Print Simba
Print Simba
https://dicecloud.com/character/ugjgH3Tbi4DLEN9Ed
+2 Proficiency Bonus
+2 Strength Save
+2
Strength
−1 Dexterity Save
15
−1 Initiative
+2 Constitution Save
−1 Intelligence Save
−1 Dexterity Total: 20
+1 Wisdom Save *
9
+4 Charisma Save
Saving Throws
Hit Points
+2
Constitution
−1 Acrobatics
Total: 10
15
−1 Animal Handling
−1 Arcana
−1 Intelligence
Lay on Hands
+4 Athletics
9
+2 Deception
Total: 2d10
+1 History
−1 Wisdom
−1 Insight
+2 Intimidation
9 Hit Dice
−1 Investigation
Amount
−1 Medicine
+2
Charisma
−1 Nature
15
Spell Slots
+1 Perception (11)
1st Level
+2 Performance
Load Paladin Spells
+4 Persuasion
30 +1 Religion
Speed
−1 Sleight of Hand
−1 Stealth
20 Armor Class
−1 Survival
Skills
60 Darkvision
Simple Melee Weapons
Tameran's Library of Everything Action
Cost: 5 Lay on Hands
with a project of this scale it is all
neutralize one poison affecting it.
Light Armor
but guaranteed that some slipped
You can cure multiple diseases
Medium Armor through the cracks!
and neutralize multiple poisons
If you have found a bug or issue, or
expending hit points separately for
Shields if you simply would like to request
each one.
that something be added sooner
Armor
rather than later, please visit the
LoV Discord server linked here: Lay on Hands
Dice Set https://discord.gg/z3FRWzr63B.
Tools
Thank you for your patience! And Action
Celestial
thank you for helping us build this
Divine Sense
massive community project!
Elvish
Languages
Action
registers on your senses like a
noxious odor, and powerful good
0 healing
but not its identity (the vampire
Count Strahd von Zarovich, for
instance). Within the same radius,
you also detect the presence of
any place or object that has been
consecrated or desecrated, as
with the hallow spell.
Attack Attack Retainers (Noble)
You have the service of three
+4 Spear +4 Lance (Mounted)
retainers loyal to your family.
Reach These retainers can be attendants
On hit
or messengers, and one might be
d6 piercing damage On hit a majordomo. Your retainers are
commoners who can perform
d12 piercing damage mundane tasks for you, but they
Attack
do not fight for you, will not follow
you into obviously dangerous
+4 Spear (Throwing) Bonus Action areas (such as dungeons), and will
leave if they are frequently
Range (20/60 ft.) Starlight Step
endangered or abused
On hit
As a bonus action, you can
magically teleport up to 30 feet to
an unoccupied space you can see. Darkvision
d6 piercing damage
You can use this trait a number of You can see in dim light within 60
times equal to your proficiency feet of you as if it were bright light,
bonus, and you regain all and in darkness as if it were dim
Attack expended uses when you finish a light. You can’t discern color in
On hit
Fey Ancestry
event
d8 piercing damage
Resummon Jon
Astral Fire
You know one of the following
2 jonStatus damage to s…
Attack
cantrips of your choice: dancing
Reach event
Permanently Hide This Starlight Step
On hit Card As a bonus action, you can
You don’t need to sleep, and magic expending hit points separately for You can use this feature a number
can’t put you to sleep. You can each one. of times equal to 3. When you
finish a long rest in 4 hours if you finish a long rest, you regain all
This feature has no effect on
spend those hours in a trancelike expended uses.
undead and constructs.
meditation, during which you
remain conscious.
Divine Smite
Whenever you finish this trance, Starting at 2nd level, when you hit
you gain proficiency in one skill of a creature with a melee weapon
your choice and with one weapon attack, you can expend one spell
or tool of your choice, selected slot to deal radiant damage to the
from the Player’s Handbook. You target, in addition to the weapon’s
mystically acquire these damage. The extra damage is 2d8
proficiencies by drawing them for a 1st-level spell slot, plus 1d8
from shared elven memory and for each spell level higher than 1st,
the experiences of entities on the to a maximum of 5d8. The
Astral Plane, and you retain them damage increases by 1d8 if the
until you finish your next long rest. target is an undead or a fiend, to a
maximum of 6d8.
Spellcasting [Paladin] Lance
By 2nd level, you have learned to Reach, Special
draw on divine magic through
meditation and prayer to cast
spells as a cleric does. See
chapter 10 for the general rules of
spellcasting and chapter 11 for the
paladin spell list.
Spear
Thrown, Versatile
1 gp 3 lb 2 sp 5 lb
A 1gp, 3lb, simple melee weapon, that deals 1d6 A waterskin can hold up to 4 pints of liquid.
piercing damage and has the following properties:
5 gp 20 lb
Tinderbox
5 sp each 2 lb each
This small container holds flint, fire steel, and tinder travel, including jerky, dried fruit, hardtack, and nuts.
75 gp 55 lb 1 sp
Made of interlocking metal rings, chain mail includes a Proficiency with a gaming set applies to one type of
layer of quilted fabric worn underneath the mail to game, such as Three-Dragon Ante or games of chance
prevent chafing and to cushion the impact of blows. that use dice.
The suit includes gauntlets. Components. A gaming set has all the pieces needed
to play a specific game or type of game, such as a
The wearer has disadvantage on Dexterity (Stealth) complete deck of cards or a board and tokens.
checks. History. Your mastery of a game includes knowledge
of its history, as well as of important events it was
connected to or prominent historical figures involved
Lance with it.
