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Saving Throw Modifiers Total: Paladin: Oath of The Open Sea Lvl5 Sun - Dew

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12 views5 pages

Saving Throw Modifiers Total: Paladin: Oath of The Open Sea Lvl5 Sun - Dew

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hungeringthe
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Paladin: Oath of the Open Sea Lvl5 sun_dew

CLASS & LEVEL PLAYER NAME


Io
Tortle Pirate 0
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

Strength
ARMOR Max HP Current HP Temp HP
STRENGTH Dexterity
Constitution +1 19 39
16 Intelligence
CLASS
0 +5 Wisdom INITIATIVE HIT POINTS
+5
0 +5 Charisma
Total SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES

12 DEFENSES HIT DICE DEATH SAVES

+1 SAVING THROWS INSPIRATION


=== ARMOR ===
All armor, shields
CONSTITUTION === WEAPONS ===
Acrobatics DEX
Simple weapons, martial weapons
+3 PROFICIENCY BONUS
12 Animal Handling WIS
Arcana INT
=== TOOLS ===
Navigators tools
Water vehicles
+1 0 Athletics STR === LANGUAGES ===
ABILITY SAVE DC Common
0 +5 Deception CHA
Aquan
History INT
INTELLIGENCE
Insight WIS
30 ft
10 0 +5 Intimidation CHA
Investigation INT
+0 Medicine WIS SPEED

Nature INT PROFICIENCIES & LANGUAGES

WISDOM Perception WIS


Performance CHA === ACTIONS === === SPECIAL ===
12 Persuasion CHA
Shell Defense
Divine Sense (3x per long rest)
0 +3 Religion INT === BONUS ACTIONS ===
+2
Sleight of Hand DEX
Stealth DEX === REACTIONS ===
CHARISMA 0 +5 Survival WIS

14
+2

SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES


PASSIVE WISDOM (PERCEPTION)
Trident 1d6 piercing Thrown (range 20/60), versatile (1d8)

Shield +2 ac
PASSIVE WISDOM (INSIGHT)

Javelin 1d6 piercing Thrown (range 30/120)


PASSIVE INTELLIGENCE (INVESTIGATION)
Claws 1d4 slashing + Strength modifier

Rapier 1d8 piercing Finesse

SENSES WEAPON ATTACKS & CANTRIPS

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Paladin: Oath of the Open Sea Lvl5 sun_dew
CLASS & LEVEL PLAYER NAME
Io
Tortle Pirate 0
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

Hold Breath. You can hold your breath for up to 1 hour Lay on Hands Channel Divinity
at a time. Tortles aren't natural swimmers, but they can Your blessed touch can heal wounds. You have a pool When you take this oath at 3rd level, you gain the
remain underwater for some time before needing to of healing power that replenishes when you take a following two Channel Divinity options.
come up for air. long rest. With that pool, you can restore a total
number of hit points equal to your paladin level × 5. Marine Layer. As an action, you channel the sea to
Shell Defense. You can withdraw into your shell as an create a thick cloud of fog that surrounds you for 20
action. Until you emerge, you gain a +4 bonus to AC, As an action, you can touch a creature and draw feet in all directions. The fog moves with you,
and you have advantage on Strength and Constitution power from the pool to restore a number of hit points to remaining centered on you and making its area heavily
saving throws. While in your shell, you are prone, your that creature, up to the maximum amount remaining in obscured. You and each creature within 5 feet of you
speed is 0 and can't increase, you have disadvantage your pool. instead treat the area as lightly obscured. This fog
on Dexterity saving throws, you can't take reactions, lasts for 10 minutes, spreads around corners, and
and the only action you can take is a bonus action to Alternatively, you can expend 5 hit points from your cannot be dispersed unless you choose to end this
emerge from your shell. pool of healing to cure the target of one disease or effect (no action required).
neutralize one poison affecting it. You can cure
Divine Sense multiple diseases and neutralize multiple poisons with Fury of the Tides. As a bonus action, you channel the
The presence of strong evil registers on your senses a single use of Lay on Hands, expending hit points powerful might of the waves to bolster your attacks for
like a noxious odor, and powerful good rings like separately for each one. 1 minute. Once per turn for the duration, when you hit
heavenly music in your ears. As an action, you can a creature with a weapon attack, you can choose to
open your awareness to detect such forces. Until the This feature has no effect on undead and constructs. push the target 10 feet away from you. If pushed into
end of your next turn, you know the location of any an obstacle or another creature, the target takes
celestial, fiend, or undead within 60 feet of you that is Divine Smite bludgeoning damage equal to your Charisma modifier.
not behind total cover. You know the type (celestial, Starting at 2nd level, when you hit a creature with a
fiend, or undead) of any being whose presence you melee weapon attack, you can expend one spell slot to Spellcasting Ability
sense, but not its identity (the vampire Count Strahd deal radiant damage to the target, in addition to the Charisma is your spellcasting ability for your paladin
von Zarovich, for instance). Within the same radius, weapon's damage. The extra damage is 2d8 for a spells, since their power derives from the strength of
you also detect the presence of any place or object 1st-level spell slot, plus 1d8 for each spell level higher your convictions. You use your Charisma whenever a
that has been consecrated or desecrated, as with the than 1st, to a maximum of 5d8. The damage increases spell refers to your spellcasting ability. In addition, you
hallow spell. by 1d8 if the target is an undead or a fiend, to a use your Charisma modifier when setting the saving
maximum of 6d8. throw DC for a paladin spell you cast and when
You can use this feature a number of times equal to 1 making an attack roll with one.
+ your Charisma modifier. When you finish a long rest, Divine Health
you regain all expended uses. By 3rd level, the divine magic flowing through you Spell save DC = 8 + your proficiency bonus + your
makes you immune to disease. Charisma modifier

