Annatar Character Sheet

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Fallen Aasimar Mercenary Veteren

Paladin
Annatar RACE

Lawful Evil
BACKGROUND

CHARACTER NAME ALIGNMENT EXPERIENCE POINTS 1 Oath of Conquest


SACRED OATH
LEVEL

2 PROFICIENCY PASSIVE
PERCEPTION 9 AC INITIATIVE SPEED
FIGHTING STYLE
2
16 -1 30 LEVEL
INSPIRATION PASSIVE
INSIGHT 9 DIVINE SMITE
When you hit a creature with a melee weapon attack, you can expend one spell
2
slot to deal extra radiant damage to the target. The extra damage is 2d8 for a
Hit Point Temporary
12 Maximum Hit Points
1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of
5d8. The damage increases by 1d8 if the target is an undead or a fiend.
STRENGTH +3 SAVING THROWS
12
16
● +5 ATHLETICS LEVEL

You are immune to disease.


DIVINE HEALTH
3
+3 LEVEL

HIT DICE DEATH SAVES SACRED OATH FEATURE


3
DEXTERITY Used Total
-1 SAVING THROWS SUCCESSES

8
-1
-1
ACROBATICS
SLEIGHT OF HAND d10
1 FAILURES

-1 STEALTH

-1 NAME ATK BONUS DAMAGE/TYPE


LEVEL

CONSTITUTION +2 SAVING THROWS


Maul +5 2D6 Bludgeoning EXTRA ATTACK
You can attack twice, instead of once, whenever you take the Attack action on
5
14
Morningstar +5 1D8 Piercing your turn.

LEVEL
Javelin (Thrown 30/120) +5 1D6 Piercing AURA OF PROTECTION
6
+2 You and friendly creatures within 10 feet of you gain a bonus to the
saving throws equal to your Charisma modifier. You must be
conscious to grant this bonus.

INTELLIGENCE +0 SAVING THROWS At 18th level, the range of this aura increases to 30 feet.

10
+0 ARCANA LEVEL
+0
+0
HISTORY
INVESTIGATION
SPELL
ATTACK BONUS
SPELL
SAVE DC
SPELL SLOTS
SACRED OATH FEATURE
7
1st 2nd 3rd 4th 5th
+0 +0 NATURE

5 13
+0 RELIGION

WISDOM ◆ +1 SAVING THROWS

8
-1 ANIMAL HANDLING LAY ON HANDS DIVINE SENSE
● +1 INSIGHT
Used Total Used Total LEVEL
-1 MEDICINE AURA OF COURAGE
10
-1 -1
-1
PERCEPTION
SURVIVAL
5 4 You and friendly creatures within 10 feet of you can’t be frightened while you
are conscious.

At 18th level, the range of this aura increases to 30 feet.


CHARISMA ◆ +5 SAVING THROWS Level R SPELLS PREPARED

17
+3 LEVEL

11
DECEPTION 0 ◆ Light (Cantrip) IMPROVED DIVINE SMITE
● +5 INTIMIDATION
+3 PERFORMANCE Whenever you hit a creature with a melee weapon, the creature takes an
extra 1d8 radiant damage.
+3 ● +5 PERSUASION
LEVEL
CLEANSING TOUCH
As an action you can end one spell on yourself or a willing creature that you
14
RACIAL TRAITS touch. You can do this a number of times equal to your Charisma modifier.
You regain expended uses of this feature when you finish a long rest.
Darkvision. You can see in dim light within 60 feet of you as if it
were bright light, and in darkness as if it were dim light. You can't
discern color in darkness, only shades of gray.
LEVEL

