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D&D5e - Half-Orc Paladin

This character sheet summarizes a level 2 half-orc paladin. It provides the character's name, appearance, background, abilities, and equipment. The character's abilities include darkvision, relentless endurance, divine sense, lay on hands, and new features like divine smite and spellcasting from reaching level 2 as a paladin. The character is equipped for melee combat with weapons like a maul, halberd and spear, and wears chain mail armor.

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0% found this document useful (0 votes)
172 views

D&D5e - Half-Orc Paladin

This character sheet summarizes a level 2 half-orc paladin. It provides the character's name, appearance, background, abilities, and equipment. The character's abilities include darkvision, relentless endurance, divine sense, lay on hands, and new features like divine smite and spellcasting from reaching level 2 as a paladin. The character is equipped for melee combat with weapons like a maul, halberd and spear, and wears chain mail armor.

Uploaded by

JUDGE
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Half-Orc Character Name Actions

Paladin 1 Medium humanoid (half-orc), chaotic


Attack. You can attack once when you
take this action, using the following:
“I might not be lovely to look good
upon, but glory blazes in my Maul. Melee Weapon Attack: +5 to hit,
eyes and in my blade.” Armor Class 16 (chain mail) reach 5 ft., one target.
Fury and resentment lie always just Hit Points 12 (Hit Dice 1d10) Hit: 2d6 + 3 bludgeoning damage.
below the surface of your gleaming Speed 30 ft.
Halberd. Melee Weapon Attack: +5 to
armor. For each wrong done you, you
have sworn vengeance against those who STR DEX CON hit, reach 10 ft., one target.
would bring misery to the helpless. 16 (+3) 10 (+0) 14 (+2) Hit: 1d10 + 3 slashing damage.
You are used to traveling on your own, INT WIS CHA Spear. Melee or Ranged Weapon Attack:
meting out punishment on your terms 8 (–1) 12 (+1) 15 (+2) +5 to hit, reach 5 ft. or range 20/60
wherever you find injustice. But recently
ft., one target.
you discovered others much like yourself, Proficiencies (+2 proficiency bonus)
wanderers who fight monsters and defeat Hit: 1d8 (melee) or 1d6 (thrown) + 3
Saving Throws Wis +3, Cha +4 piercing damage.
evildoers. True, they seem to be in it
Skills Animal Handling +3, Athletics
mostly for the money, but you welcome Divine Sense. Paladin feature
the companionship—for however +5, Intimidation +4, Perception +3,
long it lasts. Religion +1 Lay on Hands. Paladin feature
Tools flute
Background (Outlander) Armor all armor, shields
You are an exile, unwelcome in both Weapons simple weapons,
civilized society and the savage tribes of martial weapons
your parentage. Born after an orc raid, Senses passive (Perception) 13
you were abandoned at a nearby temple Languages Common, Giant, Orc
and raised by the acolytes within. Despite
the peaceful nature of their worship, your
innate anger and resentment led you to
the path of the war god.
Wanderer. You have an excellent
memory for maps and geography, and you
can always recall the general layout of
terrain, settlements, and other features
around you. In addition, you can find food
and fresh water for yourself and up to five Savage Attacks. When you score a As an action, you can touch a creature
other people each day, provided that the critical hit with a melee weapon attack, and draw power from the pool to restore
land offers berries, small game, water, you can roll one of the weapon’s damage a number of hit points to that creature,
and so forth. dice one additional time and add it to the up to the maximum amount remaining
Faction. You are a member of the extra damage of the critical hit. in your pool.
Order of the Gauntlet, an organization Alternatively, you can expend 5 hit
dedicated to smiting evil wherever it lurks
Paladin Features points from your pool of healing to cure
and without hesitation. Divine Sense (3; Recharges after a the target of one disease or neutralize
Personality Trait. You feel far more Long Rest). As an action, you can open one poison affecting it. You can cure
comfortable around animals than people. your awareness to sense strong evil and multiple diseases and neutralize multiple
Ideal. You are driven to earn powerful good. Until the end of your poisons with a single use of Lay on
glory in battle. next turn, you know the location of any Hands, expending hit points separately
Bond. You have sworn to bring terrible celestial, fiend, or undead within 60 for each one.
wrath down on evildoers. feet of you that is not behind total cover. This feature has no effect on undead
Flaw. Violence is your answer to almost You know the type of any being whose and constructs.
any challenge. presence you sense, but not its identity.
Within the same radius, you also detect Equipment
Half-Orc Traits the presence of any place or object that Halberd, spear, maul, staff, chain mail,
Darkvision. You can see in dim light has been consecrated or desecrated, as explorer’s pack, hunting trap, flute
within 60 feet of you as if it were with the hallow spell. crafted from an orc’s shinbone, holy
bright light, and in darkness as if it You can use this feature a symbol (serves as a focus for paladin
were dim light. number of times equal to 1 + your spells), traveler’s clothes, belt pouch,
Charisma modifier. money (10 gp).
Relentless Endurance (Recharges after
a Long Rest). When you are reduced to 0 Lay on Hands. You have a pool of healing
hit points but not killed outright, you can power, with which you can restore up to 5
drop to 1 hit point instead. hit points. This pool replenishes after you
finish a long rest.
Half-Orc Character Name Actions
Paladin 2 Medium humanoid (half-orc), chaotic
Attack. You can attack once when you
take this action, using the following:
“I might not be lovely to look good
upon, but glory blazes in my Maul. Melee Weapon Attack: +5 to hit,
eyes and in my blade.” Armor Class 16 (chain mail) reach 5 ft., one target.
Fury and resentment lie always just Hit Points 20 (Hit Dice 2d10) Hit: 2d6 + 3 bludgeoning damage.
below the surface of your gleaming Speed 30 ft.
Halberd. Melee Weapon Attack: +5 to
armor. For each wrong done you, you
have sworn vengeance against those who STR DEX CON hit, reach 10 ft., one target.
would bring misery to the helpless. 16 (+3) 10 (+0) 14 (+2) Hit: 1d10 + 3 slashing damage.
You are used to traveling on your own, INT WIS CHA Spear. Melee or Ranged Weapon Attack:
meting out punishment on your terms 8 (–1) 12 (+1) 15 (+2) +5 to hit, reach 5 ft. or range 20/60
wherever you find injustice. But recently
ft., one target.
you discovered others much like yourself, Proficiencies (+2 proficiency bonus)
wanderers who fight monsters and defeat Hit: 1d8 (melee) or 1d6 (thrown) + 3
Saving Throws Wis +3, Cha +4 piercing damage.
evildoers. True, they seem to be in it
Skills Animal Handling +3, Athletics
mostly for the money, but you welcome Divine Sense. Paladin feature
the companionship—for however +5, Intimidation +4, Perception +3,
long it lasts. Religion +1 Lay on Hands. Paladin feature
Tools flute
Spellcasting. Paladin feature
Background (Outlander) Armor all armor, shields
You are an exile, unwelcome in both Weapons simple weapons, Options
civilized society and the savage tribes of martial weapons Divine Smite. Paladin feature
your parentage. Born after an orc raid, Senses passive (Perception) 13
you were abandoned at a nearby temple Languages Common, Giant, Orc Great Weapon Fighting. Paladin feature
and raised by the acolytes within. Despite
the peaceful nature of their worship, your
innate anger and resentment led you to
the path of the war god.
Wanderer. You have an excellent
memory for maps and geography, and you
can always recall the general layout of
terrain, settlements, and other features
around you. In addition, you can find food
and fresh water for yourself and up to five Relentless Endurance (Recharges after Divine Smite. When you hit a creature
other people each day, provided that the a Long Rest). When you are reduced to 0 with a melee weapon attack, you can
land offers berries, small game, water, hit points but not killed outright, you can expend one paladin spell slot to deal an
and so forth. drop to 1 hit point instead. extra 2d8 radiant damage to the target
Faction. You are a member of the (3d8 radiant damage if it is an undead
Savage Attacks. When you score a
Order of the Gauntlet, an organization or a fiend).
critical hit with a melee weapon attack,
dedicated to smiting evil wherever it lurks you can roll one of the weapon’s damage Great Weapon Fighting. When you roll
and without hesitation. dice one additional time and add it to the a 1 or 2 on a damage die for an attack
Personality Trait. You feel far more extra damage of the critical hit. you make with a melee weapon that you
comfortable around animals than people. are wielding with two hands, you can
Ideal. You are driven to earn Paladin Features reroll the die and must use the new roll.
glory in battle. Divine Sense (3; Recharges after a The weapon must have the two-handed
Bond. You have sworn to bring terrible Long Rest). As an action, you can open or versatile property for you to gain
wrath down on evildoers. your awareness to sense strong evil and this benefit.
Flaw. Violence is your answer to almost powerful good. Until the end of your Lay on Hands. You have a pool of healing
any challenge. next turn, you know the location of any power, with which you can restore up to
celestial, fiend, or undead within 60 10 hit points. This pool replenishes after
Half-Orc Traits feet of you that is not behind total cover. you finish a long rest.
