DND OC - Levon Khan
DND OC - Levon Khan
DND OC - Levon Khan
INSPIRATION
STRENGTH I face problems head-on. A
15 +4 30 simple, direct solution is the
+3 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED best path to success.
16 PERSONALITY TRAITS
+4
Dexterity
Constitution
20 and obey just authority. (Lawful)
CURRENT HIT POINTS IDEALS
Intelligence
19 ● Wisdom
I would still lay down my life for
● Charisma the people I served with.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+2
Acrobatics (Dex) Total 3
4 SUCCESSES I obey the law, even if the
15
1
Animal Handling (Wis) 1d8 FAILURES law causes misery.
2
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
3
Athletics (Str)
+2
1
2
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Sigrun, goddess of paladins
Mace 1d6 Bludgeoning
14 ●
3
Insight (Wis) and duty L Death, War Gold
●
3
Intimidation (Cha) Quarterstaff 1d6 Bludgeoning wings
WISDOM 2
Investigation (Int)
Dagger 1d4 Piercing
● 3
Medicine (Wis)
+1
2
Nature (Int) Handaxe Light, thrown (range
12
●
3
Perception (Wis) 20/60)
1
Performance (Cha) Quarterstaff Versatile (1d8)
CHARISMA
●
3
Persuasion (Cha) Finesse, light, thrown (range
●
4
Religion (Int) 20/60)
+1 4
Sleight of Hand (Dex)
4
Stealth (Dex)
12
+1
Survival (Wis)
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127 5 feet 80 kl
AGE HEIGHT WEIGHT
NAME
SYMBOL
(Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance
Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for 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, you gain the same benefit that a human does from 8 hours of
sleep.
Darkvision
Accustomed to twilit forests and the night sky, you have 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 were
dim light. You can’t discern color in darkness, only shades of gray.
Domain Spells
Each domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count
against the number of spells you can prepare each day.
If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Voice of Authority
Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their
reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.
If the spell targets more than one ally, you choose the ally who can make the attack.
As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the
end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.
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WIS 11 +3
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
1- Toll the Dead
2- Thaumaturgy
3- Sacred Flame
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 1 1 7
EPAR
SPELL NAME
ED
PR
1- Command
2- Heroism
4
SPELLS KNOWN
2
1- Hold Person
2- Zone of Truth
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