15
Celestial Resistance. You have resistance to necrotic damage and
SACRED PATH FEATURE
radiant damage.
Healing Hands. As an action, you can touch a creature and cause it
to regain a number of hit points equal to your level. Once you use
this trait, you can't use it again until you finish a long rest. LEVEL
Necrotic Shroud. See Additional Features and Traits DIVINE SENSE
1
Action. Until the end of your next turn, you know the location
of any celestial, fiend, or undead within 60 feet of you that is not behind total
PROFICIENCIES LANGUAGES cover. You also detect the presence of any consecrated or desecrated place or
object. You can use this feature a number of times equal to 1 + your Charisma

Common
LEVEL

20
LIGHT SIMPLE modifier. When you finish a long rest, you regain all expended uses.
SACRED OATH FEATURE
ARMOUR WEAPONS
● ●
Celestial LEVEL

1
MEDIUM MARTIAL
LAY ON HANDS
ARMOUR WEAPONS TOOLS & OTHER PROFICIENCIES
● ● You have a pool of magical healing equal to 5 x your Paladin
HEAVY
SHIELDS
Vehicles (land) level. As an action, you can touch a creature to restore a number of hit pointsto that
creature, up to the maximum amount remaining in your pool. You can expend 5
ARMOUR
● ● Dice set points from your pool to cure one disease or neutralize one poison affecting the
target.
30 7' 310
Annatar AGE HEIGHT WEIGHT DISTINGUISHING MARKS

Grey Grey Black, Long


CHARACTER NAME EYES SKIN HAIR SCARS

PERSONALITY TRAITS BACKGROUND

Never stands an insult. Annatar grew up in a small town with his mother.
Although growing up, Annatar loved his mother,
Does not mince his words. he always felt a little out of place in this town due
to his angelic blood. Starting in his late teenage
years, a dark god slowly corrupted him for his own
IDEALS enjoyment and made Annatar feel unwanted and
loathed. He slowly fell away from his aasimar
Might. In life as in war, the
guide and his mother, and left his small town in
stronger force wins. resentment. He joined a sellsword company and
found himself at home to a warriors lifestyle.
Knowing the power he had, he eventually left this
BONDS company of mercenaries to do bigger and better
things, and to live a life of power he could not
You know of a mercenary that still have under his former angelic guide.
owes you a favor.
ALLIES ENEMIES

FLAWS

I have little respect for anyone


who is not a proven warrior.
CHARACTER APPEARANCE

ADDITIONAL FEATURES & TRAITS EQUIPMENT Attuned


BACKPACK/STORAGE
Feature: Mercenary Life HEAD Maul
You know the mercenary life as only
someone who has experienced it can. You
AMULET Morningstar
are able to identify mercenary companies by CLOAK Javelin x 5
their emblems, and you know a little about ARMOUR Chainmail
any such company, including the names and
reputations of its commanders and leaders, HANDS/ARMS

and who has hired them recently. You can RING Holy symbol
find the taverns and festhalls where
RING
mercenaries abide in any area, as long as you
speak the language. You can find mercenary BELT
Explorer's Pack
work between adventures sufficient to Backpack
BOOTS
maintain a comfortable lifestyle. Bedroll
140 Mess kit
. At 3rd level, you can use your action to
unleash the divine energy within yourself,
CP SP EP GP PP
Tinderbox
causing your eyes to turn into pools of MAGIC ITEMS 10 torches
darkness and two skeletal, ghostly, flightless Attuned

wings to sprout from your back. The instant


Name
10 days of Rations
you transform, other creatures within 10 feet Waterskin
of you that can see you must each succeed 50 feet of Hempen rope
on a Charisma saving throw (DC 8 + your Name
Attuned

proficiency bonus + your Charisma modifier)


or become frightened of you until the end of A uniform of your company
your next turn. Your transformation lasts for (traveler's clothes in quality)
1 minute or until you end it as a bonus
action. During it, once on each of your turns,
Name
Attuned
Insignia of my rank
you can deal extra necrotic damage to one Dice set
target when you deal damage to it with an Pouch with 10 gold
attack or a spell. The extra necrotic damage Attuned
equals your level. Once you use this trait, you Name

can't use it again until you finish a long rest.

Attuned
Name

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