Darkvision. You can see in dim light You know the type of any being whose As an action, you can touch a creature
within 60 feet of you as if it were presence you sense, but not its identity. and draw power from the pool to restore
bright light, and in darkness as if it Within the same radius, you also detect a number of hit points to that creature,
were dim light. the presence of any place or object that up to the maximum amount remaining
has been consecrated or desecrated, as in your pool.
with the hallow spell. Alternatively, you can expend 5 hit
You can use this feature a points from your pool of healing to cure
number of times equal to 1 + your the target of one disease or neutralize
Charisma modifier.
one poison affecting it. You can cure
multiple diseases and neutralize multiple
Mastiff
poisons with a single use of Lay on Medium beast, unaligned
Hands, expending hit points separately
for each one. Armor Class 12
This feature has no effect on undead Hit Points 5 (1d8 + 1)
and constructs. Speed 40 ft.

Spellcasting. Charisma is your STR DEX CON INT WIS CHA


spellcasting ability for your paladin 13 (+1) 14 (+2) 12 (+1) 3 (−4) 12 (+1) 7 (−2)
spells. You use your Charisma whenever
a spell refers to your spellcasting ability. Skills Perception +3
To cast a spell, you must expend a slot Senses passive Perception 13
of the spell’s level or higher. You regain Languages —
all expended spell slots when you finish
a long rest.
Keen Hearing and Smell. The mastiff has advantage
Spell save DC: 12 on Wisdom (Perception) checks that rely on
Spell attack modifier: +4 hearing or smell.
Spells Prepared:
1st level (2 slots): compelled duel, Actions
heroism, wrathful smite Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) piercing damage. If the target is
Equipment a creature, it must succeed on a DC 11 Strength saving
Halberd, spear, maul, staff, chain mail, throw or be knocked prone.
explorer’s pack, hunting trap, flute crafted
from an orc’s shinbone, holy symbol
(serves as a focus for paladin spells),
traveler’s clothes, mastiff (see below),
chunk of meat (5), belt pouch.
Half-Orc Character Name Actions
Paladin 3 Medium humanoid (half-orc), Oath of
Attack. You can attack once when you
take this action, using the following:
“I might not be lovely to look Vengeance, chaotic good
upon, but glory blazes in my Maul. Melee Weapon Attack: +5 to hit,
eyes and in my blade.” Armor Class 16 (chain mail) reach 5 ft., one target.
Fury and resentment lie always just Hit Points 28 (Hit Dice 3d10) Hit: 2d6 + 3 bludgeoning damage.
below the surface of your gleaming Speed 30 ft.
Halberd. Melee Weapon Attack: +5 to
armor. For each wrong done you, you
have sworn vengeance against those who STR DEX CON hit, reach 10 ft., one target.
would bring misery to the helpless. 16 (+3) 10 (+0) 14 (+2) Hit: 1d10 + 3 slashing damage.
You are used to traveling on your own, INT WIS CHA Spear. Melee or Ranged Weapon Attack:
meting out punishment on your terms 8 (–1) 12 (+1) 15 (+2) +5 to hit, reach 5 ft. or range 20/60
wherever you find injustice. But recently
ft., one target.
you discovered others much like yourself, Proficiencies (+2 proficiency bonus)
wanderers who fight monsters and defeat Hit: 1d8 (melee) or 1d6 (thrown) + 3
Saving Throws Wis +3, Cha +4 piercing damage.
evildoers. True, they seem to be in it
Skills Animal Handling +3, Athletics
mostly for the money, but you welcome Abjure Enemy. Paladin feature
the companionship—for however +5, Intimidation +4, Perception +3,
long it lasts. Religion +1 Divine Sense. Paladin feature
Tools flute
Lay on Hands. Paladin feature
Background (Outlander) Armor all armor, shields
Weapons simple weapons, Spellcasting. Paladin feature
You are an exile, unwelcome in both
civilized society and the savage tribes of martial weapons
Bonus Actions
your parentage. Born after an orc raid, Immunities disease
you were abandoned at a nearby temple Senses passive (Perception) 13 Vow of Enmity. Paladin feature
and raised by the acolytes within. Despite Languages Common, Giant, Orc
the peaceful nature of their worship, your
Options
innate anger and resentment led you to Divine Smite. Paladin feature
the path of the war god.
Great Weapon Fighting. Paladin feature
Wanderer. You have an excellent
memory for maps and geography, and you
can always recall the general layout of
terrain, settlements, and other features
around you. In addition, you can find food
and fresh water for yourself and up to five Savage Attacks. When you score a Channel Divinity (Recharges after a
other people each day, provided that the critical hit with a melee weapon attack, Short or Long Rest). You can use one of
land offers berries, small game, water, you can roll one of the weapon’s damage the following options.
and so forth. dice one additional time and add it to the Abjure Enemy. As an action, you
Faction. You are a member of the extra damage of the critical hit. present your holy symbol and speak
Order of the Gauntlet, an organization a prayer of denunciation. Choose one
dedicated to smiting evil wherever it lurks
Paladin Features creature within 60 feet of you that you
and without hesitation. Divine Sense (3; Recharges after a can see. That creature must make a
Personality Trait. You feel far more Long Rest). As an action, you can open DC 12 Wisdom saving throw, unless it
comfortable around animals than people. your awareness to sense strong evil and is immune to being frightened. Fiends
Ideal. You are driven to earn powerful good. Until the end of your and undead have disadvantage on this
glory in battle. next turn, you know the location of any saving throw.
Bond. You have sworn to bring terrible celestial, fiend, or undead within 60 On a failed save, the creature is
wrath down on evildoers. feet of you that is not behind total cover. frightened for 1 minute or until it takes
Flaw. Violence is your answer to almost You know the type of any being whose any damage. While frightened, the
any challenge. presence you sense, but not its identity. creature’s speed is 0, and it can’t benefit
Within the same radius, you also detect from any bonus to its speed.
Half-Orc Traits the presence of any place or object that On a successful save, the creature’s
Darkvision. You can see in dim light has been consecrated or desecrated, as speed is halved for 1 minute or until the
within 60 feet of you as if it were with the hallow spell. creature takes any damage.
bright light, and in darkness as if it You can use this feature a
Vow of Enmity. As a bonus action,
were dim light. number of times equal to 1 + your
you can utter a vow of enmity against
Charisma modifier.
Relentless Endurance (Recharges after a creature you can see within 10 feet
a Long Rest). When you are reduced to 0 of you. You gain advantage on attack
hit points but not killed outright, you can rolls against the creature for 1 minute
drop to 1 hit point instead. or until it drops to 0 hit points or falls
unconscious.
Divine Smite. When you hit a creature Equipment
with a melee weapon attack, you can
expend one paladin spell slot to deal an Halberd, spear, maul, staff, chain mail, explorer’s
extra 2d8 radiant damage to the target pack, hunting trap, flute crafted from an orc’s
(3d8 radiant damage if it is an undead shinbone, holy symbol (serves as a spellcasting focus),
or a fiend), plus 1d8 for each spell level traveler’s clothes, mastiff (see below), chunk of meat
higher than first, to a maximum of 5d8. (5), belt pouch.
Great Weapon Fighting. When you roll
a 1 or 2 on a damage die for an attack
Mastiff
you make with a melee weapon that you Medium beast, unaligned
are wielding with two hands, you can
reroll the die and must use the new roll. Armor Class 12
The weapon must have the two-handed Hit Points 5 (1d8 + 1)
or versatile property for you to gain Speed 40 ft.
this benefit.
STR DEX CON INT WIS CHA
Lay on Hands. You have a pool of healing 13 (+1) 14 (+2) 12 (+1) 3 (−4) 12 (+1) 7 (−2)
power, with which you can restore up to
15 hit points. This pool replenishes after Skills Perception +3
you finish a long rest. Senses passive Perception 13
As an action, you can touch a creature Languages —
and draw power from the pool to restore
a number of hit points to that creature,
up to the maximum amount remaining
Keen Hearing and Smell. The mastiff has advantage
in your pool. on Wisdom (Perception) checks that rely on
Alternatively, you can expend 5 hit hearing or smell.
points from your pool of healing to cure
the target of one disease or neutralize
Actions
one poison affecting it. You can cure Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
multiple diseases and neutralize multiple target. Hit: 4 (1d6 + 1) piercing damage. If the target is
poisons with a single use of Lay on a creature, it must succeed on a DC 11 Strength saving
Hands, expending hit points separately throw or be knocked prone.
for each one.
This feature has no effect on undead
and constructs.
Spellcasting. Charisma is your
spellcasting ability for your paladin
spells. You use your Charisma whenever
a spell refers to your spellcasting ability.
To cast a spell, you must expend a slot
of the spell’s level or higher. You regain
all expended spell slots when you finish
a long rest.
Spell save DC: 12
Spell attack modifier: +4
Spells Prepared:
1st level (3 slots): bane, compelled duel,
heroism, hunter’s mark, wrathful smite
Half-Orc Character Name Actions
Paladin 4 Medium humanoid (half-orc), Oath of
Attack. You can attack once when you
take this action, using the following:
“I might not be lovely to look Vengeance, chaotic good
upon, but glory blazes in my Maul. Melee Weapon Attack: +5 to hit,
eyes and in my blade.” Armor Class 16 (chain mail) reach 5 ft., one target.
