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Negolas - Death House PC

This document provides character details for a half-orc paladin named Throk. It includes stats, proficiencies, equipment, backstory, and spellcasting information.

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garrett kirk
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0% found this document useful (0 votes)
73 views11 pages

Negolas - Death House PC

This document provides character details for a half-orc paladin named Throk. It includes stats, proficiencies, equipment, backstory, and spellcasting information.

Uploaded by

garrett kirk
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Paladin [Oath of Investigator Negolas

CLASS & LEVEL BACKGROUND PLAYER NAME


Throk Vengeance] (3)
Half-Orc Chaotic Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
18 0
Gruff/short tempered

+2 ARMOR
CLASS
30
+2 PROFICIENCY BONUS INITIATIVE SPEED

14 PERSONALITY TRAITS

Hit Point Maximum 26


+2 Strength
DEXTERITY Vengeance for the weak and
0 Dexterity disadvantaged is my ultimate ideal.

0 +2 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS

11 +3 Wisdom
+4 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2 0 Acrobatics (Dex) SUCCESSES Short tempered at times, it’s a struggle to


14 +1 Animal Handling (Wis)
3x keep my anger in check.
FAILURES

0 Arcana (Int)
(1d10+2)
HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +2 Athletics (Str)

0 +2 Deception (Cha)
0 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Alms Box
Javelin +4 1d6 + 2 piercing Backpack
10 +3 Insight (Wis)
Blanket
+4 Intimidation (Cha) Morningstar +4 1d8 + 2 piercing Candle x10
WISDOM +2 Investigation (Int) Censer
Chain mail
+3 Medicine (Wis)
+1 0 Nature (Int) Number of Attacks: 1
Incense x2
Manacles
Pouch
+1 Perception (Wis) Rations (1 day) x2
12
+2 Performance (Cha) Shield
Tinderbox
+2 Persuasion (Cha) Vestements
CHARISMA
+2 Religion (Int) Waterskin
+2 0 Sleight of Hand (Dex)
0 Stealth (Dex)
15 +1 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

11 PASSIVE WISDOM (PERCEPTION)


CP

SP
Weapon Proficiencies: Martial; Simple

Armor Proficiencies: Heavy; Light; Medium;


EP
Shields

Language Proficiencies: Celestial; Common;


Deep Speech; Orc
GP
10
PP

OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
32 6 0
AGE HEIGHT WEIGHT
Throk Brown Gray/ash Black
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Paladin Charisma 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 3 7
EPAR
SPELL NAME
ED
PR

Bane

Bless
4
Ceremony

Command
SPELLS KNOWN

Compelled Duel

Cure Wounds

Defiant Smite

Defy Ruin

Detect Evil and Good

Detect Magic
8
Detect Poison and Disease

Divine Favor

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Paladin Charisma 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 3 7
EPAR
SPELL NAME
ED
PR

Heroism

Hunter's Mark
4
Meteor Strike

Protection from Evil and Good


SPELLS KNOWN

Purify Food and Drink

Searing Smite

Shield of Faith

Starlight Shroud

Thunderous Smite

Wrathful Smite
8

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

Darkvision: 60 ft.
Immunities: disease

---------------Actions--------------
Divine Sense. Within 60 ft., detect presense of undead, celestial, or fiend. Also detect consecrated or desecrated object or place (use 3 times/long rest).

Lay on Hands. You have a healing pool of 15 HPs, with it you can heal a creature or expend 5 points to cure disease or neutralize poison (use 15 times/long
rest).

-------------Reactions-------------
Protection Fighting Style. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose
disadvantage on the attack roll. You must be wielding a shield.

-----------Other Traits------------
Channel Divinity. Your oath provides specific options (use once/rest).

Channel Divinity: Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one
creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead
have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s
speed is 0, and it can’t benefit from any bonus to its speed. On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any
damage.

Channel Divinity: Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel
Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Divine Health. Immune to disease.

Divine Smite. When you hit with melee weapon attack, you can expend 1 X-th level spell slot to deal extra (X+1)d8 radiant damage, up to 5d8. Additional d8 on
fiend or undead.

Equipment. You possess a uniform in the style of your unit and indicative of your rank and a horn with which to summon help. Enter these to your inventory
manually as custom items.

Relentless Endurance. Drop to 1 hp instead of being reduced to 0.

