Oath of the Crown Palad… Knight of the Unicorn Or…
CLASS & LEVEL BACKGROUND PLAYER NAME
Grim Satyr
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME
INSPIRATION
STRENGTH 20 0.11 25
2 3 PROFICIENCY BONUS
15 PERSONALITY TRAITS
Hit Point Maximum 34
2 Strength
DEXTERITY 0 Dexterity
0
1 Constitution CURRENT HIT POINTS
0 Intelligence
2 Wisdom
11 IDEALS
6 Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS
1 0 Acrobatics (Dex)
5
12 -1 Animal Handling (…
0 BONDS
Arcana (Int)
INTELLIGENCE 5 Athletics (Str)
0
3 Deception (Cha) NAME ATK DAMAGE/TYPE
0 History (Int)
Divine Smite … 2d8
-1 Insight (Wis)
10
3 Intimidation (Cha) Wrathful Smite DC14 1d6 psychic
FLAWS
0 Investigation (Int)
WISDOM
2 Medicine (Wis) Ram +5 1d4+2
-1 0 Nature (Int)
-1 Perception (Wis)
Spiritual Wea… +6 1d8+3 Force Greenteeth
9 6 Performance (Cha)
Ram
Longsword (… +5 1d8+2 Slashing Magic Resistance
6 Persuasion (Cha)
CHARISMA Mirthful Leaps
0 Religion (Int) Longsword (T… +5 1d10+2 Slash…
3 0
0
Sleight of Hand (D…
Stealth (Dex) ATTACKS & SPELLCASTING
Reveler
Divine Sense
17 -1 Survival (Wis) Lay on Hands
SKILLS
0 100 Fighting Style
CP SP EP GP PP
Spellcasting
Divine Smite
9 PASSIVE WISDOM (PERCEPTION) 1 Chain Mail
Divine Health
1 Tower Shield
1 Holy Symbol Channel Divinity
TOOL: Herbalism Kit, Pan Flute
1 Spell Scroll: Bless Extra Attack
LANGUAGE: Common, Sylvan
1 Spell Scroll: Protection from Poison FEATURES & TRAITS
ARMOR: All , Shields
1 Spell Scroll: Spiritual Weapon
WEAPON: Martial, Simple
1 Potion of Healing
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT
NAME ATK DAMAGE/TYPE Total: 4 Total: 25
CP SP EP GP PP
3 25
DIVINE SENSE LAY ON HANDS
1 Torch
5 Candle
1 Bullseye lantern Total: 1 Total:
1 Bullseye lantern 1
1 Backpack CHANNEL DIVINITY
ATTACKS & SPELLCASTING
1 Longsword
Total: Total:
Total: Total:
EQUIPMENT
CHARISMA 14 6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 0 6 0
Druidcraft
4 0 7 0
1 3
Detect Evil and Good
5 0 8 0
Heroism
Protection from Evil and Good
Wrathful Smite
9 0
Command
Compelled Duel
2 0
Spiritual Weapon
FEATURES & TRAITS
Greenteeth Divine Health
You once knew an old herbalist named Jeny Lay on Hands By 3rd level, the divine magic flowing through you
Greenteeth who told you crazy stories of the Your blessed touch can heal wounds. You have a makes you immune to disease
Feywild. Though you originally thought that this pool of healing power that replenishes when you
woman simply lived in the Feywild for a time to take a long rest. With that pool, you can restore a Channel Divinity
have such a knowledge, you now have reason to total number of hit points equal to your paladin Your oath allows you to channel divine energy to
believe she was actually a powerful archfey. Before level x 5. As an action, you can touch a creature fuel magical effects. Each Channel Divinity option
you could discover the truth, she vanished. You and draw power from the pool to restore a number provided by your oath explains how to use it. When
know the Druidcraft cantrip. of hit points to that creature, up to the maximum you use your Channel Divinity, you choose which
amount remaining in your pool. Alternatively, you option to use. You must then finish a short or long
Ram can expend 5 hit points from your pool of healing rest to use your Channel Divinity again. Some
You can use your head and horns to make unarmed to cure the target of one disease or neutralize one Channel Divinity effects require saving throws.
strikes. If you hit with them, you deal bludgeoning poison affecting it. You can cure multiple diseases When you use such an effect from this class, the
damage equal to 1d4 + your Strength modifier. and neutralize multiple poisons with a single use of DC equals your paladin spell save DC. Champion
Lay on Hands, expending hit points separately for Challenge. As a bonus action, you issue a challenge
Magic Resistance each one. This feature has no effect on undead and that compels other creatures to do battle with you.
