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Damakos, Hope

12 Level (0/120000 XP for level-up) Quandrix Student Background Tiefling, Zariel Race / Species / Heritage Neutral Good Alignment
Paladin, Oath of Vengeance
Level 12
Hit Dice: 12/12
1d10+4 Class 1

STR
25
+7
DEX
13
+1
CON
18
+4
INT
10
+0
WIS
14
+2
CHA
20
+5
124
Hit Points
+1
Initiative (DEX)
22
Armor Class (AC)
+4
Prof. Bonus
30ft
Speed (walk/run/fly)
12
Passive Perception
60 / 60
Lay on Hands
Spellcasting ...
+9 Attack mod
CHA Ability
+5 Abi Mod
17 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+8 Strength
+2 Dexterity
+5 Constitution
+1 Intelligence
+7 Wisdom
+10 Charisma
saving throws
+1 Acrobatics DEX
+2 Animal Handling WIS
+4 Arcana INT
+11 Athletics STR
+5 Deception CHA
+0 History INT
+6 Insight WIS
+5 Intimidation CHA
+0 Investigation INT
skills
+2 Medicine WIS
+4 Nature INT
+2 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Spear +13 STR 1d8+1d8+3+7 Piercing
 Thrown (20/60), Versatile (1d10)
Stick +13 STR 1d4+1d8+3+7 Bludgeoning
Dagger(Larry) +11 STR 1d4+1d8+2+7 Piercing
 Finesse, light, thrown (20/60)
Handaxe +11 STR 1d6+1d8+2+7 Slashing
 Light, thrown (20/60)
Attacks

Spell Book

Racial:
-Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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.
-Hellish Resistance. You have resistance to fire damage.
-Legacy of Avernus. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Searing Smite spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Branding Smite spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Feats:
*Polearm Master
-When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.
-While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

*Spear Mastery
-You gain a +1 bonus to attack rolls you make with a spear.
-When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.)
-You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creatures moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can’t use this ability if the creature used the Disengage action before moving.
-As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.

*Mounted Combatant
-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.

Class:
*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.

*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.

*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 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.

*Channel Divinity
-Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.
On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.
On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.

-Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious

*Harness Divine Power
-Also at 3rd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

*Aura of Protection
-Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.

*Relentless Avenger
-By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

*Aura of Courage
-Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.At 18th level, the range of this aura increases to 30 feet.

*Improved Divine Smite
-By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

Features & Traits
+1 Shield, +1 Spear(2), Plate Armor, Cloak of Protection, Bag of Holding, Lance Charm, Amulet of the Devout(+1/Free Channel Dinivity), Saddle of the Cavalier, Belt of Fire Giant Strength, Larry the Stabby, Handaxe(2), Diamond worth 300GP, Five Beads of Nourishment, Five Beads of Refreshment, Painter's Supplies.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 1860, Platinum: 0 Money
Free daily cast of Searing Smite(2nd) and Branding Smite(3rd). Free daily cast of Faerie Fire.
Amulet of the Devout, +1 to Spell Attack and Spell Save Dc.
Spellcasting
Languages: Common, Infernal, Celestial.

Proficiencies: All armor, Shields, Simple Weapons, Martial Weapons, Painter's supplies.

Languages & Proficiencies
Str 16 without belt

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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Level 0 Spells

SRD

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: V
Duration: up to 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.
  • If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Available for: Cleric

Player's Handbook 5E (WoC)

Druidcraft

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 ft
Components: Verbal, Somatic
Duration: Instantaneous
Whispering to the spirits of nature, you create one of the following effects within range:  
  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snow flakes for snow, and so on. This effect persists for 1 round. 
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5ft cube. 
  • You instantly light or snuff out a candle, a torch, or a small campfire.
Available for: Druid

Player's Handbook 5E (WoC)

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, Up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. They can roll the dice before or after making the ability check. The spell then ends. 
Available for: Cleric, Druid

Level 1 Spells

PHB

Searing Smite

1-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, up to 1 minute
Damage/Effect: Fire
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.   At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.
Available for: Paladin, Ranger

PHB, page 216

Bane

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: A drop of blood
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Bard, Cleric

SRD

Hunter's Mark

1-level Divination

Casting Time: 1 bonus action
Range/Area: 90 feet
Components: V
Duration: Concentration, Up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Available for: Ranger

PHB p239 (modified)

Faerie Fire

1-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Attack/Save: Dexterity Save
Each object in a 20-foot cube within range is outlined in a color of 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.
Available for: Artificer, Bard, Druid

Thunderous Smite

1-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, up to 1 minute
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.
Available for: Paladin

Level 2 Spells

Branding Smite

2-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Available for: Paladin

SRD

Find Steed

2-level Conjuration

Casting Time: 10 minutes
Range/Area: 30 feet
Components: VS
Duration: instantaneous
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with each other telepathically. You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
Available for: Paladin

PHB, page 251

Hold Person

2-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: A small, straight piece of iron
Duration: Concentration, up to 1 minute
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

PHB page 260

Misty Step

2-level Conjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Instantaneous
Attack/Save: n/a
Damage/Effect: n/a
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Available for: Sorcerer, Warlock, Wizard

SRD

Enlarge Reduce

2-level Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: VSM
Materials: A pinch of powdered iron, or focus
Duration: Concentration, up to 1 minute
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage.
Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).
Available for: Artificer, Bard, Druid, Sorcerer, Wizard

Valda's

Halo of Flame

2-level Evocation

Casting Time: 1 action
Range/Area: Self (10-foot-radius, 5-foot-wide ring)
Components: Verbal, Somatic
Duration: Instantaneous
Attack/Save: Dexterity Saving Throw
Damage/Effect: Fire
A ring of flame ignites above your head and then springs outward, coming to rest in a burning circle. The circle is composed of a 5-foot wide line of flame, curving to form a 10-foot-radius ring around you. Each creature you choose within the area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage, or half as much on a successful save.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Available for: Cleric, Paladin

Strixhaven: A Curriculum of Chaos

Vortex Warp

2-level Conjuration

Casting Time: 1 Action
Range/Area: 90ft
Components: V, S
Duration: Instantaneous
Attack/Save: Con Save
You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.
Available for: Artificer, Sorcerer, Wizard

Level 3 Spells

SRD

Haste

3-level Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: VSM
Materials: A shaving of licorice root
Duration: Concentration, up to 1 minute
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Available for: Artificer, Sorcerer, Wizard

Protection from Energy

3-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, up to 1 hour
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Available for: Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard

SRD

Revivify

3-level Necromancy

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: Diamonds worth 300 gp, which the spell consumes
Duration: instantaneous
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
Available for: Artificer, Cleric, Druid, Paladin, Ranger

SRD

Aura of Vitality

3-level Enchantment

Casting Time: 1 action
Range/Area: self (30 foot radius)
Components: V
Duration: Concentration, up to 1 minute
Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
Available for: Cleric, Druid, Paladin

Spirit Shroud

3-level Necromancy

Casting Time: 1 bonus action
Components: Verbal, Somatic
Duration: Concentration, up to 1 minute
You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable.   Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.   In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
Available for: Cleric, Paladin, Warlock, Wizard

SRD

Dispel Magic

3-level Abjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: VS
Duration: instantaneous
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard

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