Sir Rufus

Sir Rufus was once a normal golden retriever, and an animal companion to a powerful wizard Thagus. Upon Thagus disappearing from their tower, Rufus accidentally destroyed Thagus' lab and spilled a powerful potion on himself, turning him into a Canid.

Donning a suit of armor, Rufus became Sir Rufus and swore on his life and food bowl that he would find his master and bring him home.

Now, Sir Rufus journeys the world in search of any mention of the great and powerful Thagus the Magus.

## **Character Sheet**

**Character Name:** Sir Rufus, the Goodest Boy

**Race:** Awakened Labrador

**Class & Level:** Paladin 1

**Background:**

**Gender:** Male

**Alignment:** Lawful Good

**Size:** Medium

**Armor Class:**

**Max HP:** 14

**Speed:** 40 ft. (30 ft. in armor)

**Experience Points:** 0

## Proficiencies

**Proficiency Bonus:** +2

**Saving Throws:** Wisdom, Charisma

**Skills:** Athletics +4, Intimidation +4, Perception +2

**Passive Insight:** 10

**Passive Perception:** 12

**Armor & Shields:** Light Armor, Medium Armor, Heavy Armor, Shields

**Tools & Kits:**

**Weapons:** Simple Weapons, Martial Weapons

**Languages:** Common, Canine

## Attacks

**Melee Attack Bonus:** +4

**Melee Finesse Bonus:** +3

**Ranged Attack Bonus:** +3

**Longsword.** *Melee Weapon Attack:* +4 to hit, reach 5 ft., 1 target. *Hit:* 6 (1d8 + 2) slashing damage, or 8 (1d10 + 2) slashing damage if used with both hands.

**Action Ranged Attack name.** *Ranged* *Weapon Attack:* +# to hit, range #/# ft., # target. *Hit:* # (#d# + #) [damage type] damage.

## Spellcasting

**Action Melee Spell Attack name.** *Melee Spell Attack:* +# to hit, reach # ft., # target. *Hit:* # (#d# + #) [damage type] damage.

**Action Ranged Spell Attack name.** *Ranged* *Spell Attack:* +# to hit, range #/# ft., # target. *Hit:* # (#d# + #) [damage type] damage.

## Features & Traits

***Bite.*** Your teeth can be used as natural melee weapons, dealing 1d6 piercing damage plus your Strength modifier.

***The Nose Knows.*** You have proficiency in Perception, and advantage on any skill checks that rely on scent.

***Breadth of Knowledge.*** You gain proficiency in any combination of four skills, or with four tools of your choice.
***Lucky.*** When you roll a 1 or 2 on an ability check you can reroll the die but must use the new roll.

**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.

## Equipment

Longsword, Leather Armor, Backpack, etc.

## Description

This is a description of your character. They have \_ colored eyes and \_ colored hair etc.