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Tadewal - AI-generated fantasy Character

Tadewal

Dragonborn · Paladin (Oath of Devotion) · Level 3 · Acolyte

Tadewal

Quietly attentive and more patient with frightened strangers than with confident bullies.
AC18
HP34/34
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 34 · 30 ft.
AlignmentLawful GoodGenderMaleAgeThirty-two years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

All armor,
Shields

Weapons

Simple weapons,
Martial weapons

Languages

Common,
Draconic,
Celestial,
Dwarvish

Features

20 features

Action

  • Lay on HandsLevel 1

    When Action

    Use an action to restore up to 15 total hit points through touch, spending them from the Lay on Hands pool. Five points can instead cure one disease or neutralize one poison.

  • Sacred Weapon

    When Action

    Use an action to present your holy symbol and empower your weapon for 1 minute. Add +3 to weapon attack rolls, and the weapon sheds bright light in a 20-foot radius and dim light for another 20 feet.

  • Turn the Unholy

    When Action

    Use an action to present your holy symbol. Each undead or fiend within 30 feet that can see or hear you must make a DC 12 Wisdom saving throw or be turned for 1 minute, or until it takes damage.

  • Divine SenseLevel 1

    As an action, you can open your awareness to detect the presence of strong evil or good until the end of your next turn. You know the location of any celestial, fiend, or undead within 60 feet that is not behind total cover, along with the type of creature. You can use this feature a number of times equal to 1 plus your Charisma modifier, regaining all uses after a long rest.

Always on

  • Breath Weapon

    When Action

    Exhale a 15-foot cone of elemental energy. Each creature in the area must make a DC 12 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much on a successful one. The breath weapon can be used once and is restored after a short or long rest.

  • Longsword Strike

    When Action

    Make a melee weapon attack with the longsword. With Dueling, the attack deals 1d8 plus 5 slashing damage on a hit while the shield is equipped.

  • Divine SmiteLevel 2

    When After hitting with a melee weapon attack

    Expend a 1st-level spell slot after hitting with a melee weapon attack to deal an additional 2d8 radiant damage, or 3d8 against an undead or fiend.

  • Fighting Style: DuelingLevel 2

    You adopt the Dueling fighting style. While wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

  • SpellcastingLevel 2

    You can cast prepared paladin spells using Charisma as your spellcasting ability. You can use a holy symbol as a spellcasting focus.

  • Divine HealthLevel 3

    You are immune to disease.

  • Sacred Oath: Oath of DevotionLevel 3

    You swear the Oath of Devotion, binding yourself to honesty, courage, compassion, and duty.

  • Channel DivinityLevel 3

    You gain the Channel Divinity options Sacred Weapon and Turn the Unholy. Sacred Weapon lets you imbue one weapon with positive energy for 1 minute, adding your Charisma modifier to its attack rolls and causing it to emit bright light. Turn the Unholy forces undead or fiends within 30 feet to make a Wisdom saving throw or be turned for up to 1 minute.

  • Oath SpellsLevel 3

    You always have protection from evil and good and sanctuary prepared. These spells do not count against the number of paladin spells you can prepare.

  • Dragonborn Ability Score IncreaseDragonborn+2 Strength and +1 Charisma
  • Draconic AncestryDragonbornBrass dragon ancestry, granting fire damage for the breath weapon and resistance to fire damage
  • Breath WeaponDragonbornExhale fire in a 15-foot cone, dealing 2d6 fire damage, Dexterity save DC 12 for half damage, usable once per short or long rest
  • Damage ResistanceDragonbornResistance to fire damage
  • TraitDragonbornDarkvision is not granted by the 2014 dragonborn rules
  • LanguagesDragonbornCommon and Draconic
  • Shelter of the FaithfulAcolyte

    You command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your companions can expect free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components and may be expected to assist in return.

Spells

6 spells

Spellcasting. Tadewal casts with Charisma (spell save DC 13, to hit with spell attacks).