Insight. Playing games with someone is a good way to
10 gp 6 lb
gain understanding of their personality, granting you a
A 10gp, 6lb, martial melee weapon, that deals 1d12 better ability to discern their lies from their truths and
piercing damage and has the following properties: read their mood.
Sleight of Hand. Sleight of Hand is a useful skill for
Reach: This weapon adds 5 feet to your reach
cheating at a game, as it allows you to swap pieces,
when you attack with it.
palm cards, or alter a die roll. Alternatively, engrossing
Special (Lance): You have disadvantage when you
a target in a game by manipulating the components
use a lance to attack a target within 5 feet of you.
with dexterous movements is a great distraction for a
Also, a lance requires two hands to wield when you
pickpocketing attempt.
aren’t mounted.
Gaming Set
Clothes, Fine
15 gp 6 lb
Barricade Shield Shield
50 gp 6 lb 10 gp 6 lb
While holding this sturdy iron shield, you can use an A shield is made from wood or metal and is carried in
action to plant it on the ground and expand its height one hand. Wielding a shield increases your Armor
and width to stretch up to 15 feet across in either Class by 2. You can benefit from only one shield at a
direction, potentially becoming a defensive wall or time.
similar platform. The edges of the shield magically
conform to fit the shape of an enclosed space, such
as the walls of a tunnel or hallway. While holding the Purse
expanded shield in place, your speed becomes 0 and
you have disadvantage on Dexterity checks and 0 Platinum pieces
Dexterity saving throws. Regardless of the shield’s
size, its weight always remains the same. The 10 gp 0.02 lb
The expanded shield reverts early (but is not 1 gp each 0.02 lb each
destroyed)
Carried
Backpack
Waterskin
1st-level abjuration
Astral Fire
Casting Time: free action that you take after landing a
Spell Save DC: 12
melee weapon attack
Spell Attack Bonus: 4
Range: melee
Maximum prepared spells:
Components:
You know one of the following cantrips of your
Duration: Instantaneous
choice: dancing lights, light, or sacred flame.
When you hit a creature with a melee weapon attack,
Intelligence, Wisdom, or Charisma is your
you can expend one spell slot to deal radiant damage
spellcasting ability for it (choose when you select
to the target, in addition to the weapon’s damage. The
this race).
extra damage is 3d8. The damage increases by 1d8 if
the target is an undead or a fiend, to a maximum of
6d8.
Sacred Flame
evocation cantrip
Casting Time: action
Range: 60 feet Divine Smite
Components: Verbal, Somatic 1st-level evocation
Duration: Instantaneous Casting Time: free action that you take after landing a
Flame-like radiance descends on a creature that you melee weapon attack
can see within range. The target must succeed on a Range: melee
DC 12 Dexterity saving throw or take 1d8 radiant Components:
damage. The target gains no benefit from cover for Duration: Instantaneous
this saving throw. When you hit a creature with a melee weapon attack,
you can expend one spell slot to deal radiant damage
to the target, in addition to the weapon’s damage. The
extra damage is 2d8. The damage increases by 1d8 if
Divine Smite
the target is an undead or a fiend, to a maximum of
Spell Save DC:
6d8.
Spell Attack Bonus:
Maximum prepared spells:
Divine Smite (Critical) Toll the Dead
Word of Radiance
Divine Smite (Against Fiends, Critical) evocation cantrip
1st-level abjuration Casting Time: action
Casting Time: free action that you take after landing a Range: 5 feet
melee weapon attack Components: Verbal, Material (a holy symbol)
Range: melee Duration: Instantaneous
Components: You utter a divine word, and burning radiance erupts
Duration: Instantaneous from you. Each creature of your choice that you can
When you hit a creature with a melee weapon attack, see within range must succeed on a DC 12
you can expend one spell slot to deal radiant damage Constitution saving throw or take 1d6 radiant damage.
to the target, in addition to the weapon’s damage. The
extra damage is 3d8. The damage increases by 1d8 if
the target is an undead or a fiend, to a maximum of
6d8.
Paladin Spells
1st-level divination
Casting Time: action
Compelled Duel Range: Self
1st-level enchantment Components: Concentration, Verbal, Somatic
Casting Time: bonus action Duration: up to 10 minutes
Range: 30 feet For the duration, you know if there is an aberration,
Components: Concentration, Verbal celestial, elemental, fey, fiend, or undead within 30 feet
Duration: Up to 1 minute of you, as well as where the creature is located.
You attempt to compel a creature into a duel. One Similarly, you know if there is a place or object within
creature that you can see within range must make a 30 feet of you that has been magically consecrated or
DC 12 Wisdom saving throw. On a failed save, the desecrated.
creature is drawn to you, compelled by your divine
demand. For the duration, it has disadvantage on The spell can penetrate most barriers, but it is blocked
attack rolls against creatures other than you, and must by 1 foot of stone, 1 inch of common metal, a thin
make a Wisdom saving throw each time it attempts to sheet of lead, or 3 feet of wood or dirt.
Divine Favor
Searing Smite
1st-level evocation
Casting Time: bonus action
Range: Self
Components: Concentration, Verbal
Duration: up to 1 minute
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 DC 12 Wisdom saving throw
or be frightened of you until the spell ends. As an
action, the creature can make a DC 12 Wisdom check
to steel its resolve and end this spell.