Lucifer Lightbringer: Character Level, Race, & Class Experience

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Level 3 Fallen Aasimar Paladin, Oath of Devotion 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Lucifer Lightbringer
Haunted one Lawful Neutral Helm Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of


STRENGTH Chain Mail 18 you as if it were bright light, and in darkness as if it
were dim light.
PROFICIENCY BONUS +2
16
SHIELD
AC
Shield Divine Sense (Action—4/Long Rest). You can open
N
your awareness to detect presence of strong evil.
CIE C

+3 Strength Until the end of your next turn, you know the location
Y
PROFI

+3 of any celestial, fiend, or undead within 60 feet of you


-1 Dexterity that is not behind total cover. You know the type of
● +5 Constitution ARMOR CLASS any being whose presence you sense, but not its
DEXTERITY identity. Within the same radius, you also detect the
-1 Intelligence presence of any place or object that has been
MAXIMUM HIT DICE TEMPORARY

8 ✘ +2 Wisdom consecrated or desecrated.


31 3d10
✘ +5 Charisma Lay on Hands (Action—15/Long Rest). You can touch
CONDITIONAL a creature and draw power from the pool to restore a
-1 number of hp to that creature, up to the maximum
amount remaining in your pool. You can expend 5 hp
CURRENT HIT POINTS from your pool of healing to cure the target of one
disease or neutralize one poison affecting it.This
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS feature has no effect on undead and constructs.

16 N
CIE C

-1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Fighting Style.
Y
PROFI

Dueling. When you are wielding a melee weapon in


RT

EXPE

+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION one hand and no other weapons, you gain a +2 bonus
+3 -1 Arcana (Int) Darkvision
to damage rolls with that weapon.

✘ +5 Athletics (Str) Resistances. Necrotic, Radiant Divine Smite. When you hit a creature with a melee
weapon attack, you can expend one spell slot to deal
INTELLIGENCE +3 Deception (Cha) radiant damage to the target, in addition to the
weapon’s damage. The extra damage is 2d8 for a 1st-
8 -1 History (Int)
+0 Insight (Wis)
level spell slot, plus 1d8 for each spell level higher
than 1st, to a maximum of 6d8. The damage increases
by 1d8 if the target is an undead or a fiend.
✘ +5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
-1 -1 Investigation (Int) Divine Health. The divine magic flowing through you
makes you immune to disease.
+0 Medicine (Wis) Celestial Resistance. You have resistance to
WISDOM
necrotic damage and radiant damage. Sacred Weapon (Action—Channel Divinity). For 1
-1 Nature (Int)
minute, you add +3 to attack rolls made with that
10 +0 Perception (Wis) Healing Hands (Action—1/Long Rest). You can weapon. The weapon also emits bright light in a 20-
touch a creature and cause it to regain 3 hit points. foot radius and dim light 20 feet beyond that. If the
+3 Performance (Cha)
weapon is not already magical, it becomes magical for
+3 Persuasion (Cha) Light Bearer. You know the light cantrip. the duration.You can end this effect on your turn as
+0 ● +1 Religion (Int)
(Spellcasting: Charisma) part of any other action. If you are no longer holding
or carrying this weapon, or if you fall unconscious,
-1 Sleight of Hand (Dex) Necrotic Shroud (1/Long Rest). The instant you this effect ends.
CHARISMA transform, other creatures within 10 feet of you
-1 Stealth (Dex) that can see you must each succeed on a Charisma Turn the Unholy (Action—Channel Divinity). Each

16 ● +2 Survival (Wis) saving throw (DC 13) or become frightened of you fiend or undead that can see or hear you within 30
SKILLS until the end of your next turn. Your feet of you must make a Wisdom saving throw. If the
transformation lasts for 1 minute or until you end creature fails its saving throw, it is turned for 1
it as a bonus action. During it, once on each of minute or until it takes damage.A turned creature
+3 10 PASSIVE PERCEPTION your turns, you can deal 3 extra necrotic damage must spend its turns trying to move as far away from
to one target when you deal damage to it with an you as it can, and it can’t willingly move to a space
attack or a spell. within 30 feet of you. It also can’t take reactions. For
ADVANTAGE
its action, it can use only the Dash action or try to
escape from an effect that prevents it from moving. If
INITIATIVE -1 1 Attack / Attack Action RACIAL TRAITS
there’s nowhere to move, the creature can use the
Dodge action.

