Sir Valius
Sir Valius
STEALTH DISADVANTAGE ●
✘
+4 Wisdom
+5 Charisma
32 3d10 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
8
CONDITIONAL
target of one disease or neutralize one poison
12 affecting it.This feature has no effect on undead and
constructs.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
Fighting Style.
SAVING THROWS
Great Weapon Fighting. When you roll a 1 or 2 on
+2 N
CIE C
+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
a damage die for an attack you make with a melee
weapon that you are wielding with two hands, you
Y
PROFI
RT
EXPE
VISION INSPIRATION EXHAUSTION can reroll the die and must use the new roll, even if
+2 Animal Handling (Wis)
the new roll is a 1 or a 2. The weapon must have the
14 +0 Arcana (Int) two-handed or versatile property for you to gain
this benefit.
✘ +7 Athletics (Str) 1/1 - Channel Divinity
INTELLIGENCE +3 Deception (Cha) Divine Smite. When you hit a creature with a melee
weapon attack, you can expend one spell slot to
+0 ✘
+0 History (Int)
+4 Insight (Wis)
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
+3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS higher than 1st, to a maximum of 5d8. The damage
10 +0 Investigation (Int) increases by 1d8 if the target is an undead or a
Sentinel’s Intuition. When you roll for Initiative or fiend, to a maximum of 6d8.
+2 Medicine (Wis)
WISDOM
make a Perception check to notice a threat, you
+0 Nature (Int) can roll one Intuition die, a d4, and add it to the Divine Health. The divine magic flowing through
you makes you immune to disease.
+2 +2 Perception (Wis) ability check.
+3 Performance (Cha) Sentinel’s Shield (1/Long or Short Rest). You know Peerless Athlete (Bonus Action—Channel Divinity).
the cantrip blade ward and you can cast shield For the next 10 minutes, you have advantage on
✘ +5 Persuasion (Cha)
15 once. Athletics and Acrobatics checks; you can carry,
✘ +2 Religion (Int) push, drag, and lift twice as much weight as normal;
Vigilant Guardian. As an action, you can designate and the distance of your long and high jumps
+1 Sleight of Hand (Dex)
an ally you can see as your ward. You have increases by 10 feet (this extra distance costs
CHARISMA +1 Stealth (Dex) movement as normal).
advantage on Wisdom (Insight) and Wisdom
Tool Proficiencies. –
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary
between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct
worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same
thing as channeling divine power.
Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of
your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred
rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were
the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish
PERSONALITY TRAITS
master that you now deny.
IDEAL
BOND
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
Knife
0 0 0 5 0
lb / 300 lb 600 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
“Love is a special word, and I use it only when I mean it. You say the word Long Jump - 20ft (30 w/ pa), standing long jump - 10ft (20 w/ pa)
too much and it becomes cheap.” When you make a Long Jump, you cover a number of feet up to your
“A man should be able to hear, and to bear, the worst that could be said of Strength score if you move at least 10 feet on foot immediately before the
him.” jump. When you make a standing Long Jump, you can leap only half that
“Judge a man by his actions rather than by his words.” distance. Either way, each foot you clear on the jump costs a foot of
“The heart of man is very much like the sea; it has its storms, it has its Movement.
tides, and in its depths, it has its pearls too”
“There is nothing outside of yourself that can ever enable you to get This rule assumes that the height of your jump doesn’t matter, such as a
better, stronger, richer, quicker, or smarter. Everything is within. jump across a stream or chasm. At your GM’s option, you must succeed on
Everything exists. Seek nothing outside of yourself.” a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a
“It’s always a good idea to demonstrate to your comrades that you are quarter of the jump’s distance), such as a hedge or low wall. Otherwise,
capable of withstanding a tremendous amount of pain.” you hit it.
“A man should be able to hear, and to bear, the worst that could be said of
him.” When you land in Difficult Terrain, you must succeed on a DC 10 Dexterity
“Die to your ego, and become a true, living being.” (Acrobatics) check to land on your feet. Otherwise, you land prone.
“Truth is not what you want it to be; it is what it is. And you must bend to
its power or live a lie.” High Jump - 8 ft (18 w/ pa), standing high jump - 4ft (14 w/ pa)
“The true science of martial arts means practising them in such a way that When you make a High Jump, you leap into the air a number of feet equal
they will be useful at any time, and to teach them in such a way that they to 3 + your Strength modifier if you move at least 10 feet on foot
will be useful in all things.” immediately before the jump. When you make a standing High Jump, you
“Generally speaking, the Way of the warrior is resolute acceptance of can jump only half that distance. Either way, each foot you clear on the
death.” jump costs a foot of Movement. In some circumstances, your GM might
"To win any battle, you must fight as though you are already dead." allow you to make a Strength (Athletics) check to jump higher than you
normally can.
You can extend your arms half your height above yourself during the jump.
Thus, you can reach above you a distance equal to the height of the jump
plus 1½ times your height.
NOTES NOTES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +5 13 4
1ST LEVEL 3 SPELL SLOTS ● Guiding Bolt (Always Prepared) ● Heroism (Always Prepared)
Bless Ceremony Command
Compelled Duel Cure Wounds Detect Evil and Good
Detect Magic Detect Poison and Disease Divine Favor
Protection from Evil and Good Purify Food and Drink Searing Smite
Shield of Faith Thunderous Smite Wrathful Smite
You extend your hand and trace a sigil of warding in the air. Until the A flash of light streaks toward a creature of your choice within range. A willing creature you touch is imbued with bravery. Until the spell
end of your next turn, you have resistance against bludgeoning, Make a ranged spell attack against the target. On a hit, the target ends, the creature is immune to being frightened and gains
piercing, and slashing damage dealt by weapon attacks. takes 4d6 radiant damage, and the next attack roll made against this temporary hit points equal to your spellcasting ability modifier at the
target before the end of your next turn has advantage, thanks to the start of each of its turns. When the spell ends, the target loses any
mystical dim light glittering on the target until then. remaining temporary hit points from this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d6 for each slot level above level or higher, you can target one additional creature for each slot
1st. level above 1st.
Sentinel’s Shield (The Mark of Sentinel) Player’s Handbook Oath Spells (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook
Shield
1st-level abjuration
CASTING TIME 1 reaction, which you take when you are hit by an attack or targeted
by the magic missile spell
RANGE Self
DURATION 1 round
COMPONENTS V, S