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Michael Eveningsun

11 Level (0/100000 XP for level-up) Acolyte Background Human (The Pious) Race / Species / Heritage Good Alignment
Paladin (Orthodoxy)
Level 3
Hit Dice: 2/3
1d10+2 Class 1
Bard (Swords)
Level 8
Hit Dice: 8/8
1d8+2 Class 2

STR
20
+5
DEX
10
+0
CON
15
+2
INT
11
+0
WIS
12
+1
CHA
18
+4
84
Hit Points
+2
Initiative (DEX)
19
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
10 / 10
Lay on Hands
4d8 / 4d8
Bardic Inspiration
Spellcasting ...
+8 Attack mod
CHA Ability
+4 Abi Mod
16 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+2 Jack of all Trades
+5 Strength
+0 Dexterity
+2 Constitution
+0 Intelligence
+5 Wisdom
+8 Charisma
saving throws
+2 Acrobatics DEX
+3 Animal Handling WIS
+2 Arcana INT
+9 Athletics STR
+6 Deception CHA
+2 History INT
+9 Insight WIS
+6 Intimidation CHA
+4 Investigation INT
skills
+3 Medicine WIS
+2 Nature INT
+3 Perception WIS
+6 Performance CHA
+8 Persuasion CHA
+8 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Morningstar +9 STR 1d8+2+5 Piercing
Longsword +10 STR 1d8+3+5
Attacks

Spell Book

FEATS -
Fey Touched (Hunters mark)
Slasher
CLASS -
Paladin
  • Divine Sense
  • Lay on Hands
  • Divine Smite
  • Fighting Style
  • - Defence
  • Spellcasting - 1/2 Caster
  • Bard
    - Bardic Inspiration - (CHA MOD)d8
  • Spellcasting
  • Jack of All Trades
  • Song of Rest
  • - College of Swords
  • Bonus Prof/Weapon as spellcasting focus
  • Fighting Style
  • Dueling
  • Blade Flourish
  • Defensive Flourish
  • Mobile Flourish
  • Slashing Flourish
  • Expertise
  • Religion
  • Insight
  • - Oath of Orthodoxy
    - Stern Gaze - Bonus action - Choose one creature 60ft - You have advantage on Charisma skills checks and Charisma savig throws vs that creature. The creature has disadvantage on Charisma skills checks and saving throws vs me.
  • Unexpected Strike - Bonus action - Rounds = CHA modifier. Add 1d6 damage on creatures you hit with an attack if you have advantage or if an ally is within 5 feet and you don't have disadvantage.
  • ASI - Feat - Slasher
  • Font of Inspiration
  • Countercharm
  • Extra Attack
  • ASI - +1 STR, +1 CHA

  • Features & Traits

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    In Progress
    Misty Step and Hunters Mark from Fey touched

    Spells
    Bard 1
    Silvery Barbs
    Cure Wounds
    Healing Word - Retrain - Motivational Speech
    Dissonant Whispers - Retrain - Mirror Image
    Bard 2
    Detect Magic
    Bard 3
    Knock
    Bard 4
    Lesser Restoration
    Bard 5
    Dispel Magic
    Bard 6
    Mass Healing Word
    Bard 7
    Phantasmal Killer
    Bard 8
    Dimension Door
    Spellcasting
    Common
    Celestial
    Elvish

    Languages & Proficiencies
    Brief backstory


  • Was orphaned and raised in the church. As such was given the general church training becoming proficient in destroying any basic undead that got to close to the city and as part of basic patrols around.



  • As they got older they took a big interest in the church itself, as the church had raised them. They began to take a minor leadership role assisting as a teacher for the younger members of the church both in education of Anun and given they had been given the standard training this as well.



  • As they got older still and more experienced at this point leading in some patrols around the outskirts of the city and leading in the religious education for other orphans raised in the church. As they had gone through they they had risen through some of the ranks of the church and had become a priest.



