Charlotte Amia
Level 8 (0/48000 XP for level-up)
Background Purple Dragon Squire
Size Medium
Species Merfolk (Deep Sea)
Paladin
Subclass Oath of the Eldritch Hunt
Level 8
Hit dice 8/8
1d10+3

STR 20
+5
STR save: +5
DEX 11
+0
DEX save: +0
CON 17
+3
CON save: +3
INT 14
+2
INT save: +2
WIS 12
+1
WIS save: +4
CHA 20
+5
CHA save: +8

Initiative (DEX)
+0
Speed
30 feet, and a swimming speed equal to your walking speed.
Passive Perception
11
Heroic Inspiration
Armor Class (AC)
19
Plate Armor
Armor Class w/Shield
21
Shield
Hit Points
89 / 89
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+8
Ability
CHA
Abi Mod
+5
Save DC
16
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Tempest Ichor +8 STR 1d8+5 Slashing
  Properties: Versatile (1d10)
Javelin (6) +3 DEX 1d6 Piercing
  Properties: Thrown (Range 30/120)
Spear +8 STR 1d6+5 Piercing
  Properties: Thrown (Range 20/60), Versatile (1d8)
Lycan Longsword +10 STR 1d8+1d4+2+5 Slashing
  Properties: Versatile (1d10)
Armor ( AC Mod: +1 )
W T  Armor AC D Properties
Plate Armor 18 Disadvantage Stealth
Shield +2
Skills
P/E Bonus Skill Abi
+0 Acrobatics DEX
+4 Animal Handling WIS
+2 Arcana INT
+8 Athletics STR
+5 Deception CHA
+2 History INT
+4 Insight WIS
+8 Intimidation CHA
+2 Investigation INT
+1 Medicine WIS
+2 Nature INT
+1 Perception WIS
+8 Performance CHA
+5 Persuasion CHA
+2 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+1 Survival WIS

+6 Expertise Bonus
+3 Proficiency Bonus
Spell Book

Level 1 Spells
4 slots

NAME AB CAST RNG DUR DMG CMP #
Divine Smite
+8
Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike Self Instantaneous 2d8 V
 Notes:   CLASS: 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.
Fog Cloud
+8
Action 120 feet Concentration, up to 1 hour V, S
 Notes:   SPECIES: You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.
Water Walk
+8
Action or Ritual 30 feet 1 hour V, S, M (a piece of cork)
 Notes:   SPECIES: This spell grants the ability to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration. An affected target must take a Bonus Action to pass from the liquid’s surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.
Bless
+8
Action 30 feet Concentration, up to 1 minute V, S, M (a Holy Symbol worth 5+ GP)
 Notes:   CLASS: You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
Boomering
+8
Action 30 feet Instantaneous 3d6 V, S
 Notes:   CLASS: 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. If you cast this spell using a spell slot of 3rd level or higher, after the ring hits the first target, it ricochets to a second target of your choice that you can see within 30 feet of the first target, dealing damage as normal on a hit. If you cast this spell using a spell slot of 5th level or higher, the ring can ricochet to a third target of your choice that you can see within 30 feet of the second target. No matter how many creatures the ring ricochets to, you can only repeat the attack roll against one of the spell’s targets.
Searing Smite
+8
Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike Self 1 minute 1d6 V
 Notes:   CLASS: 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.
Thunderous Smite
+8
Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike Self Instantaneous 2d6 V
 Notes:   CLASS: Your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition.
Faerie Fire
+8
Action 60 feet Concentration, up to 1 minute V
 Notes:   SUBCLASS: Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition. Attack rolls against an affected creature or object have Advantage if the attacker can see it.
Spectral-Slash
+8
Bonus Action 20 feet Instantaneous 1d8 V, S, M (a melee weapon worth at least 1 sp)
 Notes:   SUBCLASS: 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 damage 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.
Shield of Faith
+8
Bonus Action 60 feet Concentration, up to 10 minutes V, S, M (a prayer scroll)
 Notes:   CLASS: A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Level 2 Spells
3 slots

