Table of Contents

Vann Morrison

Tokens Earned: 1 / Tokens Spent: 1

Level 2

Human Paladin

Neutral Good

HP 19 AC: 11 Proficiency Bonus: +2 Movement: 30 ft
Strength 14 +2 Dexterity 12 +1 Constitution 12 +1
Intelligence 12 +1 Wisdom 14 +2 Charisma 14 +2

Hit Dice: 1d10 per paladin level

Starting Proficiencies

You are proficient with the following items, in addition to any proficiencies provided by your race or background.

Armor: All armor, shields

Weapons: Simple and martial weapons.

Tools: None.

Saving Throws: Wisdom, Charisma

Skills

Medicine +2 +2

Religion +2 +2

Insight +2 +2

Persuasion +2 +2

Class Features

Divine Sense

As an action, 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 of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated. 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

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: As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

Spellcasting By 2nd level, you can cast paladin spells.

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.

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. 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.

Background

Tradesman: Vann was brought up under the tutelage of his father, Albert, a carpenter, and his mother, Morri, a leatherworker, and retains knowledge of both. Leatherworking in particular has come in handy for repairing heavy clothing, though carpentry is starting to become useful in his career as a heroic sailor. He takes after his mother, who used to talk of great heroes.

Skill Proficiencies: Insight, Persuasion

Tool Proficiencies: Carpentry tools, leatherworking tools

Languages: None

Equipment: Carpentry tools, leatherworking tools, a set of traveler’s clothes

Racial Attributes

Ability Score Increase: Your ability scores each increase by 1.

Size: Medium.

Speed: 30 feet.

Languages: You can speak, read, and write Common and one extra language of your choice.

Equipment

Useful Things

10 gp

Davenport Library Card