  • Now that they were a priest they were sent out on a 'mission' spreading the word of Anun to Saltbuck. While there they lead a group of other guard to instil the word of Anun in their town and drive out the forces of evil undead and their controlling feral vampire.



  • 'Mission' was a success during this time they helped Saltbuck sure up it's defences helped re/build walls towers and establish a town guard. Lead sermon's in the local church while there.



  • Had sent word to Havenhold that 'mission' was complete and was waiting for their next orders as such had not yet left the town. Received word from Grinius Aldair of the looming undead threat and as such has only recently returned to Havenhold.





  • Known Companions
    Gabriel - Former number 2 while they were in Saltbuck. They have known each other since childhood they were both raised together in the church and when they were selecting people to go with them Gabriel was their first choice to go with them.
  • Personality



  • Competitive - Friendly rivalry both driven by similar goals



  • Light hearted - Quick to make jokes/light of a situation.


  • Notes


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    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.

    The statblocks of your Weapons, armor and other important/magical equipment

    Patina-encrusted Rod of Anun

    Rod

    Uncommon Can only be attuned by a Cleric or Paladin of Anun Requires Attunement

    Without attuning to this rod, it does nothing, thought it is clearly a magical item with an aura of holiness to anyone who holds it.   Whilst attuned to this rod, you gain a swim speed of 30 feet.   Once per day, you may also spend one minute whilst attuned to this rod to recite a prayer to Anun, allowing you to cast the Aid spell at 2nd level.

    What was once a brass rod about 18 inches in length is now covered in a deep green and grey patina from many long years in the waters of the estuary at Saltbuck, where it presumably had washed from upstream, or been dropped from a ferry. The details of the rod are no longer discernible, though there appears to be some sort of effigy on one end now encrusted with decades of corrosion.

    The rod was found several years ago by fishermen, who noted that its holy connection was plain to see, and has been kept as a sacred item by the mayor of Saltbuck ever since.


    The Sword of Golden Light

    Weapon

    Very Rare Can only be attuned by a paladin Requires Attunement

    When not attuned, this weapon is a +1 longsword.   When attuned to this sword, the weapon glows with sunlight for 5', and bright light for 15'.   Once per day, you can use an action to extend the range of sunlight and bright light to 30' each. This lasts for one minute.   If the paladin attuned to this item does not worship Anun, the daylight becomes magical darkness. 

    This sword has been enchanted by the bishops of The Hall of the Lost Cardinal as a defense against vampires. Vampires will not approach a wielder who is pure of heart, and will be destroyed by the wielder of powerful resolve. 

    Type Damage Damage Range
    Martial Melee 1d8+1 / 1d10+1 Slashing


    The statblocks of your class features

    Bard

    "Always bringing a cheer, bards are staples of a happy society wherever they go."

     
    Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +2 Spellcasting, Bardic Inspiration (d6) 2 4 2 - - - - - - - -
    2nd +2 Jack of All Trades, Song of Rest (d6) 2 5 3 - - - - - - - -
    3rd +2 Bardic College, Expertise 2 6 4 2 - - - - - - -
    4th +2 Ability Score Improvement 3 7 4 3 - - - - - - -
    5th +3 Bardic Inspiration (d8), Font of Inspiration 3 8 4 3 2 - - - - - -
    6th +3 Countercharm, Bard College Feature 3 9 4 3 3 - - - - - -
    7th +3 - 3 10 4 3 3 1 - - - - -
    8th +3 Ability Score Improvement 3 11 4 3 3 2 - - - - -
    9th +4 Song of Rest (d8) 3 12 4 3 3 3 1 - - - -
    10th +4 Bardic Inspiration (d10), Expertise, Magical Secrets 4 14 4 3 3 3 2 - - - -
    11th +4 - 4 15 4 3 3 3 2 1 - - -
    12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1 - - -
    13th +5 Song of Rest (d10) 4 16 4 3 3 3 2 1 1 - -
    14th +5 Magical Secrets, Bard College Feature 4 18 4 3 3 3 2 1 1 - -
    15th +5 Bardic Inspiration (d12) 4 19 4 3 3 3 2 1 1 1 -
    16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1 -
    17th +6 Song of Rest (d12) 4 20 4 3 3 3 2 1 1 1 1
    18th +6 Magical Secrets 4 22 4 3 3 3 3 1 1 1 1
    19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1
    20th +6 Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1
    hit dice: 1d8 per level
    hit points at 1st level: 8 + your Constitution modifier
    hit points at higher levels: 1d8 (or 5) + your Constitution modifier per level
    armor proficiencies: Light armor
    weapon proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords
    tools: Three musical instruments of your choice
    saving throws: Dexterity, Charisma
    skills: Choose any three
    starting equipment:
    You start with the following equipment, in addition to the equipment granted by your background:
    • (a) a rapier, (b) two martial weapons, or (c) any simple weapon

