DND Sheet


Authors
SketchyWren
Published
2 years, 1 month ago
Stats
411

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Gene Whitlock

Character Name

Paladin 1

Soldier


Class & Level

Background

Half-Elf

Neutral Good


Race

Alignment

Strength

+3

16

Dexterity

-2

6

Constitution

+2

14

Intelligence

+3

16

Wisdom

+0

10

Charisma

+4

18

+2

Proficiency Bonus

+3
Strength
-2
Dexterity
+2
Constitution
+3
Intelligence
+4
Wisdom
+6
Charisma

Saving Throws

-2
Acrobatics DEX
+0
Animal Handling WIS
+3
Arcana INT
+5
Athletics STR
+6
Deception CHA
+3
History INT
+2
Insight WIS
+6
Intimidation CHA
+3
Investigation INT
+0
Medicine WIS
+3
Nature INT
+2
Perception WIS
+4
Performance CHA
+6
Persuasion CHA
+3
Religion INT
-2
Sleight of Hand DEX
-2
Stealth DEX
+0
Survival WIS

Skills

12

Passive Perception (WIS)

Armor

Heavy Armor, Light Armor, Medium Armor, Shields

Weapons

Martial Weapons, Simple Weapons

Tools

Dragonchess Set, Vehicles (Land)

Languages

Common, Dwarvish, Elvish

Other Proficiencies & Languages

HTML by Takaia /

16

Armor Class

-2

Initiative

30 ft

Speed

12

Hit Points

Name

longsword

unarmed strike

hit

+5

+5

Damage/Type

1d8/10 +3  slashing 

4  bludgeoning 

Attacks & Spellcasting

Item

amulet

chain mail

dagger

dragonchess set

longsword

playing card set

shield

QTY

1

1

1

1

1

1

1

Equipment

Level 1

Darkvision. You can see in darkness (shades of gray) up to 60 ft.

Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Divine Sense. As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 1 + CHA times per long rest.

Lay on Hands. You have a pool of healing power that can restore 5xLV HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.

Martial Adept. You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC is 13. You gain one superiority die per short rest, which is a d6, that is used to fuel your maneuvers.

Commanding Presence. When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.

Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Features & Traits