Extra Attack Spell attack modifier = your proficiency bonus + your


Beginning at 5th level, you can attack twice, instead of Charisma modifier
once, whenever you take the Attack action on your
turn. Spellcasting Focus
You can use a holy symbol (see the Adventuring Gear
section) as a spellcasting focus for your paladin spells.

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP Javelin 5

Flask

SP Grappling Hook

Reliquary
EP

GP

PP

WEIGHT CARRIED

ENCUMBERED ATTUNED MAGIC ITEMS QTY WEIGHT

PUSH/DRAG/LIFT

EQUIPMENT

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CLASS & LEVEL PLAYER NAME

CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

Lucky Mage Slayer


You have inexplicable luck that seems to kick in at just When a creature within 5 feet of you casts a spell,
the right moment. you can use your reaction to make a melee weapon
attack against that
You have 3 luck points. Whenever you make an attack creature.
roll, an ability check, or a saving throw, you can spend When you damage a creature that is concentrating
one luck point to roll an additional d20. You can on a spell, that creature has disadvantage on the
choose to spend one of your luck points after you roll saving throw it makes to maintain its
the die, but before the outcome is determined. You concentration.
choose which of the d20s is used for the attack roll, You have advantage on saving throws against
ability check, or saving throw. spells cast by creatures within 5 feet of you.

You can also spend one luck point when an attack roll
is made against you. Roll a d20 and then choose
whether the attack uses the attacker's roll or yours.

If more than one creature spends a luck point to


influence the outcome of a roll, the points cancel each
other out; no additional dice are rolled.

You regain your expended luck points when you finish


a long rest.

Ship's Passage
When you need to, you can secure free passage on a
sailing ship for yourself and your adventuring
companions. You might sail on the ship you served on,
or another ship you have good relations with (perhaps
one captained by a former crewmate). Because you're
calling in a favor, you can't be certain of a schedule or
route that will meet your every need. Your DM will
determine how long it takes to get where you need to
go. In return for your free passage, you and your
companions are expected to assist the crew during the
voyage.

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Female 24 Medium 5'7" 240 lbs
GENDER AGE SIZE HEIGHT WEIGHT
Io Lawful Good Fish Brown-Green Brown N/A
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

I like a job well done, especially if


I can convince someone else to
do it.

PERSONALITY TRAITS

Aspiration. Someday I'll own my own


ship and chart my own destiny. (Any)

IDEALS

I'll always remember my first ship.

BONDS

I'll say anything to avoid


having to do extra work.
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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Charisma 13 +5
Paladin
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === 22

=== 1st LEVEL ===


O Wrathful Smite
O Thunderous Smite
O Searing Smite
O Divine Favor
O

=== 2nd LEVEL ===

O Branding Smite
O Find Vehicle

=== 3rd LEVEL ===

O Create or Destroy Water


Expeditious Retreat
=== 4th LEVEL ===

O Augury
Misty Step

O === 5th LEVEL ===

=== 7th LEVEL ===

=== 8th LEVEL ===

SPELLS

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