Fury and resentment lie always just Hit Points 36 (Hit Dice 4d10) Hit: 2d6 + 3 bludgeoning damage.
below the surface of your gleaming Speed 30 ft.
Halberd. Melee Weapon Attack: +5 to
armor. For each wrong done you, you
have sworn vengeance against those who STR DEX CON hit, reach 10 ft., one target.
would bring misery to the helpless. 17 (+3) 10 (+0) 14 (+2) Hit: 1d10 + 3 slashing damage.
You are used to traveling on your own, INT WIS CHA Spear. Melee or Ranged Weapon Attack:
meting out punishment on your terms 8 (–1) 12 (+1) 16 (+3) +5 to hit, reach 5 ft. or range 20/60
wherever you find injustice. But recently
ft., one target.
you discovered others much like yourself, Proficiencies (+2 proficiency bonus)
wanderers who fight monsters and defeat Hit: 1d8 (melee) or 1d6 (thrown) + 3
Saving Throws Wis +3, Cha +5 piercing damage.
evildoers. True, they seem to be in it
Skills Animal Handling +3, Athletics
mostly for the money, but you welcome Abjure Enemy. Paladin feature
the companionship—for however +5, Intimidation +5, Perception +3,
long it lasts. Religion +1 Divine Sense. Paladin feature
Tools flute
Lay on Hands. Paladin feature
Background (Outlander) Armor all armor, shields
Weapons simple weapons, Spellcasting. Paladin feature
You are an exile, unwelcome in both
civilized society and the savage tribes of martial weapons
Bonus Actions
your parentage. Born after an orc raid, Immunities disease
you were abandoned at a nearby temple Senses passive (Perception) 13 Vow of Enmity. Paladin feature
and raised by the acolytes within. Despite Languages Common, Giant, Orc
the peaceful nature of their worship, your
Options
innate anger and resentment led you to Divine Smite. Paladin feature
the path of the war god.
Great Weapon Fighting. Paladin feature
Wanderer. You have an excellent
memory for maps and geography, and you
can always recall the general layout of
terrain, settlements, and other features
around you. In addition, you can find food
and fresh water for yourself and up to five Savage Attacks. When you score a creature within 60 feet of you that you
other people each day, provided that the critical hit with a melee weapon attack, can see. That creature must make a
land offers berries, small game, water, you can roll one of the weapon’s damage DC 13 Wisdom saving throw, unless it
and so forth. dice one additional time and add it to the is immune to being frightened. Fiends
Faction. You are a member of the extra damage of the critical hit. and undead have disadvantage on this
Order of the Gauntlet, an organization saving throw.
dedicated to smiting evil wherever it lurks
Paladin Features On a failed save, the creature is
and without hesitation. Divine Sense (4; Recharges after a frightened for 1 minute or until it takes
Personality Trait. You feel far more Long Rest). As an action, you can open any damage. While frightened, the
comfortable around animals than people. your awareness to sense strong evil and creature’s speed is 0, and it can’t benefit
Ideal. You are driven to earn powerful good. Until the end of your from any bonus to its speed.
glory in battle. next turn, you know the location of any On a successful save, the creature’s
Bond. You have sworn to bring terrible celestial, fiend, or undead within 60 speed is halved for 1 minute or until the
wrath down on evildoers. feet of you that is not behind total cover. creature takes any damage.
Flaw. Violence is your answer to almost You know the type of any being whose Vow of Enmity. As a bonus action,
any challenge. presence you sense, but not its identity. you can utter a vow of enmity against
Within the same radius, you also detect a creature you can see within 10 feet
Half-Orc Traits the presence of any place or object that of you. You gain advantage on attack
has been consecrated or desecrated, as rolls against the creature for 1 minute
Darkvision. You can see in dim light or until it drops to 0 hit points or falls
within 60 feet of you as if it were with the hallow spell.
unconscious.
bright light, and in darkness as if it Channel Divinity (Recharges after a
were dim light. Short or Long Rest). You can use one of Divine Smite. When you hit a creature
the following options. with a melee weapon attack, you can
Relentless Endurance (Recharges after expend one paladin spell slot to deal an
a Long Rest). When you are reduced to 0 Abjure Enemy. As an action, you
present your holy symbol and speak extra 2d8 radiant damage to the target
hit points but not killed outright, you can (3d8 radiant damage if it is an undead
drop to 1 hit point instead. a prayer of denunciation. Choose one
or a fiend), plus 1d8 for each spell level
higher than first, to a maximum of 5d8.
Mastiff
Medium beast, unaligned
Great Weapon Fighting. When you roll
a 1 or 2 on a damage die for an attack Armor Class 12
you make with a melee weapon that you Hit Points 5 (1d8 + 1)
are wielding with two hands, you can Speed 40 ft.
reroll the die and must use the new roll.
The weapon must have the two-handed STR DEX CON INT WIS CHA
or versatile property for you to gain 13 (+1) 14 (+2) 12 (+1) 3 (−4) 12 (+1) 7 (−2)
this benefit.
Lay on Hands. You have a pool of healing Skills Perception +3
power, with which you can restore up to Senses passive Perception 13
20 hit points. This pool replenishes after Languages —
you finish a long rest.
As an action, you can touch a creature Keen Hearing and Smell. The mastiff has advantage
and draw power from the pool to restore on Wisdom (Perception) checks that rely on
a number of hit points to that creature, hearing or smell.
up to the maximum amount remaining
in your pool. Actions
Alternatively, you can expend 5 hit
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
points from your pool of healing to cure
the target of one disease or neutralize target. Hit: 4 (1d6 + 1) piercing damage. If the target is
one poison affecting it. You can cure a creature, it must succeed on a DC 11 Strength saving
multiple diseases and neutralize multiple throw or be knocked prone.
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.
Spellcasting. Charisma is your
spellcasting ability for your paladin
spells. You use your Charisma whenever
a spell refers to your spellcasting ability.
To cast a spell, you must expend a slot
of the spell’s level or higher. You regain
all expended spell slots when you finish
a long rest.
Spell save DC: 13
Spell attack modifier: +5
Spells Prepared:
1st level (3 slots): bane, bless, compelled
duel, heroism, hunter’s mark, thunderous
smite, wrathful smite

Equipment
Halberd, spear, maul, staff, chain mail,
explorer’s pack, hunting trap, flute crafted
from an orc’s shinbone, holy symbol
(serves as a spellcasting focus), traveler’s
clothes, mastiff (see below), chunk of
meat (5), belt pouch.
Half-Orc Character Name Actions
Paladin 5 Medium humanoid (half-orc), Oath of
Attack. You can attack twice when you
take this action, using the following:
“I might not be lovely to look Vengeance, chaotic good
upon, but glory blazes in my Maul. Melee Weapon Attack: +6 to hit,
eyes and in my blade.” Armor Class 17 (splint) reach 5 ft., one target.
Fury and resentment lie always just Hit Points 44 (Hit Dice 5d10) Hit: 2d6 + 3 bludgeoning damage.
below the surface of your gleaming Speed 30 ft.
Halberd. Melee Weapon Attack: +6 to
armor. For each wrong done you, you
have sworn vengeance against those who STR DEX CON hit, reach 10 ft., one target.
would bring misery to the helpless. 17 (+3) 10 (+0) 14 (+2) Hit: 1d10 + 3 slashing damage.
You are used to traveling on your own, INT WIS CHA Spear. Melee or Ranged Weapon Attack:
meting out punishment on your terms 8 (–1) 12 (+1) 16 (+3) +6 to hit, reach 5 ft. or range 20/60
wherever you find injustice. But recently
ft., one target.
you discovered others much like yourself, Proficiencies (+3 proficiency bonus)
wanderers who fight monsters and defeat Hit: 1d8 (melee) or 1d6 (thrown) + 3
Saving Throws Wis +4, Cha +6 piercing damage.
evildoers. True, they seem to be in it
Skills Animal Handling +4, Athletics
mostly for the money, but you welcome Abjure Enemy. Paladin feature
the companionship—for however +6, Intimidation +6, Perception +4,
long it lasts. Religion +2 Divine Sense. Paladin feature
Tools flute
Lay on Hands. Paladin feature
Background (Outlander) Armor all armor, shields
Weapons simple weapons, Spellcasting. Paladin feature
You are an exile, unwelcome in both
civilized society and the savage tribes of martial weapons
Bonus Actions
your parentage. Born after an orc raid, Immunities disease
you were abandoned at a nearby temple Senses passive (Perception) 14 Vow of Enmity. Paladin feature
and raised by the acolytes within. Despite Languages Common, Giant, Orc
the peaceful nature of their worship, your
Options
innate anger and resentment led you to Divine Smite. Paladin feature
the path of the war god.
