Silfur
Silfur
STEALTH DISADVANTAGE
✘
+6 Wisdom
+8 Charisma
53 5d10 not behind total cover. You know the type of any being
whose presence you sense, but not its identity. Within
CONDITIONAL
the same radius, you also detect the presence of any
place or object that has been consecrated or
-1 desecrated.
CURRENT HIT POINTS Lay on Hands (Action—25/Long Rest). You can touch a
CONSTITUTION DEATH SAVING THROWS
creature and draw power from the pool to restore a
SAVING THROWS number of hp to that creature, up to the maximum
15 N
CIE C
-1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
amount remaining in your pool. You can expend 5 hp
from your pool of healing to cure the target of one
Y
PROFI
EXPE
+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION feature has no effect on undead and constructs.
+2 +3 Arcana (Int) Fighting Style.
✘ +7 Athletics (Str) Resistances. Cold Dueling. When you are wielding a melee weapon in
one hand and no other weapons, you gain a +2 bonus
INTELLIGENCE +4 Deception (Cha) to damage rolls with that weapon.
17 ✘
+3 History (Int)
+5 Insight (Wis)
Divine Smite. When you hit a creature with a melee
weapon attack, you can expend one spell slot to deal
radiant damage to the target, in addition to the
✘ +7 Intimidation (Cha) SPEED, SENSES, & CONDITIONS weapon’s damage. The extra damage is 2d8 for a 1st-
+3 +3 Investigation (Int) level spell slot, plus 1d8 for each spell level higher than
1st, to a maximum of 6d8. The damage increases by
+2 Medicine (Wis) Draconic Ancestry. 1d8 if the target is an undead or a fiend.
WISDOM
Silver. Your draconic ancestry is silver. Your
+3 Nature (Int) damage type is cold. Your breath weapon is 15 ft. Divine Health. The divine magic flowing through you
-1 Sleight of Hand (Dex) Damage Resistance. You have resistance to cold. Extra Attack. You can attack twice, instead of once,
whenever you take the Attack action on your turn.
CHARISMA -1 Stealth (Dex)
Conquering Presence (Action—Channel Divinity). You
18 +2 Survival (Wis)
SKILLS
force each creature of your choice that you can see
within 30 feet of you to make a Wisdom saving throw.
On a failed save, a creature becomes frightened of you
for 1 minute. The frightened creature can repeat this
+4 12 PASSIVE PERCEPTION
saving throw at the end of each of its turns, ending the
effect on itself on a success.
ADVANTAGE Guided Strike (Channel Divinity). When you make an
attack roll, you can use your Channel Divinity to gain a
INITIATIVE -1 2 Attacks / Attack Action RACIAL TRAITS +10 bonus to the roll.
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
a recent war.
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
PERSONALITY TRAITS mercenary company.
IDEAL
BOND
Military Rank
You have a military rank from your career as a
soldier. Soldiers loyal to your former military
organization still recognize your authority and
influence, and they defer to you if they are of a
lower rank. You can invoke your rank to exert
influence over other soldiers and requisition simple
equipment or horses for temporary use. You can also
usually gain access to friendly military encampments
and fortresses where your rank is recognized.
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 Holy Avenger. You gain a +3 bonus to attack and
[Plate] 1 65 [Holy Avenger] 1 3 damage rolls made with this magic weapon. When you
[Shield] 1 6 [Cloak of Protection] 1 — hit a fiend or an undead with it, that creature takes an
5 chips extra 2d10 radiant damage.
5 fragmentos While you hold the drawn sword, it creates an aura in a
10-foot radius around you. You and all creatures friendly
to you in the aura have advantage on saving throws
against spells and other magical effects. If you have 17 or
more levels in the paladin class, the radius of the aura
increases to 30 feet.
