Barret Bray
Strength Dexterity Constitution Intelligence Wisdom Charisma
16 [+3] 14 [+2] 14 [+2] 14 [+2] 16 [+3] 18 [+4]

Lawful Good
+2 Charisma, +1 to two others

Half-elf, Paladin, Acolyte

  • Size: Medium [5’10”, 194lb]
  • Speed: 30
  • HP: 75/75
  • Experience: 37,059
  • Level Proficiency: +3 [Level 8].
  • Saving Throws: Wisdom, Charisma

Traits and Features:

  • Darkvision: Can see in dim light as in bright light for 60ft and in darkness as if dim light.
  • Fey Ancestry: Advantage on saving throws against being charmed and magic can't put you to sleep.
  • Divine Sense:
    • As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being w hose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
  • Lay on Hands:
    • You can restore a total number of hit points equal to your paladin level x 5. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
  • Divine Smite:
    • When you hit a creature with a melee weapon, you can expend one paladin spell slot to deal 2d8 (+1d8 for each spell slot higher than first) radiant damage to the target, in addition to the weapon's damage. The damage increases by 1d8 if the target is undead or a fiend.
  • Fighting Style:
    • Dueling- When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Divine Health:
    • Immunity to disease
  • Channel Divinity: 1 per short or long rest.
    • Sacred Weapon: As an action, imbue a weapon with energy. For 1 minute, add Charisma modifier to attack rolls with that weapon. Weapon emits bright light for 20ft and dim for 20ft beyond that. Weapon becomes magical for the duration. Stop by choice, dropping weapon or unconscious.
    • Turn the Unholy: Present holy symbol and speak a prayer to censure fiends and undead. Fiends who can see or hear me within 30ft must make a wisdom saving throw else be turned for 1 minute or until damaged. Must flee for full turn. If fleeing is impossible, they dodge.
  • Extra Attack:
  • Aura of Devotion:
    • You and friendly creatures within 10ft of you can't be charmed while you are conscious.


  • Sentinel
    • When you hit a creature with an opportunity attack, their movement reduces to 0 for the rest of their turn.
    • Creatures invoke attacks of opportunity even if they use the disengage action.
    • When a creature within 5 ft of you attacks a target other than you (and that target not does not have this feat), use your reaction to make a melee weapon attack against the attacking creature.


  • Weapon Proficiency: Simple Weapons, Martial Weapons
  • Armour Proficiency: All armour, Shields
  • Tool Proficiencies: None


  • Languages: Common, Elven, Dwarven, Celestial, Draconic.
  • Proficient: Insight, Religion [x2], Athletics, Persuasion, Perception, Investigation
  • Passive Perception: 15

