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Fighter 4 / Paladin 8 Reuz_Veneratio

CLASS & LEVEL PLAYER NAME


Reinhardt Schneider
Human Haunted One (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

• +10 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +8 Dexterity
• +12 Constitution +4 15 156 --
+2 +8 Intelligence
CLASS
+6 Wisdom INITIATIVE HIT POINTS
15
+8 Charisma
Total
4d10 + 8d10
Immunities - Disease, SUCCESSES
Saving Throw Modifiers
DEXTERITY Charmed FAILURES
+4 Bonus on
+4 saves DEFENSES HIT DICE DEATH SAVES

18 SAVING THROWS INSPIRATION


=== ARMOR ===
Heavy Armor, Light Armor, Medium Armor,
CONSTITUTION P +8 Acrobatics DEX Shields
+4 PROFICIENCY BONUS
+4 +2

+4
Animal Handling WIS
Arcana INT
=== WEAPONS ===
Firearms, Martial Weapons, Simple Weapons

19 +2 Athletics STR === TOOLS ===


ABILITY SAVE DC Tinker's Tools
+4 Deception CHA
+4 History INT === LANGUAGES ===
INTELLIGENCE
+2 Insight WIS Celestial, Common, Infernal
30 ft. (Walking), 60 ft. (Flying)
+4 +4 Intimidation CHA
P +8 Investigation INT
19 +2 Medicine WIS SPEED

+4 Nature INT PROFICIENCIES & LANGUAGES

WISDOM P +6 Perception WIS


+4 Performance CHA === ACTIONS === As an action, you can detect good and evil. Until
+2 +4 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
the end of your next turn, you can sense anything
affected by the hallow spell or know the location of any
Help, Hide, Ready, Search, Use an Object, celestial, fiend, undead within 60 ft. that is not behind
+4 Religion INT
14 Opportunity Attack, Grapple, Shove, Improvise, total cover. You can use this feature 5 times per long
+4 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object rest.

+4 Stealth DEX Channel Divinity • 1 / Short Rest Lay on Hands Pool • 40 / Long Rest
CHARISMA Your oath allows you to channel divine energy to You have a pool of healing power that can restore
P +6 Survival WIS
fuel magical effects. When you use your Channel 40 HP per long rest. As an action, you can touch a
creature to restore any number of HP remaining in the
+4 Divinity, you choose which option to use. You must
then finish a short or long rest to use your Channel
Divinity again. Some Channel Divinity effects require
pool, or 5 HP to either cure a disease or neutralize a
poison affecting the creature.
saving throws (DC 16).
18 === BONUS ACTIONS ===
Divine Sense • 5 / Long Rest Second Wind • 1 / Short Rest
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

16 PASSIVE WISDOM (PERCEPTION)


Rapier +8 1d8+6 Piercing Martial, Finesse

Shortsword, +2 +10 1d6+8 Piercing Martial, Finesse, Light


12 PASSIVE WISDOM (INSIGHT)

Unarmed Strike +6 3 Bludgeoning


18 PASSIVE INTELLIGENCE (INVESTIGATION)

SENSES WEAPON ATTACKS & CANTRIPS

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Fighter 4 / Paladin 8 Reuz_Veneratio
CLASS & LEVEL PLAYER NAME
Reinhardt Schneider
Human Haunted One (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== PALADIN FEATURES === to the target plus 1d8 for each spell level higher than * Ability Score Improvement • PHB 85
1st (max 5d8) and plus 1d8 against undead or fiends
* Hit Points • PHB 84 (max 6d8 total). * Extra Attack • PHB 85
You can attack twice, instead of once, whenever you
* Proficiencies • PHB 84 | Special take the Attack action on your turn.