0 0 0 0 0
74 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 5
1ST LEVEL 4 SPELL SLOTS ● Armor of Agathys (Always Prepared) ● Command (Always Prepared)
● Divine Favor ● Heroism ● Shield of Faith
● Thunderous Smite Bless Ceremony
Compelled Duel Cure Wounds Detect Evil and Good
Detect Magic Detect Poison and Disease Protection from Evil and Good
Purify Food and Drink Searing Smite Wrathful Smite
2ND LEVEL 2 SPELL SLOTS ● Hold Person (Always Prepared) ● Spiritual Weapon (Always Prepared)
Aid Branding Smite Find Steed
Find Vehicle Lesser Restoration Locate Object
Magic Weapon Protection from Poison Zone of Truth
Armor of Agathys Command Divine Favor
1st-level abjuration 1st-level enchantment 1st-level evocation
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE Self RANGE 60 feet RANGE Self
DURATION 1 hour DURATION 1 round DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a cup of water) COMPONENTS V COMPONENTS V, S
A protective magical force surrounds you, manifesting as a spectral You speak a one-word command to a creature you can see within Your prayer empowers you with divine radiance. Until the spell ends,
frost that covers you and your gear. You gain 5 temporary hit points range. The target must succeed on a Wisdom saving throw or follow your weapon attacks deal and extra 1d4 radiant damage on a hit.
for the duration. If a creature hits you with a melee attack while you the command on its next turn. The spell has no effect if the target is
have these hit points, the creature takes 5 cold damage. undead, if it doesn’t understand your language, or if your command
At Higher Levels. When you cast this spell using a spell slot of 2nd is directly harmful to it. Some typical commands and their effects
level or higher, both the temporary hit points and the cold damage follow. You might issue a command other than one described here. If
increase by 5 for each slot above 1st. you do so, the DM determines how the target behaves. If the target
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 Oath Spells (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook
CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE Touch RANGE 60 feet RANGE Self
DURATION Concentration, up to 1 minute DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S, M (a small parchment with a bit of holy text written on it) COMPONENTS V
A willing creature you touch is imbued with bravery. Until the spell 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
ends, the creature is immune to being frightened and gains within range, granting it a +2 bonus to AC for the duration. duration, your weapon rings with thunder that is audible within 300
temporary hit points equal to your spellcasting ability modifier at the feet of you, and the attack deals an extra 2d6 thunder damage to the
start of each of its turns. When the spell ends, the target loses any target. Additionally, if the target is a creature, it must succeed on a
remaining temporary hit points from this spell. Strength saving throw or be pushed 10 feet away from you and
At Higher Levels. When you cast this spell using a spell slot of 2nd knocked prone.
level or higher, you can target one additional creature for each slot
level above 1st.
Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook
Choose a humanoid that you can see within range. The target must You create a floating, spectral weapon within range that lasts for the
succeed on a Wisdom saving throw or be paralyzed for the duration. duration or until you cast this spell again. When you cast the spell,
At the end of each of its turns, the target can make another Wisdom you can make a melee spell attack against a creature within 5 feet of
saving throw. On a success, the spell ends on the target. the weapon. On a hit, the target takes force damage equal to 1d8 +
At Higher Levels. When you cast this spell using a spell slot of 3rd your spellcasting ability modifier. As a bonus action on your turn, you
level or higher, you can target on additional humanoid for each slot can move the weapon up to 20 feet and repeat the attack against a
level above 2nd. The humanoids must be within 30 feet of each other creature within 5 feet of it. The weapon can take whatever form you
when you target them. choose. Clerics of deities who are associated with a particular
weapon (as St. Cuthbert is known for his mace and Thor for his
hammer) make this spell’s effect resemble that weapon.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d8 for every two slot levels
above the 2nd.
Oath Spells (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook
Holy Avenger Plate Shield
Weapons Armor Armor
You gain a +3 bonus to attack and damage rolls made with Plate consists of shaped, interlocking metal plates to cover A shield is made from wood or metal and is carried in one
this magic weapon. When you hit a fiend or an undead with the entire body. A suit of plate includes gauntlets, heavy hand. Wielding a shield increases your Armor Class by 2.
it, that creature takes an extra 2d10 radiant damage. leather boots, a visored helmet, and thick layers of padding You can benefit from only one shield at a time.
While you hold the drawn sword, it creates an aura in a underneath the armor. Buckles and straps distribute the
10-foot radius around you. You and all creatures friendly to weight over the body.
you in the aura have advantage on saving throws against
spells and other magical effects. If you have 17 or more
levels in the paladin class, the radius of the aura increases
to 30 feet.
3 lb. Dungeon Master’s Guide 65 lb. Player’s Handbook 6 lb. Player’s Handbook
Cloak of Protection
Wondrous Items