Great Weapon Fighting. Paladin feature
Wanderer. You have an excellent
memory for maps and geography, and you
can always recall the general layout of
terrain, settlements, and other features
around you. In addition, you can find food
and fresh water for yourself and up to five Savage Attacks. When you score a creature within 60 feet of you that you
other people each day, provided that the critical hit with a melee weapon attack, can see. That creature must make a
land offers berries, small game, water, you can roll one of the weapon’s damage DC 14 Wisdom saving throw, unless it
and so forth. dice one additional time and add it to the is immune to being frightened. Fiends
Faction. You are a member of the extra damage of the critical hit. and undead have disadvantage on this
Order of the Gauntlet, an organization saving throw.
dedicated to smiting evil wherever it lurks
Paladin Features On a failed save, the creature is
and without hesitation. Divine Sense (4; Recharges after a frightened for 1 minute or until it takes
Personality Trait. You feel far more Long Rest). As an action, you can open any damage. While frightened, the
comfortable around animals than people. your awareness to sense strong evil and creature’s speed is 0, and it can’t benefit
Ideal. You are driven to earn powerful good. Until the end of your from any bonus to its speed.
glory in battle. next turn, you know the location of any On a successful save, the creature’s
Bond. You have sworn to bring terrible celestial, fiend, or undead within 60 speed is halved for 1 minute or until the
wrath down on evildoers. feet of you that is not behind total cover. creature takes any damage.
Flaw. Violence is your answer to almost You know the type of any being whose Vow of Enmity. As a bonus action,
any challenge. presence you sense, but not its identity. you can utter a vow of enmity against
Within the same radius, you also detect a creature you can see within 10 feet
Half-Orc Traits the presence of any place or object that of you. You gain advantage on attack
has been consecrated or desecrated, as rolls against the creature for 1 minute
Darkvision. You can see in dim light or until it drops to 0 hit points or falls
within 60 feet of you as if it were with the hallow spell.
unconscious.
bright light, and in darkness as if it Channel Divinity (Recharges after a
were dim light. Short or Long Rest). You can use one of Divine Smite. When you hit a creature
the following options. with a melee weapon attack, you can
Relentless Endurance (Recharges after expend one paladin spell slot to deal an
a Long Rest). When you are reduced to 0 Abjure Enemy. As an action, you
present your holy symbol and speak extra 2d8 radiant damage to the target
hit points but not killed outright, you can (3d8 radiant damage if it is an undead
drop to 1 hit point instead. a prayer of denunciation. Choose one
or a fiend), plus 1d8 for each spell level
higher than first, to a maximum of 5d8.
Mastiff
Medium beast, unaligned
Great Weapon Fighting. When you roll
a 1 or 2 on a damage die for an attack Armor Class 12
you make with a melee weapon that you Hit Points 5 (1d8 + 1)
are wielding with two hands, you can Speed 40 ft.
reroll the die and must use the new roll.
The weapon must have the two-handed STR DEX CON INT WIS CHA
or versatile property for you to gain 13 (+1) 14 (+2) 12 (+1) 3 (−4) 12 (+1) 7 (−2)
this benefit.
Lay on Hands. You have a pool of healing Skills Perception +3
power, with which you can restore up to Senses passive Perception 13
25 hit points. This pool replenishes after Languages —
you finish a long rest.
As an action, you can touch a creature Keen Hearing and Smell. The mastiff has advantage
and draw power from the pool to restore on Wisdom (Perception) checks that rely on
a number of hit points to that creature, hearing or smell.
up to the maximum amount remaining
in your pool. Actions
Alternatively, you can expend 5 hit
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
points from your pool of healing to cure
the target of one disease or neutralize target. Hit: 4 (1d6 + 1) piercing damage. If the target is
one poison affecting it. You can cure a creature, it must succeed on a DC 11 Strength saving
multiple diseases and neutralize multiple throw or be knocked prone.
poisons with a single use of Lay on
Hands, expending hit points separately
for each one.
Brown Bear (Mount)
This feature has no effect on undead
Large fey, unaligned
and constructs.
Armor Class 11 (natural armor)
Spellcasting. Charisma is your Hit Points 34 (4d10 + 12)
spellcasting ability for your paladin Speed 40 ft., climb 30 ft.
spells. You use your Charisma whenever
a spell refers to your spellcasting ability. STR DEX CON INT WIS CHA
To cast a spell, you must expend a slot 19 (+4) 10 (+0) 16 (+3) 6 (−2) 13 (+1) 7 (−2)
of the spell’s level or higher. You regain
all expended spell slots when you finish Skills Perception +3
a long rest. Senses passive Perception 13
Languages understands Common
Spell save DC: 14
Spell attack modifier: +6
Spells Prepared: Keen Smell. The bear has advantage on Wisdom
1st level (4 slots): bane, compelled (Perception) checks that rely on smell.
duel, hunter’s mark, thunderous smite,
wrathful smite
Actions
2nd level (2 slots): find steed (brown bear), Multiattack. The bear makes two attacks: one with its
hold person, magic weapon, misty step bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Equipment target. Hit: 8 (1d8 + 4) piercing damage.
Halberd, spear, maul, staff, splint armor,
explorer’s pack, hunting trap, flute crafted Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
from an orc’s shinbone, holy symbol target. Hit: 11 (2d6 + 4) slashing damage.
(serves as a spellcasting focus), traveler’s
clothes, military saddle, mastiff (see
below), chunk of meat (5), belt pouch.
Half-Orc Character Name Actions
Paladin 6 Medium humanoid (half-orc), Oath of
Attack. You can attack twice when you
take this action, using the following:
“I might not be lovely to look Vengeance, chaotic good
upon, but glory blazes in my Maul. Melee Weapon Attack: +6 to hit,
eyes and in my blade.” Armor Class 18 (plate) reach 5 ft., one target.
Fury and resentment lie always just Hit Points 52 (Hit Dice 6d10) Hit: 2d6 + 3 bludgeoning damage.
below the surface of your gleaming Speed 30 ft.
Halberd. Melee Weapon Attack: +6 to
armor. For each wrong done you, you
have sworn vengeance against those who STR DEX CON hit, reach 10 ft., one target.
would bring misery to the helpless. 17 (+3) 10 (+0) 14 (+2) Hit: 1d10 + 3 slashing damage.
You are used to traveling on your own, INT WIS CHA Spear. Melee or Ranged Weapon Attack:
meting out punishment on your terms 8 (–1) 12 (+1) 16 (+3) +6 to hit, reach 5 ft. or range 20/60
wherever you find injustice. But recently
ft., one target.
you discovered others much like yourself, Proficiencies (+3 proficiency bonus)
wanderers who fight monsters and defeat Hit: 1d8 (melee) or 1d6 (thrown) + 3
Saving Throws Wis +4, Cha +6 piercing damage.
evildoers. True, they seem to be in it
Skills Animal Handling +4, Athletics
mostly for the money, but you welcome Abjure Enemy. Paladin feature
the companionship—for however +6, Intimidation +6, Perception +4,
long it lasts. Religion +2 Divine Sense. Paladin feature
Tools flute
Lay on Hands. Paladin feature
Background (Outlander) Armor all armor, shields
Weapons simple weapons, Spellcasting. Paladin feature
You are an exile, unwelcome in both
civilized society and the savage tribes of martial weapons
Bonus Actions
your parentage. Born after an orc raid, Immunities disease
you were abandoned at a nearby temple Senses passive (Perception) 14 Vow of Enmity. Paladin feature
and raised by the acolytes within. Despite Languages Common, Giant, Orc
the peaceful nature of their worship, your
Options
innate anger and resentment led you to Aura of Protection. Paladin feature
the path of the war god.
Divine Smite. Paladin feature
Wanderer. You have an excellent
memory for maps and geography, and you Great Weapon Fighting. Paladin feature
can always recall the general layout of
terrain, settlements, and other features
around you. In addition, you can find food
and fresh water for yourself and up to five Savage Attacks. When you score a Channel Divinity (Recharges after a
other people each day, provided that the critical hit with a melee weapon attack, Short or Long Rest). You can use one of
land offers berries, small game, water, you can roll one of the weapon’s damage the following options.
and so forth. dice one additional time and add it to the Abjure Enemy. As an action, you
Faction. You are a member of the extra damage of the critical hit. present your holy symbol and speak
Order of the Gauntlet, an organization a prayer of denunciation. Choose one
dedicated to smiting evil wherever it lurks
Paladin Features creature within 60 feet of you that you
and without hesitation. Aura of Protection. Whenever you or can see. That creature must make a
Personality Trait. You feel far more a friendly creature within 10 feet of you DC 14 Wisdom saving throw, unless it
comfortable around animals than people. must make a saving throw, the creature is immune to being frightened. Fiends
Ideal. You are driven to earn gains a +3 bonus to the saving throw. You and undead have disadvantage on this
glory in battle. must be conscious to grant this bonus. saving throw.
