Malark III
Malark III
Malark III
+3 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +1 Dexterity
+2 Constitution +1 11 65 --
+3 -1 Intelligence
CLASS
• +3 Wisdom INITIATIVE HIT POINTS
16
• +6 Charisma
Immunities - Magical Sleep, Total
5d10 + 3d8 SUCCESSES
Saving Throw Modifiers Disease
DEXTERITY FAILURES
Advantage to avoid or end the
+1 charmed condition
DEFENSES HIT DICE DEATH SAVES
-1
Animal Handling WIS
Arcana INT
=== WEAPONS ===
Martial Weapons, Simple Weapons
+1 Stealth DEX Channel Divinity • 1 / Short Rest Lay on Hands Pool • 25 / Long Rest
CHARISMA Your oath allows you to channel divine energy to You have a pool of healing power that can restore
+0 Survival WIS
fuel magical effects. When you use your Channel 25 HP per long rest. As an action, you can touch a
creature to restore any number of HP remaining in the
+3 Divinity, you choose which option to use. You must
then finish a short or long rest to use your Channel
Divinity again. Some Channel Divinity effects require
pool, or 5 HP to either cure a disease or neutralize a
poison affecting the creature.
saving throws (DC 14).
16 === BONUS ACTIONS ===
Divine Sense • 4 / Long Rest Channel Divinity: Vow of Enmity
SKILLS ACTIONS
Darkvision 60 ft.
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Paladin 5 / Warlock 3 Alex_Lariz
CLASS & LEVEL PLAYER NAME
Malark III
Eladrin Knight (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
=== PALADIN FEATURES === to the target plus 1d8 for each spell level higher than
1st (max 5d8) and plus 1d8 against undead or fiends * Ability Score Improvement • PHB 85
* Hit Points • PHB 84 (max 6d8 total).
* Extra Attack • PHB 85
* Proficiencies • PHB 84 | Special You can attack twice, instead of once, whenever you
take the Attack action on your turn.
* Divine Sense • PHB 84 * Divine Health • PHB 85
As an action, you can detect good and evil. Until the You are immune to disease. | Special
end of your next turn, you can sense anything affected
by the hallow spell or know the location of any * Sacred Oath • PHB 85 === WARLOCK FEATURES ===
celestial, fiend, undead within 60 ft. that is not behind
total cover. You can use this feature 4 times per long | Oath of Vengeance * Hit Points • PHB 106
rest.
| Channel Divinity: 1 / Short Rest • 1 Action * Proficiencies • PHB 107
| 4 / Long Rest • 1 Action
* Channel Divinity • PHB 88 * Otherworldly Patron • PHB 107
* Lay on Hands • PHB 84 You gain two Channel Divinity options: You have struck a bargain with an otherworldly being.
You have a pool of healing power that can restore 25
HP per long rest. As an action, you can touch a <strong>Abjure Enemy.</strong> As an action, you | The Hexblade
creature to restore any number of HP remaining in the can choose one creature within 60 ft. of you that you
pool, or 5 HP to either cure a disease or neutralize a can see to make a WIS saving throw (14). Fiends and * Pact Magic • PHB 107
poison affecting the creature. undead have disadvantage on this saving throw. On You can cast known warlock spells using CHA as your
failure, the creature is frightened and its speed is spellcasting modifier (Spell DC 14, Spell Attack +6).
| Lay on Hands Pool: 25 / Long Rest • 1 Action reduced to 0 (and it can't benefit from bonuses to You can use an arcane focus as a spellcasting focus.
speed) for 1 minute or until it takes any damage. On
* Fighting Style • PHB 84 success, the creature’s speed is halved for 1 minute or * Expanded Spell List • XGtE 55
You adopt a style of fighting as your specialty. until the creature takes any damage. Additional spells are added to the warlock spell list for
you.
| Great Weapon Fighting • PHB <strong>Vow of Enmity.</strong> As a bonus action,
You can reroll a 1 or 2 on damage dice with melee you can choose a creature you can see within 10 ft. of * Hexblade’s Curse • XGtE 55
weapons wielded with two hands. you and gain advantage on attack rolls against it for 1 Once per short rest, as a bonus action, choose one
minute or until it drops to 0 HP or falls unconscious. creature you can see within 30 ft. to curse it for 1
* Spellcasting • PHB 84 minute (or until the target dies, you die, or you are
You can cast prepared paladin spells using CHA as | Channel Divinity: Abjure Enemy: 1 Action incapacitated). Against the cursed target, you gain a
your spellcasting modifier (Spell DC 14, Spell Attack +3 bonus to damage rolls, score a critical hit on a roll
+6). You can use a holy symbol as a spellcasting | Channel Divinity: Vow of Enmity: 1 Bonus Action of 19 or 20, and you regain 6 HP if it dies.
focus.
