Aureus Eira Seraph
Aureus Eira Seraph
STEALTH DISADVANTAGE
ARMOR Polearm Master. When you take the Attack action and attack with
STRENGTH Plate 19 only a glaive, halberd, quarterstaff, or spear, you can use a bonus
action to make a melee attack with the opposite end of the
PROFICIENCY BONUS +3 weapon. The weapon’s damage die for this attack is a d4, and the
18
SHIELD
AC attack deals bludgeoning damage. This attack uses the same ability
modifier as the primary attack.While you are wielding a glaive,
halberd, pike, quarterstaff, or spear, other creatures provoke an
N
CIE C
Defense (Fighting Style) (1) opportunity attack from you when they enter your reach.
+4 Strength
Y
PROFI
10
being whose presence you sense, but not its identity. Within the
✘ +2 Wisdom
73 8d10 same radius, you also detect the presence of any place or object
✘ +6 Charisma
that has been consecrated or desecrated.
CONDITIONAL
Lay on Hands (Action—40/Long Rest). You can touch a creature
+0 and draw power from the pool to restore a number of hp to that
creature, up to the maximum amount remaining in your pool. You
can expend 5 hp from your pool of healing to cure the target of
CURRENT HIT POINTS one disease or neutralize one poison affecting it.This feature has
CONSTITUTION DEATH SAVING THROWS no effect on undead and constructs.
SAVING THROWS
Fighting Style.
14 N
CIE C
+0 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Defense. While you are wearing armor, you gain a +1 bonus to
AC.
Y
PROFI
RT
EXPE
-1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION Divine Smite. When you hit a creature with a melee weapon
+2 -1 Arcana (Int)
attack, you can expend one spell slot to deal radiant damage to
the target, in addition to the weapon’s damage. The extra damage
is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher
✘ +7 Athletics (Str) than 1st, to a maximum of 6d8. The damage increases by 1d8 if the
target is an undead or a fiend.
INTELLIGENCE ✘ +6 Deception (Cha)
Divine Health. The divine magic flowing through you makes you
8 -1 Perception (Wis)
+3 Performance (Cha)
Abjure Enemy (Action—Channel Divinity). 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
✘ +6 Persuasion (Cha)
see. That creature must make a Wisdom saving throw, unless it is
-1 -1 Religion (Int)
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
+0 Sleight of Hand (Dex) 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
CHARISMA +0 Stealth (Dex) halved for 1 minute or until the creature takes any damage.
16 -1 Survival (Wis) Vow of Enmity (Bonus Action—Channel Divinity). You can utter a
vow of enmity against a creature you can see within 10 feet of you,
SKILLS 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.
+3 9 PASSIVE PERCEPTION
Relentless Avenger. When you hit a creature with an opportunity
attack, you can move up to half your speed immediately after the
attack and as part of the same reaction. This movement doesn’t
ADVANTAGE provoke opportunity attacks.
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and
armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a
standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during
I’m always polite and respectful.I have a crude sense a recent war.
of humor.
When you choose this background, work with your DM to determine which military organization you were a part of,
how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a
standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a
mercenary company.
PERSONALITY TRAITS
IDEAL
My honor is my life.
BOND
Deep Delver
You have a knack for making your way in the deep
places of the world. You can recall the twists and
turns of passageways and tunnels such that you can
always retrace your steps underground. You’re also
well acquainted with foraging and survival in the
Underdark, and can determine when sources of food
and water are safe to consume. You can always find
sufficient food and water for yourself and up to five
other people in the Underdark, as long as
sustenance is available in the area.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Halberd] 1 6
[Plate] 1 65
0 0 0 0 0
71 lb / 270 lb 540 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +6 14 7
2ND LEVEL 3 SPELL SLOTS ● Branding Smite ● Hold Person (Always Prepared)
● Misty Step (Always Prepared) ● Zone of Truth Aid
Find Steed Lesser Restoration Locate Object
Magic Weapon Protection from Poison
Bane Command Divine Favor
1st-level enchantment 1st-level enchantment 1st-level evocation
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 30 feet RANGE 60 feet RANGE Self
DURATION Concentration, up to 1 minute DURATION 1 round DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a drop of blood) COMPONENTS V COMPONENTS V, S
Up to three creatures of your choice that you can see within range You speak a one-word command to a creature you can see within Your prayer empowers you with divine radiance. Until the spell ends,
must make Charisma saving throws. Whenever a target that fails this range. The target must succeed on a Wisdom saving throw or follow your weapon attacks deal and extra 1d4 radiant damage on a hit.
