing damage, that effect is instead nonmagical restraints, such as manacles or a
point the target reappears in the space it left negated against the target, and the spell ends. creature that has it grappled. Finally, being
or in the nearest unoccupied space if that underwater imposes no penalties on the
space is occupied. If the target is native to a target's movement or attacks.
different plane of existence than the one
you're on, the target is banished with a faint
popping noise, returning to its home plane. If
the spell ends before 1 minute has passed, the
target reappears in the space it left or in the
nearest unoccupied space if that space is
occupied. Otherwise, the target doesn't return.
At Higher Levels. When you cast this spell
Banishment (reverse)
using a spell slot of 5th level or higher, you can
target one additional creature for each slot
level above 4th.