| Level | 3 (0/2700 XP for level-up) |
| Background | Wanderer |
| Size | Medium |
| Species | Harengon |
| Subclass | Oathbreaker |
| Level | 3 |
| Hit dice | 3/3 |
| 1d10+3 | |
| W | Pr | Weapon / Attack | AB | Abi | Dmg | Dmg Type |
|---|---|---|---|---|---|---|
| Longsword | +10 | STR | 1d8+4 | Slashing | ||
| Javelin | +10 | STR | 1d6+4 | Piercing | ||
| Properties: Thrown | ||||||
| W | T | Armor | AC | D | Properties |
|---|---|---|---|---|---|
| Shield | +2 | ||||
| Chain Mail | 16 |
| 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 |
Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest's Pack
Onyx Gem
Weapon Proficiencies: Simple and Martial weapons
Armor Training: Light, Medium, and Heavy armor and Shields
Tool Proficiencies: Cartographer's Tools
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.
Abandoned their duty as a personal guard in training for an Archfey of the Unseelie Court to become an adventurer in the Material Plane
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