NAME RANGE ATTACK DAMAGE / TYPE


Warhammer 5 ft +5 vs AC 1d8+5 bludgeoning
Versatile
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. –

Languages. Common, Celestial

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 18 190 88
GENDER AGE HEIGHT WEIGHT
Lucifer Lightbringer Black Pale White
CHARACTER NAME EYES SKIN HAIR

NAME

Mercykillers

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Sigilde dünyaya geldi.Abisi ile beraber Kilisede büyümüş olan Lucifer abisi ile kendisini büyüten kiliseye olan ruhani
borcunu ödemek için Bir tanrı takipçisi olarak yaşamaya karar verir. Lakin görevimde göz yumduğu bir yanlışlıktan dolayı
fallen konumuna gelir. Abisi Michael ile beraber tanrı gözünde eski konumuma ulaşmak için yolculuk ederken Epheria
I don’t run from evil. Evil runs from me. Paktına kendisini düştüğü bu durumdan kurtulmada bir yol olarak gören abisiyle beraber katılır.

Alıntı yapmaktan hoşlanır.

I expect danger around every corner.

PERSONALITY TRAITS

kill monsters to make the world a safer place, and to


exorcise my own demons.

IDEAL

A terrible guilt consumes me. I hope that I can find


redemption through my actions.Hatalarım beni
tanrımdan uzaklaştırdı ve bu hataları düzeltmek için
elimden geleni yaparım
BOND

I assume the worst in people. I have certain rituals


that I must follow every day. I can never break them.

FLAW BACKGROUND STORY

Feature: Heart of Darkness Background languages:deep speach Primordial


Those who look into your eyes can see that you have
faced unimaginable horror and that you are no
stranger to darkness. Though they might fear you,
commoners will extend you every courtesy and do
their utmost to help you. Unless you have shown
yourself to be a danger to them, they will even take
up arms to fight alongside you, should you find
yourself facing an enemy alone.

BACKGROUND FEATURE

Helm ring

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Explorer’s Pack 1 10
[Chain Mail] 1 55
[Shield] 1 6
[Warhammer] 1 2
Javelin 1 2
Monster Hunters pack

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

75 lb / 240 lb 480 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +5 13 4

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Paladin, Oath of Devotion

1ST LEVEL 3 SPELL SLOTS ● Compelled Duel ● Protection from Evil and Good (Always Prepared)
● Sanctuary (Always Prepared) ● Shield of Faith ● Thunderous Smite
● Wrathful Smite Angelic Guardian Armor of Othrys
Bless Cauterizing Flame Ceremony
Command Cure Wounds Defiant Smite
Defy Ruin Detect Chaos and Order Detect Evil and Good
Detect Magic Detect Poison and Disease Divine Arm
Divine Favor Draconic Smite Helm’s Everwatchful Eye
Heroism Hobble Mount Insightful Maneuver
Interpret Bone Light of Lunia Litany of Sure Hands
Machine’s Load Meteor Strike Pendulum
Purify Food and Drink Ray of Respite Searing Smite
Shield of Devotion Spur Mount Stanch
Starlight Shroud

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Light (Aasimar)


Light Compelled Duel Protection from Evil and Good
Evocation Cantrip 1st-level enchantment 1st-level abjuration