* Oath Spells • PHB 88 | 1 / Short Rest • 1 Bonus Action
* Divine Smite • PHB 85 You gain oath spells based on your level that are
When you hit with a melee weapon attack, you can always prepared and don't count against your daily * Hex Warrior • XGtE 55
expend one spell slot to deal 2d8 extra radiant damage number of prepared spells. You gain proficiency with medium armor, shields, and
CP 0 Shield 1 6 lb.
SP 0 Javelin 5 10 lb.
Greatsword 1 6 lb.
EP 0 Backpack 1 5 lb.
Holy Symbol 1 --
PP 0 Bedroll 1 7 lb.
ENCUMBERED Rope, Hempen (50 feet) 1 10 lb. ATTUNED MAGIC ITEMS QTY WEIGHT
EQUIPMENT
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Paladin 5 / Warlock 3 Alex_Lariz
CLASS & LEVEL PLAYER NAME
Malark III
Eladrin Knight (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
martial weapons. Whenever you finish a long rest, you avoid or end the charmed condition.
can touch one weapon that you are proficient with and * Eladrin Season • MotM 13
that lacks the two-handed property. With that weapon, You can choose between the following Eladrin * Fey Step • MotM 13
you can use your CHA modifier for the attack and Seasons: Autumn, Winter, Spring, and Summer. Your As a bonus action, you can teleport up to 30 ft. to an
damage rolls until you finish your next long rest. You Trance trait lets you change your season. unoccupied space you can see. You can use this 3
can also use your CHA modifier for the attack and times per long rest. At 3rd level, your Fey Step gains
damage rolls for any of your pact weapons if you have | Winter • an additional effect based on your season.
that feature. Contemplation and dolor, when the vibrant energy of
the world slumbers. | Winter - Charisma •
| Special
* Ability Score Increases • MotM 5 | Fey Step (Winter): 1 Bonus Action
* Eldritch Invocations • PHB 107 When determining your character’s ability scores,
You learn fragments of forbidden knowledge that increase one score by 2 and increase a different score | 3 / Long Rest • 1 Bonus Action
imbue you with an abiding magical ability. by 1, or increase three different scores by 1.
* Keen Senses • MotM 13
| Agonizing Blast • PHB 110 | Increase two scores (+2 / +1) • You are proficient in Perception.
When you cast eldritch blast, add +3 to the damage it Increase one of these scores by 2 and a different
deals on a hit. score by 1. * Trance • MotM 13
You don’t need to sleep, and magic can’t put you to
| Improved Pact Weapon • XGtE 57 * Creature Type • MotM 13 sleep. You can finish a long rest in 4 hours if those
Your pact weapon can be your spellcasting focus, You are a Humanoid but are also considered an elf for hours are spent in a trancelike meditation in which you
gains a +1 bonus to its attack and damage rolls any prerequisite or effect that requires you to be an elf. remain conscious.
(unless it already has a magic bonus), and can be a
shortbow, longbow, light crossbow, or heavy * Languages • MotM 5 When you finish this trance you can change your
crossbow. Your character can speak, read, and write Common season, and gain two proficiencies - each one a
and one other language that you and your DM agree is weapon or tool of your choosing from the
* Pact Boon • PHB 107 appropriate for the character. <em>Player’s Handbook</em>. This lasts until you
Your otherworldly patron bestows a gift upon you for finish your next long rest.
your loyal service. * Size • MotM 13
You are Medium.
| Pact of the Blade • PHB === FEATS ===
As an action, you can create a pact weapon in your * Speed • MotM 13
hand (you choose the form, you're proficient with it, Your walking speed is 30 ft. * Fey Touched • TCoE 79
and it counts as magical). You can also transform a Increase your Intelligence, Wisdom, or Charisma score
magic weapon into your pact weapon by performing a * Darkvision • MotM 13 by 1, to a maximum of 20.