Bond. You have sworn to bring terrible On a failed save, the creature is
Divine Sense (4; Recharges after a frightened for 1 minute or until it takes
wrath down on evildoers. Long Rest). As an action, you can open
Flaw. Violence is your answer to almost any damage. While frightened, the
your awareness to sense strong evil and creature’s speed is 0, and it can’t benefit
any challenge. powerful good. Until the end of your from any bonus to its speed.
next turn, you know the location of any
Half-Orc Traits celestial, fiend, or undead within 60
On a successful save, the creature’s
speed is halved for 1 minute or until the
Darkvision. You can see in dim light feet of you that is not behind total cover. creature takes any damage.
within 60 feet of you as if it were You know the type of any being whose Vow of Enmity. As a bonus action,
bright light, and in darkness as if it presence you sense, but not its identity. you can utter a vow of enmity against
were dim light. Within the same radius, you also detect a creature you can see within 10 feet
Relentless Endurance (Recharges after the presence of any place or object that of you. You gain advantage on attack
a Long Rest). When you are reduced to 0 has been consecrated or desecrated, as rolls against the creature for 1 minute
hit points but not killed outright, you can with the hallow spell. or until it drops to 0 hit points or falls
drop to 1 hit point instead. unconscious.
Divine Smite. When you hit a creature
with a melee weapon attack, you can
Mastiff
expend one paladin spell slot to deal an Medium beast, unaligned
extra 2d8 radiant damage to the target
(3d8 radiant damage if it is an undead Armor Class 12
or a fiend), plus 1d8 for each spell level Hit Points 5 (1d8 + 1)
higher than first, to a maximum of 5d8. Speed 40 ft.

Great Weapon Fighting. When you roll STR DEX CON INT WIS CHA
a 1 or 2 on a damage die for an attack 13 (+1) 14 (+2) 12 (+1) 3 (−4) 12 (+1) 7 (−2)
you make with a melee weapon that you
are wielding with two hands, you can Skills Perception +3
reroll the die and must use the new roll. Senses passive Perception 13
The weapon must have the two-handed Languages —
or versatile property for you to gain
this benefit.
Keen Hearing and Smell. The mastiff has advantage
Lay on Hands. You have a pool of healing on Wisdom (Perception) checks that rely on
power, with which you can restore up to hearing or smell.
30 hit points. This pool replenishes after
you finish a long rest. Actions
As an action, you can touch a creature
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
and draw power from the pool to restore
a number of hit points to that creature, target. Hit: 4 (1d6 + 1) piercing damage. If the target is
up to the maximum amount remaining a creature, it must succeed on a DC 11 Strength saving
in your pool. throw or be knocked prone.
Alternatively, you can expend 5 hit
points from your pool of healing to cure
the target of one disease or neutralize
Brown Bear (Mount)
one poison affecting it. You can cure
Large fey, unaligned
multiple diseases and neutralize multiple
Armor Class 11 (natural armor)
poisons with a single use of Lay on
Hit Points 34 (4d10 + 12)
Hands, expending hit points separately
Speed 40 ft., climb 30 ft.
for each one.
This feature has no effect on undead
STR DEX CON INT WIS CHA
and constructs. 19 (+4) 10 (+0) 16 (+3) 6 (−2) 13 (+1) 7 (−2)
Spellcasting. Charisma is your
spellcasting ability for your paladin Skills Perception +3
spells. You use your Charisma whenever Senses passive Perception 13
a spell refers to your spellcasting ability. Languages understands Common
To cast a spell, you must expend a slot
of the spell’s level or higher. You regain
Keen Smell. The bear has advantage on Wisdom
all expended spell slots when you finish
a long rest. (Perception) checks that rely on smell.
Spell save DC: 14 Actions
Spell attack modifier: +6
Multiattack. The bear makes two attacks: one with its
Spells Prepared: bite and one with its claws.
1st level (4 slots): bane, compelled duel,
hunter’s mark, searing smite, thunderous Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
smite, wrathful smite target. Hit: 8 (1d8 + 4) piercing damage.
2nd level (2 slots): find steed (brown bear), Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
hold person, magic weapon, misty step target. Hit: 11 (2d6 + 4) slashing damage.
Equipment
Halberd, spear, maul, plate armor,
explorer’s pack, hunting trap, flute crafted
from an orc’s shinbone, holy symbol
(serves as a spellcasting focus), traveler’s
clothes, military saddle, mastiff (see
below), chunk of meat (5), belt pouch.
Half-Orc Character Name Maul. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target.
Paladin 7 Medium humanoid (half-orc), Oath of Hit: 2d6 + 3 bludgeoning damage.
“I might not be lovely to look Vengeance, chaotic good
upon, but glory blazes in my
Halberd. Melee Weapon Attack: +6 to
eyes and in my blade.” Armor Class 18 (plate) hit, reach 10 ft., one target.
Hit Points 60 (Hit Dice 7d10) Hit: 1d10 + 3 slashing damage.
Fury and resentment lie always just
below the surface of your gleaming Speed 30 ft. Spear. Melee or Ranged Weapon Attack:
armor. For each wrong done you, you +6 to hit, reach 5 ft. or range 20/60
have sworn vengeance against those who STR DEX CON
17 (+3) 10 (+0) 14 (+2) ft., one target.
would bring misery to the helpless. Hit: 1d8 (melee) or 1d6 (thrown) + 3
You are used to traveling on your own, INT WIS CHA piercing damage.
meting out punishment on your terms 8 (–1) 12 (+1) 16 (+3)
wherever you find injustice. But recently Abjure Enemy. Paladin feature
you discovered others much like yourself, Proficiencies (+3 proficiency bonus)
wanderers who fight monsters and defeat
Divine Sense. Paladin feature
Saving Throws Wis +4, Cha +6
evildoers. True, they seem to be in it Lay on Hands. Paladin feature
Skills Animal Handling +4, Athletics
mostly for the money, but you welcome
the companionship—for however +6, Intimidation +6, Perception +4, Spellcasting. Paladin feature
long it lasts. Religion +2
Tools flute
Bonus Actions
Background (Outlander) Armor all armor, shields Vow of Enmity. Paladin feature
You are an exile, unwelcome in both Weapons simple weapons,
Options
civilized society and the savage tribes of martial weapons
your parentage. Born after an orc raid, Immunities disease Aura of Protection. Paladin feature
you were abandoned at a nearby temple Senses passive (Perception) 14 Divine Smite. Paladin feature
and raised by the acolytes within. Despite Languages Common, Giant, Orc
the peaceful nature of their worship, your Great Weapon Fighting. Paladin feature
innate anger and resentment led you to Actions
Relentless Avenger. Paladin feature
the path of the war god. Attack. You can attack twice when you
Wanderer. You have an excellent take this action, using the following:
memory for maps and geography, and you
can always recall the general layout of
terrain, settlements, and other features
around you. In addition, you can find food
and fresh water for yourself and up to five Savage Attacks. When you score a Channel Divinity (Recharges after a
other people each day, provided that the critical hit with a melee weapon attack, Short or Long Rest). You can use one of
land offers berries, small game, water, you can roll one of the weapon’s damage the following options.
and so forth. dice one additional time and add it to the Abjure Enemy. As an action, you
Faction. You are a member of the extra damage of the critical hit. present your holy symbol and speak
Order of the Gauntlet, an organization a prayer of denunciation. Choose one
dedicated to smiting evil wherever it lurks
Paladin Features creature within 60 feet of you that you
and without hesitation. Aura of Protection. Whenever you or can see. That creature must make a
Personality Trait. You feel far more a friendly creature within 10 feet of you DC 14 Wisdom saving throw, unless it
comfortable around animals than people. must make a saving throw, the creature is immune to being frightened. Fiends
Ideal. You are driven to earn gains a +3 bonus to the saving throw. You and undead have disadvantage on this
glory in battle. must be conscious to grant this bonus. saving throw.
Bond. You have sworn to bring terrible On a failed save, the creature is
Divine Sense (4; Recharges after a frightened for 1 minute or until it takes
wrath down on evildoers. Long Rest). As an action, you can open
Flaw. Violence is your answer to almost any damage. While frightened, the
your awareness to sense strong evil and creature’s speed is 0, and it can’t benefit
any challenge. powerful good. Until the end of your from any bonus to its speed.
next turn, you know the location of any
Half-Orc Traits celestial, fiend, or undead within 60
On a successful save, the creature’s
speed is halved for 1 minute or until the
Darkvision. You can see in dim light feet of you that is not behind total cover. creature takes any damage.
within 60 feet of you as if it were You know the type of any being whose Vow of Enmity. As a bonus action,
bright light, and in darkness as if it presence you sense, but not its identity. you can utter a vow of enmity against
were dim light. Within the same radius, you also detect a creature you can see within 10 feet
Relentless Endurance (Recharges after the presence of any place or object that of you. You gain advantage on attack
a Long Rest). When you are reduced to 0 has been consecrated or desecrated, as rolls against the creature for 1 minute
hit points but not killed outright, you can with the hallow spell. or until it drops to 0 hit points or falls
drop to 1 hit point instead. unconscious.
Divine Smite. When you hit a creature Equipment
with a melee weapon attack, you can
expend one paladin spell slot to deal an Halberd, spear, maul, plate armor, explorer’s pack,
extra 2d8 radiant damage to the target hunting trap, flute crafted from an orc’s shinbone,
(3d8 radiant damage if it is an undead holy symbol (serves as a spellcasting focus), traveler’s
or a fiend), plus 1d8 for each spell level clothes,military saddle, mastiff (see below), chunk of
higher than first, to a maximum of 5d8. meat (5), belt pouch.