NAME AB CAST RNG DUR DMG CMP #
Divine Smite
+8
Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike Self Instantaneous 2d8 + V
 Notes:   CLASS: 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.
Find Steed
+8
Action 30 feet Instantaneous V, S
 Notes:   CLASS: You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one. The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
Gust of Wind
+8
Action Self Concentration, up to 1 minute V, S, M (a legume seed)
 Notes:   SPECIES: A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save. Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.
Bless
+8
Action 30 feet Concentration, up to 1 minute V, S, M (a Holy Symbol worth 5+ GP)
 Notes:   CLASS: You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
Boomering
+8
Action 30 feet Instantaneous 3d6 + V, S
 Notes:   CLASS: 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. If you cast this spell using a spell slot of 3rd level or higher, after the ring hits the first target, it ricochets to a second target of your choice that you can see within 30 feet of the first target, dealing damage as normal on a hit. If you cast this spell using a spell slot of 5th level or higher, the ring can ricochet to a third target of your choice that you can see within 30 feet of the second target. No matter how many creatures the ring ricochets to, you can only repeat the attack roll against one of the spell’s targets.
Searing Smite
+8
Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike Self 1 minute 1d6 + V
 Notes:   CLASS: 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.
Thunderous Smite
+8
Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike Self Instantaneous 2d6 + V
 Notes:   CLASS: Your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition.
Spectral-Slash
+8
Bonus Action 20 feet Instantaneous 1d8 + V, S, M (a melee weapon worth at least 1 sp)
 Notes:   SUBCLASS: 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 damage 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.
Lance
+8
Action 30 feet Instantaneous 5d6 V, S
 Notes:   CLASS: You create a shimmering lance of force and hurl it toward a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 5d6 force damage, and it is restrained by the lance until the end of its next turn.
Moonbeam
+8
Action 120 feet Concentration, up to 1 minute 2d10 V, S, M (a moonseed leaf)
 Notes:   SUBCLASS: A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet. When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can’t shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell’s area moves into its space and when it enters the spell’s area or ends its turn there. A creature makes this save only once per turn.
Hold Person
+8
Action 60 feet Concentration, up to 1 minute V, S, M (a straight piece of iron)
 Notes:   SUBCLASS: Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Chain of Conviction
+8
Bonus Action 30 feet 1 minute 2d6 S
 Notes:   CLASS: You hurl a spectral, barbed chain at a creature that you can see within range. The target makes a Strength saving throw. On a failed save, the target takes 2d6 Force damage, is pulled up to 30 feet toward you, and is bound by the chain. While bound by the chain, the creature is tethered to you and can’t move or teleport to a space more than 30 feet away from you, and you have Advantage on attack rolls made against the creature. On a successful save, the target takes half as much damage only. The bound target repeats the save at the end of each of its turns, ending the spell on itself on a success. If you are ever more than 30 feet away from the target, the spell ends.
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0
Bastions
Treasure and Equipment

Chain Mail, Plate Armor, Shield, Longsword, Tempest Ichor, Lycan Longsword, Spear, 6 Javelins, Holy Symbol, Priest's Pack (Backpack, Blanket, Holy Water, Lamp, 7 days of Rations, Robe, and Tinderbox.), Navigator’s Tools, Fine Clothes



Proficiencies, Languages, and Talents

Weapon Proficiencies: Simple and Martial weapons


Armor Training: Light, Medium and Heavy armor and Shields


Tool Proficiencies: Navigator’s Tools


Languages: Common, Aquan, Celestial


Features & Traits

Species


Amphibious. You can breathe air and water.
Darkvision. You have darkvision out to 60 feet, allowing you to see in dim light as if it was bright light and darkness as if it was dim light. You discern colors in darkness as shades of gray
Cold Resistance. You are resistant to cold damage.
Command Air & Water. You can cast fog cloud, gust of wind and water walk using this trait. You can cast each spell once per Long Rest. You can also cast them using appropriate spell slots. When you gain this trait, choose Intelligence, Wisdom or Charisma as your spellcasting ability for spells cast using this trait.
Aware of Danger. You have advantage on initiative checks you make as long as you aren’t incapacitated.
Blindsight. As an adaptation to lightless conditions, you have blindsight out to a distance equal to 5 feet x your proficiency bonus.


