ARMOR HIT POINTS HIT DICE DEATH
CLASS SAVES
character name
1 16
Hermit Paladin
level temp spent successes
background class 18
Human shield 12 1d10
xp current max max failures
species subclass
PROFICIENCY BONUS INTELLIGENCE INITIATIVE SPEED SIZE PASSIVE PERCEPTION
-1 30 Medium 13
0
+2 10
score
modifier
WEAPONS & DAMAGE CANTRIPS
Saving Throw
Name Atk Bonus / DC Damage & Type Notes
STRENGTH
Arcana Longsword +4 1d8+2 Sap: Target Disadvantage
+2 15
History Longsword (2 Handed) +4 1d10+2 Sap(cont): on next attack roll.
Investigation
score Quarterstaff +4 1d6+2
modifier Nature
Saving Throw +2 Religion Quarterstaff (2 Handed) +4 1d8+2
Athletics Javelin +4 1d6+2 Thrown 30/120ft
WISDOM
Slow: On hit, speed down 10ft
DEXTERITY
+1 12
score CLASS FEATURES
-1 8 modifier
score +3 Saving Throw
Lay On Hands: You have a 5pt Spellcasting: You have 2
modifier
pool. With a Bonus Action you first-level spell slots.
Saving Throw Animal Handling
+3 Insight
touch a creature and restore hit
Acrobatics points by expending points from You have two spells prepared and
+3 Medicine
Sleight of Hand
+3 Perception the pool. the pool replenishes after can swap one out for another
Stealth
Survival a Long Rest. You can paladin spell after a long rest.
alternatively spend 5 points to
CONSTITUTION
CHARISMA remove the Poisoned Condition. You use a Holy Symbol as a
+2 Spellcasting focus for your Paladin
14 +3 16 Weapon Mastery: You can use spells, obviating the need for
score
modifier score
modifier mastery properties of Longswords no-cost material components.
Saving Throw
+5 Saving Throw and Javelins.
Deception
HEROIC
INSPIRATION Intimidation Chain Mail: Disadvantage on
Performance Stealth. SPECIES TRAITS FEATS
+5 Persuasion Heroic Inspiration after every Healer: With a healer's kit, you can
Long Rest expend one use of it and take a Utilize
EQUIPMENT TRAINING & PROFICIENCIES action on a creature within 5 feet of
armor Skillful. 1 Extra Skill Prof you. They expend a Hit Die and you
training Light Medium Heavy Shields
roll it, then they regain HP equal to that
weapons (Perception)
result + your proficiency bonus.
Simple, Martial
Versatile. Extra Feat Whenever you roll a die to determine
the number of HP you restore a spell
tools or with this feat's ability, you can rerolls
Herbalism Kit 1s and take the new roll.
Savage Attacker: Once per turn when
APPEARANCE
spellcasting ability
SPELLCASTING
+3 MODIFIER SPELL SLOTS
Total Expended Total Expended Total Expended
13 SPELL SAVE DC
Level 1 Level 4 Level 7
Level 2 Level 5 Level 8
SPELL ATTACK
+5 BONUS Level 3 Level 6 Level 9
BACKSTORY & PERSONALITY
CANTRIPS & PREPARED SPELLS
Casting Concentration, Ritual
Level Name Time Range & Required Material Notes
1 Cure Wounds A Touch C R M 2d8+3 hp; VS
1 Shield of Faith BA 60ft C R M +2 AC target; VSM
C R M
C R M
C R M
C R M Alignment
C R M
C R M
LANGUAGES
C R M
C R M
C R M
C R M EQUIPMENT
C R M Quarterstaff
Herbalism kit,
C R M Bedroll,
C R M
Philosophy Book,
Lamp, Oil (3 flasks),
C R M Travelers clothes
C R M
Chain Mail
C R M Shield
Longsword
C R M
6 Javelins
C R M
Holy Symbol
C R M
Priest's Pack
C R M Magic Item Attunement
C R M
C R M
C R M
C R M
COINS
C R M
CP SP EP GP PP
C R M
25
C R M
C R M
TM & © 2024 Wizards of the Coast LLC. Illustrations by Richard Whitters.
670D3898000001 EN