Great Weapon Fighting. When you roll
a 1 or 2 on a damage die for an attack
Mastiff
you make with a melee weapon that you Medium beast, unaligned
are wielding with two hands, you can
reroll the die and must use the new roll. Armor Class 12
The weapon must have the two-handed Hit Points 5 (1d8 + 1)
or versatile property for you to gain Speed 40 ft.
this benefit.
STR DEX CON INT WIS CHA
Lay on Hands. You have a pool of healing 13 (+1) 14 (+2) 12 (+1) 3 (−4) 12 (+1) 7 (−2)
power, with which you can restore up to
35 hit points. This pool replenishes after Skills Perception +3
you finish a long rest. Senses passive Perception 13
As an action, you can touch a creature Languages —
and draw power from the pool to restore
a number of hit points to that creature,
up to the maximum amount remaining
Keen Hearing and Smell. The mastiff has advantage
in your pool. on Wisdom (Perception) checks that rely on
Alternatively, you can expend 5 hit hearing or smell.
points from your pool of healing to cure
the target of one disease or neutralize
Actions
one poison affecting it. You can cure Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
multiple diseases and neutralize multiple target. Hit: 4 (1d6 + 1) piercing damage. If the target is
poisons with a single use of Lay on a creature, it must succeed on a DC 11 Strength saving
Hands, expending hit points separately throw or be knocked prone.
for each one.
This feature has no effect on undead
and constructs. Brown Bear (Mount)
Relentless Avenger. When you hit a Large fey, unaligned
creature with an opportunity attack,
you can move up to half your speed Armor Class 11 (natural armor)
immediately after the attack and as part Hit Points 34 (4d10 + 12)
of the same reaction. This movement Speed 40 ft., climb 30 ft.
doesn’t provoke opportunity attacks.
STR DEX CON INT WIS CHA
Spellcasting. Charisma is your 19 (+4) 10 (+0) 16 (+3) 6 (−2) 13 (+1) 7 (−2)
spellcasting ability for your paladin
spells. You use your Charisma whenever Skills Perception +3
a spell refers to your spellcasting ability. Senses passive Perception 13
To cast a spell, you must expend a slot Languages understands Common
of the spell’s level or higher. You regain
all expended spell slots when you finish
a long rest.
Keen Smell. The bear has advantage on Wisdom
(Perception) checks that rely on smell.
Spell save DC: 14
Spell attack modifier: +6 Actions
Spells Prepared: Multiattack. The bear makes two attacks: one with its
1st level (4 slots): bane, compelled duel, bite and one with its claws.
hunter’s mark, searing smite, thunderous
smite, wrathful smite Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) piercing damage.
2nd level (3 slots): find steed (brown bear),
hold person, magic weapon, misty step Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
Half-Orc Character Name Actions
Paladin 8 Medium humanoid (half-orc), Oath of
Attack. You can attack twice when you
take this action, using the following:
“I might not be lovely to look Vengeance, chaotic good
upon, but glory blazes in my Maul. Melee Weapon Attack: +7 to hit,
eyes and in my blade.” Armor Class 18 (plate) reach 5 ft., one target.
Fury and resentment lie always just Hit Points 68 (Hit Dice 8d10) Hit: 2d6 + 4 bludgeoning damage.
below the surface of your gleaming Speed 30 ft.
Halberd. Melee Weapon Attack: +7 to
armor. For each wrong done you, you
have sworn vengeance against those who STR DEX CON hit, reach 10 ft., one target.
would bring misery to the helpless. 18 (+4) 10 (+0) 14 (+2) Hit: 1d10 + 4 slashing damage.
You are used to traveling on your own, INT WIS CHA Spear. Melee or Ranged Weapon Attack:
meting out punishment on your terms 8 (–1) 12 (+1) 16 (+3) +7 to hit, reach 5 ft. or range 20/60
wherever you find injustice. But recently
ft., one target.
you discovered others much like yourself, Proficiencies (+3 proficiency bonus)
wanderers who fight monsters and defeat Hit: 1d8 (melee) or 1d6 (thrown) + 4
Saving Throws Wis +4, Cha +6 piercing damage.
evildoers. True, they seem to be in it
Skills Animal Handling +4, Athletics
mostly for the money, but you welcome Abjure Enemy. Paladin feature
the companionship—for however +7, Intimidation +6, Perception +4,
long it lasts. Religion +2 Divine Sense. Paladin feature
Tools flute
Lay on Hands. Paladin feature
Background (Outlander) Armor all armor, shields
Weapons simple weapons, Spellcasting. Paladin feature
You are an exile, unwelcome in both
civilized society and the savage tribes of martial weapons
Bonus Actions
your parentage. Born after an orc raid, Immunities disease
you were abandoned at a nearby temple Heavy Armor Master bludgeoning, Vow of Enmity. Paladin feature
and raised by the acolytes within. Despite piercing, and slashing damage from
the peaceful nature of their worship, your
Options
nonmagical weapons is reduced by 3
innate anger and resentment led you to Senses passive (Perception) 14 Aura of Protection. Paladin feature
the path of the war god. Languages Common, Giant, Orc Divine Smite. Paladin feature
Wanderer. You have an excellent
memory for maps and geography, and you Great Weapon Fighting. Paladin feature
can always recall the general layout of
terrain, settlements, and other features Relentless Avenger. Paladin feature
around you. In addition, you can find food
and fresh water for yourself and up to five Savage Attacks. When you score a Channel Divinity (Recharges after a
other people each day, provided that the critical hit with a melee weapon attack, Short or Long Rest). You can use one of
land offers berries, small game, water, you can roll one of the weapon’s damage the following options.
and so forth. dice one additional time and add it to the Abjure Enemy. As an action, you
Faction. You are a member of the extra damage of the critical hit. present your holy symbol and speak
Order of the Gauntlet, an organization a prayer of denunciation. Choose one
dedicated to smiting evil wherever it lurks Paladin Features creature within 60 feet of you that you
and without hesitation. can see. That creature must make a
Personality Trait. You feel far more Aura of Protection. Whenever you or
a friendly creature within 10 feet of you DC 14 Wisdom saving throw, unless it
comfortable around animals than people. is immune to being frightened. Fiends
Ideal. You are driven to earn must make a saving throw, the creature
gains a +3 bonus to the saving throw. You and undead have disadvantage on this
glory in battle. saving throw.
Bond. You have sworn to bring terrible must be conscious to grant this bonus.
On a failed save, the creature is
wrath down on evildoers. Divine Sense (4; Recharges after a frightened for 1 minute or until it takes
Flaw. Violence is your answer to almost Long Rest). As an action, you can open any damage. While frightened, the
any challenge. your awareness to sense strong evil and creature’s speed is 0, and it can’t benefit
powerful good. Until the end of your from any bonus to its speed.
Half-Orc Traits next turn, you know the location of any On a successful save, the creature’s
Darkvision. You can see in dim light celestial, fiend, or undead within 60 speed is halved for 1 minute or until the
within 60 feet of you as if it were feet of you that is not behind total cover. creature takes any damage.
bright light, and in darkness as if it You know the type of any being whose Vow of Enmity. As a bonus action,
were dim light. presence you sense, but not its identity. you can utter a vow of enmity against
Within the same radius, you also detect a creature you can see within 10 feet
Relentless Endurance (Recharges after the presence of any place or object that
a Long Rest). When you are reduced to 0 of you. You gain advantage on attack
has been consecrated or desecrated, as rolls against the creature for 1 minute
hit points but not killed outright, you can with the hallow spell.
drop to 1 hit point instead. or until it drops to 0 hit points or falls
unconscious.
Divine Smite. When you hit a creature Equipment
with a melee weapon attack, you can
expend one paladin spell slot to deal an Halberd, spear, maul, plate armor, explorer’s pack,
extra 2d8 radiant damage to the target hunting trap, flute crafted from an orc’s shinbone,
(3d8 radiant damage if it is an undead holy symbol (serves as a spellcasting focus), traveler’s
or a fiend), plus 1d8 for each spell level clothes, military saddle, mastiff (see below), chunk of
higher than first, to a maximum of 5d8. meat (5), belt pouch.
Great Weapon Fighting. When you roll
a 1 or 2 on a damage die for an attack
Mastiff
you make with a melee weapon that you Medium beast, unaligned
are wielding with two hands, you can
reroll the die and must use the new roll. Armor Class 12
The weapon must have the two-handed Hit Points 5 (1d8 + 1)
or versatile property for you to gain Speed 40 ft.
this benefit.
STR DEX CON INT WIS CHA
Lay on Hands. You have a pool of healing 13 (+1) 14 (+2) 12 (+1) 3 (−4) 12 (+1) 7 (−2)
power, with which you can restore up to
40 hit points. This pool replenishes after Skills Perception +3
you finish a long rest. Senses passive Perception 13
As an action, you can touch a creature Languages —
and draw power from the pool to restore
a number of hit points to that creature,
up to the maximum amount remaining
Keen Hearing and Smell. The mastiff has advantage
in your pool. on Wisdom (Perception) checks that rely on
Alternatively, you can expend 5 hit hearing or smell.
points from your pool of healing to cure
the target of one disease or neutralize
Actions
one poison affecting it. You can cure Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
multiple diseases and neutralize multiple target. Hit: 4 (1d6 + 1) piercing damage. If the target is
poisons with a single use of Lay on a creature, it must succeed on a DC 11 Strength saving
Hands, expending hit points separately throw or be knocked prone.
for each one.