Savage Attacks. On critical hit, add additional damage dice roll.

Watcher's Eye. Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local
outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome
in the former locations rather than the latter. .
Page 1

Bane Bless Ceremony


Paladin Level 1 Enchantment DC 12 Spell Mod +4 Paladin Level 1 Enchantment DC 12 Spell Mod +4 Paladin Level 1 Abjuration DC 12 Spell Mod +4
1 Act. 30 ft V,S,M Conc, 1 min 1 Act. 30 ft V,S,M Conc, 1 min 1 hr (ritual)
Touch V,S,M Inst
A drop of blood A sprinkling of holy water 25 gp worth of powdered silver, which the spell
consumes

Up to three creatures of your choice that you You bless up to three creatures of your choice You perform a special religious ceremony that
can see within range must make Charisma within range. Whenever a target makes an is infused with magic. When you cast the spell,
saving throws. Whenever a target that fails attack roll or a saving throw before the spell choose one of the following rites, the target of
this saving throw makes an attack roll or a ends, the target can roll a d4 and add the which must be within 10 feet of you
saving throw before the spell ends, the target number rolled to the attack roll or saving throughout the casting. Atonement: You
must roll a d4 and subtract the number rolled throw. At Higher Levels. When you cast this touch one willing creature whose alignment
from the attack roll or saving throw. At Higher spell using a spell slot of 2nd level or higher, has changed, and you make a DC 20 Wisdom
Levels. When you cast this spell using a spell you can target one additional creature for each (Insight) check. On a successful check, you
slot of 2nd level or higher, you can target one slot level above 1st. restore the target to its original alignment.
additional creature for each slot level above Bless Water: You touch one vial of water and
1st. cause it to become holy water. Coming of Age:
You touch one humanoid who is a young
adult. For the next 24 hours, whenever the
target makes an ability check, it can roll a d4
and add the number rolled to the ability check.
A creature can benefit from this rite only once.
Dedication: You touch one humanoid who
wishes to be dedicated to your god’s service.
For the next 24 hours, whenever the target

Command Compelled Duel Cure Wounds


Paladin Level 1 Enchantment DC 12 Spell Mod +4 Paladin Level 1 Enchantment DC 12 Spell Mod +4 Paladin Level 1 Evocation DC 12 Spell Mod +4
1 Act. 60 ft V 1 Rnd 1 B.A. 30 ft V Conc, 1 min 1 Act. Touch V,S Inst

You speak a one-word command to a creature You attempt to compel a creature into a duel. A creature you touch regains a number of hit
you can see within range. The target must One creature that you can see within range points equal to 1d8 + your spellcasting ability
succeed on a Wisdom saving throw or follow must make a Wisdom saving throw. On a modifier. This spell has no effect on undead or
the command on its next turn. The spell has no failed save, the creature is drawn to you, constructs. At Higher Levels. When you cast
effect if the target is undead, if it doesn't compelled by your divine demand. For the this spell using a spell slot of 2nd level or
understand your language, or if your duration, it has disadvantage on attack rolls higher, the healing increases by 1d8 for each
command is directly harmful to it. Some against creatures other than you, and must slot level above 1st.
typical commands and their effects follow. make a Wisdom saving throw each time it
You might issue a command other than one attempts to move to a space that is more than
described here. If you do so, the GM 30 feet away from you; if it succeeds on this
determines how the target behaves. If the saving throw, this spell doesn't restrict the
target can't follow your command, the spell target's movement for that turn. The spell
ends. Approach. The target moves toward you ends if you attack any other creature, if you
by the shortest and most direct route, ending cast a spell that targets a hostile creature other
its turn if it moves within 5 feet of you. Drop. than the target, if a creature friendly to you
The target drops whatever it is holding and damages the target or casts a harmful spell on
then ends its turn. Flee. The target spends its it, or if you end your turn more than 30 feet
turn moving away from you by the fastest away from the target.
available means. Grovel. The target falls prone

Defiant Smite Defy Ruin Detect Evil and Good


Paladin Level 1 Abjuration DC 12 Spell Mod +4 Paladin Level 1 Abjuration DC 12 Spell Mod +4 Paladin Level 1 Divination DC 12 Spell Mod +4
1 B.A. Self V Conc, 1 min 1 Act. 30 ft V,S 8 hrs 1 Act. Self V,S Conc, 10 mins