Equipment: 150.5/240

  • Crusader Marble carved warhammer fitted with gold and silver filligree in sunburst patterns. In its centre sits an aquamarine gem.
    • +3 to hit; D8+3 Bludgeoning; Versatile (D10)
    • Cast 'Sacred Flame' (DC 15 Dex or D8 Radiant). Regain D6 wounds each turn you have at least 1 wound.
    • Blinded if more than 5ft away. Kill Lawful good to properly attune.
    • Resorter Gem: Aquamarine gem, magically set into the warhammer 'Crusader'. One of ten magic stones scattered across the land, this gem is attuned to the Lawful Good alignment. Legend says each stone corresponds to a godly avatar, but stories conflict about whether collecting them will bring peace to the world or unleash Hell.
      • +3 to hit and damage. Ignores Radiant Resist.
  • Brightwood
    • Ornate longsword of lighter than usual steel in a silvery-green hue. Hilt is worked with leaf patterns and the blade is carved with bronze thorns
    • +1 to hit and dmg; D8 (D10 two-handed)
  • Lightbringer
    • Ornate bronze mace with a head shaped like a sunburst. Seems to give off an inner light.
    • 1d6; +1 dmg and to hit; Bludgeoning; When name is spoken it glows white and deals 1d6 radiant dmg against undead
  • +1 Shield:
    • +3 AC; Embedded Holy Symbol6lb
  • Dragon icon of the Guardian
    • Brass claws Holy Icon, points north when dangled and gives +10 LoH per long rest
  • +1 Shield with holy icon
  • Dragon Plate: Red and gold full plate, worked with imagery of fire and the sun.
    • 19 AC; Disadvantage on Stealth.
    • Doubles Dark Vision, Doesn't Dirty.
    • Reality Anchor: Advantage to tests to resist displacing effects.
  • Pearl of Power
    • +1 spell slot up to level 2 per day.
  • Magical silver rope:
    • Can't be untied unless the release word is spoken.
  • Giant Slayer
    • +1 Great Sword, +2d6 dmg to giants, DC15 str check or prone
  • Elven Stealth Cloak
    • Advantage on Stealth
  • Potion of Fire Giant Strength (Strength 23 for 1 minute)
  • Light Crossbow
    • 1d8; Piercing; Ammunition; Range 80/320; Loading; Two-Handed 5lb
  • Backpack
    • Bedroll7lb, Mess Kit1lb, Tinderbox1lb, 10 Torches10lb, 10 Days of Rations20lb, Waterskin5lb, 50ft Hempen Rope10lb, Stone checkers set.
  • Traveller's Clothes 3lb
  • Fine Priest's Vestments 4lb
  • Belt Pouch
    • Holy Symbol, Prayer Book, 3x Sticks in incense, Iron Symbol of an Unknown God, 5x Holy Water 1lb
  • 2x Manacles 6lb
  • Waterproof Satchel
    • Crossbow bolt case, 20x crossbow bolts, map case, healing potion, invisibility potion, potion of flying, jade coffer with 3 diamonds 5lb
  • Scroll of Finger of Death
  • Iron statue of an unknown god
  • +1 Half Plate Horse armour (17 AC)
  • Hell Hound Orbs x2
  • 3 Orc Healing Draughts (2d4+4)

16 pp
508 ,,gp

54 ep
2083 sp
318 cp


Oath Spells:

  • Protection from Evil and Good
  • Sanctuary
  • Lesser Restoration
  • Zone of Truth

Default memorised: 5 (CHA modifier + paladin lvl/2)

  • Shield of Faith
  • Thunderous Smite
  • Cure Wounds
  • Bless
  • Command
  • Branding Smite
  • Locate Object
Spell Level No. Per Day
1 4
2 3
1st Level Spells Effect Range Casting Time Duration Components Pg. pdf/real
Bless Give up to three creatures a 1d4 bonus to attack rolls and saving throws 60ft 1 action 1 min, Concentration V,S,M (Sprinkling of Holy Water) 200/219
Command One word command applies to target who fails their Wisdom saving throw 60ft 1 action 1 round V 204/223
Compelled Duel One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target. 30 ft 1 bonus action Concentration, up to 1 min V 205/224
Cure Wounds Touched creatures regains d8 per level of spell slot + charisma bonus Touch 1 action Instantaneous V,S 211/230
Detect Evil and Good You know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Same with places consecrated or desecrated. Can penetrate most barriers. Self 1 action Concentration up to 10 mins V,S 212/231
Detect Magic You sense the presence of magic within 30 feet o f you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. Self 1 action Concentration up to 10 mins V,S 212/231
Detect Poison and Disease You can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. Self 1 action Concentration, up to 10 mins V,S,M (Yew leaf) 212/231
Divine Favor Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit. Self 1 bonus action Concentration, up to 1 min V,S 214/233
Heroism Spell slot amount of willing creatures are immune to being frightened and gain temporary hit points equal to CHA bonus at the start of each turn. These disappear at end of spell Touch 1 action Concentration up to 1 min V,S 229/250
Protection from Evil and Good Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. Touch 1 action Concentration up to 10 mins V,S,M (Holy water or some powdered iron and silver) 248/270
Purify Food and Drink All nonmagical food and drink within a 5-foot-radius sphere centred on a point of your choice within range is purified and rendered free of poison and disease. 10 ft 1 action Instantaneous V,S 248/269
Sanctuary Ward a creature against attack. Until spell ends, anyone targeting the warded creature with a harmful attack the attacker must make a Wisdom saving throw. On a failed save, target a new creature or lose the attack or spell. Doesn't protect from AOE. Spell ends if the warded creature makes an attack or a spell against an enemy. 30ft 1 bonus action 1 minute V,S,M (small silver mirror) 250/272
Searing Smite Next time you hit, deal an extra 1d6 fire damage and causes target to ignite in flames. At start of each of its turns it makes a CON saving throw. On a failed save, target takes 1d6 damage. Target or another can use an action to put the fire out. Self 1 bonus action Concentration up to 1 min V 252/274
Shield of Faith +2 bonus to AC 60 ft 1 bonus action Concentration up to 10 mins V,S,M (small parchment with holy text written on it 253/275
Thunderous Smite Next time you hit, thunder for 300ft around you, 2d6 thunder damage to the target, target makes a strength saving throw or gets pushed 10 ft away and knocked prone Self 1 bonus action Concentration up to 1 min V 260/282
Wrathful Smite Next time you hit, deal extra 1d6 psychic damage. Makes a Wisdom saving throw or be frightened of you until spell ends. Can make action to recheck the saving throw and end spell Self 1 bonus action Concentration up to 1 min V 266/289

