Malegea The First Iron Tyrant
Malegea The First Iron Tyrant
Malegea The First Iron Tyrant
STEALTH DISADVANTAGE
✘
+1 Wisdom
+5 Charisma
24 3d10 been consecrated or desecrated.
CONDITIONAL
Lay on Hands (Action—15/Long Rest). You can
touch a creature and draw power from the pool to
+0 restore 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
13 N
CIE C
+0 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
constructs.
Y
PROFI
RT
EXPE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on
the order you serve, but in your eyes it is without question a vital and honorable endeavor. Faerûn has a wide variety of
knightly orders, all of which have a similar outlook concerning their actions and responsibilities.
I have a crude sense of humor.I face problems head-
on. A simple, direct solution is the best path to Though the term "knight" conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in
success. Faerûn don't restrict their membership to such individuals. The goals and philosophies of the order are more important
than the gear and fighting style of its members, and so most of these orders aren't limited to fighting types, but are
open to all sorts of folk who are willing to battle and die for the order’s cause.
PERSONALITY TRAITS
The "Knightly Orders of Faerûn" sidebar details several of the orders that are active at present and is designed to help
inform your decision about which group you owe allegiance to.
Nation. My city, nation, or people are all that matter.
(Any)
IDEAL
My honor is my life.
BOND
Knightly Regard
You receive shelter and succor from members of your knightly
order and those who are sympathetic to its aims. If your order
is a religious one, you can gain aid from temples and other
religious communities of your deity. Knights of civic orders can
get help from the community- whether a lone settlement or a
great nation that they serve, and knights of philosophical
orders can find help from those they have aided in pursuit of
their ideals, and those who share those ideals.This help comes
in the form of shelter and meals, and healing when
appropriate, as well as occasionally risky assistance, such as a
band of local citizens rallying to aid a sorely pressed knight in a
fight, or those who support the order helping to smuggle a
knight out of town when he or she is being hunted unjustly.
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
[War Pick] 1 2
[Shield] 1 6
Javelin 1 2
Explorer’s Pack 1 10
[Chain Mail] 1 55
0 0 0 0 0
75 lb / 225 lb 450 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
1ST LEVEL 3 SPELL SLOTS ● Angelic Guardian ● Armor of Agathys (Always Prepared)
● Command (Always Prepared) ● Detect Chaos and Order ● Insightful Maneuver
● Searing Smite Bless Cauterizing Flame
Ceremony Compelled Duel Cure Wounds
Defiant Smite Defy Ruin Detect Evil and Good
Detect Magic Detect Poison and Disease Divine Arm
Divine Favor Draconic Smite Helm’s Everwatchful Eye
Heroism Hobble Mount Interpret Bone
Light of Lunia Litany of Sure Hands Machine’s Load
Pendulum Protection from Evil and Good Purify Food and Drink
Ray of Respite Shield of Devotion Shield of Faith
Spur Mount Stanch Thunderous Smite
Wrathful Smite
For the duration, you have advantage on all Charisma checks directed You conjure a minor celestial manifestation to protect a creature you A protective magical force surrounds you, manifesting as a spectral
at one creature of your choice that isn’t hostile toward you. When can see within range. A faintly glowing figure resembling a human frost that covers you and your gear. You gain 5 temporary hit points
the spell ends, the creature realizes that you used magic to influence head and shoulders hovers within 5 feet of the target for the for the duration. If a creature hits you with a melee attack while you
its mood and becomes hostile toward you. A creature prone to duration. The figure moves to interpose itself between the target and have these hit points, the creature takes 5 cold damage.
violence might attack you. Another creature might seek retribution in any incoming attacks, granting the target +2 to AC. If the target fails a At Higher Levels. When you cast this spell using a spell slot of 2nd
other ways (at the DM’s discretion), depending on the nature of your Dexterity saving throw while the spell is active, it can use its reaction level or higher, both the temporary hit points and the cold damage
interaction with it. to roll a new save. The spell then ends. increase by 5 for each slot above 1st.
Legacy of Phlegethos (Tiefling (Fierna)) Player’s Handbook Prepared (Paladin) Deep Magic: Angelic Seals Oath Spells (Paladin) Player’s Handbook
You attempt to charm a humanoid you can see within range. It must You speak a one-word command to a creature you can see within For the duration, you are able to determine the nature of creatures
make a Wisdom saving throw, and does so with advantage if you or range. The target must succeed on a Wisdom saving throw or follow within range in relation to how they conform to societal norms.
your companions are fighting it. If it fails the saving throw, it is the command on its next turn. The spell has no effect if the target is Creatures will have auras about them relating to their alignment:
charmed by you until the spell ends or until you or your companions undead, if it doesn’t understand your language, or if your command • A crisp, lawful aura for those who follow the rules of society,
do anything harmful to it. The charmed creature regards you as a is directly harmful to it. Some typical commands and their effects often at the expense of their personal wishes
friendly acquaintance. When the spell ends, the creature knows it follow. You might issue a command other than one described here. If • A muddled, neutral aura for those who balance their whims
was charmed by you. you do so, the DM determines how the target behaves. If the target against the expectations of society, doing what they can within the
At Higher Levels. When you cast this spell using a spell slot of 2nd can’t follow your command, the spell ends. confines of order
level or higher, you can target one additional creature for each slot Approach. The target moves toward you by the shortest and most • A jagged, chaotic aura for those with a tendency toward acting
level above 1st. The creatures must be within 30 feet of each other direct route, ending its turn if it moves within 5 feet of you. on their feelings and whims, regardless of society’s expectations
when you target them. Drop. The target drops whatever it is holding and then ends its
turn.
Flee. The target spends its turn moving away from you by the
fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions. A flying
creature stays aloft, provided that it is able to do so. If it must move
to stay aloft, it flies the minimum distance needed to remain in the
air.
At Higher Levels. When you cast this spell using a spell slot of 2nd
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.
Legacy of Phlegethos (Tiefling (Fierna)) Player’s Handbook Oath Spells (Paladin) Player’s Handbook Prepared (Paladin) Grimlore’s Grimoire
With a flash of insight, you know how to take advantage of your foe’s The next time you hit a creature with a melee weapon attack during
vulnerabilities. Until the end of your turn, the target has vulnerability the spell’s duration, your weapon flares with white-hot intensity, and
to one type of damage (your choice). Additionally, if the target has the attack deals an extra 1d6 fire damage to the target and causes
any other vulnerabilities, you learn them. the target to ignite in flames. At the start of each of its turns until the
spell ends, the target must make a Constitution saving throw. On a
failed save, it takes 1d6 fire damage. On a successful save, the spells
ends. If the target or a creature within 5 feet of it uses an action to
put out the flames, or if some other effect douses the flames (such as
the target being submerged in water), the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the initial extra damage dealt by the attack increases
by 1d6 for each slot level above 1st.
Prepared (Paladin) Deep Magic: Combat Divination Prepared (Paladin) Player’s Handbook
War Pick Shield Javelin
Weapons Armor Weapons
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 Made of interlocking metal rings, chain mail includes a
torches, 10 days of rations, and a waterskin. The pack also layer of quilted fabric worn underneath the mail to prevent
has 50 feet of hempen rope strapped to the side of it. chafing and to cushion the impact of blows. The suit
includes gauntlets.