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Half-Orc Character Name Actions

Paladin 5 Medium humanoid (half-orc), Oath of


Attack. You can attack twice when you
take this action, using the following:
I might not be lovely to look Vengeance, chaotic good
upon, but glory blazes in my Maul. Melee Weapon Attack: +6 to hit,
eyes and in my blade. Armor Class 17 (splint) reach 5 ft., one target.
Fury and resentment lie always just Hit Points 44 (Hit Dice 5d10) Hit: 2d6 + 3 bludgeoning damage.
below the surface of your gleaming Speed 30 ft.
Halberd. Melee Weapon Attack: +6 to
armor. For each wrong done you, you
have sworn vengeance against those who STR DEX CON hit, reach 10 ft., one target.
would bring misery to the helpless. 17 (+3) 10 (+0) 14 (+2) Hit: 1d10 + 3 slashing damage.
You are used to traveling on your own, INT WIS CHA Spear. Melee or Ranged Weapon Attack:
meting out punishment on your terms 8 (1) 12 (+1) 16 (+3) +6 to hit, reach 5 ft. or range 20/60
wherever you find injustice. But recently
ft., one target.
you discovered others much like yourself, Proficiencies (+3 proficiency bonus)
wanderers who fight monsters and defeat Hit: 1d8 (melee) or 1d6 (thrown) + 3
Saving Throws Wis +4, Cha +6 piercing damage.
evildoers. True, they seem to be in it
Skills Animal Handling +4, Athletics
mostly for the money, but you welcome Abjure Enemy. Paladin feature
the companionshipfor however +6, Intimidation +6, Perception +4,
long it lasts. Religion +2 Divine Sense. Paladin feature
Tools flute
Lay on Hands. Paladin feature
Background (Outlander) Armor all armor, shields
Weapons simple weapons, Spellcasting. Paladin feature
You are an exile, unwelcome in both
civilized society and the savage tribes of martial weapons
Bonus Actions
your parentage. Born after an orc raid, Immunities disease
you were abandoned at a nearby temple Senses passive (Perception) 14 Vow of Enmity. Paladin feature
and raised by the acolytes within. Despite Languages Common, Giant, Orc
the peaceful nature of their worship, your
Options
innate anger and resentment led you to Divine Smite. Paladin feature
the path of the war god.
Great Weapon Fighting. Paladin feature
Wanderer. You have an excellent
memory for maps and geography, and you
can always recall the general layout of
terrain, settlements, and other features
around you. In addition, you can find food
and fresh water for yourself and up to five Savage Attacks. When you score a creature within 60 feet of you that you
other people each day, provided that the critical hit with a melee weapon attack, can see. That creature must make a
land offers berries, small game, water, you can roll one of the weapons damage DC 14 Wisdom saving throw, unless it
and so forth. dice one additional time and add it to the is immune to being frightened. Fiends
Faction. You are a member of the extra damage of the critical hit. and undead have disadvantage on this
Order of the Gauntlet, an organization saving throw.
dedicated to smiting evil wherever it lurks
Paladin Features On a failed save, the creature is
and without hesitation. Divine Sense (4; Recharges after a frightened for 1 minute or until it takes
Personality Trait. You feel far more Long Rest). As an action, you can open any damage. While frightened, the
comfortable around animals than people. your awareness to sense strong evil and creatures speed is 0, and it cant benefit
Ideal. You are driven to earn powerful good. Until the end of your from any bonus to its speed.
glory in battle. next turn, you know the location of any On a successful save, the creatures
Bond. You have sworn to bring terrible celestial, fiend, or undead within 60 speed is halved for 1 minute or until the
wrath down on evildoers. feet of you that is not behind total cover. creature takes any damage.
Flaw. Violence is your answer to almost You know the type of any being whose Vow of Enmity. As a bonus action,
any challenge. presence you sense, but not its identity. you can utter a vow of enmity against
Within the same radius, you also detect a creature you can see within 10 feet
Half-Orc Traits the presence of any place or object that of you. You gain advantage on attack
has been consecrated or desecrated, as rolls against the creature for 1 minute
Darkvision. You can see in dim light or until it drops to 0 hit points or falls
within 60 feet of you as if it were with the hallow spell.
unconscious.
bright light, and in darkness as if it Channel Divinity (Recharges after a
were dim light. Short or Long Rest). You can use one of Divine Smite. When you hit a creature
the following options. with a melee weapon attack, you can
Relentless Endurance (Recharges after expend one paladin spell slot to deal an
a Long Rest). When you are reduced to 0 Abjure Enemy. As an action, you
present your holy symbol and speak extra 2d8 radiant damage to the target
hit points but not killed outright, you can (3d8 radiant damage if it is an undead
drop to 1 hit point instead. a prayer of denunciation. Choose one
or a fiend), plus 1d8 for each spell level
higher than first, to a maximum of 5d8.
Mastiff
Medium beast, unaligned
Great Weapon Fighting. When you roll
a 1 or 2 on a damage die for an attack Armor Class 12
you make with a melee weapon that you Hit Points 5 (1d8 + 1)
are wielding with two hands, you can Speed 40 ft.
reroll the die and must use the new roll.
The weapon must have the two-handed STR DEX CON INT WIS CHA
or versatile property for you to gain 13 (+1) 14 (+2) 12 (+1) 3 (4) 12 (+1) 7 (2)
this benefit.
Lay on Hands. You have a pool of healing Skills Perception +3
power, with which you can restore up to Senses passive Perception 13
25 hit points. This pool replenishes after Languages
you finish a long rest.
As an action, you can touch a creature Keen Hearing and Smell. The mastiff has advantage
and draw power from the pool to restore on Wisdom (Perception) checks that rely on
a number of hit points to that creature, hearing or smell.
up to the maximum amount remaining
in your pool. Actions
Alternatively, you can expend 5 hit
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
points from your pool of healing to cure
the target of one disease or neutralize target. Hit: 4 (1d6 + 1) piercing damage. If the target is
one poison affecting it. You can cure a creature, it must succeed on a DC 11 Strength saving
multiple diseases and neutralize multiple throw or be knocked prone.
poisons with a single use of Lay on
Hands, expending hit points separately
for each one.
Brown Bear (Mount)
This feature has no effect on undead
Large fey, unaligned
and constructs.
Armor Class 11 (natural armor)
Spellcasting. Charisma is your Hit Points 34 (4d10 + 12)
spellcasting ability for your paladin Speed 40 ft., climb 30 ft.
spells. You use your Charisma whenever
a spell refers to your spellcasting ability. STR DEX CON INT WIS CHA
To cast a spell, you must expend a slot 19 (+4) 10 (+0) 16 (+3) 6 (2) 13 (+1) 7 (2)
of the spells level or higher. You regain
all expended spell slots when you finish Skills Perception +3
a long rest. Senses passive Perception 13
Languages understands Common
Spell save DC: 14
Spell attack modifier: +6
Spells Prepared: Keen Smell. The bear has advantage on Wisdom
1st level (4 slots): bane, compelled (Perception) checks that rely on smell.
duel, hunters mark, thunderous smite,
wrathful smite
Actions
2nd level (2 slots): find steed (brown bear), Multiattack. The bear makes two attacks: one with its
hold person, magic weapon, misty step bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Equipment target. Hit: 8 (1d8 + 4) piercing damage.
Halberd, spear, maul, staff, splint armor,
explorers pack, hunting trap, flute crafted Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
from an orcs shinbone, holy symbol target. Hit: 11 (2d6 + 4) slashing damage.
(serves as a spellcasting focus), travelers
clothes, military saddle, mastiff (see
below), chunk of meat (5), belt pouch.

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