Mounts and Allies:

Holy Warhorse: Holy Warhorse
Strength Dexterity Constitution Intelligence Wisdom Charisma
18 [+4] 12 [+1] 13 [+1] 6 [-2] 12 [+1] 7 (-2)

AC: 17
HP: 19
Speed: 60ft
Passive Perception: 11
Gear: Half Plate Horse Armour (16+Dex AC)

  • Attacks: Hooves: +4 to hit; 2D6+4; Bludgeoning
    • Trampling Charge: If the horse moves at least 20 feet straight toward a creature right before hitting it with a hooves attack, the target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can take a bonus action to make another attack with its hooves against the target.
Jahn Faris: Paladin Apprentice
Strength Dexterity Constitution Intelligence Wisdom Charisma
12 [+1] 10 [+0] 10 [+0] 10 [+0] 14 [+2] 12 [+1]

AC: 11
HP: 25
Speed: 30ft
Passive Perception: 11

  • Skills: Common Tongue, Medicine +4, Perception +2
  • Attacks: Mace: D6; Bludgeoning
  • Gear: Mace, Studded Leather Armour, Backpack (Bedroll, Mess Kit, Rations, Waterskin, 50ft of Rope).
  • Spells:
    • Cantrips- Light, Sacred Flame
    • 1st Level- Bless, Cure Wounds
  • Mount: Riding Horse with saddlebags, leather armour and military saddle.

Background Information Acolyte
Personality Trait: I see the omens in every event and action. The gods try to speak to us, we just need to listen
Ideal: I trust that my deity will guide my actions, I have faith that if I work hard, things will go well.
Bond: I owe my life to the priest who took me in when my parents died
Flaw: I judge other harshly, and myself even more severely.

Orphaned at a young age, Barret was lucky to find the patronage of the church when a senior cleric saw great potential and talent in the omens surrounding him. Before coming of age, his days were filled with assisting junior acolytes in administrative and menial tasks. At age 10 he himself became an acolyte and, as a child with no noble name, wealthy lineage or coin to speak of, he was expected to slowly rise through the ranks of the church and become a senior administrator or, at best, a low level cleric. Because of this, he strove hard to be better than his peers in every way, many times being far too harsh on himself in the process. It was in his adolescence when the strength of his holy conviction, athleticism and wisdom beyond his years was paid the true attention of the clergy. From there he swiftly became something of a prodigy and was posted as a squire to many of the visiting and residing paladins while also continuing his studies with the clerics. He learnt that dishonesty, selfishness, greed, murder and decay were the abhorrent things of evil and darkness while the notions of honour, mercy, justice and order were those to be aspired to through absolute devotion and worship. In the face of extreme chaos, light will bring peace and justice. When his studies had concluded and he was deemed worthy of deployment, he was sent out into the world on the Paladin's Mission. The mission to stamp out darkness and evil, bring justice and order to the realm, and to spread the light.

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