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Llewellyn DeVvirde
Level 3 (0/2700 XP for level-up)
Background Wanderer
Size Medium
Species Harengon
Paladin
Subclass Oathbreaker
Level 3
Hit dice 3/3
1d10+3

STR 18
+4
STR save: +4
DEX 14
+2
DEX save: +2
CON 16
+3
CON save: +3
INT 10
+0
INT save: +0
WIS 10
+0
WIS save: +2
CHA 18
+4
CHA save: +6

Initiative (DEX)
+2
Speed
30/60
Passive Perception
12
Heroic Inspiration
Armor Class (AC)
16
Chain Mail
Armor Class w/Shield
18
Shield
Hit Points
40 / 40
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+10
Ability
CHA
Abi Mod
+8
Save DC
18
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Longsword +10 STR 1d8+4 Slashing
Javelin +10 STR 1d6+4 Piercing
  Properties: Thrown
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Shield +2
Chain Mail 16
Skills
P/E Bonus Skill Abi
+2 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+6 Athletics STR
+4 Deception CHA
+0 History INT
+2 Insight WIS
+6 Intimidation CHA
+0 Investigation INT
+2 Medicine WIS
+0 Nature INT
+2 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+0 Survival WIS

+4 Expertise Bonus
+2 Proficiency Bonus
Spell Book

Level 1 Spells
3 slots

NAME AB CAST RNG DUR DMG CMP #
Hellish Rebuke
+10
React 60 Inst 2d10 V,S
 Notes:   Reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see. You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
Inflict Wounds
+10
Act Touch Inst 3d10 V,S
 Notes:   Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
Wrathful Smite
+10
Bonus Self 1 minute 1d6 V
 Notes:   The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the Frightened condition until the spell ends. At the end of each of its turns, the Frightened target repeats the save, ending the spell on itself on a success.
Divine Smite
+10
Bonus Self Inst 2d8 V
 Notes:   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.
Searing Smite
+10
Bonus Self 1 minute 1d6 V
 Notes:   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
+10
Bonus Self Inst 2d6 V
 Notes:   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.
Detect Magic
+10
Rit or Act Self Conc, 10 min V, S
 Notes:   For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 150, Platinum: 0
Treasure and Equipment

Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest's Pack


Onyx Gem



Proficiencies, Languages, and Talents


Weapon Proficiencies: Simple and Martial weapons


Armor Training: Light, Medium, and Heavy armor and Shields


Tool Proficiencies: Cartographer's Tools



Features & Traits

Tough: Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.


Hare-Trigger. You can add your proficiency bonus to your initiative rolls.


Lucky Footwork. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.


Rabbit Hop. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


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.


Duelling: When you're holding a Melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.


Paladin's Smite: You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.


Channel Divinity: You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class's Channel Divinity, you choose which effect from this class to create.


You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.


If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.


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.


Control Undead. As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin's commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin's level is immune to this effect.


Dreadful Aspect. As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin's choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.




Backstory

Abandoned their duty as a personal guard in training for an Archfey of the Unseelie Court to become an adventurer in the Material Plane






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

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" with a large format like A3.
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