Weapon Masteries


Shield Wall. While you are wielding a shield and within 5 feet of an allied creature that is also wielding a shield, your AC increases by 2. This effect does not stack.
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.
You can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it this way again.
Extra Attack. You can attack twice instead of once whenever you take the Attack action on your turn.
Faithful Steed. You can call on the aid of an otherworldly steed.
You always have the Find Steed spell prepared.
You can also cast the spell once without expending a spell slot, and you regain your ability to do so when you finish a Long Rest.
Aura of Protection. You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.
You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).


Subclass


Chaotic Aura. Unknown forces from the beyond begin to concentrate on you. This chaotic power may show itself in different ways. At the end of each of your long rests, you can choose one of the following effects. You can change your chosen effect after you finish a long rest.
- Aura of Chaos. Chaotic energy manifests itself and radiates from you, disrupting reality in an aura with a 10-foot radius. Hostile creatures within the area have disadvantage on concentration checks and Dexterity saving throws.
- Aura of Instability. You and friendly creatures within 10 feet of you gain one of the following benefits. After you finish each short or long rest, you roll a d4 to determine the effect this aura grants.


d4Effect
1Gravities grasp lightens, your speed increases by 10 feet
2Your image in the area gets blurry, you gain advantage on your attack rolls
3Time cracks in the area and your attack looks as if they hit twice, you deal an extra 1d4 force damage with melee weapon attacks on a hit.
4A cloud of magical white dust covers every creature. Nothing can hide in the area and invisible creatures can be seen

Magic Items


Boots of Fortitude (Attuned)

Once belonging to a famous gladiator, these sandals have been enchanted with the spirit of the mongoose, allowing the wearer to impose disadvantage on all weapon attacks made from beyond melee range as a reaction. This includes ranged weapon attacks, thrown items, and melee attacks made with reach.


Tempest Ichor

This item has 4 charges and regains 1d4 expended charges daily at dawn.
Aftershock. When you hit a creature with an attack using this weapon, you can expend 1 charge to inject it with electricity. At the start of its next turn, the creature takes 3d6 lightning damage.
Amp Up. As an action while holding this weapon, you can expend 2 charges to inject yourself with liquid energy for 1 minute, taking 1d6 lightning damage as you do. While energised in this way, your speed increases by 5 feet, you gain resistance to lightning damage, and your attacks made with this weapon deal an extra 1d6 lightning damage on a hit.


Lycan Longsword

Made from the claws, teeth, and bones of lycanthropes, these weapons are particularly effective against other lycanthropes or vampires. You gain a +2 bonus to attack and damage rolls made with this magic weapon.
Additionally, on a successful attack against a lycanthrope, the target is forced back into its humanoid form unless it succeeds on a DC 10 Charisma saving throw. Also, damage done to vampires with Lycan Weapons cannot be regenerated until the creature finishes a Short Rest.



Adventuring Motivation

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.


Notes
Can cast Divine Smite, Find Steed, Fog Cloud, Gust of Wind, and Water Walk without a spell slot once each per long rest. You can cast them after with the appropriate spell slots.
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

Purple Dragon Rook


Rallying Cry. When you roll Initiative and don’t have the Incapacitated condition, you can choose a number of creatures equal to your Proficiency Bonus that you can see within 30 feet of yourself. Those creatures gain Heroic Inspiration.

Once you use this benefit, you can’t do so again until you finish a Long Rest.


Defense


While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.


Scaleguard


Block. As a Bonus Action, you can choose one ally you can see. Until the start of your next turn, the ally’s AC equals your AC if it is lower than that while the ally is within 5 feet of you. This effect ends early if you or the ally have the Incapacitated condition.

Quick Shield. You can don or doff a Shield as a Bonus Action.


Expanded Grip


One-Handed Grip. When you use a Versatile weapon with one hand, the weapon deals the damage in parentheses when used to make a melee attack.

Zealous Grasp. If an effect forces you to drop what you are holding, you can make a DC 15 Strength saving throw to maintain your grip. When you are subjected to an effect that allows you to make a saving throw to maintain your grip, you have Advantage on the saving throw.




™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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