Indy
Indy
Sheet
AC 18 · HP 34 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
20 featuresAction
- Divine SenseLevel 1
As an action, Indy can detect the location of any celestial, fiend, or undead within 60 feet that is not behind total cover, and can identify the type of any creature detected. Indy can use this feature a number of times equal to 1 plus their Charisma modifier, regaining all uses after a long rest.
- Channel Divinity: Sacred WeaponLevel 3
As an action, Indy presents their holy symbol and channels divine energy to add their Charisma modifier to the attack rolls of one melee weapon they are holding. The weapon also emits bright light for 20 feet and dim light for 20 feet beyond that. The effect lasts for 1 minute or until the weapon is no longer in their hand.
- Channel Divinity: Turn the UnholyLevel 3
As an action, Indy presents their holy symbol and causes each fiend or undead within 30 feet that can see or hear them to make a Wisdom saving throw. A failed save causes the creature to be turned for 1 minute or until it takes damage.
Always on
- Sacred Weapon
When As an action, once per short or long rest
Indy presents their holy symbol and channels divine energy, adding +3 to melee weapon attack rolls with one held weapon for 1 minute. The weapon sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
- Turn the Unholy
When As an action, once per short or long rest
Indy presents their holy symbol and forces each fiend or undead within 30 feet that can see or hear them to make a Wisdom saving throw or become turned for 1 minute.
- Lay on HandsLevel 1
When As an action
Indy touches a creature and restores up to 20 total hit points per long rest, or spends 5 points to cure one disease or neutralize one poison.
- Divine SmiteLevel 2
When When Indy hits with a melee weapon attack
Indy adds radiant damage by expending a spell slot after hitting with a melee weapon attack.
- Fighting Style: DefenseLevel 2
Indy can choose a Fighting Style. They have chosen Defense, gaining a +1 bonus to AC while wearing armor.
- SpellcastingLevel 2
Indy can cast prepared paladin spells using Charisma as their spellcasting ability. Their spellcasting focus can be a holy symbol.
- Divine HealthLevel 3
Indy is immune to disease.
- Sacred Oath: Oath of DevotionLevel 3
Indy swears the Oath of Devotion, committing to honesty, courage, compassion, honor, and duty. This grants oath spells and Channel Divinity options.
- Oath SpellsLevel 3
Indy always has protection from evil and good and sanctuary prepared. These spells do not count against the number of paladin spells they can prepare.
- Ability Score ImprovementLevel 4
Indy increases their Charisma score by 2, raising it from 14 to 16.
- Ability Score IncreaseHumanIncrease all six ability scores by 1.
- AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
- AlignmentHumanHumans tend toward no particular alignment, allowing any moral and ethical outlook.
- SizeHumanHumans vary widely in height and build, but are Medium creatures.
- SpeedHumanBase walking speed is 30 feet.
- LanguagesHumanCommon and one additional language. Indy also knows Celestial from their religious training and Draconic and Elvish from the Acolyte background.
- Shelter of the FaithfulAcolyte
Indy can invoke the knowledge and support of their religious community. They can generally receive free healing and care at a temple, shrine, or other established religious institution, though they must provide material components and may be expected to assist in return. Their religious community will support them, but it will not endanger itself for them.
Spells
5 spellsSpellcasting. Indy casts with Charisma (spell save DC 13, to hit with spell attacks).
1st level (3 slots): , , , ,
Gear
12 itemsWeapons
- LongswordA martial melee weapon used with one hand.
- 5×JavelinThrown melee weapons, each dealing 1d6 piercing damage.
Armor
- Chain mailChain mail armor, providing AC 16 before shield and other bonuses.
- ShieldA shield bearing an open book beneath a rising flame, adding +2 AC.
Gear
- Priest's packA pack containing a backpack, blankets, tinderbox, mess kit, waterskin, 10 torches, 10 days of rations, and a length of hempen rope.
- Holy symbolA holy symbol of Indy's deity, worn on a silver chain.
- Common clothesVestments used during religious services and ceremonies.
- Prayer bookA small prayer book or collection of devotional texts.
- IncenseA small wooden box containing 15 gp worth of incense.
- VestmentsA set of ordinary vestments suitable for temple services.
Purse
- AlmsA small amount of alms collected or entrusted to the acolyte.
- 15×Gold piecesCoins remaining from paladin starting wealth and background resources.
Appearance
Indy is a medium-height human with a sturdy build, warm brown skin, and closely cropped black hair threaded with a few early silver strands. Their gray-green eyes are observant and patient, constantly measuring the details of unfamiliar customs, symbols, and religious practices. They wear well-maintained chain mail beneath a blue-gray surcoat marked with a simple silver sunburst, and carry a shield painted with an open book beneath a rising flame.
Mannerisms
Indy speaks in a measured, teacherly tone and often pauses before answering difficult questions. They straighten crooked objects without thinking, touch their holy symbol when invoking a principle, and quote short passages from their prayer book when trying to settle an argument.
Personality
Indy is patient, studious, and sincerely curious. They listen closely to unfamiliar beliefs, ask precise questions, and prefer resolving disputes through clear laws and carefully established facts. Beneath their calm exterior is a fierce protective instinct for ordinary people who are harmed by dogma, corruption, or careless authority.
Ideals
Knowledge. Understanding the laws and beliefs that guide people is the first step toward preventing needless conflict. Faith should be examined honestly, practiced responsibly, and shared without coercion.
Bonds
The village temple entrusted Indy with an illuminated book containing its oldest teachings. Indy will protect it, expand it with sincere accounts of other faiths, and return only when they can add knowledge worthy of the archive.
Flaws
Indy can become rigid when rules are unclear or traditions are treated casually. They sometimes mistake uncertainty for moral weakness, and their desire to study every faith can lead them to pry into sacred matters that others consider private.
Quirks
Background
Indy was raised in a quiet human village where the temple served as schoolhouse, archive, meeting hall, and refuge. From childhood, they copied sacred texts, taught letters to farmhands and children, and listened to travelers describe gods whose names were never spoken in their home valley. Their deity taught that wisdom is not diminished when shared, and Indy came to believe that faith becomes stronger when it is tested by honest questions and informed by the experiences of others. When a dispute between villagers and a traveling religious delegation threatened to turn violent, Indy stood between the two sides and defended a principle their elders had forgotten: law exists to preserve peace, not to shield ignorance from examination. Their courage and disciplined devotion led to their training as a paladin. Now Indy has left the village with their holy symbol, shield, and copied collection of teachings, intending to spread knowledge of their deity while studying the practices of other faiths. They seek neither conversion through force nor empty tolerance, but a clear understanding of how different peoples use law, mercy, ritual, and responsibility to shape their lives.
“Their courage and disciplined devotion led to their training as a paladin.”
- Background
- Acolyte
Connections
Species
Human
Media
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