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D&D 5E Warforged Paladin Sheet

The document details a Level 12 Warforged Paladin named Sentinela Verde, who follows the Oath of the Ancients and is characterized as a Folk Hero with a Lawful Good alignment. It includes comprehensive information on the character's abilities, spells, equipment, and background traits, highlighting their combat skills and magical capabilities. Additionally, it outlines the character's personal traits, ideals, bonds, and flaws, emphasizing their commitment to protecting the common folk and their humble origins.

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Daniel Vila Nova
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0% found this document useful (0 votes)
87 views7 pages

D&D 5E Warforged Paladin Sheet

The document details a Level 12 Warforged Paladin named Sentinela Verde, who follows the Oath of the Ancients and is characterized as a Folk Hero with a Lawful Good alignment. It includes comprehensive information on the character's abilities, spells, equipment, and background traits, highlighting their combat skills and magical capabilities. Additionally, it outlines the character's personal traits, ideals, bonds, and flaws, emphasizing their commitment to protecting the common folk and their humble origins.

Uploaded by

Daniel Vila Nova
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

Level 12 Juggernaut Warforged Paladin, Oath of the Ancients 100000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Sentinela Verde
Folk Hero Lawful Good ?
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Tough. Your hit points maximum increases by 24.


STRENGTH Heavy Plating (Warforged) (20) 23 Divine Sense (Action—4/Long Rest). You can open your
PROFICIENCY BONUS +4 awareness to detect presence of strong evil. Until the end of
20
SHIELD
AC your next turn, you know the location of any celestial, fiend, or
Boomerang Shield undead within 60 feet of you that is not behind total cover. You
N Cloak of Protection (1) know the type of any being whose presence you sense, but not
CIE C

+6 Strength its identity. Within the same radius, you also detect the
Y
PROFI

+5 presence of any place or object that has been consecrated or


desecrated.
+1 Dexterity

+5 Constitution ARMOR CLASS Lay on Hands (Action—60/Long Rest). You can touch a
DEXTERITY creature and draw power from the pool to restore a number of
+1 Intelligence hp to that creature, up to the maximum amount remaining in
MAXIMUM HIT DICE TEMPORARY

11
your pool. You can expend 5 hp from your pool of healing to
✘ +8 Wisdom cure the target of one disease or neutralize one poison
192 12d10 affecting [Link] feature has no effect on undead and
✘ +8 Charisma constructs.
CONDITIONAL

+0 Fighting Style.
Protection (Reaction). When a creature you can see attacks a
target other than you that is within 5 feet of you, you can use
CURRENT HIT POINTS your reaction to impose disadvantage on the attack roll. You
CONSTITUTION DEATH SAVING THROWS must be wielding a shield.
SAVING THROWS

18 SPEED FLY CLIMB SWIM


Divine Smite. When you hit a creature with a melee weapon
N
CIE C
attack, you can expend one spell slot to deal radiant damage to
+0 Acrobatics (Dex) 30ft. 0ft. 0ft. 0ft. the target, in addition to the weapon’s damage. The extra
Y
PROFI

RT

EXPE
damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell
✘ +7 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION level higher than 1st, to a maximum of 5d8. The damage
+4 +0 Arcana (Int)
increases by 1d8 if the target is an undead or a fiend, to a
maximum of 6d8.
✘ +9 Athletics (Str) Resistances. Poison Divine Health. The divine magic flowing through you makes you
INTELLIGENCE +3 Deception (Cha) immune to disease.

10 +0 History (Int) Extra Attack. You can attack twice, instead of once, whenever
you take the Attack action on your turn.
✘ +7 Insight (Wis)
Aura of Protection. Whenever you or a friendly creature within
+3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS 10 feet of you must make a saving throw, the creature gains a
+0 +0 Investigation (Int)
+3 bonus to the saving throw. You must be conscious to grant
this bonus.
+3 Medicine (Wis)
Warforged Resilience. You have advantage on saving throws
against being poisoned, and you have resistance to poison Aura of Courage. You and friendly creatures within 10 feet of
WISDOM +0 Nature (Int) [Link] are immune to [Link] don’t need to eat, you can’t be frightened while you are conscious.
drink, or [Link] don’t need to sleep and don’t suffer the

