Edmund Ironhearth
Edmund Ironhearth
STEALTH DISADVANTAGE
+4 Strength identity. Within the same radius, you also detect the
Y
PROFI
SAVING THROWS damage die for an attack you make with a melee
weapon that you are wielding with two hands, you
16 N
CIE C
+0 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
can reroll the die and must use the new roll, even if
Y
PROFI
EXPE
+3 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION two-handed or versatile property for you to gain this
+3 +1 Arcana (Int)
benefit.
✘ +6 Athletics (Str) Resistances. Acid Divine Smite. When you hit a creature with a melee
weapon attack, you can expend one spell slot to deal
INTELLIGENCE +4 Deception (Cha) radiant damage to the target, in addition to the
weapon’s damage. The extra damage is 2d8 for a 1st-
12 ✘
+1 History (Int)
+5 Insight (Wis)
level spell slot, plus 1d8 for each spell level higher
than 1st, to a maximum of 5d8. The damage increases
by 1d8 if the target is an undead or a fiend, to a
✘ +6 Intimidation (Cha) SPEED, SENSES, & CONDITIONS maximum of 6d8.
+1 +1 Investigation (Int)
Divine Health. The divine magic flowing through you
+3 Medicine (Wis) Chromatic Ancestry. Your ancestor was a black makes you immune to disease.
WISDOM
dragon. Your Chromatic Ancestry damage type is
+1 Nature (Int) acid. Oath of Vengeance.
16 +3 Perception (Wis)
+4 Performance (Cha)
Breath Weapon (Attack—2/Long Rest). You can
replace one of your attacks with an exhalation of a
Abjure Enemy (Action—Channel Divinity). You
present your holy symbol and speak a prayer of
+4 Persuasion (Cha) magical energy in a 30-foot line that is 5 feet wide. denunciation, using your Channel Divinity. Choose
+3 ✘ +3 Religion (Int)
Each creature in the area must make a Dexterity one creature within 60 feet of you that you can see.
saving throw against a DC13. On a failed save, the That creature must make a Wisdom saving throw,
+0 Sleight of Hand (Dex) creature takes 1d10 acid damage, or half as much unless it is immune to being frightened. Fiends and
CHARISMA damage on a successful one. undead have disadvantage on this saving throw.On a
+0 Stealth (Dex)
failed save, the creature is frightened for 1 minute or
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and
armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a
standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during
I can stare down a hell hound without flinching. a recent war.
I’m haunted by memories of war. I can’t get the
images of violence out of my mind. When you choose this background, work with your DM to determine which military organization you were a part of,
how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a
standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a
mercenary company.
PERSONALITY TRAITS
IDEAL
BOND
Military Rank
You have a military rank from your career as a
soldier. Soldiers loyal to your former military
organization still recognize your authority and
influence, and they defer to you if they are of a
lower rank. You can invoke your rank to exert
influence over other soldiers and requisition simple
equipment or horses for temporary use. You can also
usually gain access to friendly military encampments
and fortresses where your rank is recognized.
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 Greatsword +1. You have a +1 bonus to attack and
[Plate] 1 65 [Greatsword +1] 1 6 damage rolls made with this magic weapon.
Emblem 1 —
Javelin 5 10
Monster Hunter’s Pack 1 10
0 0 0 0 0
91 lb / 270 lb 540 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 +6 14 5
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 30 feet RANGE 60 feet RANGE 30 feet
DURATION Concentration, up to 1 minute DURATION 1 round DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a drop of blood) COMPONENTS V COMPONENTS V
Up to three creatures of your choice that you can see within range You speak a one-word command to a creature you can see within You attempt to compel a creature into a duel. One creature that you
must make Charisma saving throws. Whenever a target that fails this range. The target must succeed on a Wisdom saving throw or follow can see within range must make a Wisdom saving throw. On a failed
saving throw makes an attack roll or a saving throw before the spell the command on its next turn. The spell has no effect if the target is save, the creature is drawn to you, compelled by your divine demand.
ends, the target must roll a d4 and subtract the number rolled from undead, if it doesn’t understand your language, or if your command For the duration, it has disadvantage on attack rolls against creatures
the attack roll or saving throw. is directly harmful to it. Some typical commands and their effects other than you, and must make a Wisdom saving throw each time it
At Higher Levels. When you cast this spell using a spell slot of 2nd follow. You might issue a command other than one described here. If attempts to move to a space that is more than 30 feet away from
level or higher, you can target one additional creature for each slot you do so, the DM determines how the target behaves. If the target you; if it succeeds on this saving throw, this spell doesn’t restrict the
level above 1st. can’t follow your command, the spell ends. target’s movement for that turn.
Approach. The target moves toward you by the shortest and most The spell ends if you attack any other creature, if you cast a spell
direct route, ending its turn if it moves within 5 feet of you. that targets a hostile creature other than the target, if a creature
Drop. The target drops whatever it is holding and then ends its friendly to you damages the target or casts a harmful spell on it, or if
turn. you end your turn more than 30 feet away from the target.
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.
Oath Spells (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook
CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE Touch RANGE 90 feet RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour DURATION Concentration, up to 10 minutes
COMPONENTS V, S COMPONENTS V COMPONENTS V, S, M (a small parchment with a bit of holy text written on it)
A willing creature you touch is imbued with bravery. Until the spell You choose a creature you can see within range and mystically mark A shimmering field appears and surrounds a creature of your choice
ends, the creature is immune to being frightened and gains it as your quarry. Until the spell ends, you deal an extra 1d6 damage within range, granting it a +2 bonus to AC for the duration.
temporary hit points equal to your spellcasting ability modifier at the to the target whenever you hit it with a weapon attack, and you have
start of each of its turns. When the spell ends, the target loses any advantage on any Wisdom (Perception) or Wisdom (Survival) check
remaining temporary hit points from this spell. you make to find it. If the target drops to 0 hit points before this spell
At Higher Levels. When you cast this spell using a spell slot of 2nd ends, you can use a bonus action on a subsequent turn of yours to
level or higher, you can target one additional creature for each slot mark a new creature.
level above 1st. At Higher Levels. When you cast this spell using a spell slot of 3rd
or 4th level, you can maintain your concentration on the spell for up
to 8 hours. When you use a spell slot of 5th level or higher, you can
maintain your concentration on the spell for up to 24 hours.
Prepared (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook
Wrathful Smite
1st-level evocation
The next time you hit with a melee weapon attack during this spell’s
duration, your attack deals an extra 1d6 psychic damage.
Additionally, if the target is a creature, it must make a Wisdom saving
throw or be frightened of you until the spell ends. As an action, the
creature can make a Wisdom check against your spell save DC to
steel its resolve and end this spell.
You have a +1 bonus to attack and damage rolls made with Plate consists of shaped, interlocking metal plates to cover A holy symbol is a representation of a god or pantheon. It
this magic weapon. the entire body. A suit of plate includes gauntlets, heavy might be an amulet depicting a symbol representing a
leather boots, a visored helmet, and thick layers of padding deity, the same symbol carefully engraved or inlaid as an
underneath the armor. Buckles and straps distribute the emblem on a shield, or a tiny box holding a fragment of a
weight over the body. sacred relic. Appendix PH-B "Fantasy-Historical
Pantheons"lists the symbols commonly associated with
many gods in the multiverse. A cleric or paladin can use a
holy symbol as a spellcasting focus. To use the symbol in
this way, the caster must hold it in hand, wear it visibly, or
bear it on a shield.