Malegea The First Iron Tyrant

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Level 3 Tiefling (Fierna) Paladin, Oath of Conquest 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Malegea the First Iron Tyrant
Knight of the Order Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Chain Mail 18 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
15
SHIELD
AC
Shield Divine Sense (Action—4/Long Rest). You can open
N
CIE C
your awareness to detect presence of strong evil.
+2 Strength Until the end of your next turn, you know the
Y
PROFI

+2 location of any celestial, fiend, or undead within 60


+0 Dexterity
feet of you that is not behind total cover. You know
+1 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
10 ✘


+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

VISION INSPIRATION EXHAUSTION Fighting Style.


-1 Animal Handling (Wis)
Dueling. When you are wielding a melee weapon
+1 ✘ +3 Arcana (Int) Darkvision in one hand and no other weapons, you gain a +2
Resistances. Fire bonus to damage rolls with that weapon.
✘ +4 Athletics (Str)
INTELLIGENCE +3 Deception (Cha) Divine Smite. When you hit a creature with a melee
weapon attack, you can expend one spell slot to
12 +1 History (Int)
-1 Insight (Wis)
deal radiant damage to the target, in addition to the
weapon’s damage. The extra damage is 2d8 for a
1st-level spell slot, plus 1d8 for each spell level
+3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS higher than 1st, to a maximum of 6d8. The damage
+1 +1 Investigation (Int) increases by 1d8 if the target is an undead or a
Hellish Resistance. You have resistance to fire fiend.
-1 Medicine (Wis)
WISDOM
damage.
+1 Nature (Int) Divine Health. The divine magic flowing through
you makes you immune to disease.
9 -1 Perception (Wis) Legacy of Phlegethos. You know the friends
cantrip. When you reach 3rd level, you can cast
+3 Performance (Cha) the charm person spell as a 2nd-level spell once Oath of Conquest. The Oath of Conquest calls to
with this trait and regain the ability to do so when paladins who seek glory in battle and the
✘ +5 Persuasion (Cha)
-1 you finish a long rest. When you reach 5th level, subjugation of their enemies.
✘ +3 Religion (Int) you can cast the suggestion spell once with this
trait and regain the ability to do so when you finish Conquering Presence (Action—Channel Divinity).
+0 Sleight of Hand (Dex)
a long rest. Charisma is your spellcasting ability for You force each creature of your choice that you can
CHARISMA +0 Stealth (Dex) see within 30 feet of you to make a Wisdom saving
these spells.
throw. On a failed save, a creature becomes
16 -1 Survival (Wis)
SKILLS
frightened of you for 1 minute. The frightened
creature can repeat this saving throw at the end of
each of its turns, ending the effect on itself on a
+3 9 PASSIVE PERCEPTION success.

Guided Strike (Channel Divinity). When you make


ADVANTAGE
an attack roll, you can use your Channel Divinity to
gain a +10 bonus to the roll.
INITIATIVE +0 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


War Pick 5 ft +4 vs AC 1d8+2 piercing

FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Longhorn

Languages. Common, Infernal, Celestial

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'9" 110 lb.
GENDER AGE HEIGHT WEIGHT
Malegea the First Iron Tyrant
CHARACTER NAME EYES SKIN HAIR

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

I have little respect for anyone who is not a proven


warrior.

FLAW BACKGROUND STORY

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

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 / 225 lb 450 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 Conquest

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

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Friends (Tiefling (Fierna))

1ST LEVEL Charm Person (Tiefling (Fierna))


Friends Angelic Guardian Armor of Agathys
Enchantment Cantrip 1st-level conjuration (angelic) 1st-level abjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Self RANGE 30 feet RANGE Self
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute DURATION 1 hour
COMPONENTS S, M (a small amount of makeup applied to the face as this spell is COMPONENTS V, S COMPONENTS V, S, M (a cup of water)
cast)

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

Charm Person Command Detect Chaos and Order


1st-level enchantment 1st-level enchantment 1st-level divination

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE 60 feet RANGE Self (15-foot-radius sphere)
DURATION 1 hour DURATION 1 round DURATION Up to 10 minutes
COMPONENTS V, S COMPONENTS V COMPONENTS V, S

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

Insightful Maneuver Searing Smite


1st-level divination (combat) 1st-level evocation

CASTING TIME 1 bonus action CASTING TIME 1 bonus action


RANGE Touch RANGE Self
DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V

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

A shield is made from wood or metal and is carried in one


hand. Wielding a shield increases your Armor Class by 2.
You can benefit from only one shield at a time.

2 lb. Player’s Handbook 6 lb. Player’s Handbook 2 lb. Player’s Handbook

Explorer’s Pack Chain Mail


Equipment Packs Armor

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.

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

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