* Divine Sense • PHB 84 * Divine Health • PHB 85 | Special


As an action, you can detect good and evil. Until the You are immune to disease.
end of your next turn, you can sense anything affected * Aura of Protection • PHB 85
by the hallow spell or know the location of any * Sacred Oath • PHB 85 While you are conscious, you grant all friendly
celestial, fiend, undead within 60 ft. that is not behind creatures (including you) within 10 ft. a +4 bonus to all
total cover. You can use this feature 5 times per long | Oath of Devotion saving throws. [18th] Range increases to 30 ft.
rest.
| Channel Divinity: 1 / Short Rest • 1 Action * Aura of Devotion • PHB 86
| 5 / Long Rest • 1 Action While you are conscious, friendly creatures (including
* Channel Divinity • PHB 86 you) within 10 ft. can't be charmed. [18th] Range
* Lay on Hands • PHB 84 You gain two Channel Divinity options: increases to 30 ft.
You have a pool of healing power that can restore 40
HP per long rest. As an action, you can touch a Sacred Weapon - As an action you can imbue a === FIGHTER FEATURES ===
creature to restore any number of HP remaining in the weapon with positive energy. For 1 minute, the
pool, or 5 HP to either cure a disease or neutralize a weapon is considered magical, you add +4 to attack * Hit Points • PHB 71
poison affecting the creature. rolls, it emits bright light for 20 ft. and dim light for 20 ft
beyond that. You can end the effect as part of any * Proficiencies • PHB 71
| Lay on Hands Pool: 40 / Long Rest • 1 Action other action, if you are no longer holding the weapon,
or if you fall unconscious. * Fighting Style • PHB 72
* Fighting Style • PHB 84 You adopt a fighting style specialty.
You adopt a style of fighting as your specialty. Turn the Unholy - As an action, you can censure fiends
and undead. Each fiend or undead that can see or | Archery • PHB
| Dueling • PHB hear you within 30 ft. must make a WIS saving throw You gain a +2 bonus to hit with ranged weapon
You gain a +2 bonus to damage when wielding only a (DC 16). On failure, it is turned for 1 minute or until it attacks.
weapon in one hand. takes damage.
* Second Wind • PHB 72
* Spellcasting • PHB 84 | Channel Divinity: Sacred Weapon: 1 Action Once per short rest, you can use a bonus action to
You can cast prepared paladin spells using CHA as regain 1d10 + 4 HP.
your spellcasting modifier (Spell DC 16, Spell Attack | Channel Divinity: Turn the Unholy: 1 Action
+8). You can use a holy symbol as a spellcasting | 1 / Short Rest • 1 Bonus Action
focus. * Oath Spells • PHB 86
You gain oath spells based on your level that are * Action Surge • PHB 72
* Divine Smite • PHB 85 always prepared and don't count against your daily Once per short rest, you can take one additional
When you hit with a melee weapon attack, you can number of prepared spells. action on your turn. [17th] Twice per short rest
expend one spell slot to deal 2d8 extra radiant damage

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Chain Shirt 1 20 lb.

Rapier 1 2 lb.

SP 0 Shortsword, +2 1 2 lb.

Tinker's Tools 1 10 lb.


EP 0

GP 252

PP 0
WEIGHT CARRIED

34 lb.
ENCUMBERED ATTUNED MAGIC ITEMS QTY WEIGHT

0 lb. Headband of Intellect 1 --

PUSH/DRAG/LIFT Wings of Flying 1 --

0 lb. Ioun Stone of Awareness 1 --

EQUIPMENT

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Fighter 4 / Paladin 8 Reuz_Veneratio
CLASS & LEVEL PLAYER NAME
Reinhardt Schneider
Human Haunted One (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

| 1 / Short Rest • Special cover. Before you make an attack with a ranged
* Ability Score Improvement • PHB 72 weapon that you are proficient with, you can choose to
* Martial Archetype • PHB 72 take a -5 penalty to the attack roll to add +10 to the
attack's damage.
| Gunslinger === HUMAN RACIAL TRAITS ===

* Firearm Proficiency • CR * Ability Score Increase • PHB 31


You gain proficiency with firearms.
* Languages • PHB 31
* Gunsmith • CR You can speak, read, and write Common and one
You gain proficiency with Tinker’s Tools and can use extra language.
them to craft ammunition at half cost, repair firearms,
and create new ones.
=== FEATS ===
* Adept Marksman • CR
You learn trick shots that enhance a firearm attack in * Lucky • PHB 167
some way. You gain 2 grit points that you regain after You have 3 luck points per long rest. Whenever you
a short rest. You also regain 1 when you roll a 20 on make an attack roll, an ability check, or a saving throw
firearm attacks or you deal a killing blow to a (or when an attack roll is made against you), you can
significant threat (DM's discretion). Your saving throws spend one to roll an additional d20 and you choose
for trick shots have a DC of 16. which die to use. You can choose to spend luck points
after you roll the die, but before the outcome is
| 2 / Short Rest determined.

