Sylvain Jose Gautier
  1. Characters

Sylvain Jose Gautier

Player Character

LVL 3 Paladin | LvL 2 Sorcerer


 

Abilities

 

   Ability Modifiers: (score - 10) / 2

Proficiency 
Mod: +3

Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

16

+3

13

+1

14

+2

9

-1

12

+1

16

+3




Attribute
Proficient
 Attribute
Proficient
AcrobaticsDex +1MedicineWis+1
Animal handlingWis+4NatureInt-1
ArcanaInt-1PerceptionWis+1
AthleticsStr+6PerformanceCha+3
DeceptionCha+6PersuasionCha+6
HistoryInt-1Religion                 Int                   -1
InsightWis+1Sleight of HandDex +1
IntimidationCha+6StealthDex    +1 D
InvestigationInt-1SurvivalWis

 +1


Hp
Hit Die:
Passive Wisdom
Armor Class
Initiative
Speed

Proficiency
Modifier

50
3xD10
2xD6
Perception. +1 Insight. +1
17-19
+1
30
+3

Character Level 5

Languages

Common, Elfish

Proficiencies

all armor, all weapons, Land vehicles, dice.

Lay on hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Divine sense 

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. 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 whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). 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.

Fighting style

  • Defense. While you are wearing armor, you gain a +1 bonus to AC.

Feat:

mounted combatant 

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • You can force an attack targeted at your mount to target you instead.
  • If your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.

Favored by the Gods

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

  • Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
  • Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
    • Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
    • Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.










Notes:


Background:

Born in the Sunmane Collonies with a natural connection to sacred energy, Sylvain became a paladin and swore to protect nature itself.    

Type
Player Character