level: 3
class: paladin
subclass: oath of devotion
species: human
background: guard
proficiency bonus: 2
passive perception: 13
hit points: 25
hit dice: 3d10
initiative: 2
armor class: 18
| ability | value | modifier | save |
| ------- | ----: | -------: | ---: |
| str | 17 | 3 | 3 |
| dex | 10 | 0 | 0 |
| con | 13 | 1 | 1 |
| int | 8 | -1 | -1 |
| wis | 13 | 1 | 3 |
| cha | 14 | 2 | 4 |
| bonus | skill |
| ----: | --------------- |
| 0 | acrobatics |
| 1 | animal handling |
| -1 | arcana |
| 5 | athletics |
| 2 | deception |
| -1 | history |
| 3 | insight |
| 4 | intimidation |
| -1 | investigation |
| 3 | medicine |
| -1 | nature |
| 3 | perception |
| 2 | performance |
| 4 | persuasion |
| 1 | religion |
| 0 | sleight of hand |
| 0 | stealth |
| 1 | survival |
attacks
=======
**Longsword**
attack bonus: 5
damage: 1d8 slashing + 3
**Javelin**
attack bonus: 2
damage: 1d6 piercing
spells
======
| spell level | # spell slots |
| ----------: | ------------: |
| 1 | 3 |
spell save DC: 12
spell attack bonus: 4
prepared spells: 4
| level | name | prepared | comment |
| ----: | ----------------------------- | :------: | ----------------------- |
| 1 | divine smite | x | always prepared, 1 free |
| 1 | protection from evil and good | x | always prepared |
| 1 | shield of faith | x | always prepared |
| 1 | cure wounds | x | |
| 1 | detect magic | x | |
| 1 | detect evil and good | x | |
| 1 | detect poison and disease | x | |
equipment
=========
49 gp
- chain mail
- shield
- longsword
- 5 javelins
- holy symbol
- priest's pack
- backpack
- blanket
- holy water (25g)
- lamp
- 7 days of rations
- robe
- tinderbox
- dragonchess (gaming set)
- hooded lantern
- manacles
- traveler's clothes
- a petrified mouse (trinket)
- healing potion (2d4 + 2)
- healing potion (level 2)
species traits
==============
- you gain heroic inspiration whenever you finish a long rest
- you gain proficiency in one skill of your choice
- you gain one origin feat of your choice.
skilled is recommended
creature type: humanoid
size: medium
speed: 30 ft
proficiencies
=============
weapon proficiencies:
- simple
- martial
armor training:
- light
- medium
- heavy
- shields
skill proficiencies:
- athletics
- insight
- intimidation
- medicine
- perception
- persuasion
- religion
tool proficiencies:
- dragonchess
- lute
languages:
- common
- dwarvish
- draconic
feats
=====
**alert**
- when you roll initiative,
you can add your proficiency bonus to the roll
- immediately after you roll initiative,
you can swap your initiative with the initiative of one willing ally in the same combat.
you can't make this swap if you or the ally has the incapacitated condition.
**skilled**
- you gain proficiency in any combination of three skills or tools of your choice
class features
==============
**lay on hands**
- healing power replenishes when finishing a long rest
- can restore `(5 * paladin_level)` hp
- as a bonus action,
you can touch a creature to restore a number of hp,
up to the maximum amount remaining in the pool
- you can also expend 5 hp from the pool to remove poison
**spellcasting**
- when finishing a long rest,
you can replace one spell on your list with another paladin spell
- spellcasting ability: charisma
- spellcasting focus: holy symbol
**weapon mastery**
- mastery properties of two kinds of weapons:
- longswords
- javelins
- whenever you finish a long rest,
you can change the kinds of weapons you chose
**fighting style**
- protection:
when a creature you can see attacks a target other than you that is withing 5 feet of you,
you can take a reaction to interpose your shield if you're holding one.
you impose disadvantage on the triggering attack roll and all other attack rolls against the target
until the start of your next turn if you remain within 5 feet of the target.
**paladin's smite**
- you always have the divine smite spell prepared.
- you can cast it without expending a spell slot,
but you must finish a long rest before you can cast it 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 creatures 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.
**sacred weapon**
When you take the Attack action,
you can expend one use of your Channel Divinity
to imbue one Melee weapon that you are holding with positive energy.
For 10 minutes or until you use this feature again,
you add your Charisma modifier to attack rolls you make with that weapon
(minimum bonus of +1),
and each time you hit with it,
you cause it to deal its normal damage type or Radiant damage.
The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.
You can end this effect early (no action required).
This effect also ends if you aren't carrying the weapon.