DND Sheet
Gene Whitlock
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
Saving Throws
Skills
12
Passive Perception (WIS)
Heavy Armor, Light Armor, Medium Armor, Shields
WeaponsMartial Weapons, Simple Weapons
ToolsDragonchess Set, Vehicles (Land)
LanguagesCommon, Dwarvish, Elvish
Other Proficiencies & Languages
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
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