* Trick Shots • CR | 3 / Long Rest • No Action

| Deadeye Shot • CR * Sentinel • PHB 169


When you make a firearm attack against a creature, When you hit a creature with an opportunity attack, the
you can expend 1 grit point to gain advantage on the creature's speed becomes 0 for the rest of the turn.
attack roll. Creatures provoke opportunity attacks from you even if
they take the Disengage action. When a creature
| Special within 5 ft. of you makes an attack against a target
other than you, you can use your reaction to make a
| Violent Shot • CR melee weapon attack against the attacking creature.
When you make a firearm attack against a creature,
you can expend 1 or more grit points. For each grit | Sentinel Attack: 1 Reaction
point expended, the attack gains a +2 to the firearm’s
misfire score. If the attack hits, you can roll one * Sharpshooter • PHB 170
additional weapon damage die per grit point spent. Attacking at long range doesn't impose disadvantage
on your ranged weapon attack rolls and your ranged
| Special weapon attacks ignore half cover and three-quarters

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Reinhardt Schneider Lawful Good Sarenrae
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Boon of Peerless Aim: You can give yourself a +20


bonus to a ranged attack roll you make. Once you
use this boon, you can't use it again until you finish a
short rest.

CHARACTER BACKSTORY ADDITIONAL NOTES

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CHA 16 +8
Paladin
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES

=== 1st LEVEL === 4 Slots OOOO

O Bless <C> Paladin -- 1A 30 ft. V,S,M Concentration, up to 1 minute PHB 219 D: 1m, V/S/M

O Command Paladin WIS 16 1A 60 ft. V 1 round PHB 223 D: 1Rnd, V

O Compelled Duel <C> Paladin WIS 16 1BA 30 ft. V Concentration, up to 1 minute PHB 224 D: 1m, V

O Cure Wounds Paladin -- 1A Touch V,S Instantaneous PHB 230 V/S

O Detect Evil and Good <C> Paladin -- 1A Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S

O Detect Magic <C> Paladin -- 1A Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S

O Detect Poison and Disease <C> Paladin -- 1A Self/30 ft. Sphere V,S,M Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S/M

O Divine Favor <C> Paladin -- 1BA Self V,S Concentration, up to 1 minute PHB 234 D: 1m, V/S

O Ceremony Paladin -- 1h Touch V,S,M Instantaneous XGtE 151 V/S/M

O Heroism <C> Paladin -- 1A Touch V,S Concentration, up to 1 minute PHB 250 D: 1m, V/S

O Purify Food and Drink Paladin -- 1A 10 ft./5 ft. Sphere V,S Instantaneous PHB 270 5 ft. Sphere, V/S

O Searing Smite <C> Paladin CON 16 1BA Self V Concentration, up to 1 minute PHB 274 D: 1m, V

O Shield of Faith <C> Paladin -- 1BA 60 ft. V,S,M Concentration, up to 10 minutes PHB 275 D: 10m, V/S/M

O Thunderous Smite <C> Paladin STR 16 1BA Self V Concentration, up to 1 minute PHB 282 D: 1m, V

O Wrathful Smite <C> Paladin WIS 16 1BA Self V Concentration, up to 1 minute PHB 289 D: 1m, V

P Protection from Evil and Good <C> Paladin (Always Prepared) -- 1A Touch V,S,M Concentration, up to 10 minutes PHB 270 D: 10m, V/S/M

P Sanctuary Paladin (Always Prepared) WIS 16 1BA 30 ft. V,S,M 1 minute PHB 272 D: 1m, V/S/M

=== 2nd LEVEL === 3 Slots OOO

O Aid Paladin -- 1A 30 ft. V,S,M 8 hours PHB 211 D: 8h, V/S/M

O Find Steed Paladin -- 10m 30 ft. V,S Instantaneous PHB 240 V/S

O Locate Object <C> Paladin -- 1A Self V,S,M Concentration, up to 10 minutes PHB 256 D: 10m, V/S/M

O Magic Weapon <C> Paladin -- 1BA Touch V,S Concentration, up to 1 hour PHB 257 D: 1h, V/S

O Protection from Poison Paladin -- 1A Touch V,S 1 hour PHB 270 D: 1h, V/S

O Branding Smite <C> Paladin -- 1BA Self V Concentration, up to 1 minute PHB 219 D: 1m, V

P Lesser Restoration Paladin (Always Prepared) -- 1A Touch V,S Instantaneous PHB 255 V/S

P Zone of Truth Paladin (Always Prepared) CHA 16 1A 60 ft./15 ft. Sphere V,S 10 minutes PHB 289 D: 10m, 15 ft. Sphere, V/S

SPELLS

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