special ritual. You can see in dim light within 60 ft. of you as if it were
bright light, and in darkness as if it were dim light, only You learn the <em>misty step</em> spell and one
| Create Pact Weapon: 1 Action discerning colors in that darkness as shades of gray. 1st-level spell of your choice from the divination or
enchantment school of magic. Once per long rest you
* Fey Ancestry • MotM 13 can cast each of these spells without expending a spell
=== ELADRIN RACIAL TRAITS === You have advantage on saving throws you make to slot. You can also cast these spells using spell slots
ADDITIONAL EQUIPMENT
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CHA / CHA 14 / 14 +6 / +6
Paladin / Warlock
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
P Bane <C> Paladin (Always Prepared) CHA 14 1A 30 ft. V,S,M Concentration, up to 1 minute PHB 216 D: 1m, V/S/M
P Hunter's Mark <C> Paladin (Always Prepared) -- 1BA 90 ft. V Concentration, up to 1 hour PHB 251 Ext. D: (See Description)*, D: 1h, V
O Bless <C> Paladin -- 1A 30 ft. V,S,M Concentration, up to 1 minute PHB 219 D: 1m, V/S/M
O Detect Evil and Good <C> Paladin -- 1A Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S
O Detect Magic <C> Paladin -- 1A Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S
O Detect Poison and Disease <C> Paladin -- 1A Self/30 ft. Sphere V,S,M Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S/M
O Divine Favor <C> Paladin -- 1BA Self V,S Concentration, up to 1 minute PHB 234 D: 1m, V/S
O Heroism <C> Paladin -- 1A Touch V,S Concentration, up to 1 minute PHB 250 D: 1m, V/S
O Protection from Evil and Good <C> Paladin -- 1A Touch V,S,M Concentration, up to 10 minutes PHB 270 D: 10m, V/S/M
O Purify Food and Drink Paladin -- 1A 10 ft./5 ft. Sphere V,S Instantaneous PHB 270 5 ft. Sphere, V/S
O Shield of Faith <C> Paladin -- 1BA 60 ft. V,S,M Concentration, up to 10 minutes PHB 275 D: 10m, V/S/M
O Compelled Duel <C> Paladin WIS 14 1BA 30 ft. V Concentration, up to 1 minute PHB 224 D: 1m, V
O Searing Smite <C> Paladin CON 14 1BA Self V Concentration, up to 1 minute PHB 274 D: 1m, V
O Thunderous Smite <C> Paladin STR 14 1BA Self V Concentration, up to 1 minute PHB 282 D: 1m, V
O Wrathful Smite <C> Paladin WIS 14 1BA Self V Concentration, up to 1 minute PHB 289 D: 1m, V
O Hunter's Mark <C> Fey Touched -- 1BA 90 ft. V Concentration, up to 1 hour PHB 251 1/LR, Ext. D: (See Description)*, D: 1h, V
P Hold Person <C> Paladin (Always Prepared) WIS 14 1A 60 ft. V,S,M Concentration, up to 1 minute PHB 251 D: 1m, V/S/M
P Misty Step Paladin (Always Prepared) -- 1BA Self V Instantaneous PHB 260 V
O Find Steed Paladin -- 10m 30 ft. V,S Instantaneous PHB 240 V/S
O Locate Object <C> Paladin -- 1A Self V,S,M Concentration, up to 10 minutes PHB 256 D: 10m, V/S/M
O Magic Weapon <C> Paladin -- 1BA Touch V,S Concentration, up to 1 hour PHB 257 D: 1h, V/S
O Protection from Poison Paladin -- 1A Touch V,S 1 hour PHB 270 D: 1h, V/S
O Zone of Truth Paladin CHA 14 1A 60 ft./15 ft. Sphere V,S 10 minutes PHB 289 D: 10m, 15 ft. Sphere, V/S
O Branding Smite <C> Paladin -- 1BA Self V Concentration, up to 1 minute PHB 219 D: 1m, V
O Misty Step Fey Touched -- 1BA Self V Instantaneous PHB 260 1/LR, V
SPELLS
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