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Devren the betrayer Azurith

5 Level (0/14000 XP for level-up) Haunted one Background Goliath Assimar Race / Species / Heritage LN Alignment
Paladin
Level 3
Hit Dice: 3/3
1d10+4 Class 1
Barbarian
Level 2
Hit Dice: 2/2
1d12+4 Class 3

STR
18
+4
DEX
17
+3
CON
18
+4
INT
11
+0
WIS
17
+3
CHA
20
+5
73
Hit Points
+3
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
30/60
Speed (walk/run/fly)
13
Passive Perception
2 / 2
exploit dice
2 / 2
Rage
Spellcasting ...
+8 Attack mod
CHA Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
+3 Dexterity
+7 Constitution
+0 Intelligence
+3 Wisdom
+8 Charisma
saving throws
+3 Acrobatics DEX
+3 Animal Handling WIS
+3 Arcana INT
+7 Athletics STR
+5 Deception CHA
+0 History INT
+6 Insight WIS
+8 Intimidation CHA
+3 Investigation INT
skills
+3 Medicine WIS
+3 Nature INT
+3 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Saber +7 STR 1d8+4 Slashing
Saber +7 STR 1d8+4 Slashing
iron bardishe +7 STR 1d12+4 slashing
Net +6 DEX 0+3
 thrown grappling
Short Bow +6 DEX 1d6+3 piercing
Dart +6 DEX 1d4+3 piercing
Attacks

Spell Book

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Shield of Faith +8 1 bonus action 60 feet Concentration, up to 10 minutes V, S, M
 Notes:A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Thunderous Smite +8 1 bonus action Self Concentration, up to 1 minute V
 Notes:The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
Wrathful Smite +8 1 bonus action Self Concentration, up to 1 minute V
 Notes:The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
Divine Favor +8 1 Bonus Action Self Concentration, up to 1 minute V, S
 Notes:Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
Heroism +8 1 action Touch Concentration, up to 1 minute V, S
 Notes:A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
absorb elements +8 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Self 1 round S
 Notes:The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
Racial traits:
Darkvision:
"You can see clearly in darkness up to 60ft with Darkvision, but only in shades of gray."

Celestial Resistance:
"You have resistance to necrotic damage and radiant damage."

Stone's Endurance:
"Occasionally shrug off injury by rolling a d12 + Con mod to reduce damage taken with your reaction. Can only use once before resting."

Powerful Build:
"Count as one size larger when determining carrying capacity and weight you can push, drag, or lift."

Mountain Born:
"Resistant to cold damage. Acclimated to high altitude, including elevations above 20,000 feet."

Radiant Soul:
"Activate with an action at 3rd level. Lasts 1 min or until bonus action ends. Gain 30ft flying speed. Once per turn, deal extra radiant damage equal to level when attacking with spell or weapon. Can only be used once per long rest."

Paladin Abilities:
Divine Sense:
"As an action, detect celestials, fiends, or undead within 60ft not behind cover, and consecrated/desecrated places/objects. Uses = 1 + Charisma mod. Regain after long rest.

Lay on Hands:
"Pool of healing power = paladin level x 5. As action, touch creature to restore hit points up to remaining pool. Alternatively, expend 5 hit points to cure disease/poison. No effect on undead/constructs."

Blind Fighting. Gain 10 ft blindsight, see anything not behind total cover, including invisible creatures that aren't hidden from you.

Divine Smite:
Spend spell slot to deal extra radiant damage with melee weapon attack. Damage increases with higher level spell slots, max 5d8. More damage against undead/fiends, max 6d8.

Divine Health:
Immune to disease due to divine magic."

Harness Divine Power:
At 3rd level, you can use your Channel Divinity to regain one expended spell slot as a bonus action. The spell slot's level can't be higher than half your proficiency bonus (rounded up). You can use this feature once at 3rd level, twice at 7th level, and three times at 15th level. You regain all uses after a long rest.

Divine Aegis:
As an action, project a 10-foot radius aura of half-cover when holding aloft your holy symbol.

Holy Abjuration:
Use as a reaction to reduce spell/magical damage by paladin level + Charisma modifier (min. 1). If damage is reduced to 0, spell/effect is dispelled.

Barbarian Abilities:

Barbarian Rage: As a bonus action, you can enter a Rage that lasts for 1 minute or until you are incapacitated. While raging, you have advantage on Strength checks and saving throws, deal bonus damage on melee attacks, resist certain damage types, but can't cast spells or concentrate on them. You must attack, take damage, move towards an enemy, or make a Strength check each turn or your Rage ends early. You can use this feature a number of times per day equal to the Rages column on the Barbarian table.

