Bertrand Hildebrand
Bertrand Hildebrand
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet of you as if it
STRENGTH Plate 21 were bright light, and in darkness as if it were dim light.
PROFICIENCY BONUS +3 Mage Slayer. When a creature within 5 feet of you casts a spell, you
16
SHIELD
AC can use your reaction to make a melee weapon attack against that
Shield creature.When you damage a creature that is concentrating on a
spell, that creature has disadvantage on the saving throw it makes
N
CIE C
Ring of Protection (1) to maintain its concentration.You have advantage on saving throws
+4 Strength
Y
PROFI
12
to detect presence of strong evil. Until the end of your next turn,
✘ +3 Wisdom you know the location of any celestial, fiend, or undead within 60
88 8d10 feet of you that is not behind total cover. You know the type of any
✘ +7 Charisma being whose presence you sense, but not its identity. Within the
CONDITIONAL same radius, you also detect the presence of any place or object
+1 that has been consecrated or desecrated.
Lay on Hands (Action—40/Long Rest). You can touch a creature and
CURRENT HIT POINTS draw power from the pool to restore a number of hp to that
creature, up to the maximum amount remaining in your pool. You
CONSTITUTION DEATH SAVING THROWS
can expend 5 hp from your pool of healing to cure the target of one
SAVING THROWS disease or neutralize one poison affecting it.This feature has no
RT
EXPE
Great Weapon Fighting. When you roll a 1 or 2 on a damage die
-1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION for an attack you make with a melee weapon that you are wielding
+1 +0 Arcana (Int) Darkvision
with two hands, you can reroll the die and must use the new roll,
even if the new roll is a 1 or a 2. The weapon must have the two-
handed or versatile property for you to gain this benefit.
+3 Athletics (Str) Resistances. Fire
Divine Smite. When you hit a creature with a melee weapon attack,
INTELLIGENCE +3 Deception (Cha) 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
11 ✘
+0 History (Int)
+2 Insight (Wis)
1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a
maximum of 5d8. The damage increases by 1d8 if the target is an
undead or a fiend, to a maximum of 6d8.
+3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Divine Health. The divine magic flowing through you makes you
+0 +0 Investigation (Int)
immune to disease.
Hellish Resistance. You have resistance to fire Extra Attack. You can attack twice, instead of once, whenever you
✘ +2 Medicine (Wis) take the Attack action on your turn.
WISDOM
damage.
+0 Nature (Int) Aura of Protection. Whenever you or a friendly creature within 10
feet of you must make a saving throw, the creature gains a +3 bonus
8 -1 Perception (Wis) Infernal Legacy. You know the thaumaturgy to the saving throw. You must be conscious to grant this bonus.
cantrip. You can cast the hellish rebuke spell as a
+3 Performance (Cha) 2nd-level spell and the darkness spell once per Sacred Weapon (Action—Channel Divinity). For 1 minute, you add
rest. Charisma is your spellcasting ability for these +3 to attack rolls made with that weapon. The weapon also emits
✘ +6 Persuasion (Cha)
-1 ✘ +3 Religion (Int)
spells. bright light in a 20-foot radius and dim light 20 feet beyond that. If
the weapon is not already magical, it becomes magical for the
duration.You can end this effect on your turn as part of any other
action. If you are no longer holding or carrying this weapon, or if
+1 Sleight of Hand (Dex) you fall unconscious, this effect ends.
CHARISMA +1 Stealth (Dex)
Turn the Unholy (Action—Channel Divinity). Each fiend or undead
16 -1 Survival (Wis) that can see or hear you within 30 feet of you must make a Wisdom
saving throw. If the creature fails its saving throw, it is turned for 1
SKILLS minute or until it takes damage.A turned creature must spend its
turns trying to move as far away from you as it can, and it can’t
willingly move to a space within 30 feet of you. It also can’t take
+3 9 PASSIVE PERCEPTION reactions. For its action, it can use only the Dash action or try to
escape from an effect that prevents it from moving. If there’s
nowhere to move, the creature can use the Dodge action.
ADVANTAGE
Aura of Devotion. You and friendly creatures within 10 feet of you
can’t be charmed while you are conscious.
INITIATIVE +1 2 Attacks / Attack Action RACIAL TRAITS
NAME
Osmar Vados
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You are a member of an artisan’s guild, skilled in a particular field and closely associated with other artisans. You are a
well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order.
You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a
master in your own right.