None shall turn you from your task, nor break Preserve stability, for the world must persist. For the duration, you know if there is an
your resolve. The first time you hit with a You point to an object that you can see, filling aberration, celestial, elemental, fey, fiend, or
melee weapon attack during this spell’s it with preservative magic. The object gains undead within 30 feet of you, as well as where
duration, wrathful energy rushes through resistance to all damage, and cannot be the creature is located. Similarly, you know if
your weapon. The attack deals an extra 1d6 damaged by any effect that would inflict less there is a place or object within 30 feet of you
force damage to the target. Additionally, if the than 5 damage. You can touch the object as a that has been magically consecrated or
target is a creature, its ability to attack is bonus action to remove this magical effect. desecrated. The spell can penetrate most
hindered. Until the spell ends, the creature At Higher Levels: When you cast this spell barriers, but it is blocked by 1 foot of stone, 1
must make a Charisma saving throw at the using a spell slot of 2nd level or higher, the inch of common metal, a thin sheet of lead, or
start of each of its turns. If it fails, the first duration increases by 8 hours per spell slot 3 feet of wood or dirt.
time it hits with an attack before the end of its level above 1st.
turn, it is knocked prone. At Higher Levels:
When you cast this spell using a spell slot of
2nd level or higher, the force damage
increases by 1d6 per spell slot level above 1st.
Page 1 (reverse)

Ceremony (reverse)
makes a saving throw, it can roll a d4 and add
the number rolled to the save. A creature can
benefit from this rite only once. Funeral Rite:
You touch one corpse, and for the next 7 days,
the target can’t become undead by any means
short of a wish spell. Wedding: You touch
adult humanoids willing to be bonded
together in marriage. For the next 7 days, each
target gains a +2 bonus to AC while they are
within 30 feet of each other. A creature can
benefit from this rite again only if widowed.

Command (reverse)
and then ends its turn. Halt. The target doesn't
move and takes no actions. A flying creature
stays aloft, provided that it is able to do so. If it
must move to stay aloft, it flies the minimum
distance needed to remain in the air. At
Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can affect
one additional creature for each slot level
above 1st. The creatures must be within 30 feet
of each other when you target them.
Page 2

Detect Magic Detect Poison and Disease Divine Favor


Paladin Level 1 Divination DC 12 Spell Mod +4 Paladin Level 1 Divination DC 12 Spell Mod +4 Paladin Level 1 Evocation DC 12 Spell Mod +4
1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S,M Conc, 10 mins 1 B.A. Self V,S Conc, 1 min
A yew leaf

For the duration, you sense the presence of For the duration, you can sense the presence Your prayer empowers you with divine
magic within 30 feet of you. If you sense magic and location of poisons, poisonous creatures, radiance. Until the spell ends, your weapon
in this way, you can use your action to see a and diseases within 30 feet of you. You also attacks deal an extra 1d4 radiant damage on a
faint aura around any visible creature or identify the kind of poison, poisonous hit.
object in the area that bears magic, and you creature, or disease in each case. The spell can
learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1
penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin
foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
sheet of lead, or 3 feet of wood or dirt.

Heroism Hunter's Mark Meteor Strike


Paladin Level 1 Enchantment DC 12 Spell Mod +4 Paladin Level 1 Divination DC 12 Spell Mod +4 Paladin Level 1 Evocation DC 12 Spell Mod +4
1 Act. Touch V,S Conc, 1 min 1 B.A. 90 ft V Conc, 1 hr 1 B.A. Self V Conc, 1 min