You have advantage on saving throws against spells constructs. Each creature of your choice that you can see
and other magical effects. within 30 feet of you must make a Wisdom saving
Fighting Style throw. On a failed save, a creature can't willingly
Mirthful Leaps Starting at 2nd level, you adopt a particular style of move more than 30 feet away from you. This effect
Whenever you make a long or high jump, you can fighting as your specialty. Defense. While you are ends on the creature if you are incapacitated or die
roll a d8 and add the number to the number of feet wearing armor, you gain a +1 bonus to AC. or if the creature is more than 30 feet away from
you cover, even when making a standing jump.
you. Turn the Tide. As a bonus action, you can
This extra distance costs movement as normal. Spellcasting
bolster injured creatures with your Channel
By 2nd level, you have learned to draw on divine
Reveler Divinity. Each creature of your choice that can hear
magic through meditation and prayer to cast spells
You have proficiency in the Performance and you within 30 feet of you regains hit points equal to
as a cleric does. You prepare the list of paladin
Persuasion skills, and you have proficiency with 1d6 + your Charisma modifier (minimum of 1) if it
spells that are available for you to cast, choosing
one musical instrument of your choice. has no more than half of its hit points.
from the paladin spell list. When you do so, choose
a number of paladin spells equal to your Charisma Extra Attack
Divine Sense
modifier + half your paladin level, rounded down Beginning at 5th level, you can attack twice,
The presence of strong evil registers on your senses
(minimum of one spell). The spells must be of a instead of once, whenever you take the Attack
like a noxious odor, and powerful good rings like
level for which you have spell slots. action on your turn.
heavenly music in your ears. As an action, you can
open your awareness to detect such forces. Until Divine Smite
the end of your next turn, you know the location of Starting at 2nd level, when you hit a creature with a
any celestial, fiend, or undead within 60 feet of you melee weapon attack, you can expend one spell slot
that is not behind total cover. You know the type to deal radiant damage to the target, in addition to
(celestial, fiend, or undead) of any being whose the weapon's damage. The extra damage is 2d8 for
presence you sense, but not its identity. Within the a 1st-level spell slot, plus 1d8 for each spell level
same radius, you also detect the presence of any higher than 1st, to a maximum of 5d8. The damage
place or object that has been consecrated or increases by 1d8 if the target is an undead or a
desecrated, as with the Hallow spell. You can use fiend, to a maximum of 6d8.
this feature a number of times equal to 1 + your
Charisma modifier. When you finish a long rest,
you regain all expended uses.
