Servus Argenti
Warforged Oath of Devotion Paladin
Lawful Neutral
A member of The Silver Legion, Servus is an unusual recruit even amongst the unusual. A prototype soldier, he is one of the first warforged adopted for military service. He is very loyal to the legion, and follows a strict set of protocols which govern his entire behaviour.
Protocols:
saving throws
skills
Skills
Attacks
Features & Traits
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Languages & Proficiencies
™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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.
A member of The Silver Legion, Servus is an unusual recruit even amongst the unusual. A prototype soldier, he is one of the first warforged adopted for military service. He is very loyal to the legion, and follows a strict set of protocols which govern his entire behaviour.
Protocols:
- Honesty. Don't lie or cheat. Let your word be your promise.
- Courage. Never fear to act, though caution is wise.
- Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
- Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
- Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
Servus Argenti
1 Level (0/300 XP for level-up) Soldier Background Warforged Race / Species / Heritage Lawful Good Alignment
Paladin
Level 1
Hit Dice: 1/1
1d10+3 Class 1
Level 1
Hit Dice: 1/1
1d10+3 Class 1
STR
14
14
+2
DEX
12
12
+1
CON
17
17
+3
INT
10
10
+0
WIS
8
8
-1
CHA
14
14
+2
13
Hit Points
Hit Points
+1
Initiative (DEX)
Initiative (DEX)
18
Armor Class (AC)
Armor Class (AC)
+2
Prof. Bonus
Prof. Bonus
30
Speed (walk/run/fly)
Speed (walk/run/fly)
9
Passive Perception
Passive Perception
+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+2 | Strength | |
+1 | Dexterity | |
+3 | Constitution | |
+0 | Intelligence | |
+1 | Wisdom | |
+4 | Charisma |
+3 | Acrobatics | DEX | |
-1 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+4 | Athletics | STR | |
+2 | Deception | CHA | |
+0 | History | INT | |
+1 | Insight | WIS | |
+4 | Intimidation | CHA | |
+0 | Investigation | INT |
+1 | Medicine | WIS | |
+0 | Nature | INT | |
-1 | Perception | WIS | |
+2 | Performance | CHA | |
+2 | Persuasion | CHA | |
+0 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
-1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Longsword | +4 | STR | 1d8+2 | Slashing | |
Versatile (1d10) | |||||
Javelin | +3 | DEX | 1d6+1 | Piercing | |
Thrown (Range 30/120) |
Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits: You have advantage on saving throws against being poisoned, and you have resistance to poison damage. You don’t need to eat, drink, or breathe. You are immune to disease. You don't need to sleep, and magic can't put you to sleep.
Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor. You gain a +1 bonus to Armor Class.
You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. While you live, your armor can't be removed from your body against your will.
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.
Military Rank. You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor. You gain a +1 bonus to Armor Class.
You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. While you live, your armor can't be removed from your body against your will.
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.
Military Rank. You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
Features & Traits
Longsword and Shield
5 Javelins
Explorer's Pack
Chain Mail
Symbol of The Silver Legion
A deck of cards
A pouch containing 10gp
5 Javelins
Explorer's Pack
Chain Mail
Symbol of The Silver Legion
A deck of cards
A pouch containing 10gp
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
All armor, Shields, Simple Weapons, Martial Weapons
Tinker Tools, Cards, Vehicles (land)
Languages: Common
Tinker Tools, Cards, Vehicles (land)
Languages: Common
Languages & Proficiencies
™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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.
Children
Comments
Author's Notes
DM Note: Servus is meant to add to his protocols throughout his playing. These additions can be adopted by the player themselves, however, it is recommended that they primarily be added by other players or from the Silver Legion.