1st level (3 slots): , , , , ,

Gear

12 items

Weapons

  • Longsword
    A martial one-handed sword used with the shield in close combat.
  • 5×
    Javelin
    Balanced thrown spears, each suitable for melee or ranged attacks.

Armor

  • Chain mail
    Heavy armor made of interlocking metal rings. While worn, it sets your base AC to 16.
  • Shield
    A wooden and metal shield bearing the simple symbol of the roadside shrine.

Gear

  • Priest's pack
    A pack containing a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Holy symbol
    A small emblem of the shrine, used as a divine focus.
  • Prayer book
    A collection of prayers and religious teachings from the shrine.
  • 5×
    Sticks of incense
    Used during rites of remembrance and consecration.
  • Vestments
    Simple ceremonial clothing worn during temple duties.
  • Common clothes
    Plain everyday clothing, patched neatly at the cuffs.
  • Pouch
    Loose coins and personal necessities.

Purse

  • 15×
    Gold pieces
    Starting funds retained from his acolyte service.

Appearance

A broad-shouldered brass-scaled dragonborn with dark umber eyes and a square, practical build. His scales are dulled by years of road dust and polishing cloth, with pale copper along his jaw and throat. He smells faintly of lamp oil, wool, and the sharp resin of temple incense, a scent he rarely notices anymore. His chain mail is well maintained but visibly repaired with mismatched rings, and his blue-gray tabard hangs slightly short at the wrists. He keeps his old prayer cord wrapped around the hilt of his sword, the one item he cleans with almost fussy care.

Mannerisms

Tadewal touches two claws to his holy symbol before entering any unfamiliar room. He counts his breaths when angry, rubbing the first knuckle of his sword hand with his thumb. When speaking a blessing, he lowers his voice until listeners have to lean closer.

Personality

Quietly attentive and more patient with frightened strangers than with confident bullies. Tadewal speaks plainly, keeps his promises, and prefers useful work to ceremony for its own sake. He has a dry sense of humor that appears most often when conditions are worst.

Ideals

Duty. A promise is a wall against chaos. If I have sworn to protect someone, I must remain between them and danger no matter how frightened or tired I become.

Bonds

The roadside shrine that raised him is his true home. He sends part of every reward back to its keepers and will risk himself to protect anyone traveling under its symbol.

Flaws

He mistakes hesitation for cowardice, especially in people who have authority but refuse to use it. Once he decides that someone is dangerous, he becomes stubbornly suspicious and is slow to recognize sincere change. He also gives away more money than he can afford, then quietly resents being hungry afterward.

Quirks

He smells every cup of water before drinking it, a habit learned from guarding a roadside shrine.
He repairs small tears in other people's clothing without asking.
He leaves one coin beside every unattended shrine he passes.
He calls all campfires witnesses and apologizes to them when putting them out.

Background

Tadewal was raised in a small dragonborn shrine built beside an old trade road, where travelers stopped for water, prayer, and repairs to their carts. His family worked as keepers of the shrine rather than priests, but Tadewal took readily to the rituals. He learned the names of the dead, the proper way to light incense, and the discipline of standing watch through a long night without complaint. The priests saw in him a steady heart, though not a gentle one. Tadewal believed that mercy meant little if it could not stand between the helpless and the person hurting them. When raiders began using the road, the shrine's elders urged patience and negotiation. Tadewal obeyed until a caravan under the shrine's protection was attacked within sight of the altar. He took up an old sword, raised the shrine's banner, and held the road long enough for the survivors to escape. The victory was costly, and the shrine could not remain neutral afterward. Tadewal left to serve beyond its walls, carrying its teachings into places where law had failed and frightened people needed someone willing to stay. His oath is not about glory. It is about making sure that when danger comes, someone is already standing in the doorway.

“His family worked as keepers of the shrine rather than priests, but Tadewal took readily to the rituals.”
From their backstory
Background
Acolyte

Connections

Species

Dragonborn

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