Seline

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Level 1 Aasimar Paladin 0

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Seline
Outlander Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Half Plate 16 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
13
SHIELD
AC
Divine Sense (Action—4/Long Rest). You can open
N
CIE C
your awareness to detect presence of strong evil.
+1 Strength Until the end of your next turn, you know the
Y
PROFI

+1 location of any celestial, fiend, or undead within 60


+1 Dexterity
feet of you that is not behind total cover. You know
+0 Constitution ARMOR CLASS the type of any being whose presence you sense,
DEXTERITY
+1 Intelligence
but not its identity. Within the same radius, you also
MAXIMUM HIT DICE TEMPORARY detect the presence of any place or object that has
12 ✘


+2 Wisdom

+5 Charisma
10 1d10 been consecrated or desecrated.

CONDITIONAL
Lay on Hands (Action—5/Long Rest). You can touch
a creature and draw power from the pool to restore
+1 a number of hp to that creature, up to the
maximum amount remaining in your pool. You can
CURRENT HIT POINTS expend 5 hp from your pool of healing to cure the
CONSTITUTION DEATH SAVING THROWS
target of one disease or neutralize one poison
SAVING THROWS
affecting it.This feature has no effect on undead and
10 N
CIE C

+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
constructs.
Y
PROFI

RT

EXPE

+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+0 +1 Arcana (Int) Darkvision

✘ +3 Athletics (Str) Resistances. Necrotic, Radiant


INTELLIGENCE +3 Deception (Cha)

13 ✘
+1 History (Int)

+2 Insight (Wis)
✘ +5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+1 +1 Investigation (Int)

+0 Medicine (Wis) Celestial Resistance. You have resistance to


WISDOM
necrotic damage and radiant damage.
+1 Nature (Int)

10 +0 Perception (Wis) Healing Hands (Action—1/Long Rest). You can


touch a creature and cause it to regain 1 hit points.
+3 Performance (Cha)
+3 Persuasion (Cha) Light Bearer. You know the light cantrip.
+0 +1 Religion (Int)
(Spellcasting: Charisma)

+1 Sleight of Hand (Dex)


CHARISMA +1 Stealth (Dex)

17 ✘ +2 Survival (Wis)
SKILLS

+3 10 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Rapier 5 ft +3 vs AC 1d8+1 piercing
Finesse
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. –

Languages. Common, Celestial, Goblin

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Seline
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration
of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the
solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a
nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific
features of the terrain, you know the ways of the wild.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

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 other people each
day, provided that the land offers berries, small
game, water, and so forth.

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
[Half Plate] 1 40
[Rapier] 1 2

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

42 lb / 195 lb 390 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.
Light Rapier
Evocation Cantrip Martial Melee Weapon

CASTING TIME 1 action RANGE 5 ft


RANGE Touch ATTACK +3 vs AC
DURATION 1 hour DAMAGE 1d8+1 piercing
COMPONENTS V, M (a firefly or phosphorescent moss) Finesse
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.

Light Bearer (Aasimar) Player’s Handbook


Darkvision Celestial Resistance Healing Hands
Vision Racial Trait Racial Trait

Many creatures in the worlds of D&D, especially those that You have resistance to necrotic damage and radiant As an action, you can touch a creature and cause it to
dwell underground, have darkvision. Within a specified damage. regain a number of hit points equal to your level. Once you
range, a creature with darkvision can see in darkness as if use this trait, you can't use it again until you finish a long
the darkness were dim light, so areas of darkness are only rest.
lightly obscured as far as that creature is concerned.
However, the creature can’t discern color in darkness, only
shades of gray.

Aasimar Player’s Handbook Aasimar Volo’s Guide to Monsters Aasimar Volo’s Guide to Monsters

Light Bearer Divine Sense Lay on Hands


Racial Trait Class Feature Class Feature

You know the light cantrip. Charisma is your spellcasting The presence of strong evil registers on your senses like a Your blessed touch can heal wounds. You have a pool of
ability for it. noxious odor, and powerful good rings like heavenly music healing power that replenishes when you take a long rest.
in your ears. As an action, you can open your awareness to With that pool, you can restore a total number of hit points
detect such forces. Until the end of your next turn, you equal to your paladin level x 5.
know the location of any celestial, fiend, or undead within As an action, you can touch a creature and draw power
60 feet of you that is not behind total cover. You know the from the pool to restore a number of hit points to that
type (celestial, fiend, or undead) of any being whose creature, up to the maximum amount remaining in your
presence you sense, but not its identity (the vampire Count pool.
Strahd von Zarovich, for instance). Within the same radius, Alternatively, you can expend 5 hit points from your pool
you also detect the presence of any place or object that has of healing to cure the target of one disease or neutralize
been consecrated or desecrated, as with the hallow spell. one poison affecting it. You can cure multiple diseases and
You can use this feature a number of times equal to 1 + neutralize multiple poisons with a single use of Lay on
your Charisma modifier. When you finish a long rest, you Hands, expending hit points separately for each one.
regain all expended uses. This feature has no effect on undead and constructs.

Aasimar Volo’s Guide to Monsters Paladin Player’s Handbook Paladin Player’s Handbook

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