16 +3 Perception (Wis) effects of exhaustion due to lack of rest, and magic can’t put Improved Divine Smite. Whenever you hit a creature with a
you to sleep. melee weapon, the creature takes an extra 1d8 radiant
+3 Performance (Cha) damage.
Sentry’s Rest. When you take a long rest, you must spend at
+3 Persuasion (Cha) least six hours in an inactive, motionless state, rather than Nature’s Wrath (Action—Channel Divinity). You can cause
+3 +0 Religion (Int)
sleeping. In this state, you appear inert, but it doesn’t render spectral vines to spring up and reach for a creature within 10
you unconscious, and you can see and hear as normal. feet of you that you can see. The creature must succeed on a
Strength or Dexterity saving throw (its choice) or be restrained.
+0 Sleight of Hand (Dex) While restrained by the vines, the creature repeats the saving
Integrated Protection. You can alter your body to enter
CHARISMA +0 Stealth (Dex) different defensive modes each time you finish a long rest throw at the end of each of its turns. On a success, it frees itself
[Link] Core (15), Composite Plating (17), Heavy and the vines vanish.

16 ✘ +7 Survival (Wis)
SKILLS
Plating (20)

Iron Fists. When you make an unarmed strike, you can deal
Turn the Faithless (Action—Channel Divinity). You present
your holy symbol, and each fey or fiend within 30 feet of you
1d4+5 bludgeoning damage. that can hear you must make a Wisdom saving throw. On a
failed save, the creature is turned for 1 minute or until it takes
+3 13 PASSIVE PERCEPTION
Powerful Build. You count as one size larger when damage.A turned creature must spend its turns trying to move
determining your carrying capacity and the weight you can as far away from you as it can, and it can’t willingly move to a
push, drag, or lift. space within 30 feet of you. It also can’t take reactions. For its
action, it can use only the Dash action or try to escape from an
ADVANTAGE
effect that prevents it from moving. If there’s nowhere to
move, the creature can use the Dodge [Link] the creature’s
INITIATIVE +0 2 Attacks / Attack Action RACIAL TRAITS true form is concealed by an illusion, shapeshifting, or other
effect, that form is revealed while it is turned.

Aura of Warding. You and friendly creatures within 10 feet of


NAME RANGE ATTACK DAMAGE / TYPE
you have resistance to damage from spells.
Sun Blade 5 ft +11 vs AC 1d8+7 slashing
Versatile
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Vehicles land, Woodcarver’s


tools

Languages. Common

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Construct 858 2,10
GENDER AGE HEIGHT WEIGHT
Sentinela Verde Green
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You come from a humble social rank, but you are destined for so much more. Already the people of your home village
regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the
common folk everywhere.
I judge people by their actions, not their words.
If someone is in trouble, I’m always ready to lend
help.

PERSONALITY TRAITS

Respect. People deserve to be treated with dignity


and respect. (Good)

IDEAL

I worked the land, I love the land, and I will protect


the land.

BOND

I’m convinced of the significance of my destiny, and


blind to my shortcomings and the risk of failure.

FLAW BACKGROUND STORY

Rustic Hospitality
Since you come from the ranks of the common folk,
you fit in among them with ease. You can find a
place to hide, rest, or recuperate among other
commoners, unless you have shown yourself to be a
danger to them. They will shield you from the law or
anyone else searching for you, though they will not
risk their lives for you.

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 Boomerang Shield. You can make a ranged weapon
[Boomerang Shield] 1 6 attack with this magic shield. It has a normal range of 20
[Sun Blade] 1 3 feet and a long range of 60 feet, and it uses your
[Cloak of Protection] 1 — Strength or Dexterity for the attack roll (your choice). If
you're proficient with shields, you are proficient with
attacks made using this shield. On a hit, it deals 1d6
slashing damage. If you throw the shield, it reappears in
your hand the instant after it hits or misses a target.

Sun Blade. This item appears to be a longsword hilt.


While grasping the hilt, you can use a bonus action to
cause a blade of pure radiance to spring into existence,
or make the blade disappear. While the blade exists, this
magic longsword has the finesse property. If you are
proficient with shortswords or longswords, you are
proficient with the sun blade.
You gain a +2 bonus to attack and damage rolls made
with this weapon, which deals radiant damage instead of
slashing damage. When you hit an undead with it, that
target takes an extra 1d8 radiant damage.
The sword's luminous blade emits bright light in a 15-
foot radius and dim light for an additional 15 feet. The
ATTUNED MAGIC ITEMS 3 / 3
light is sunlight. While the blade persists, you can use an
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb action to expand or reduce its radius of bright and dim
light by 5 feet each, to a maximum of 30 feet each or a
minimum of 10 feet each.

Cloak of Protection. You gain a +1 bonus to AC and


saving throws while you wear this cloak.