    • (a) a diplomat's pack or (b) an entertainer's pack

    • (a) a lute or (b) any other musical instrument

    • Leather armor and a dagger
    spellcasting:
    You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.  

    Cantrips

    You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.  

    Spell Slots

    The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
    For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.  

    Spells Known of 1st Level and Higher

    You know four 1st-level spells of your choice from the bard spell list.
    The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.  
    Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.  

    Spellcasting Ability

    Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
    Spell save DC = 8 + your proficiency bonus + your Charisma modifier
    Spell attack modifier = your proficiency bonus + your Charisma modifier  

    Ritual Casting

    You can cast any bard spell you know as a ritual if that spell has the ritual tag.  

    Spellcasting Focus

    You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.
    class features:

    Bardic Inspiration

    You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
    Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
    You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.   Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.  

    Jack of All Trades

    Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.  

    Song of Rest

    Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.   The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.  

    Bard College

    At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.  

    Expertise

    At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.  

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

    Font of Inspiration

    Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.  

    Countercharm

    At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).  

    Expertise

    At 10th level, choose two more of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.  

    Magical Secrets

    By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.   The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.   You learn two additional spells from any classes at 14th level and again at 18th level.  

    Superior Inspiration

    At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
    subclass options:

    Bardic Colleges

      College of Glamour

    College of Glamour

    The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the old uncovered texts of the Feywild, written by ancient satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.
    The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, abusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.
     

    Mantle of Inspiration

    When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.
    As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
    The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.  

    Enthralling Performance

    Starting at 3rd level, you can charge your performance with seductive, fey magic.
    If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
    If a target succeeds on its saving throw, the target has no hint that you tried to charm it.
    Once you use this feature, you can’t use it again until you finish a short or long rest.  

    Mantle of Majesty

    At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast Command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast Command as a bonus action on each of your turns, without expending a spell slot.
    Any creature charmed by you automatically fails its saving throw against the Command you cast with this feature.
    Once you use this feature, you can’t use it again until you finish a long rest.  

    Unbreakable Majesty

    At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.
    In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.
    Once you assume this majestic presence, you can't do so again until you finish a short or long rest.
     
      College of Lore

    College of Lore

    Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.
    The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic. The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.
     

    Bonus Proficiencies

    When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.  

    Cutting Words

    Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.  

    Magical Secrets

    At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.  

    Peerless Skill

    Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.
     
      College of Satire

    College of Satire

    Bards of the College of Satire are called jesters. They use lowbrow stories, daring acrobatics, and cutting jokes to entertain audiences, ranging from the crowds in a rundown dockside pub to the nobles of a king’s royal court. Where other bards seek forgotten lore or tales of epic bravery, jesters ferret out embarrassing and hilarious stories of all kinds.
    While jesters are masters of puns, jokes, and verbal barbs, they are much more than just comic relief. They are expected to mock and provoke, taking advantage of how even the most powerful folk are expected by tradition to endure a jester’s barbs with good humor. This expectation allows a jester to serve as a critic or a voice of reason when others are too intimidated to speak the truth.
     