SPELLS
Druidcraft Heroism Command
Transmutation cantrip Enchantment 1 Enchantment 1
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Touch Range: 60 feet
Target: See text Target: A willing creature you touch Target: A creature you can see within range
Components: V S Components: V S Components: V
Duration: Instantaneous Duration: ConcentrationUp to 1 minute Duration: 1 round
Description: Description: Description:
Whispering to the spirits of nature, you create one A willing creature you touch is imbued with You speak a one-word command to a creature you
of the following effects within range: You create a bravery. Until the spell ends, the creature is can see within range. The target must succeed on a
tiny, harmless sensory effect that predicts what the immune to being frightened and gains temporary Wisdom saving throw or follow the command on its
weather will be at your location for the next 24 hit points equal to your spellcasting ability modifier next turn. The spell has no effect if the target is
hours. The effect might manifest as a golden orb for at the start of each of its turns. When the spell ends, undead, if it doesn’t understand your language, or if
clear skies, a cloud for rain, falling snowflakes for the target loses any remaining temporary hit points your command is directly harmful to it. Some
snow, and so on. This effect persists for 1 round. from this spell. typical commands and their effects follow. You
You instantly make a flower blossom, a seed pod At Higher Levels: When you cast this spell using a might issue a command other than one described
open, or a leaf bud bloom. You create an spell slot of 2nd level or higher, you can target one here. If you do so, the GM determines how the
instantaneous, harmless sensory effect, such as additional creature for each slot level above 1st. target behaves. If the target can’t follow your
falling leaves, a puff of wind, the sound of a small command, the spell ends. Approach. The target
animal, or the faint odor of skunk. The effect must Protection from Evil and Good moves toward you by the shortest and most direct
fit in a 5-foot cube. You instantly light or snuff out Abjuration 1 route, ending its turn if it moves within 5 feet of
a candle, a torch, or a small campfire. Casting Time: 1 action you. Drop. The target drops whatever it is holding
Range: Touch and then ends its turn. Flee. The target spends its
Detect Evil and Good Target: One willing creature you touch turn moving away from you by the fastest available
Divination 1 Components: V S M means. Grovel. The target falls prone and then ends
Casting Time: 1 action Duration: ConcentrationUp to 10 minutes its turn. Halt. The target doesn’t move and takes no
Range: Self Description: actions. A flying creature stays aloft, provided that
Target: Self Until the spell ends, one willing creature you touch it is able to do so. If it must move to stay aloft, it
Components: V S is protected against certain types of creatures: flies the minimum distance needed to remain in the
Duration: ConcentrationUp to 10 minutes aberrations, celestials, elementals, fey, fiends, and air.
Description: undead. The protection grants several benefits. At Higher Levels: When you cast this spell using a
For the duration, you know if there is an aberration, Creatures of those types have disadvantage on spell slot of 2nd level or higher, you can affect one
celestial, elemental, fey, fiend, or undead within 30 attack rolls against the target. The target also can’t additional creature for each slot level above 1st.
feet of you, as well as where the creature is located. be charmed, frightened, or possessed by them. If The creatures must be within 30 feet of each other
Similarly, you know if there is a place or object the target is already charmed, frightened, or when you target them.
within 30 feet of you that has been magically possessed by such a creature, the target has
consecrated or desecrated. The spell can penetrate advantage on any new saving throw against the
most barriers, but it is blocked by 1 foot of stone, 1 relevant effect.
inch of common metal, a thin sheet of lead, or 3
feet of wood or dirt. Wrathful Smite
Abjuration 1
Casting Time: 1 bonus action
Range: Self
Target:
Components: V
Duration: Concentration1 minute
Description:
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.
Compelled Duel Spiritual Weapon
Enchantment 1 Evocation 2
Casting Time: 1 bonus action Casting Time: 1 bonus action
Range: 30 feet Range: 60 feet
Target: one target Target: See text
Components: V Components: V S
Duration: Concentration1 minute Duration: 1 minute
Description: Description:
You attempt to compel a creature into a duel. One You create a floating, spectral weapon within range
creature that you can see within range must make a that lasts for the duration or until you cast this spell
Wisdom saving throw. On a failed save, the again. When you cast the spell, you can make a
creature is drawn to you, compelled by your divine melee spell attack against a creature within 5 feet of
demand. For the duration, it has disadvantage on the weapon. On a hit, the target takes force damage
attack rolls against creatures other than you, and equal to 1d8 + your spellcasting ability modifier. As
must make a Wisdom saving throw each time it a bonus action on your turn, you can move the
attempts to move to a space that is more than 30 weapon up to 20 feet and repeat the attack against a
feet away from you; if it succeeds on this saving creature within 5 feet of it. The weapon can take
throw, this spell doesn’t restrict the target’s whatever form you choose. Clerics of deities who
movement for that turn. The spell ends if you attack are associated with a particular weapon (as St.
any other creature, if you cast a spell that targets a Cuthbert is known for his mace and Thor for his
hostile creature other than the target, if a creature hammer) make this spell’s effect resemble that
friendly to you damages the target or casts a weapon.
harmful spell on it, or if you end your turn more At Higher Levels: When you cast this spell using a
than 30 feet away from the target. spell slot 3rd level of or higher, the damage
increases by 1d8 for every two slot levels above the
2nd.