This feature has no effect on undead
and constructs. Brown Bear (Mount)
Relentless Avenger. When you hit a Large fey, unaligned
creature with an opportunity attack,
you can move up to half your speed Armor Class 11 (natural armor)
immediately after the attack and as part Hit Points 34 (4d10 + 12)
of the same reaction. This movement Speed 40 ft., climb 30 ft.
doesn’t provoke opportunity attacks.
STR DEX CON INT WIS CHA
Spellcasting. Charisma is your 19 (+4) 10 (+0) 16 (+3) 6 (−2) 13 (+1) 7 (−2)
spellcasting ability for your paladin
spells. You use your Charisma whenever Skills Perception +3
a spell refers to your spellcasting ability. Senses passive Perception 13
To cast a spell, you must expend a slot Languages understands Common
of the spell’s level or higher. You regain
all expended spell slots when you finish
a long rest.
Keen Smell. The bear has advantage on Wisdom
(Perception) checks that rely on smell.
Spell save DC: 14
Spell attack modifier: +6 Actions
Spells Prepared: Multiattack. The bear makes two attacks: one with its
1st level (4 slots): bane, bless, compelled bite and one with its claws.
duel, hunter’s mark, searing smite,
thunderous smite, wrathful smite Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) piercing damage.
2nd level (3 slots): find steed (brown bear),
hold person, magic weapon, misty step Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
Half-Orc Character Name Actions
Paladin 9 Medium humanoid (half-orc), Oath of
Attack. You can attack twice when you
take this action, using the following:
“I might not be lovely to look Vengeance, chaotic good
upon, but glory blazes in my Maul. Melee Weapon Attack: +8 to hit,
eyes and in my blade.” Armor Class 18 (plate) reach 5 ft., one target.
Fury and resentment lie always just Hit Points 76 (Hit Dice 9d10) Hit: 2d6 + 4 bludgeoning damage.
below the surface of your gleaming Speed 30 ft.
Halberd. Melee Weapon Attack: +8 to
armor. For each wrong done you, you
have sworn vengeance against those who STR DEX CON hit, reach 10 ft., one target.
would bring misery to the helpless. 18 (+4) 10 (+0) 14 (+2) Hit: 1d10 + 4 slashing damage.
You are used to traveling on your own, INT WIS CHA Spear. Melee or Ranged Weapon Attack:
meting out punishment on your terms 8 (–1) 12 (+1) 16 (+3) +8 to hit, reach 5 ft. or range 20/60
wherever you find injustice. But recently
ft., one target.
you discovered others much like yourself, Proficiencies (+4 proficiency bonus)
wanderers who fight monsters and defeat Hit: 1d8 (melee) or 1d6 (thrown) + 4
Saving Throws Wis +5, Cha +7 piercing damage.
evildoers. True, they seem to be in it
Skills Animal Handling +5, Athletics
mostly for the money, but you welcome Abjure Enemy. Paladin feature
the companionship—for however +8, Intimidation +7, Perception +5,
long it lasts. Religion +3 Divine Sense. Paladin feature
Tools flute
Lay on Hands. Paladin feature
Background (Outlander) Armor all armor, shields
Weapons simple weapons, Spellcasting. Paladin feature
You are an exile, unwelcome in both
civilized society and the savage tribes of martial weapons
Bonus Actions
your parentage. Born after an orc raid, Immunities disease
you were abandoned at a nearby temple Heavy Armor Master bludgeoning, Vow of Enmity. Paladin feature
and raised by the acolytes within. Despite piercing, and slashing damage from
the peaceful nature of their worship, your
Options
nonmagical weapons is reduced by 3
innate anger and resentment led you to Senses passive (Perception) 15 Aura of Protection. Paladin feature
the path of the war god. Languages Common, Giant, Orc Divine Smite. Paladin feature
Wanderer. You have an excellent
memory for maps and geography, and you Great Weapon Fighting. Paladin feature
can always recall the general layout of
terrain, settlements, and other features Relentless Avenger. Paladin feature
around you. In addition, you can find food
and fresh water for yourself and up to five Savage Attacks. When you score a Channel Divinity (Recharges after a
other people each day, provided that the critical hit with a melee weapon attack, Short or Long Rest). You can use one of
land offers berries, small game, water, you can roll one of the weapon’s damage the following options.
and so forth. dice one additional time and add it to the Abjure Enemy. As an action, you
Faction. You are a member of the extra damage of the critical hit. present your holy symbol and speak
Order of the Gauntlet, an organization a prayer of denunciation. Choose one
dedicated to smiting evil wherever it lurks Paladin Features creature within 60 feet of you that you
and without hesitation. can see. That creature must make a
Personality Trait. You feel far more Aura of Protection. Whenever you or
a friendly creature within 10 feet of you DC 15 Wisdom saving throw, unless it
comfortable around animals than people. is immune to being frightened. Fiends
Ideal. You are driven to earn must make a saving throw, the creature
gains a +3 bonus to the saving throw. You and undead have disadvantage on this
glory in battle. saving throw.
Bond. You have sworn to bring terrible must be conscious to grant this bonus.
On a failed save, the creature is
wrath down on evildoers. Divine Sense (4; Recharges after a frightened for 1 minute or until it takes
Flaw. Violence is your answer to almost Long Rest). As an action, you can open any damage. While frightened, the
any challenge. your awareness to sense strong evil and creature’s speed is 0, and it can’t benefit
powerful good. Until the end of your from any bonus to its speed.
Half-Orc Traits next turn, you know the location of any On a successful save, the creature’s
Darkvision. You can see in dim light celestial, fiend, or undead within 60 speed is halved for 1 minute or until the
within 60 feet of you as if it were feet of you that is not behind total cover. creature takes any damage.
bright light, and in darkness as if it You know the type of any being whose Vow of Enmity. As a bonus action,
were dim light. presence you sense, but not its identity. you can utter a vow of enmity against
Within the same radius, you also detect a creature you can see within 10 feet
Relentless Endurance (Recharges after the presence of any place or object that
a Long Rest). When you are reduced to 0 of you. You gain advantage on attack
has been consecrated or desecrated, as rolls against the creature for 1 minute
hit points but not killed outright, you can with the hallow spell.
drop to 1 hit point instead. or until it drops to 0 hit points or falls
unconscious.
Divine Smite. When you hit a creature Equipment
with a melee weapon attack, you can
expend one paladin spell slot to deal an Halberd, spear, maul, plate armor, explorer’s pack,
extra 2d8 radiant damage to the target hunting trap, flute crafted from an orc’s shinbone,
(3d8 radiant damage if it is an undead holy symbol (serves as a spellcasting focus), traveler’s
or a fiend), plus 1d8 for each spell level clothes, military saddle, mastiff (see below), chunk of
higher than first, to a maximum of 5d8. meat (5), belt pouch.
Great Weapon Fighting. When you roll
a 1 or 2 on a damage die for an attack
Mastiff
you make with a melee weapon that you Medium beast, unaligned
are wielding with two hands, you can
reroll the die and must use the new roll. Armor Class 12
The weapon must have the two-handed Hit Points 5 (1d8 + 1)
or versatile property for you to gain Speed 40 ft.
this benefit.
STR DEX CON INT WIS CHA
Lay on Hands. You have a pool of healing 13 (+1) 14 (+2) 12 (+1) 3 (−4) 12 (+1) 7 (−2)
power, with which you can restore up to
45 hit points. This pool replenishes after Skills Perception +3
you finish a long rest. Senses passive Perception 13
As an action, you can touch a creature Languages —
and draw power from the pool to restore
a number of hit points to that creature,
up to the maximum amount remaining
Keen Hearing and Smell. The mastiff has advantage
in your pool. on Wisdom (Perception) checks that rely on
Alternatively, you can expend 5 hit hearing or smell.
points from your pool of healing to cure
the target of one disease or neutralize
Actions
one poison affecting it. You can cure Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
multiple diseases and neutralize multiple target. Hit: 4 (1d6 + 1) piercing damage. If the target is
poisons with a single use of Lay on a creature, it must succeed on a DC 11 Strength saving
Hands, expending hit points separately throw or be knocked prone.
for each one.
This feature has no effect on undead
and constructs. Brown Bear (Mount)
Relentless Avenger. When you hit a Large fey, unaligned
creature with an opportunity attack,
you can move up to half your speed Armor Class 11 (natural armor)
immediately after the attack and as part Hit Points 34 (4d10 + 12)
of the same reaction. This movement Speed 40 ft., climb 30 ft.
doesn’t provoke opportunity attacks.
STR DEX CON INT WIS CHA
Spellcasting. Charisma is your 19 (+4) 10 (+0) 16 (+3) 6 (−2) 13 (+1) 7 (−2)
spellcasting ability for your paladin
spells. You use your Charisma whenever Skills Perception +3
a spell refers to your spellcasting ability. Senses passive Perception 13
To cast a spell, you must expend a slot Languages understands Common
of the spell’s level or higher. You regain
all expended spell slots when you finish
a long rest.