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Touch RANGE 30 feet RANGE Touch
DURATION 1 hour DURATION Concentration, up to 1 minute DURATION Concentration, up to 10 minutes
COMPONENTS V, M (a firefly or phosphorescent moss) COMPONENTS V COMPONENTS V, S, M (holy water or powdered silver and iron, which the spell
consumes)

You touch one object that is no larger than 10 feet in any dimension. You attempt to compel a creature into a duel. One creature that you Until the spell ends, one willing creature you touch is protected
Until the spell ends, the object sheds bright light in a 20-foot radius can see within range must make a Wisdom saving throw. On a failed against certain types of creatures: aberrations, celestials, elementals,
and dim light for an additional 20 feet. The light can be colored as save, the creature is drawn to you, compelled by your divine demand. fey, fiends, and undead. The protection grants several benefits.
you like. Completely covering the object with something opaque For the duration, it has disadvantage on attack rolls against creatures Creatures of those types have disadvantage on attack rolls against
blocks the light. The spell ends if you cast it again or dismiss it as an other than you, and must make a Wisdom saving throw each time it the target. The target also can’t be charmed, frightened, or possessed
action. attempts to move to a space that is more than 30 feet away from you by them. If the target is already charmed, frightened, or possessed by
If you target an object held or worn by a hostile creature, that such a creature, the target has advantage on any new saving throw
creature must succeed on a Dexterity saving throw to avoid the spell. against the relevant effect.

Light Bearer (Aasimar) Player’s Handbook Prepared (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook

Sanctuary Shield of Faith Thunderous Smite


1st-level abjuration 1st-level abjuration 1st-level evocation

CASTING TIME 1 bonus action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE 30 feet RANGE 60 feet RANGE Self
DURATION 1 minute DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a small silver mirror) COMPONENTS V, S, M (a small parchment with a bit of holy text written on it) COMPONENTS V

You ward a creature within range against attack. Until the spell ends, 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
any creature who targets the warded creature with an attack or a within range, granting it a +2 bonus to AC for the duration. duration, your weapon rings with thunder that is audible within 300
harmful spell must first make a Wisdom saving throw. On a failed feet of you, and the attack deals an extra 2d6 thunder damage to the
save, the creature must choose a new target or lose the attack or target. Additionally, if the target is a creature, it must succeed on a
spell. This spell doesn’t protect the warded creature from area Strength saving throw or be pushed 10 feet away from you and
effects, such as the explosion of a fireball. If the warded creature knocked prone.
makes an attack, casts a spell that affects an enemy, or deals damage
to another creature, this spell ends.

Oath Spells (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook

Wrathful Smite
1st-level evocation

CASTING TIME 1 bonus action


RANGE Self
DURATION Concentration, up to 1 minute
COMPONENTS V

The next time you hit with a melee weapon attack during this spell’s
duration, your attack deals an extra 1d6 psychic damage.
Additionally, if the target is a creature, it must make a Wisdom saving
throw or be frightened of you until the spell ends. As an action, the
creature can make a Wisdom check against your spell save DC to
steel its resolve and end this spell.

Prepared (Paladin) Player’s Handbook


Explorer’s Pack Chain Mail Shield
Equipment Packs Armor Armor

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 Made of interlocking metal rings, chain mail includes a A shield is made from wood or metal and is carried in one
torches, 10 days of rations, and a waterskin. The pack also layer of quilted fabric worn underneath the mail to prevent hand. Wielding a shield increases your Armor Class by 2.
has 50 feet of hempen rope strapped to the side of it. chafing and to cushion the impact of blows. The suit You can benefit from only one shield at a time.
includes gauntlets.

10 lbs. Player’s Handbook 55 lb. Player’s Handbook 6 lb. Player’s Handbook

Warhammer Javelin Additional Feat, Resilient


Weapons Weapons Additional Feat

You can equip this item to “enable” it. It remains hidden


from the inventory on your character sheet.

2 lb. Player’s Handbook 2 lb. Player’s Handbook Player’s Handbook

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