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Vespera "Vess" Vanthampur-D'arthe in Dungeons & Dragons 5e

Vespera "Vess" Vanthampur-D'arthe

3 Level (900/2700 XP for level-up) Noble (Patriar) Background High Elf Race / Species / Heritage Chatoic Neutral Alignment
Oath of Vengeance Paladin
Level 3
Hit Dice: 3/3
1d10+1 Class 1

STR 16

+3

DEX 11

+0

CON 12

+1

INT 9

-1

WIS 9

-1

CHA 12

+1

25
Hit Points
+0
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
15 / 15
Lay on Hands
Spellcasting ...
+4 Attack mod
INT Ability
+-1 Abi Mod
9 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+0 Dexterity
+1 Constitution
-1 Intelligence
+1 Wisdom
+3 Charisma
saving throws
+0 Acrobatics DEX
-1 Animal Handling WIS
-1 Arcana INT
+5 Athletics STR
+1 Deception CHA
+1 History INT
-1 Insight WIS
+3 Intimidation CHA
-1 Investigation INT
skills
-1 Medicine WIS
-1 Nature INT
+1 Perception WIS
+1 Performance CHA
+3 Persuasion CHA
-1 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Greatsword +8 STR 2d6+3 slashing
 Heavy, twohanded
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Blade Ward 1 round Self Concentration 1d4 v,s
 Notes:Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds 1 action Touch Instantaneous 2d8 v,s
 Notes:A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
Divine Favor Bonus Action Self 1 min 1d4 v,s
 Notes:Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit
Thunderous Smite Bonus action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike Self Insantaneous 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. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Bane Action 30ft Concentration 1d4 VSM
 Notes:Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Hunters Mark Bonus Action 90ft Concentration 1d6 V
 Notes:You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your Concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentr⁠ation on the spell for up to 24 hours.
Divine Smite Bonus action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike Self Instantaneous 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. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

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.



Great Weapon Fighting When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.



Channel Divinity You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. 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.


Vow of Enmity When you take the Attack action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You have Advantage on attack rolls against the creature for 1 minute or until you use this feature again. If the creature drops to 0 Hit Points before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required).



Divine Health By 3rd level, the divine magic flowing through you makes you immune to disease.



Darkvision If you have Darkvision, you can see in Dim Light within a specified range as if it were Bright Light and in Darkness within that range as if it were Dim Light. You discern colors in that Darkness only as shades of gray.



Fey Ancestry. You have Advantage on saving throws you make to avoid or end the Charmed condition.



Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.



Position of Privilege Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.




Features & Traits

Sheild
Longsword
Dagger
Chainmail
Holy Symbol (Ring)
Fine Clothes (E)
Another Ring (E)
A Scroll of Pedigree
Explorers Pack (Bed Roll, Mess kit, Tinder box, 50ft hemp rope, 10 torches, 10d rations, waterskin)





Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 25, Platinum: 0 Money

Elvish, Dragonic, Abyssle


WP: Long sword, short sword, short bow and long bow.
Tools: Herbalism Kit




Languages & Proficiencies

No directional awareness.





Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
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" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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