Allen's Forgotten Realms
Silver dragonborn Paladin of Torm
Male Dragonborn Noble Paladin 2
Representing Joe Medica
Strength 17 (0)
Constitution 14 (1)
Wisdom 14 (3)
Height: 5’ 11"
Weight: 350 lb
Maximum Hit Points: 20
Speed: 25 feet [armor]
Spells: 2-1st: Bless, Heroism
Armor Class: 16 = 10 + 6 [chain mail]
Proficiency bonus: +2
Initiative modifier: + 0 = + 0 [dexterity]
Attack (handheld / thrown): + 5 = + 2 [proficiency] + 3 [strength]
Attack (missile / finesse): + 2 = + 2 [proficiency]
Strength save: + 3 = + 3 [strength]
Dexterity save: + 0
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 1 = + 1 [intelligence]
Wisdom save: + 4 = + 2 [proficiency] + 2 [wisdom]
Charisma save: + 5 = + 2 [proficiency] + 3 [charisma]
Carry: 255 lb or less unencumbered
Languages: Celestial Common Draconic
Unarmed strike 3 bludgeoning]
Dagger 3 piercing, 1 lb, finesse, light, thrown (range 20/60)]
Battleaxe 3 slashing, 5 lb, versatile (1d10 slashing)]
Great Sword 3 slashing, 7 lb, heavy, two-handed]
Lance 3 piercing, 8 lb, mounted, reach]
Crossbow, heavy [+2 to hit; 1d10 piercing, 19 lb, ammunition (range 100/400), heavy, loading, two-handed]
Chain mail [heavy; + 6 AC; max dex + 0; stealth disadvantage; 55 lb.]
Acrobatics Dex 0 = +0
Animal Handling Wis 2 = +2
Arcana Wis 1 = +1
Athletics Str 5 = +3 Prof: + 2
Deception Cha 3 = +3
History Int 3 = +1 Prof + 2
Insight Wis 2 = +2
Intimidation Cha 3 = +3
Investigate Int 1 = +1
Medicine Wis 2 = +2
Nature Int 1 = +1
Perception Wis 2 = +2
Performance Cha 3 = +3
Persuasion Cha 5 = +3 Prof: + 2
Religion Int 3 = +1 Prof: + 2
Search Int 1 = +1
Sleight of Hand Dex 0 = +0
Stealth Dex 0 = +0
Survival Wis 2 = +2
+ 2 strength and +1 charisma (already included)
The breath weapon does 2d6 damage at level 1, 3d6 at level 6, 4d6 at level 11, and 5d6 at level 16, save for half damage. A short rest is required to recharge.
Silver Dragonborn (subrace): Hairless body is covered with silver scales.
Breath weapon is a 15 foot cone of cold, constitution saves.
Silver dragonborn are resistant to cold.
You are from a prominent family, or perhaps a knight. Rank has some privileges.
You are proficient in riding a horse.
One extra language of your choice (already included).
You are proficient with a gaming set / playing cards. Consider bringing one.
Proficient in riding a mount.
This paladin selected the great weapon fighting style at level 2, in which a miss with a two-handed or versatile weapon held in two hands does damage equal to the strength bonus.
The DC to resist your spells is 8 + your charisma modifier.
Divine sense — use an action to detect holy / unholy things within 50 feet and not behind a complete barrier
Lay on hands — pool of hit points equal to 5 x paladin level, to restore hp, cure disease or neutralize poison
Level 2: Divine smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to 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 higher than 1st, to a maximum o f 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
Level 2: Fighting style:
G r e a t W e a p o n F i g h t in g
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Level 3: Immune to disease
Level 3: Oath spells and channel divinity
Level 5: Extra attack each round if an attack was made this round
Level 6: Aura of protection. While you are conscious, you and all friendly creatures within ten feet get your charisma bonus (minimum 1) on saving throws
Level 10: Aura of courage. While you are conscious, you and all friendly creatures within ten feet are immune to fear.
Level 11: Improved divine spite. All weapon strikes get an extra 1d8 radiant / necrotic damage.
Level 14: Cleansing touch removes hostile magical effects on you or a friend. Usable charisma-modifier (minimum 1) times per day.
Ancients Paladin (oath)
Level 3: Channel divinity — natures wrath (spectral vines restrain, save str/dex till free), turn the faithless (fey, fiends).
Level 7: Aura of Warding — you and friends within ten feet have resistance to spell damage
Level 15: Undying Sentniel — if dropped to 0 hp, dropped to 1 hp instead. 1/day
Level 18: Aura of Warding — you and friends within thirty feet have resistance to spell damage
Level 20: Elder Champion — you become a force of nature for one minute. Regain 10 hp/turn, cast 1-action spells as bonus actions, enemies have disadvantage against spells and channel divinity options
Class HP rolled
Level 1: Paladin 10
Death Saving Throws:
158 lb Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 20) x1
Gaming set (proficient)
Playing cards (proficient)
Rations (1 day) x10
Rope (50’, hempen) x1