A willing creature you touch is imbued with You choose a creature you can see within The next time you hit a creature with a
bravery. Until the spell ends, the creature is range and mystically mark it as your quarry. weapon attack during the spell's duration,
immune to being frightened and gains Until the spell ends, you deal an extra 1d6 your weapon strikes with the momentum of a
temporary hit points equal to your damage to the target whenever you hit it with meteor. The attack deals an extra 1d6 fire
spellcasting ability modifier at the start of a weapon attack, and you have advantage on damage, and the target must succeed on a
each of its turns. When the spell ends, the any Wisdom (Perception) or Wisdom Strength saving throw or be knocked prone or
target loses any remaining temporary hit (Survival) check you make to find it. If the pushed 5 feet away from you (your choice). A
points from this spell. At Higher Levels. When target drops to 0 hit points before this spell large or larger creature has advantage on this
you cast this spell using a spell slot of 2nd level ends, you can use a bonus action on a saving throw. At Higher Levels. When you cast
or higher, you can target one additional subsequent turn of yours to mark a new this spell using a spell slot of 2nd level or
creature for each slot level above 1st. creature. At Higher Levels: When you cast this higher, the extra damage increases by 1d6 for
spell using a spell slot of 3rd or 4th level, you each slot level above 1st.
can maintain your concentration on the spell
for up to 8 hours. When you use a spell slot of
5th level or higher, you can maintain your
concentration on the spell for up to 24 hours.

Protection from Evil and Good Purify Food and Drink Searing Smite
Paladin Level 1 Abjuration DC 12 Spell Mod +4 Paladin Level 1 Transmutation DC 12 Spell Mod +4 Paladin Level 1 Evocation DC 12 Spell Mod +4
1 Act. Touch V,S,M Conc, 10 mins 1 Act. 10 ft V,S Inst 1 B.A. Self V Conc, 1 min
Holy water or powdered silver and iron, which the
spell consumes

Until the spell ends, one willing creature you All nonmagical food and drink within a The next time you hit a creature with a melee
touch is protected against certain types of 5-foot-radius sphere centered on a point of weapon attack during the spell's duration,
creatures: aberrations, celestials, elementals, your choice within range is purified and your weapon flares with white-hot intensity,
fey, fiends, and undead. The protection grants rendered free of poison and disease. and the attack deals an extra 1d6 fire damage
several benefits. Creatures of those types have to the target and causes the target to ignite in
disadvantage on attack rolls against the target. flames. At the start of each of its turns until
The target also can't be charmed, frightened, the spell ends, the target must make a
or possessed by them. If the target is already Constitution saving throw. On a failed save, it
charmed, frightened, or possessed by such a takes 1d6 fire damage. On a successful save,
creature, the target has advantage on any new the spell ends. If the target or a creature within
saving throw against the relevant effect. 5 feet of it uses an action to put out the flames,
or if some other effect douses the flames (such
as the target being submerged in water), the
spell ends. At Higher Levels: When you cast
this spell using a spell slot of 2nd level or
higher, the initial extra damage dealt by the
attack increases by 1d6 for each slot above 1st.
Page 2 (reverse)
Page 3

Shield of Faith Starlight Shroud Thunderous Smite


Paladin Level 1 Abjuration DC 12 Spell Mod +4 Paladin Level 1 Abjuration DC 12 Spell Mod +4 Paladin Level 1 Evocation DC 12 Spell Mod +4
1 B.A. 60 ft V,S,M Conc, 10 mins 1 Act. Self V,S 10 mins 1 B.A. Self V Conc, 1 min
A small parchment with a bit of holy text written on
it

A shimmering field appears and surrounds a Ghostly starlight surrounds your body, The first time you hit with a melee weapon
creature of your choice within range, granting casting bright light in a 10-foot radius and dim attack during this spell's duration, your
it a +2 bonus to AC for the duration. light for an additional 10 feet. The first time weapon rings with thunder that is audible
you take damage after casting this spell, the within 300 feet of you, and the attack deals an
starlight explodes outward and the spell ends. extra 2d6 thunder damage to the target.
Each creature within 10 feet of you must make Additionally, if the target is a creature, it must
a Dexterity saving throw, taking 2d10 radiant succeed on a Strength saving throw or be
damage on a failed save, or half as much pushed 10 feet away from you and knocked
damage on a successful one. At Higher Levels. prone.
When you cast this spell using a spell slot of
2nd level or higher, the damage increases by
1d10 for each slot level above 1st.

Wrathful Smite
Paladin Level 1 Evocation DC 12 Spell Mod +4
1 B.A. Self V Conc, 1 min

The next time you hit with a melee weapon


attack during this spell’s duration, your attack
deals an extra 1d6 psychic damage.
Additionally, if the target is a creature, it must
make a Wisdom saving throw or be frightened
of you until the spell ends. As an action, the
creature can make a Wisdom check against
your spell save DC to end this spell.
Page 3 (reverse)

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