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Charlotte Amia
Level 4 (0/6500 XP for level-up)
Background Entertainer
Size Large
Species Deep Triton
Paladin
Subclass Oath of the Eldritch Hunt
Level 4
Hit dice 4/4
1d10+3

STR 16
+3
STR save: +3
DEX 15
+2
DEX save: +2
CON 16
+3
CON save: +3
INT 14
+2
INT save: +2
WIS 10
+0
WIS save: +2
CHA 19
+4
CHA save: +6

Initiative (DEX)
+2
Speed
25 feet and you have swimming speed of 35 feet.
Passive Perception
+10
Heroic Inspiration
Armor Class (AC)
16
Chain Mail
Armor Class w/Shield
18
Shield
Hit Points
37 / 37
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+6
Ability
CHA
Abi Mod
+4
Save DC
14
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Longsword +5 STR 1d8+3 Slashing
  Properties: Versatile (1d10)
Javelin (6) +4 DEX 1d6+2 Piercing
  Properties: Thrown (range 30/120)
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Chain Mail 16 Disadvantage on Stealth
Shield +2
Skills
P/E Bonus Skill Abi
+4 Acrobatics DEX
+0 Animal Handling WIS
+2 Arcana INT
+3 Athletics STR
+4 Deception CHA
+2 History INT
+2 Insight WIS
+4 Intimidation CHA
+2 Investigation INT
+2 Medicine WIS
+2 Nature INT
+0 Perception WIS
+6 Performance CHA
+4 Persuasion CHA
+2 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+0 Survival WIS

+4 Expertise Bonus
+2 Proficiency Bonus
Spell Book

Level 1 Spells
3 slots

NAME AB CAST RNG DUR DMG CMP #
Bless
+6
1 action 30 ft Concentration, up to 1 minute V, S, M (a sprinkling of holy water)
 Notes:   You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
Boomering
+6
1 action 30 ft Instantaneous 3d6 V, S
 Notes:   A dizzying ring of sparks launches from your outstretched hand and ricochets back to you moments later. Make a ranged spell attack roll against a creature within range. On a hit, you deal 3d6 radiant damage. If this attack misses, you can repeat the attack roll against the same target once.
Cure Wounds
+6
1 action Touch Instantaneous 2d8 + 3 V, S
 Notes:   A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
Searing Smite
+6
1 bonus action Self 1 minute 1d6 V
 Notes:   As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.
Divine Smite
+6
1 bonus action Self Instantaneous 2d8 V
 Notes:   ALWAYS PREPARED (ONE USE WITHOUT SPELL SLOT) The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.
Cause Fear
+5
1 action 60 ft Concentration, up to 1 minute V
 Notes:   ALWAYS PREPARED (ONE USE WITHOUT SPELL SLOT) You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Faerie Fire
+6
1 action 60 ft Concentration, up to 1 minute V
 Notes:   Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
Spectral Slash
+6
1 bonus action 20 ft Instantaneous 1d8 V, S, M (a melee weapon worth at least 1 sp)
 Notes:   You send forth a spectral copy of yourself to strike down your foe. Make a melee spell attack against a creature within 20 feet of you. On a hit, the target takes 1d8 of your weapon's damage type. You can then use an action to move up to 20 feet in a straight line towards the target, streaking through a spectral trail, and take the Attack action against it. To use this action, you must attack with a melee weapon.
Thunderous Smite
+6
1 bonus action SELF Concentration, up to 1 minute 2d6
 Notes:   The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 20, Platinum: 0
Treasure and Equipment
Chain Mail, Shield, Longsword, 6 Javelins, Holy Amulet, Priest’s Pack (Backpack, Blanket, Holy Water, Lamp, 7 days of Rations, Robe, and Tinderbox), Lute, 2 Costumes, Mirror, Perfume, and Traveler’s Clothes.
Proficiencies, Languages, and Talents
Weapon Proficency: Simple and Martial weapons
Armor Training: Light, Medium, and Heavy armor and Shields
Tool Proficency: Lute, Lyre, Flute, Drum
Features & Traits

Species


Amphibious. You can breathe air and water.

Darkvision. 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.

Denizen of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage.

Silhouette of Deception. You hide your body under many layers of clothing for a reason. Beneath it, there is your true, monstrous form, which you can manifest at will. As an action, you can use this feature a number of times equal to your Constitution modifier per long rest. Choose one nature from the list below. At 5th level pick another one.

  • Maw of The Devourer. Your head is supposed to distract people from noticing enormous maw on your torso/belly. You can order it to manifest and scream, which works as a Cause Fear spell. Constitution is your spellcasting ability for this skill. You can also make an unarmed strike with this maw, dealing 1d4 bludgeoning damage and grappling your foe.


Weapon Masteries


Quick Parry. When a creature makes a melee attack roll against you while you wield a Versatile weapon, you can use your reaction to add your proficiency bonus to your AC against that attack, potentially turning a hit into a miss.

Class


Lay On Hands. Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.

As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.

You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don’t also restore Hit Points to the creature.

Paladin’s Smite. You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.

Channel Divinity. You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class’s Channel Divinity, you choose which effect from this class to create.

You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.

If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.

Subclass


Adventuring Motivation
Oath Tenets
Resolve. Through willpower and tenacity, the strain of the hunt is endured; aching limbs and ailing minds are no reason to fall short.

Respect. Take life only when doing so protects others. Kill only when necessary, lest the bloodshed enamour your soul and hunter becomes beast.

Responsibility. Many rely on your talent to survive the moonlit nights. No matter the circumstances, do not fail them. Sacrifice your own body so that others can retain the sanctity of their own, untainted forms.
Channel Divinity
Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. 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.

Hunt the Prey. As a bonus action, you can call upon the sanctified hunt. You designate a creature within 60 feet of you as your prey, marking the target for 1 minute. As part of casting this channel divinity, and as a bonus action on subsequent turns, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the marked target. To teleport in this way, you must be able to see the marked target.

Stolen Eldritch Gift. As a bonus action, you use your channel divinity to enhance your body beyond your mortal limits. For 10 minutes, you can add your Charisma modifier to any Athletics, Acrobatics, and Perception checks that you make.
Feats
Musician

Encouraging Song
. As you finish a Short or Long Rest, you can play a song on a Musical Instrument with which you have proficiency and give Heroic Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you're holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.


™ & © Wizards of the Coast - D & D 5e Character Sheet v3.03, made by Tillerz - Updated: 2025-02-15

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