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Emil'yano Sagita N'aaranjer (Milo) in Dungeons & Dragons 5e

Emil'yano Sagita N'aaranjer (Milo)

3 Level (1650/2700 XP for level-up) Background Centaur Race / Species / Heritage Lawful Neutral Alignment
Paladin
Level 3
Hit Dice: 3/3
1d10+1 Class 1

STR 15

+2

DEX 11

+0

CON 13

+1

INT 8

-1

WIS 10

+0

CHA 14

+2

29
Hit Points
+0
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
40/80/-
Speed (walk/run/fly)
10
Passive Perception
15 / 15
Lay On Hands
Spellcasting ...
+8 Attack mod
CHA Ability
+2 Abi Mod
24 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+0 Dexterity
+1 Constitution
-1 Intelligence
+2 Wisdom
+4 Charisma
saving throws
+0 Acrobatics DEX
+0 Animal Handling WIS
-2 Arcana INT
+4 Athletics STR
+4 Deception CHA
-2 History INT
+0 Insight WIS
+4 Intimidation CHA
-2 Investigation INT
skills
+2 Medicine WIS
-2 Nature INT
+0 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
-2 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Hoof +4 STR 1D4+2 Bludgeoning
 Melee.
Longbow +0 DEX 1D10 Piercing
 Ranged (150/600), Ammunition, Heavy, Two-Handed.
Glaive +4 STR 1D10+2 Slashing
 Melee, Heavy, Reach, Two-Handed.
Javelin +4 STR 1D6+2 Piercing
 Thrown (30/120)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Spare the Dying 1 Action Touch Instantaneous VS
 Notes:You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Toll of the Dead +8 1 Action 60 ft Instantaneous 1D10 or 1D12 Necrotic VS
 Notes:You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Ensnaring Strike +8 1 Bonus Action Self Concentration up to 1 Munite 1D6 Piercing V
 Notes:1st level. 1 Bonus Action. (verbal). Self Range. Concentration up to 1 minute. The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Speak with Animals 1 Action Self 10 Minute Duration VS
 Notes:You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.

Hooves: Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.


Charge: If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.


Equine Build: You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. (UA) Finally, a Medium or smaller creature can ride on your equine back if you allow it. In such a situation, you continue to act independently, not as a controlled mount.


Survivor: You have proficiency in the following skill: Medicine.


Hybrid Nature (UA): You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.


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 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.


Fighting Style- Blessed Warrior: You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.


Lay on Hands: 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 Smite: 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.


Sacred Oath: When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. You choose the Oath of The Ancients. The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.


Kindle the Light:Shelter the Light:Preserve Your Own Light:
Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.

Channel Divinity: Your oath allows you to channel divine energy to fuel magical effects.When you use your Channel 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 saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.


Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.


Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.




Features & Traits

Explorer's Pack (Backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.), Potion of Blight resist, Potion of Healing (1). sticks of incense (5), Chain mail, Longbow, glaive, javelins (5), Arrows (20), Ball Bearings (1000), Caltrops (20), garland, 1 pipeweed, Arrowhead pendant that resembles an Oak leaf (Holy Symbol)





Equipment Copper: 0, Silver: 5, Electrum: 0, Gold: 13, Platinum: 0 Money

All armor/shields, Simple/Martial Weapons, Athletics, Persuation


Languages: Common, Sylvan





Languages & Proficiencies

Capricious, easygoing but could turn to fits of passion or righteous indignation at the drop of a hat.





Personality Traits

Living life to it's fullest until nature calls you down the path.


REALLY hates poachers or those that would whisk away and/or harbor animals, plants, and other such natural elements.




Ideals

Food, and plenty of debauchery.





Bonds

Hates Zoos, Aquariums, and circuses that feature exotic animals.


Not very good with artifice (disadvantage on investigation checks on newfangled technologies)




Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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NameBobBettyBillBerthaBenBrenda
Level425613
Flight Skill182335572721
WeaponLaser PistolSelf DefenseLaser PistolTaser KnucklesPocket KnifePoisoned Chocolate Brownies

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