Paladin 6 Faction Agent
CLASS & LEVEL BACKGROUND PLAYER NAME
Aasimar (Scourge)
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
12 +2 30 ft.
+4 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
18 PERSONALITY TRAITS
Hit Point Maximum 71
+4 Strength
DEXTERITY
+2
+2
+3
Dexterity
Constitution
71
CURRENT HIT POINTS IDEALS
+0 Intelligence
14 ● +3 Wisdom
● +6 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+3
6
+2 Acrobatics (Dex) Total SUCCESSES
16 +0 Animal Handling (Wis)
D10 FAILURES
+0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +4 Athletics (Str)
+0 +3 Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
+0 History (Int) Darkvision (60ft.).
10 ● +3 Insight (Wis)
● +6 Intimidation (Cha) Celestial Resistance: Resistance to
WISDOM +0 Investigation (Int) necrotic and radiant damage.
+0 Medicine (Wis)
+0 +0 Nature (Int) Healing Hands (1/LR): as an action,
● +3 Perception (Wis) restore HP equal to your level to a
11
+3 Performance (Cha) creature you touch.
● +6 Persuasion (Cha)
CHARISMA
+0 Religion (Int) Light Bearer: You know the Light
+3 +2 Sleight of Hand (Dex) cantrip.
+2 Stealth (Dex)
16 Radiant Consumption (1/LR, 1min):
+0 Survival (Wis)
as an action, you shed bright light on a
SKILLS ATTACKS & SPELLCASTING
10ft. radius and dim light on an
additional 10ft. radius, and at the end
PASSIVE WISDOM (PERCEPTION)
CP of each of your turns, you and each
creature within 10ft. from you takes
SP 1/2Lvl radiant damage. Once on each
All Armor, Shields.
of your turns, you can deal extra
Simple and Martial Weapons. EP radiant damage to a target when you
Common and Celestial +2 damage it with an attack or spell (the
GP damage equals your level).
PP Divine sense (1+Cha/LR): as an
action and until the end of your next
turn, you know the location of any
celestial, fiend or undead creature
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT within 60ft. of FEATURES & TRAITS
you, and you know the
type
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the locations of places consacrated or
AGE HEIGHT WEIGHT
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
Divine Smite: when you hit a target with a weapon attack, you can expend a
spell slot of level 1-5 to deal extra radiant damage to the target (2D8 for a 1st lvl
spell slot and an extra D8 for every spell slot level beyond 1, to a maximum of
5D8). If the target is an undead or fiend, deal an extra D8 radiant damage.
Divine Health: immune to disease.
Harness Divine Power: as a BA, you expend one use of Channel Divinity and
regain a spell slot of level no higher than half your profiency bonus (rounded
up).
Extra Attack.
Aura of protection: whenever you or a friendly creature within 10ft. must make
a saving throw, add your Cha modifier (+4) to the roll.
Channel Divinity:
-Conquering Presence: as anADDITIONAL
action, each creature
FEATURES & TRAITS within 30ft. of you must
make a Wis ST or become frightened of you for 1 min (creature can repeat ST at
the end of each of its turns).
-Guided Strike: you add +10 to an attack roll. You can do so after the attack roll
but before the DM determines the result.
CHARACTER BACKSTORY TREASURE
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Paladin Charisma 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Light
Word of radiance (Con st, 2D6 radiant damage
Toll the Dead (Wis st, 2D8/2D12 necrotic damage)
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
● Ceremony
● Shield of Faith
4
● Protection from Evil and Good
● Wrathful Smite
SPELLS KNOWN
Armor of Agathys
Command
2 2
● Aid
● Find Steed
Spiritual Weapon
5
Hold person
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