saving throw makes an attack roll or a saving throw before the spell the command on its next turn. The spell has no effect if the target is
ends, the target must roll a d4 and subtract the number rolled from undead, if it doesn’t understand your language, or if your command
the attack roll or saving throw. is directly harmful to it. Some typical commands and their effects
At Higher Levels. When you cast this spell using a spell slot of 2nd follow. You might issue a command other than one described here. If
level or higher, you can target one additional creature for each slot you do so, the DM determines how the target behaves. If the target
level above 1st. can’t follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most
direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its
turn.
Flee. The target spends its turn moving away from you by the
fastest available means.
Grovel. The target falls prone 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.
Oath Spells (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook
CASTING TIME 1 bonus action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE 90 feet RANGE 60 feet RANGE Self
DURATION Concentration, up to 1 hour DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 minute
COMPONENTS V COMPONENTS V, S, M (a small parchment with a bit of holy text written on it) COMPONENTS V
You choose a creature you can see within range and mystically mark A shimmering field appears and surrounds a creature of your choice The first time you hit with a melee weapon attack during this spell’s
it as your quarry. Until the spell ends, you deal an extra 1d6 damage within range, granting it a +2 bonus to AC for the duration. duration, your weapon rings with thunder that is audible within 300
to the target whenever you hit it with a weapon attack, and you have feet of you, and the attack deals an extra 2d6 thunder damage to the
advantage on any Wisdom (Perception) or Wisdom (Survival) check target. Additionally, if the target is a creature, it must succeed on a
you make to find it. If the target drops to 0 hit points before this spell Strength saving throw or be pushed 10 feet away from you and
ends, you can use a bonus action on a subsequent turn of yours to knocked prone.
mark a new creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd
or 4th level, you 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.
Oath Spells (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook
CASTING TIME 1 bonus action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Self RANGE Self RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V COMPONENTS V COMPONENTS V, S, M (a small, straight piece of iron)
The next time you hit with a melee weapon attack during this spell’s The next time you hit a creature with a weapon attack before this Choose a humanoid that you can see within range. The target must
duration, your attack deals an extra 1d6 psychic damage. spell ends, the weapon gleams with astral radiance as you strike. The succeed on a Wisdom saving throw or be paralyzed for the duration.
Additionally, if the target is a creature, it must make a Wisdom saving attack deals an extra 2d6 radiant damage to the target, which At the end of each of its turns, the target can make another Wisdom
throw or be frightened of you until the spell ends. As an action, the becomes visible if it is invisible, and the target sheds dim light in a 5- saving throw. On a success, the spell ends on the target.
creature can make a Wisdom check against your spell save DC to foot radius and can’t become invisible until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd
steel its resolve and end this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot
level or higher, the extra damage increases by 1d6 for each slot level level above 2nd. The humanoids must be within 30 feet of each other
above 2nd. when you target them.
Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook
Misty Step Zone of Truth
2nd-level conjuration 2nd-level enchantment
Briefly surrounded by silvery mist, you teleport up to 30 feet to an You create a magical zone that guards against deception in a 15-foot-
unoccupied space that you can see. radius sphere centered on a point of your choice within range. Until
the spell ends, a creature that enters the spell’s area for the first time
on a turn or starts its turn there must make a Charisma saving throw.
On a failed save, a creature can’t speak a deliberate lie while in the
radius. You know whether each creature succeeds or fails on its
saving throw.
An affected creature is aware of the spell and can thus avoid
answering questions to which it would normally respond with a lie.
Such creatures can be evasive in its answers as long as it remains
within the boundaries of the truth.