Carther
Carther
Carther
STEALTH DISADVANTAGE
+1 Strength Until the end of your next turn, you know the location
Y
PROFI
14 N
CIE C
+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Fighting Style.
Y
PROFI
EXPE
17 ✘ +2 Survival (Wis) fiend or undead that can see or hear you within 30
SKILLS 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
+3 10 PASSIVE PERCEPTION 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
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
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
Coming from a simple family with multiple siblings that work the land and practice the odd profession here and there,
Carther started from simple origins.
Neither the oldest son nor the youngest child he wasn't bound to inherit much from his already not so well-off family,
I’m confident in my own abilities and do what I can but that never stopped him from putting in the work in the hopes of making life more comfortable both for him and for
to instill confidence in others. his family. He takes off mostly after his father, a human clergyman, from whom he gets most of his looks except for the
If someone is in trouble, I’m always ready to lend horns on his head from his mother's side of the family.
help.
He trained with the village's militia, often dispatching wild animals that stumble too close to the livestock of the village,
but his real mettle was tested one stormy summer night when the village got raided by a goblin infestation that ran out
of control. The town's militia was too small to face them head on, so they've sent a scout for reinforcements from
PERSONALITY TRAITS
Neverwinter. Using hastily created entrenchments and guerrilla warfare under the guidance of the retired’ s soldier that
was manning the militia they managed to hold for a while, but it wasn't enough. Reinforcements were still nowhere near
Fairness. No one should get preferential treatment as the constant rain muddied the roads far more than anticipated.
before the law, and no one is above the law. (Lawful) In a last ditch effort he challenged the goblin leader's to a duel in an effort to stall for time and to his surprise the goblins
accepted. He managed to hold his own emboldened by the desperation of a youth trying to defend his home and
family, but he was getting pushed back. He stalled for time until dawn, when the rising sun, with a brilliant glow raised
IDEAL over the horizon and broke through the dark clouds to shine the light of victory on Carther, bathing him in a golden
light that blinded the goblin leader and allowed him to strike a decisive blown when the opponent's guard was down.
As if on command, the mounted troops dispatched from Neverwinter arrived to clean up the rest of the goblins that
I protect those who cannot protect themselves. were sore losers just as Carther collapsed from exhaustion. Brought to his dad who was acting as the last line of defence
for the elderly and the invalid in the church who couldn’t evacuate on time could tell right away that his son was now
carrying the blessing of Lathander, The Morninglord, who recognized him as the well of hope that his son truly was.
His destiny forever changed that day, or merely fate putting in motion what was supposed to always become of him,
BOND Carther set out not too soon after in order to put his newfound gift to use and help out other needy as well, helping
people wherever he went hoping to improve the lives of others just as he sought to improve his.
I’m convinced of the significance of my destiny, and
blind to my shortcomings and the risk of failure.
Rustic Hospitality
Since you come from the ranks of the common folk,
you fit in among them with ease. You can find a
place to hide, rest, or recuperate among other
commoners, unless you have shown yourself to be a
danger to them. They will shield you from the law or
anyone else searching for you, though they will not
risk their lives for you.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Priest’s Pack 1 10
[Chain Mail] 1 55
[Shield] 1 6
[Longsword] 1 3
Javelin 5 10
Amulet 1 1
0 0 0 0 0
85 lb / 195 lb 390 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +5 13 4
You manifest a minor wonder, a sign of supernatural power, within You perform a special religious ceremony that is infused with magic. You speak a one-word command to a creature you can see within
range. You create one of the following magical effects within range: When you cast the spell, choose one of the following rites, the target of range. The target must succeed on a Wisdom saving throw or follow
• Your voice booms up to three times as loud as normal for 1 which must be within 10 feet of you throughout the casting. the command on its next turn. The spell has no effect if the target is
minute. Atonement. You touch one willing creature whose alignment has undead, if it doesn’t understand your language, or if your command
• You cause flames to flicker, brighten, dim, or change color for 1 changed, and you make a DC 20 Wisdom (Insight) check. On a is directly harmful to it. Some typical commands and their effects
minute. successful check, you restore the target to its original alignment follow. You might issue a command other than one described here. If
• You cause harmless tremors in the ground for 1 minute. Bless Water. You touch one vial of water and cause it to become holy you do so, the DM determines how the target behaves. If the target
• You create an instantaneous sound that originates from a point water. can’t follow your command, the spell ends.
of your choice within range, such as a rumble of thunder, the cry of a Coming of Age. You touch one humanoid who is a young adult. For Approach. The target moves toward you by the shortest and most
raven, or ominous whispers. the next 24 hours, whenever the target makes an ability check, it can direct route, ending its turn if it moves within 5 feet of you.