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

9 lb / 600 lb 1200 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +7 15 9

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Paladin, Oath of the Ancients

1ST LEVEL 4 SPELL SLOTS ● Detect Magic ● Ensnaring Strike (Always Prepared)
● Heroism ● Protection from Evil and Good ● Shield of Faith
● Speak with Animals (Always Prepared) Bless Ceremony
Command Compelled Duel Cure Wounds
Detect Evil and Good Detect Poison and Disease Divine Favor
Purify Food and Drink Searing Smite Thunderous Smite
Wrathful Smite

2ND LEVEL 3 SPELL SLOTS ● Aid ● Misty Step (Always Prepared)


● Moonbeam (Always Prepared) ● Zone of Truth Branding Smite
Find Steed Lesser Restoration Locate Object
Magic Weapon Protection from Poison

3RD LEVEL 3 SPELL SLOTS ● Dispel Magic ● Plant Growth (Always Prepared)
● Protection from Energy (Always Prepared) ● Remove Curse ● Revivify
Aura of Vitality Blinding Smite Create Food and Water
Crusader’s Mantle Daylight Elemental Weapon
Magic Circle Spirit Shroud
Detect Magic Ensnaring Strike Heroism
1st-level divination (ritual) 1st-level conjuration 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Self RANGE Self RANGE Touch
DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V COMPONENTS V, S

For the duration, you sense the presence of magic within 30 feet of The next time you hit a creature with a weapon attack before this A willing creature you touch is imbued with bravery. Until the spell
you. If you sense magic in this way, you can use your action to see a spell ends, a writhing mass of thorny vines appears at the point of ends, the creature is immune to being frightened and gains
faint aura around any visible creature or object in the area that bears impact, and the target must succeed on a Strength saving throw or temporary hit points equal to your spellcasting ability modifier at the
magic, and you learn its school of magic, if any. be restrained by the magical vines until the spell ends. A Large or start of each of its turns. When the spell ends, the target loses any
The spell can penetrate most barriers, but is blocked by 1 foot of larger creature has advantage on this saving throw. If the target remaining temporary hit points from this spell.
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of succeeds on the save, the vines shrivel away. At Higher Levels. When you cast this spell using a spell slot of 2nd
wood or dirt. While restrained by this spell, the target takes 1d6 piercing damage level or higher, you can target one additional creature for each slot
at the start of each of its turns. A creature restrained by the vines or level above 1st.
one that can touch the creature can use its action to make a Strength
check against your spell save DC. On a success, the target is freed.
At Higher Levels. If you cast this spell using a spell slot of 2nd level
or higher, the damage increases by 1d6 for each slot level above 1st.

Prepared (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook

Protection from Evil and Good Shield of Faith Speak with Animals
1st-level abjuration 1st-level abjuration 1st-level divination (ritual)

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Touch RANGE 60 feet RANGE Self
DURATION Concentration, up to 10 minutes DURATION Concentration, up to 10 minutes DURATION 10 minutes
COMPONENTS V, S, M (holy water or powdered silver and iron, which the spell COMPONENTS V, S, M (a small parchment with a bit of holy text written on it) COMPONENTS V, S
consumes)

Until the spell ends, one willing creature you touch is protected A shimmering field appears and surrounds a creature of your choice You gain the ability to comprehend and verbally communicate with
against certain types of creatures: aberrations, celestials, elementals, within range, granting it a +2 bonus to AC for the duration. beasts for the duration. The knowledge and awareness of many
fey, fiends, and undead. beasts is limited by their intelligence, but at minimum, beasts can
The protection grants several benefits. Creatures of those types give you information about nearby locations and monsters, including
have disadvantage on attack rolls against the target. The target also whatever they can perceive or have perceived within the past day.
can’t be charmed, frightened, or possessed by them. If the target is You might be able to persuade a beast to perform a small favor for
already charmed, frightened, or possessed by such a creature, the you, at the DM’s discretion.
target has advantage on any new saving throw against the relevant
effect.

Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook

Aid Misty Step Moonbeam


2nd-level abjuration 2nd-level conjuration 2nd-level evocation

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 30 feet RANGE Self RANGE 120 feet
DURATION 8 hours DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a tiny strip of white cloth) COMPONENTS V COMPONENTS V, S, M (several seeds of any moonseed plant and a piece of
opalescent feldspar)

Your spell bolsters your allies with toughness and resolve. Choose up Briefly surrounded by silvery mist, you teleport up to 30 feet to an A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-
to three creatures within range. Each target’s hit point maximum and unoccupied space that you can see. high cylinder centered on a point within range. Until the spell ends,
current hit points increase by 5 for the duration. dim light fills the cylinder.
At Higher Levels. When you cast this spell using a spell slot of 3rd When a creature enters the spell’s area for the first time on a turn
level or higher, a target’s hit points increase by an additional 5 for or starts its turn there, it is engulfed in ghostly flames that cause
each slot level above 2nd. searing pain, and it must make a Constitution saving throw. It takes
2d10 radiant damage on a failed save, or half as much damage on a
successful one.
A shapechanger makes its saving throw with disadvantage. If it
fails, it also instantly reverts to its original form and can’t assume a
different form until it leaves the spell’s light.
On each of your turns after you cast this spell, you can use an
action to move the beam up to 60 feet in any direction.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d10 for each slot level
above 2nd.

Prepared (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook
Zone of Truth Dispel Magic Plant Growth
2nd-level enchantment 3rd-level abjuration 3rd-level transmutation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action or 8 hours
RANGE 60 feet RANGE 120 feet RANGE 150 feet
DURATION 10 minutes DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You create a magical zone that guards against deception in a 15-foot- Choose any creature, object, or magical effect within range. Any spell This spell channels vitality into plants within a specific area. There are
radius sphere centered on a point of your choice within range. Until of 3rd level or lower on the target ends. For each spell of 4th level or two possible uses for the spell, granting either immediate or long-
the spell ends, a creature that enters the spell’s area for the first time higher on the target, make an ability check using your spellcasting term benefits.
on a turn or starts its turn there must make a Charisma saving throw. ability. The DC equals 10 + the spell’s level. On a successful check, the If you cast this spell using 1 action, choose a point within range. All
On a failed save, a creature can’t speak a deliberate lie while in the spell ends. normal plants in a 100-foot radius centered on that point become
radius. You know whether each creature succeeds or fails on its At Higher Levels. When you cast this spell using a spell slot of 4th thick and overgrown. A creature moving through the area must
saving throw. level or higher, you automatically end the effects of a spell on the spend 4 feet of movement for every 1 foot it moves.
An affected creature is aware of the spell and can thus avoid target if the spell’s level is equal to or less than the level of the spell You can exclude one or more areas of any size within the spell’s
answering questions to which it would normally respond with a lie. slot you used. area from being affected.
Such creatures can be evasive in its answers as long as it remains If you cast this spell over 8 hours, you enrich the land. All plants in
within the boundaries of the truth. a half-mile radius centered on a point within range become enriched
for 1 year. The plants yield twice the normal amount of food when
harvested.

Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook

Protection from Energy Remove Curse Revivify


3rd-level abjuration 3rd-level abjuration 3rd-level necromancy

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE Touch RANGE Touch
DURATION Concentration, up to 1 hour DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (diamonds worth 300 gp, which the spell consumes)

For the duration, the willing creature you touch has resistance to one At your touch, all curses affecting one creature or object end. If the You touch a creature that has died within the last minute. That
damage type of your choice: acid, cold, fire, lightning, or thunder. object is a cursed magic item, its curse remains, but the spell breaks creature returns to life with 1 hit point. This spell can’t return to life a
its owner’s attunement to the object so it can be removed or creature that has died of old age, nor can it restore any missing body
discarded. parts.

Oath Spells (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook
Boomerang Shield Sun Blade Cloak of Protection
Armor Weapons Wondrous Items

You can make a ranged weapon attack with this magic This item appears to be a longsword hilt. While grasping You gain a +1 bonus to AC and saving throws while you
shield. It has a normal range of 20 feet and a long range of the hilt, you can use a bonus action to cause a blade of wear this cloak.
60 feet, and it uses your Strength or Dexterity for the attack pure radiance to spring into existence, or make the blade
roll (your choice). If you're proficient with shields, you are disappear. While the blade exists, this magic longsword has
proficient with attacks made using this shield. On a hit, it the finesse property. If you are proficient with shortswords
deals 1d6 slashing damage. If you throw the shield, it or longswords, you are proficient with the sun blade.
reappears in your hand the instant after it hits or misses a You gain a +2 bonus to attack and damage rolls made
target. with this weapon, which deals radiant damage instead of
slashing damage. When you hit an undead with it, that
target takes an extra 1d8 radiant damage.
The sword's luminous blade emits bright light in a 15-foot
radius and dim light for an additional 15 feet. The light is
sunlight. While the blade persists, you can use an action to
expand or reduce its radius of bright and dim light by 5 feet
each, to a maximum of 30 feet each or a minimum of 10
feet each.

6 lb. The Book of Many Things 3 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide

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