PERSONALITY TRAITS
IDEAL
BOND
Guild Membership
As an established and respected member of a guild, you can rely on
certain benefits that membership provides. Your fellow guild members
will provide you with lodging and food if necessary, and pay for your
funeral if needed. In some cities and towns, a guildhall offers a central
place to meet other members of your profession, which can be a good
place to meet potential patrons, allies, or hirelings.Guilds often wield
tremendous political power. If you are accused of a crime, your guild will
support you if a good case can be made for your innocence or the crime is
justifiable. You can also gain access to powerful political figures through
the guild, if you are a member in good standing. Such connections might
require the donation of money or magic items to the guild’s coffers.You
must pay dues of 5 gp per month to the guild. If you miss payments, you
must make up back dues to remain in the guild’s good graces.
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 Ring of Protection. You gain a +1 bonus to AC and saving
[Plate] 1 65 [Ring of Protection] 1 — throws while wearing this ring.
[Longsword] 1 3
Amulet 1 1
Dagger 1 1
[Shield] 1 6
Backpack 1 5
Bedroll 1 7
Mess Kit 1 1
Tinderbox 1 1
Torch 10 10
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10
0 0 0 0 0
#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
You manifest a minor wonder, a sign of supernatural power, within You bless up to three creatures of your choice within range. You speak a one-word command to a creature you can see within
range. You create one of the following magical effects within range: Whenever a target makes an attack roll or a saving throw before the range. The target must succeed on a Wisdom saving throw or follow
• Your voice booms up to three times as loud as normal for 1 spell ends, the target can roll a d4 and add the number rolled to the the command on its next turn. The spell has no effect if the target is
minute. attack roll or saving throw. undead, if it doesn’t understand your language, or if your command
• You cause flames to flicker, brighten, dim, or change color for 1 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
minute. level or higher, you can target one additional creature for each slot follow. You might issue a command other than one described here. If
• You cause harmless tremors in the ground for 1 minute. level above 1st. you do so, the DM determines how the target behaves. If the target
• You create an instantaneous sound that originates from a point can’t follow your command, the spell ends.
of your choice within range, such as a rumble of thunder, the cry of a Approach. The target moves toward you by the shortest and most
raven, or ominous whispers. direct route, ending its turn if it moves within 5 feet of you.
• You instantaneously cause an unlocked door or window to fly Drop. The target drops whatever it is holding and then ends its
open or slam shut. turn.
• You alter the appearance of your eyes for 1 minute. If you cast Flee. The target spends its turn moving away from you by the
this spell multiple times, you can have up to three of its 1-minute fastest available means.
effects active at a time, and you can dismiss such an effect as an Grovel. The target falls prone and then ends its turn.
action. 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.
Infernal Legacy (Tiefling) Player’s Handbook Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook
CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE 30 feet RANGE Touch RANGE Self
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Concentration, up to 10 minutes
COMPONENTS V COMPONENTS V, S COMPONENTS V, S
You attempt to compel a creature into a duel. One creature that you A creature you touch regains a number of hit points equal to 1d8 + For the duration, you know if there is an aberration, celestial,
can see within range must make a Wisdom saving throw. On a failed your spellcasting ability modifier. This spell has no effect on undead elemental, fey, fiend, or undead within 30 feet of you, as well as
save, the creature is drawn to you, compelled by your divine demand. or constructs. where the creature is located. Similarly, you know if there is a place
For the duration, it has disadvantage on attack rolls against creatures At Higher Levels. When you cast this spell using a spell slot of 2nd of object within 30 feet of you that has been magically consecrated
other than you, and must make a Wisdom saving throw each time it level or higher, the healing increases by 1d8 for each slot level above or desecrated.
attempts to move to a space that is more than 30 feet away from 1st. The spell can penetrate most barriers, but it is blocked by 1 foot of
you; if it succeeds on this saving throw, this spell doesn’t restrict the stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
target’s movement for that turn. wood or dirt.
The spell ends if you attack any other creature, if you cast a spell
that targets a hostile creature other than the target, if a creature
friendly to you damages the target or casts a harmful spell on it, or if
you end your turn more than 30 feet away from the target.
Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE Self RANGE Self RANGE Self
DURATION Concentration, up to 10 minutes DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S, M (a yew leaf) COMPONENTS V, S
For the duration, you sense the presence of magic within 30 feet of For the duration, you can sense the presence and location of poisons, Your prayer empowers you with divine radiance. Until the spell ends,
you. If you sense magic in this way, you can use your action to see a poisonous creatures, and diseases within 30 feet of you. You also your weapon attacks deal and extra 1d4 radiant damage on a hit.
faint aura around any visible creature or object in the area that bears identify the kind of poison, poisonous creature, or disease in each
magic, and you learn its school of magic, if any. case.
The spell can penetrate most barriers, but is blocked by 1 foot of The spell can penetrate most barriers, but is blocked by 1 foot of
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
wood or dirt. wood or dirt.
Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook
Hellish Rebuke Heroism Protection from Evil and Good
1st-level evocation 1st-level enchantment 1st-level abjuration
CASTING TIME 1 reaction, which you take in response to being damaged by a CASTING TIME 1 action CASTING TIME 1 action
creature within 60 feet of you that you can see
RANGE 60 feet RANGE Touch RANGE Touch
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Concentration, up to 10 minutes
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (holy water or powdered silver and iron, which the spell
consumes)
You point your finger, and the creature that damaged you is A willing creature you touch is imbued with bravery. Until the spell Until the spell ends, one willing creature you touch is protected
momentarily surrounded by hellish flames. The creature must make a ends, the creature is immune to being frightened and gains against certain types of creatures: aberrations, celestials, elementals,
Dexterity saving throw. It takes 2d10 fire damage on a failed save, or temporary hit points equal to your spellcasting ability modifier at the fey, fiends, and undead.
half as much damage on a successful one. start of each of its turns. When the spell ends, the target loses any The protection grants several benefits. Creatures of those types
At Higher Levels. When you cast this spell using a spell slot of 2nd remaining temporary hit points from this spell. have disadvantage on attack rolls against the target. The target also
level or higher, the damage increases by 1d10 for each slot level At Higher Levels. When you cast this spell using a spell slot of 2nd can’t be charmed, frightened, or possessed by them. If the target is
above 1st. level or higher, you can target one additional creature for each slot already charmed, frightened, or possessed by such a creature, the
level above 1st. target has advantage on any new saving throw against the relevant
effect.
Infernal Legacy (Tiefling) Player’s Handbook Prepared (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook
CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE 10 feet RANGE 30 feet RANGE Self
DURATION Instantaneous DURATION 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S, M (a small silver mirror) COMPONENTS V
All nonmagical food and drink within a 5-foot-radius sphere centered You ward a creature within range against attack. Until the spell ends, The next time you hit a creature with a melee weapon attack during
on a point of your choice within range is purified and rendered free any creature who targets the warded creature with an attack or a the spell’s duration, your weapon flares with white-hot intensity, and
of poison and disease. harmful spell must first make a Wisdom saving throw. On a failed the attack deals an extra 1d6 fire damage to the target and causes
save, the creature must choose a new target or lose the attack or the target to ignite in flames. At the start of each of its turns until the
spell. This spell doesn’t protect the warded creature from area spell ends, the target must make a Constitution saving throw. On a
effects, such as the explosion of a fireball. failed save, it takes 1d6 fire damage. On a successful save, the spells
If the warded creature makes an attack, casts a spell that affects an ends. If the target or a creature within 5 feet of it uses an action to
enemy, or deals damage to another creature, this spell ends. put out the flames, or if some other effect douses the flames (such as
the target being submerged in water), the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the initial extra damage dealt by the attack 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
CASTING TIME 1 bonus action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE 60 feet RANGE Self RANGE Self
DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a small parchment with a bit of holy text written on it) COMPONENTS V COMPONENTS V
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 The next time you hit with a melee weapon attack during this spell’s
within range, granting it a +2 bonus to AC for the duration. duration, your weapon rings with thunder that is audible within 300 duration, your attack deals an extra 1d6 psychic damage.
feet of you, and the attack deals an extra 2d6 thunder damage to the Additionally, if the target is a creature, it must make a Wisdom saving
target. Additionally, if the target is a creature, it must succeed on a throw or be frightened of you until the spell ends. As an action, the
Strength saving throw or be pushed 10 feet away from you and creature can make a Wisdom check against your spell save DC to
knocked prone. steel its resolve and end this spell.
Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook
Aid Branding Smite Darkness
2nd-level abjuration 2nd-level evocation 2nd-level evocation
CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 30 feet RANGE Self RANGE 60 feet
DURATION 8 hours DURATION Concentration, up to 1 minute DURATION Concentration, up to 10 minutes
COMPONENTS V, S, M (a tiny strip of white cloth) COMPONENTS V COMPONENTS V, M (bat fur and a drop of pitch or piece of coal)
Your spell bolsters your allies with toughness and resolve. Choose up The next time you hit a creature with a weapon attack before this Magical darkness spreads from a point you choose within range to fill
to three creatures within range. Each target’s hit point maximum and spell ends, the weapon gleams with astral radiance as you strike. The a 15-foot radius sphere for the duration. The darkness spreads
current hit points increase by 5 for the duration. attack deals an extra 2d6 radiant damage to the target, which around corners. A creature with darkvision can’t see through this
At Higher Levels. When you cast this spell using a spell slot of 3rd becomes visible if it is invisible, and the target sheds dim light in a 5- darkness, and nonmagical light can’t illuminate it.
level or higher, a target’s hit points increase by an additional 5 for foot radius and can’t become invisible until the spell ends. If the point you choose is on an object you are holding or one that
each slot level above 2nd. At Higher Levels. When you cast this spell using a spell slot of 3rd isn’t being worn or carried, the darkness emanates from the object
level or higher, the extra damage increases by 1d6 for each slot level and moves with it. Completely covering the source of the darkness
above 2nd. with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a
spell of 2nd level or lower, the spell that created the light is dispelled.
Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook Infernal Legacy (Tiefling) Player’s Handbook
You summon a spirit that assumes the form of an unusually You touch a creature and can end either one disease or one condition Describe or name an object that is familiar to you. You sense the
intelligent, strong, and loyal steed, creating a long-lasting bond with afflicting it. The condition can be blinded, deafened, paralyzed, or direction to the object’s location, as long as that object is within
it. Appearing in an unoccupied space within range, the steed takes on poisoned. 1,000 feet of you. If the object is in motion, you know the direction of
a form that you choose, such as a warhorse, a pony, a camel, an elk, its movement.
or a mastiff. (Your DM might allow other animals to be summoned as The spell can locate a specific object known to you, as long as you
steeds.) The steed has the statistics of the chosen form, though it is a have seen it up close - within 30 feet - at least once. Alternatively, the
celestial, fey, or fiend (your choice) instead of its normal type. spell can locate the nearest object of a particular kind, such as a
Additionally, if your steed has an Intelligence of 5 or less, its certain kind of apparel, jewelry, furniture, tool, or weapon.
Intelligence becomes 6, and it gains the ability to understand one This spell can’t locate an object if any thickness of lead, even a thin
language of your choice that you speak. sheet, blocks a direct path between you and the object.
Your steed serves you as a mount, both in combat and out, and you
have an instinctive bond with it that allows you to fight as a seamless
unit. While mounted on your steed, you can make any spell you cast
that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind
no physical form. You can also dismiss your steed at any time as an
action, causing it to disappear. In either case, casting this spell again
summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile of you, you can communicate
with each other telepathically.
You can’t have more than one steed bonded by this spell at a time.
As an action, you can release the steed from its bond at any time,
causing it to disappear.
Prepared (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook
CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE Touch RANGE Touch RANGE 60 feet
DURATION Concentration, up to 1 hour DURATION 1 hour DURATION 10 minutes
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S
You touch a nonmagical weapon. Until the spell ends, that weapon You touch a creature. If it is poisoned, you neutralize the poison. If You create a magical zone that guards against deception in a 15-foot-
becomes a magic weapon with a +1 bonus to attack rolls and damage more than one poison afflicts the target, you neutralize on poison radius sphere centered on a point of your choice within range. Until
rolls. that you know is present, or you neutralize one at random. the spell ends, a creature that enters the spell’s area for the first time
At Higher Levels. When you cast this spell using a spell slot of 4th For the duration, the target has advantage on saving throws on a turn or starts its turn there must make a Charisma saving throw.
level or higher, the bonus increases to +2. When you use a spell slot against being poisoned, and it has resistance to poison damage. On a failed save, a creature can’t speak a deliberate lie while in the
of 6th level or higher, the bonus increases to +3. 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.
Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook
Plate Longsword Amulet
Armor Weapons Spellcasting Focus
Plate consists of shaped, interlocking metal plates to cover A holy symbol is a representation of a god or pantheon. It
the entire body. A suit of plate includes gauntlets, heavy might be an amulet depicting a symbol representing a
leather boots, a visored helmet, and thick layers of padding deity, the same symbol carefully engraved or inlaid as an
underneath the armor. Buckles and straps distribute the emblem on a shield, or a tiny box holding a fragment of a
weight over the body. sacred relic. Appendix PH-B "Fantasy-Historical
Pantheons"lists the symbols commonly associated with
many gods in the multiverse. A cleric or paladin can use a
holy symbol as a spellcasting focus. To use the symbol in
this way, the caster must hold it in hand, wear it visibly, or
bear it on a shield.
You gain a +1 bonus to AC and saving throws while wearing A shield is made from wood or metal and is carried in one
this ring. hand. Wielding a shield increases your Armor Class by 2.
You can benefit from only one shield at a time.
A backpack is a leather pack carried on the back, typically This tin box contains a cup and simple cutlery. The box
with straps to secure it. A backpack can hold 1 cubic foot/ clamps together, and one side can be used as a cooking pan
30 pounds of gear. and the other as a plate or shallow bowl.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.
This small container holds flint, fire steel, and tinder A torch burns for 1 hour, providing bright light in a 20-foot Rations consist of dry foods suitable for extended travel,
(usually dry cloth soaked in light oil) used to kindle a fire. radius and dim light for an additional 20 feet. If you make a including jerky, dried fruit, hardtack, and nuts.
Using it to light a torch—or anything else with abundant, melee attack with a burning torch and hit, it deals 1 fire
exposed fuel—takes an action. Lighting any other fire takes damage.
1 minute.