• You instantaneously cause an unlocked door or window to fly roll a d4 and add the number rolled to the ability check. A creature can Drop. The target drops whatever it is holding and then ends its
open or slam shut. benefit from this rite only once. turn.
• You alter the appearance of your eyes for 1 minute. If you cast Dedication. You touch one humanoid who wishes to be dedicated to Flee. The target spends its turn moving away from you by the
this spell multiple times, you can have up to three of its 1-minute your god’s service. For the next 24 hours, whenever the target makes a fastest available means.
effects active at a time, and you can dismiss such an effect as an saving throw, it can roll a d4 and add the number rolled to the save. A Grovel. The target falls prone and then ends its turn.
creature can benefit from this rite only once.
action. Funeral Rite. You touch one corpse, and for the next 7 days, the Halt. The target doesn’t move and takes no actions. A flying
target can’t become undead by any means short of a wish spell. creature stays aloft, provided that it is able to do so. If it must move
Wedding. You touch adult humanoids willing to be bonded together to stay aloft, it flies the minimum distance needed to remain in the
in marriage. For the next 7 days, each target gains a +2 bonus to AC air.
while they are within 30 feet of each other. A creature can benefit from At Higher Levels. When you cast this spell using a spell slot of 2nd
this rite again only if widowed. 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.
Infernal Legacy (Tiefling) Player’s Handbook Prepared (Paladin) Xanathar’s Guide to Everything Prepared (Paladin) Player’s Handbook
CASTING TIME 1 bonus action CASTING TIME 1 reaction, which you take in response to being damaged by a CASTING TIME 1 action
creature within 60 feet of you that you can see
RANGE Self RANGE 60 feet RANGE Touch
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Concentration, up to 10 minutes
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (holy water or powdered silver and iron, which the spell
consumes)
Your prayer empowers you with divine radiance. Until the spell ends, You point your finger, and the creature that damaged you is Until the spell ends, one willing creature you touch is protected
your weapon attacks deal and extra 1d4 radiant damage on a hit. momentarily surrounded by hellish flames. The creature must make a against certain types of creatures: aberrations, celestials, elementals,
Dexterity saving throw. It takes 2d10 fire damage on a failed save, or fey, fiends, and undead.
half as much damage on a successful one. The protection grants several benefits. Creatures of those types
At Higher Levels. When you cast this spell using a spell slot of 2nd have disadvantage on attack rolls against the target. The target also
level or higher, the damage increases by 1d10 for each slot level can’t be charmed, frightened, or possessed by them. If the target is
above 1st. already charmed, frightened, or possessed by such a creature, the
target has advantage on any new saving throw against the relevant
effect.
Prepared (Paladin) Player’s Handbook Infernal Legacy (Tiefling) Player’s Handbook Oath Spells (Paladin) Player’s Handbook
CASTING TIME 1 bonus action CASTING TIME 1 bonus action Includes a backpack, a blanket, 10 candles, a tinderbox, an
RANGE 30 feet RANGE 60 feet alms box, 2 blocks of incense, a censer, vestments, 2 days
of rations, and a waterskin.
DURATION 1 minute DURATION Concentration, up to 10 minutes
COMPONENTS V, S, M (a small silver mirror) COMPONENTS V, S, M (a small parchment with a bit of holy text written on it)
You ward a creature within range against attack. Until the spell ends, A shimmering field appears and surrounds a creature of your choice
any creature who targets the warded creature with an attack or a within range, granting it a +2 bonus to AC for the duration.
harmful spell must first make a Wisdom saving throw. On a failed
save, the creature must choose a new target or lose the attack or
spell. This spell doesn’t protect the warded creature from area
effects, such as the explosion of a fireball.
If the warded creature 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 10 lbs. Player’s Handbook