Radovan 5
Radovan 5
INSPIRATION
STRENGTH
ARMOR
-1 30
18 +3 PROFICIENCY BONUS
CLASS INITIATIVE SPEED
8 +2
+0
Constitution
Intelligence
-1 +4 Wisdom
+5 Charisma TEMPORARY HIT POINTS
14 d10 FAILURES
+0
Deception (Cha)
History (Int) Javelin +7 1d6+4 (P)
+0 +4 Insight (Wis)
+2 Intimidation (Cha)
ATTACKS & SPELLCASTING
WISDOM +0 Investigation (Int)
+4 Medicine (Wis)
12 +0 Nature (Int)
Radiant, Necrotic
RESISTANCES
+1 Perception (Wis)
+1
+2 Performance (Cha) Name
CP
+2 Persuasion (Cha)
CHARISMA
+3 Religion (Int)
-1 Stealth (Dex)
EP
+2 +1 Survival (Wis) CHANNEL DIVINITY
SKILLS GP
25 2 PP
11 PASSIVE WISDOM (PERCEPTION)
Languages
Common, Celestial,
Dwarvish, Elvish EQUIPMENT
Class Features
Channel Divinity Lay on Hands
Your oath allows you to channel divine energy to fuel magical effects.You Your blessed touch can heal wounds. You have a pool of healing
regain 1 use with a Short Rest and all uses with a Long Rest. power that replenishes when you take a long rest. With that pool,you
can restore a total number of hit points equal to your paladin level x 5.
Sacred Weapon: When you take the Attack action, you can imbue one As an bonus action, you can touch a creature and draw power
weapon that you are holding with positive energy, using your Channel from the pool to restore a number of hit points to that creature, up to
Divinity. For 10 minutes, you add your Charisma modifier to attack rolls the maximum amount remaining in your pool.
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 Alternatively, you can expend 5 hit points from your pool of healing to
the weapon is not already magical, it becomes magical for the duration cure the target of one disease or neutralize one poison affecting it.
and you can cause it deal its normal damage type or Radiant damage. The You can cure multiple diseases and neutralize multiple poisons with a
effects ends if you are not carrying the weapon. single use of Lay on Hands, expending hit points separately for each
one. This feature has no effect on undead and constructs.
Divine Sense: As a Bonus Action, you can open your awareness to detect Paladin's Smite
Celestials, Fiends, and Undead. For the next 10 minutes or until you have Divine Smite: When you hit a creature with a melee weapon attack,
the Incapacitated condition, you know the location of any creature of those you can expend one spell slot and a bonus action to deal radiant
types within 60 feet of yourself, and you know its creature type. Within the damage to the target,in addition to the weapon's damage. The
same radius, you also detect the presence of any place or object that has extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each
been consecrated or desecrated, as with the Hallow spell. 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
Shield Master
maximum of 6d8. You can use this ability without using a spell slot
Increase your Strength score by 1. once per long rest.
Shield Bash: If you attack a creature within 5 feet of you as part of the
Instead of Divine Smite you can also use Searing Smite,
Attack action and hit with a Melee weapon, you can immediately bash
Thunderous Smite and Wrathful Smite if you use a spell slot.
thetarget with your Shield if it's equipped, forcing the target to make a
Strength saving throw (DC 8 plus your Strength modifier and Proficiency Fighting Style
Bonus). On a failed save, you either push the target 5 feet from you or Protection: When a creature you can see attacks a target other than
cause it to have the Prone condition (your choice). You can use this benefit you that is within 5 feet of you, you can use your reaction to impose
only once on each of your turns. disadvantage on all attack rolls against the target until the start of your
Interpose Shield: If you're subjected to an effect that allows you to make a next turn if you remain 5 feet of the target. You must be wielding a
Dexterity saving throw to take only half damage, you can take a shield.
Reactiontotake no damage if you succeed on the saving throw and are
wielding a Shield. Weapon Mastery
Your training with weapons allows you to use the Mastery property of
Divine Health
two kinds of Simple or Martial weapons of your choice. Whenever you
The divine magic flowing through you makes you immune to disease.
finish a Long Rest, you can practice weapon drills and change one of those
Extra Attack weapon choices.
You can attack twice instead of once when you take the Attack action on Morning Star - Sap: That creature has Disadvantage on its next attack roll
your turn. before the start of your next turn.
Javelin - Slow: You can reduce a creature's Speed by 10 feet until the start
of your next turn.
Spells - Paladin Cha 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
6 Prepared Spells
st
Spells List
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and
dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light.
The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Searing Smite (Paladin Smite)
Duration: 1 minute
Your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in
flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire
damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some
other effect douses the flames (such as the target being submerged in water), the spell ends.
Spells List
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration
A You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the
command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is
directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If 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.
A creature you touch regains a number of hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or
constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d8 for each slot level above
1st.n
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed
save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against
creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away
from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.
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.
TREASURE
Ammunition Food