Danger Sense:
You gain advantage on initiative rolls, and you can act normally on your first turn when surprised if you use your Rage ability."

Bonebreaker Critical:
After a critical hit, you can spend an Exploit Die to weaken the target. For one minute, the creature's weapon attacks using Strength deal half damage. The creature can make a Constitution saving throw each turn to end this effect."

Brace Up:
As a bonus action, spend an Exploit Die to gain temporary hit points equal to 1 + your Exploit Die."

"Favored Presence:
A 3rd-level Path of the Favored feature that makes creatures view you more favorably when you meet them for the first time. Its effect doesn't apply to those you travel with."

Touched by Fate:
-When Raging, reroll 1s on Exploit Die.
-Use reaction to add an Exploit Die to your Armor Class when hit, possibly turning a hit into a miss.
-Expend an Exploit Die to add to a missed melee or thrown weapon attack roll, possibly turning a miss into a hit.

"Heroic Fortitude:
Expend an Exploit Die to add it to your Strength, Dexterity, or Constitution saving throw result after you roll, but before you know if you succeed or fail."

Heroic Stature:
Expending an Exploit Die can boost your roll for Str (Athletics), Dex (Acrobatics), or Cha (Persuasion) checks, but you must use it after the roll and before knowing the outcome.

Dark Gifts:

Transformation: You can transform into your second form by casting Alter Self spell with no spell slot once per long rest. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice). If you have spell slots of 2nd level or higher, you can cast this spell with them. When the transformation ends, a cosmetic aspect of your second form remains as a mark on your body, which fades after a long rest.

Involuntary Change: When you smell burning elderwood, you must succeed on a DC 15 Charisma saving throw at the start of your next turn or use your action to cast Alter Self spell as described in the Transformation trait, even if you have already used it.

Feats:
Dual Wielder
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one handed melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Features & Traits
Chest, Crowbar, Hammer, Wooden stakes x3, Holy symbol, Flask of holy water, set of manacles, steel mirror, flask of oil, tinderbox, three torches, commoners clothes, A lantern with a black candle that never runs out and that burns with green flame

Equipment Copper: 0, Silver: 1, Electrum: 0, Gold: 10, Platinum: 0 Money
Languages:Common, Celestial, Giant, Primordial, Infernal
Armour: All armour, shields
Weapons: Simple weapons, martial weapons

Languages & Proficiencies
Protective of his son Foren, willing to do anything to keep him safe
Struggles with feelings of isolation and not belonging among his own people
Has a strong sense of duty to protect and serve his community, even if they do not fully accept him
Values his own strength and power, but recognizes the importance of compassion and mercy
Can be quick to anger when provoked, especially when it comes to threats against his family
Has a deep knowledge of magic and the natural world, but can be secretive and reserved about his abilities
Possesses a fierce determination to overcome any obstacle, no matter how impossible it may seem.

Personality Traits
Protection: Devren is willing to do anything to protect those he loves, even if it means going against his own people.
Redemption: Devren believes that everyone deserves a chance to redeem themselves, regardless of their past mistakes.

Justice: Devren believes in justice and fairness for all, and is willing to fight for it.

Honor: Devren values honor and integrity, and strives to live his life with these principles in mind.

Independence: Devren values his independence and does not like to be controlled or manipulated by others.

Ideals
His primary bond is his love for his son, Foren. Devren will stop at nothing to protect his child from harm and ensure that he can fulfill his potential.
Devren feels a deep sense of loyalty to his people and the traditions of his tribe. He has fought and bled for them, and he will continue to do so as long as he lives.
Devren has a strong sense of responsibility to use his immense power for good. He knows that his abilities come with a great burden, and he will not shirk that responsibility.
Devren feels a kinship with nature and the wild places of the world. He has spent much of his life in the wilderness and feels a deep connection to the animals and plants that call it home.
Devren has a deep respect for other warriors and adventurers who are willing to risk their lives for the greater good. He knows what it takes to be a true hero, and he will always honor those who share his values.

Bonds
Arrogance - Due to his demigod heritage and immense powers, Devren can sometimes come across as arrogant and overconfident in his abilities, which can lead to underestimating his opponents or taking unnecessary risks.
Protective to a fault - Devren's love for his son Foren is so strong that it can sometimes cloud his judgment and lead him to make reckless decisions or act impulsively, putting himself and others in danger.

Struggles with trust - Devren's past experiences of feeling like an outsider and being distrusted by his own people have left him with trust issues, making it difficult for him to open up and rely on others.

Impatience - Devren can be impatient at times, especially when it comes to achieving his goals or protecting his loved ones. This impatience can lead him to take shortcuts or make rash decisions without fully considering the consequences.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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