Keen Smell. The bear has advantage on Wisdom
(Perception) checks that rely on smell.
Spell save DC: 15
Spell attack modifier: +7 Actions
Spells Prepared: Multiattack. The bear makes two attacks: one with its
1st level (4 slots): bane, compelled duel, bite and one with its claws.
hunter’s mark, searing smite, thunderous
smite, wrathful smite Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) piercing damage.
2nd level (3 slots): find steed (brown
bear), hold person, misty step Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
3rd level (2 slots): blinding target. Hit: 11 (2d6 + 4) slashing damage.
smite, elemental weapon, haste,
protection from energy
Half-Orc Character Name Maul. Melee Weapon Attack: +8 to hit,
reach 5 ft., one target.
Paladin 10 Medium humanoid (half-orc), Oath of Hit: 2d6 + 4 bludgeoning damage.
“I might not be lovely to look Vengeance, chaotic good
upon, but glory blazes in my
Halberd. Melee Weapon Attack: +8 to
eyes and in my blade.” Armor Class 18 (plate) hit, reach 10 ft., one target.
Hit Points 84 (Hit Dice 10d10) Hit: 1d10 + 4 slashing damage.
Fury and resentment lie always just
below the surface of your gleaming Speed 30 ft. Spear. Melee or Ranged Weapon Attack:
armor. For each wrong done you, you +8 to hit, reach 5 ft. or range 20/60
have sworn vengeance against those who STR DEX CON
18 (+4) 10 (+0) 14 (+2) ft., one target.
would bring misery to the helpless. Hit: 1d8 (melee) or 1d6 (thrown) + 4
You are used to traveling on your own, INT WIS CHA piercing damage.
meting out punishment on your terms 8 (–1) 12 (+1) 16 (+3)
wherever you find injustice. But recently Abjure Enemy. Paladin feature
you discovered others much like yourself, Proficiencies (+4 proficiency bonus)
wanderers who fight monsters and defeat
Divine Sense. Paladin feature
Saving Throws Wis +5, Cha +7
evildoers. True, they seem to be in it Lay on Hands. Paladin feature
Skills Animal Handling +5, Athletics
mostly for the money, but you welcome
the companionship—for however +8, Intimidation +7, Perception +5, Spellcasting. Paladin feature
long it lasts. Religion +3
Tools flute
Bonus Actions
Background (Outlander) Armor all armor, shields Vow of Enmity. Paladin feature
You are an exile, unwelcome in both Weapons simple weapons,
Options
civilized society and the savage tribes of martial weapons
your parentage. Born after an orc raid, Immunities disease Aura of Courage. Paladin feature
you were abandoned at a nearby temple Heavy Armor Master bludgeoning, Aura of Protection. Paladin feature
and raised by the acolytes within. Despite piercing, and slashing damage from
the peaceful nature of their worship, your nonmagical weapons is reduced by 3 Divine Smite. Paladin feature
innate anger and resentment led you to Senses passive (Perception) 15 Great Weapon Fighting. Paladin feature
the path of the war god. Languages Common, Giant, Orc
Wanderer. You have an excellent Relentless Avenger. Paladin feature
memory for maps and geography, and you Actions
can always recall the general layout of
Attack. You can attack twice when you
terrain, settlements, and other features
around you. In addition, you can find food
take this action, using the following:
and fresh water for yourself and up to five
other people each day, provided that the Savage Attacks. When you score a Within the same radius, you also detect
land offers berries, small game, water, critical hit with a melee weapon attack, the presence of any place or object that
and so forth. you can roll one of the weapon’s damage has been consecrated or desecrated, as
Faction. You are a member of the dice one additional time and add it to the with the hallow spell.
Order of the Gauntlet, an organization extra damage of the critical hit. Channel Divinity (Recharges after a
dedicated to smiting evil wherever it lurks
Short or Long Rest). You can use one of
and without hesitation. Paladin Features the following options.
Personality Trait. You feel far more Aura of Courage. You and friendly Abjure Enemy. As an action, you
comfortable around animals than people. creatures within 10 feet of you can’t be present your holy symbol and speak
Ideal. You are driven to earn frightened while you are conscious. a prayer of denunciation. Choose one
glory in battle.
Aura of Protection. Whenever you or creature within 60 feet of you that you
Bond. You have sworn to bring terrible
a friendly creature within 10 feet of you can see. That creature must make a
wrath down on evildoers.
must make a saving throw, the creature DC 15 Wisdom saving throw, unless it
Flaw. Violence is your answer to almost
gains a +4 bonus to the saving throw. You is immune to being frightened. Fiends
any challenge.
must be conscious to grant this bonus. and undead have disadvantage on this
saving throw.
Half-Orc Traits Divine Sense (4; Recharges after a On a failed save, the creature is
Darkvision. You can see in dim light Long Rest). As an action, you can open frightened for 1 minute or until it takes
within 60 feet of you as if it were your awareness to sense strong evil and any damage. While frightened, the
bright light, and in darkness as if it powerful good. Until the end of your creature’s speed is 0, and it can’t benefit
were dim light. next turn, you know the location of any from any bonus to its speed.
celestial, fiend, or undead within 60 On a successful save, the creature’s
Relentless Endurance (Recharges after
feet of you that is not behind total cover. speed is halved for 1 minute or until the
a Long Rest). When you are reduced to 0
You know the type of any being whose creature takes any damage.
hit points but not killed outright, you can
presence you sense, but not its identity.
drop to 1 hit point instead.
Vow of Enmity. As a bonus action, 2nd level (3 slots): find steed (brown bear), hold
you can utter a vow of enmity against person, misty step
a creature you can see within 10 feet 3rd level (2 slots): blinding smite, crusader’s mantle,
of you. You gain advantage on attack elemental weapon, haste, protection from energy
rolls against the creature for 1 minute
or until it drops to 0 hit points or falls Equipment
unconscious.
Halberd, spear, maul, plate armor, explorer’s pack,
Divine Smite. When you hit a creature hunting trap, flute crafted from an orc’s shinbone,
with a melee weapon attack, you can holy symbol (serves as a spellcasting focus), traveler’s
expend one paladin spell slot to deal an clothes, military saddle, mastiff (see below), chunk of
extra 2d8 radiant damage to the target meat (5), belt pouch.
(3d8 radiant damage if it is an undead
or a fiend), plus 1d8 for each spell level
higher than first, to a maximum of 5d8.
Mastiff
Medium beast, unaligned
Great Weapon Fighting. When you roll
a 1 or 2 on a damage die for an attack Armor Class 12
you make with a melee weapon that you Hit Points 5 (1d8 + 1)
are wielding with two hands, you can Speed 40 ft.
reroll the die and must use the new roll.
The weapon must have the two-handed STR DEX CON INT WIS CHA
or versatile property for you to gain 13 (+1) 14 (+2) 12 (+1) 3 (−4) 12 (+1) 7 (−2)
this benefit.
Skills Perception +3
Lay on Hands. You have a pool of healing
Senses passive Perception 13
power, with which you can restore up to
Languages —
50 hit points. This pool replenishes after
you finish a long rest.
As an action, you can touch a creature Keen Hearing and Smell. The mastiff has advantage
and draw power from the pool to restore on Wisdom (Perception) checks that rely on
a number of hit points to that creature, hearing or smell.
up to the maximum amount remaining
in your pool. Actions
Alternatively, you can expend 5 hit
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
points from your pool of healing to cure
the target of one disease or neutralize
target. Hit: 4 (1d6 + 1) piercing damage. If the target
one poison affecting it. You can cure is a creature, it must succeed on a DC 11 Strength
multiple diseases and neutralize multiple saving throw or be knocked prone.
poisons with a single use of Lay on
Hands, expending hit points separately Brown Bear (Mount)
for each one. Large fey, unaligned
This feature has no effect on undead
and constructs. Armor Class 11 (natural armor)
Hit Points 34 (4d10 + 12)
Relentless Avenger. When you hit a
Speed 40 ft., climb 30 ft.
creature with an opportunity attack,
you can move up to half your speed
STR DEX CON INT WIS CHA
immediately after the attack and as part 19 (+4) 10 (+0) 16 (+3) 6 (−2) 13 (+1) 7 (−2)
of the same reaction. This movement
doesn’t provoke opportunity attacks. Skills Perception +3
Spellcasting. Charisma is your Senses passive Perception 13
spellcasting ability for your paladin Languages understands Common
spells. You use your Charisma whenever
a spell refers to your spellcasting ability.
Keen Smell. The bear has advantage on Wisdom
To cast a spell, you must expend a slot
of the spell’s level or higher. You regain (Perception) checks that rely on smell.
all expended spell slots when you finish Actions
a long rest.
Multiattack. The bear makes two attacks: one with its
Spell save DC: 15
bite and one with its claws.
Spell attack modifier: +7
Spells Prepared: Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
1st level (4 slots): bane, compelled duel, target. Hit: 8 (1d8 + 4) piercing damage.
hunter’s mark, searing smite, thunderous
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
smite, wrathful smite
target. Hit: 11 (2d6 + 4) slashing damage.

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