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Grint Eagleeye

Grint Eagleeye is a 4th level Paladin and Captain of the Whitecloaks, known for his serious demeanor and dedication to protecting Whiterun. He possesses strong combat skills, a range of magical abilities, and a deep sense of duty, though his commitment can sometimes lead to inflexibility in enforcing laws. As a Moon Elf, he has unique traits like darkvision and fey ancestry, enhancing his capabilities in battle and perception.
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0% found this document useful (0 votes)
8 views3 pages

Grint Eagleeye

Grint Eagleeye is a 4th level Paladin and Captain of the Whitecloaks, known for his serious demeanor and dedication to protecting Whiterun. He possesses strong combat skills, a range of magical abilities, and a deep sense of duty, though his commitment can sometimes lead to inflexibility in enforcing laws. As a Moon Elf, he has unique traits like darkvision and fey ancestry, enhancing his capabilities in battle and perception.
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
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4th level Paladin Soldier Justin Walters

CLASS & LEVEL BACKGROUND PLAYER NAME


Grint Eagleeye
Moon Elf LG 2,700
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH Although still relatively young your serious

12
17/19
ARMOR
+4 30 ft demeanor and grim resolve in battle are well
known throughout Whiterun and are major
contributors to why you are the Captain of the
CLASS
+2 PROFICIENCY BONUS INITIATIVE SPEED Whitecloaks.
+1 PERSONALITY TRAITS

Hit Point Maximum 36


+1 Strength
DEXTERITY As the Captain of the Whitecloaks you follow

18
+4

+3
Dexterity
Constitution
36 the will of the council and embrace your duty
as a protector of your people.
CURRENT HIT POINTS IDEALS
+0 Intelligence
+4 ● +3 Wisdom
● +4 Charisma You would gladly lay down your
CONSTITUTION
life to serve and protect Whiterun
SAVING THROWS
TEMPORARY HIT POINTS BONDS
16 4d10
+4 Acrobatics (Dex) Total SUCCESSES Your sense of duty is so strong that it often leads
+3 you to blindly enforce laws without regard for
+1 Animal Handling (Wis) FAILURES extenuating circumstance or thought of mercy.
+0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +3 Athletics (Str)

10 +2

+0
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Darkvision. Accustomed to twilit forests and the night sky, you have

+3 Insight (Wis)
Lngswrd +3 1d8+1/P superior vision in dark and dim conditions. You can see in dim light
within 60 feet of you as if it were bright light, and in darkness as if it
+0 ●
were dim light. You can't discern color in darkness, only shades of
gray.
● +4 Intimidation (Cha) Longbow +6 1d8+4/P Keen Senses. You have proficiency in the Perception skill.
Fey Ancestry. You have advantage on saving throws against being
WISDOM +0 Investigation (Int) charmed, and magic can't put you to sleep.
Trance. Elves don't need to sleep. Instead, they meditate deeply,
+1 Medicine (Wis) remaining semiconscious, for 4 hours a day. (The Common word for
12 +0 Nature (Int)
such meditation is "trance.") While meditating, you can dream after
a fashion; such dreams are actually mental exercises that have
become reflexive through years of practice. After resting in this way,
● +3 Perception (Wis) you gain the same benefit that a human does from 8 hours of sleep.
+1 Elf Weapon Training. You have proficiency with the longsword,
shortsword, shortbow, and longbow.
+2 Performance (Cha) Cantrip. You know one cantrip of your choice from the wizard spell
list. Intelligence is your spellcasting ability for it.
● +4 Persuasion (Cha) Extra Language. You can speak, read, and write one extra
CHARISMA language of your choosing.
+0 Religion (Int) Divine Sense: The presence of strong evil registers on your senses

14 +4 Sleight of Hand (Dex)


like a noxious odor, and powerful good rings like heavenly music in
your ears. As an action, you can open your awareness to detect
such forces. Until the end of your next turn, you know the location of
+4 Stealth (Dex) any celestial, fiend, or undead within 60 feet of you that is not
behind total cover. You know the type (celestial, fiend, or undead) of
+2 any being whose presence you sense, but not its identity (the
+1 Survival (Wis) vampire Count Strahd von Zarovich, for instance). Within the same
radius, you also detect the presence of any place or object that has
been consecrated or desecrated, as with the hallow spell. You can
SKILLS ATTACKS & SPELLCASTING
use this feature a number of times equal to 1 + your Charisma
modifier. When you finish a long rest, you regain all expended uses.
Lay on Hands: Your blessed touch can heal wounds. You have a
pool of healing power that replenishes when you take a long rest.
13 PASSIVE WISDOM (PERCEPTION) With that pool, you can restore a total number of hit points equal to
CP Unbreakable Arrow, your paladin level × 5. As an action, you can touch a creature and
draw power from the pool to restore a number of hit points to that
Horn of Silent Alarm, creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing
Languages: Common, Elven, Draconic SP Wand of Magic to cure the target of one disease or neutralize one poison affecting
it. You can cure multiple diseases and neutralize multiple poisons
Proficient with: Land Vehicles, Dice Set Detection, Quiver of with a single use of Lay on Hands, expending hit points separately
for each one. This feature has no effect on undead and constructs.
Military Rank Divine Smite: Starting at 2nd level, when you hit a creature with a
You have a military rank from your career as
EP
Ehlonna, Studded melee weapon attack, you can expend one spell slot to deal radiant
damage to the target, in addition to the weapon's damage. The
a soldier. Soldiers loyal to your former military Leather Armor, extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell
organization still recognize your authority and GP
level higher than 1st, to a maximum of 5d8. The damage increases
influence, and they defer to you if they are of Shield by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Defense: While you are wearing armor, you gain a +1 bonus to AC.
a lower rank. You can invoke your rank to Divine Health: By 3rd level, the divine magic flowing through you
makes you immune to disease.
exert influence over other soldiers and PP
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.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
148 years old 5'4" 120 lbs
AGE HEIGHT WEIGHT
Grint Eagleeye
Blue Pale Blue Black
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Channel Divinity: Sacred Weapon


As an action, you can imbue one weapon that you are holding with positive energy,
using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack
rolls made with that weapon (with a minimum bonus of +1). The weapon also emits
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 you fall unconscious, this effect ends.

Channel Divinity: Turn the Unholy


As an action, you present your holy symbol and speak a prayer censuring fiends and
undead, using your Channel Divinity. Each fiend or undead 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 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 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.
ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Paladin
Charisma 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Blade Ward

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 3 7
EPAR
SPELL NAME
ED
PR

Protection from Evil and Good

Sanctuary
4
Divine Favor

Shield of Faith
SPELLS KNOWN

Heroism

Command

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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