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BACKGROUND : Entertainer
RACE : Rock gnome
CLASS : Paladin niveau 2

AC
16

Speed
25 ft.

HP
20/20

Hit Dice (D10)
2/2

ABILITIES

STR
14

DEX
10

CON
14

INT
10

WIS
12

CHA
15

SAVING THROWS

STR
+2

DEX
0

CON
+2

INT
0

WIS*
+3

CHA*
+4

SKILLS

  • 2 : Acrobatics*
  • 4 : Athletics*
  • 1 : Insight
  • 1 : Medicine
  • 4 : Performance*
  • 0 : Sleight of Hand
  • 1 : Animal Handling
  • 2 : Deception
  • 2 : Intimidation
  • 0 : Nature
  • 4 : Persuasion*
  • 0 : Stealth
  • 0 : Arcana
  • 0 : History
  • 0 : Investigation
  • 1 : Perception
  • 0 : Religion
  • 1 : Survival

ATTACKS

NameAttack bonusDamage
War Pick+41d8+2 Piercing
Javelin+41d6+2 Piercing
Attacks

Equipment

  • Lute
  • Pouch
  • Javelin
  • Backpack
  • Bedroll
  • Mess kit
  • Tooth from unknown beast
  • War Pick
  • Tinderbox
  • 10 Torches
  • 10 Rations
  • Waterskin
  • Costume clothes
  • Shield
  • holy symbol
  • 50 ft. Hempen rope
  • Ring Mail
  • Mastiff (Envalla)

0 cp

5 sp

34 gp

0 pp

proficiencies

  • Weapons
    • Simple weapons
    • Martial Weapons
  • Armor
    • Light Armor
    • Medium Armor
    • Heavy Armor
    • Shields
  • Tools
    • Disguise Kit
    • Lute
  • Languages
    • Common
    • Gnomish

Features & traits

By Popular Demand (Entertainer)
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Darkvision (Gnome)
Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Gnome Cunning (Gnome)
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Artificer’s Lore (Rock gnome)
Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Tinker (Rock gnome)
You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.

When you create a device, choose one of the following options:

Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

Divine Sense (Paladin) : 3/3
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, 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.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands (Paladin) : 10/10
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Fighting Style (Protection)

Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Spellcasting
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

Preparing and Casting Spells
The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your paladin spells.

Divine Smite
Starting at 2nd level, 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 for a 1st-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 maximum of 6d8.

SPELLS LIST

  • Spells level 1
    • Shield Of Faith
      Casting Time: 1 bonus action
      Range: 60 feet
      Target: A creature of your choice within range
      Components: V S M (A small parchment with a bit of holy text written on it)
      Duration: Conscentration, Up to 10 minutes
      A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
    • Detect Evil And Good
      Casting Time: 1 action
      Range: Self
      Target: Self
      Components: V S
      Duration: Conscentration, Up to 10 minutes
      For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
      The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
    • Protection From Evil And Good
      Casting Time: 1 action
      Range: Touch
      Target: One willing creature you touch
      Components: V S M (Holy water or powdered silver and iron, which the spell consumes)
      Duration: Conscentration, Up to 10 minutes
      Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
      The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Livres utilisés pour Duejoyma :

Les meilleurs livres pour des joueurs


Player’s Handbook
Xanathar’s Guide to Everything
Tasha’s Cauldron of Everything

Volo’s Guide to Monsters

Background

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Partie 23 : L’attaque des cultistes – 1er tour >>

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