    Bonus Proficiencies

    When you join the College of Satire at 3rd level, you gain proficiency with thieves’ tools. You also gain proficiency in Sleight of Hand and one additional skill of your choice. If you are already proficient with thieves’ tools or in Sleight of Hand, choose another skill proficiency for each proficiency you already have.  

    Tumbling Fool

    At 3rd level, you master a variety of acrobatic techniques that allow you to evade danger. As a bonus action, you can tumble. When you tumble, you gain the following benefits for the rest of your turn:
    • You gain the benefits of taking the Dash and Disengage actions.
    • You gain a climbing speed equal to your current speed.
    • You take half damage from falling.
     

    Fool's Insight

    At 6th level, your ability to gather stories and lore gains a supernatural edge. You can cast Detect Thoughts up to a number of times equal to your Charisma modifier. You regain any expended uses of this ability after completing a long rest.
    If a creature resists your attempt to probe deeper and succeeds at its saving throw against your Detect Thoughts, it immediately suffers an embarrassing social gaffe. It might loudly pass gas, unleash a thunderous burp, trip and fall, or be compelled to tell a tasteless joke.  

    Fool's Luck

    Jesters seem to have a knack for pulling themselves out of tight situations, transforming what looks like sure failure into an embarrassing but effective success.
    At 14th level, you can expend one use of Bardic Inspiration after you fail an ability check, fail a saving throw, or miss with an attack roll. Roll a Bardic Inspiration die and add the number rolled to your attack, saving throw, or ability check, using the new result in place of the failed one.
    If using this ability grants you a success on the attack, saving throw, or ability check, note the number you rolled on the Bardic Inspiration die. The DM can then apply that result as a penalty to an attack or check you make, and you cannot use this ability again until you suffer this drawback. When the DM invokes this penalty, describe an embarrassing gaffe or mistake you make as part of the affected die roll.
     
      College of Whispers

    College of Whispers

    Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like any other bard, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.
    Many other bards hate the College of Whispers, viewing it as a parasite that uses the bards’ reputation to acquire wealth and power. For this reason, these bards rarely reveal their true nature unless they must. They typically claim to follow some other college, or keep their true nature secret in order to better infiltrate and exploit royal courts and other settings of power.
     

    Psychic Blades

    When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind.
    When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 psychic damage to that target. You can do so only once per round on your turn.
    The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.  

    Words of Terror

    At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.
    If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.
    If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.
    Once you use this feature, you can’t use it again until you finish a short rest or long rest.  

    Mantle of Whispers

    At 6th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.
    You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.
    While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.
    Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.
    Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.  

    Shadow Lore

    At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.
    As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.
    If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret.
    While you gain no knowledge of this secret, the target is convinced you know it. While charmed in this way, the creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.
    When the effect ends, the creature has no understanding of why it held you in such fear.
    Once you use this feature, you can’t use it again until you finish a long rest.
     
      College of Swords

    College of Swords

    Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
    Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.
     

    Bonus Proficiencies

    When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.
    If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.  

    Fighting Style

    At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
    • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
    • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
     

    Blade Flourish

    At 3rd level, you learn to conduct impressive displays of martial prowess and speed. Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
    • Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
    • Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
    • Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
     

    Extra Attack

    Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

    Master's Flourish

    Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
     
      College of Valor

    College of Valor

    Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.  

    Bonus Proficiencies

    When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.  

    Combat Inspiration

    Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.  

    Extra Attack

    Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

    Battle Magic

    At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.
     

    Paladin

    Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond.
    hit dice: 1d10
    hit points at 1st level: 10 + Constitution Modifier
    hit points at higher levels: 1d10 (6) + Constitution Modifier
    armor proficiencies: All armor, shields
    weapon proficiencies: Simple weapons, martial weapons
    tools: None
    saving throws: Wisdom, Charisma
    skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
    starting equipment:
    You start with the following equipment, in addition to the equipment granted by your background:

    • (a) a martial weapon and a shield or (b) two martial weapons

    • (a) five javelins or (b) any simple melee weapon

    • (a) a priest's pack or (b) an explorer's pack

    • Chain mail and a holy symbol


    spellcasting:
    By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

    Preparing and Casting Spells

    The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

    Spellcasting Ability

    Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Charisma modifier
    Spell attack modifier = your proficiency bonus + your Charisma modifier

    Spellcasting Focus

    You can use a holy symbol as a spellcasting focus for your paladin spells.
    class features:
    The Paladin Slots slots Per Level
    level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
    1 +2 Divine Sense, Lay on Hands - - - - -
    2 +2 Fighting Style, Spellcasting, Divine Smite 2 - - - -
    3 +2 Divine Health, Sacred Oath, Harness Divine Power (Optional) 3 - - - -
    4 +2 Ability Score Improvement, Martial Versatility (Optional) 3 - - - -
    5 +3 Extra Attack 4 2 - - -
    6 +3 Aura of Protection 4 2 - - -
    7 +3 Sacred Oath feature 4 3 - - -
    8 +3 Ability Score Improvement, Martial Versatility (Optional) 4 3 - - -
    9 +4 - 4 3 2 - -
    10 +4 Aura of Courage 4 3 2 - -
    11 +4 Improved Divine Smite 4 3 3 - -
    12 +4 Ability Score Improvement, Martial Versatility (Optional) 4 3 3 - -
    13 +5 - 4 3 3 1 -
    14 +5 Cleansing Touch 4 3 3 1 -
    15 +5 Sacred Oath feature 4 3 3 2 -
    16 +5 Ability Score Improvement, Martial Versatility (Optional) 4 3 3 2 -
    17 +6 - 4 3 3 3 1
    18 +6 Aura improvements 4 3 3 3 1
    19 +6 Ability Score Improvement, Martial Versatility (Optional) 4 3 3 3 2
    20 +6 Sacred Oath feature 4 3 3 3 2

    Divine Sense

    The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). 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.

    You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

    Lay on Hands

    Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

    As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature. up to the maximum amount remaining in your pool.

    Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

    This feature has no effect on undead and constructs.

    Fighting Style

    Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

    • Blessed Warrior. You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
    • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
    • Defense. While you are wearing armor, you gain a +1 bonus to AC.
    • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
    • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
    • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
    • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
    • Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
    • Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
    • Thrown Weapon Fighting (UA). You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

      In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
    • [
    • Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
    • Unarmed Fighting (UA). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.

      When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

    Divine Smite

    Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

    Divine Health

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

    Sacred Oath

    When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

    Harness Divine Power (Optional)

    Also at 3rd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

    Martial Versatility (Optional)

    Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    Aura of Protection

    Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

    At 18th level, the range of this aura increases to 30 feet.

    Aura of Courage

    Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.

    At 18th level, the range of this aura increases to 30 feet.

    Improved Divine Smite

    By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

    Cleansing Touch

    Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

    You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
    subclass options:
    Oath of Ancients
    The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things-leaves, antlers, or flowers-to reflect their commitment to preserving life and light in the world.

    Tenets of the Ancients

    The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.

    Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
    Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
    Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
    Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.

    Oath Spells

    Channel Divinity

    When you take this oath at 3rd level, you gain the following two Channel Divinity options.
    • Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
    • Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
    A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

    If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

    Aura of Warding

    Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

    At 18th level, the range of this aura increases to 30 feet.

    Undying Sentinel

    Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.

    Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.

    Elder Champion

    At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.

    Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

    • At the start of each of your turns, you regain 10 hit points.
    • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
    • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
    Once you use this feature, you can't use it again until you finish a long rest.
    Oath of Conquest
      The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.

    The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.


    Tenets of Conquest

    A paladin who takes this oath has the tenets of conquest seared on the upper arm.

    Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.

    Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.

    Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.

    Oath Spells

    You gain oath spells at the paladin levels listed.

    Channel Divinity

    When you take this oath at 3rd level, you gain the following two Channel Divinity options.

    • Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
    • Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

    Aura of Conquest

    Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

    If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.

    At 18th level, the range of this aura increases to 30 feet.

    Scornful Rebuke

    Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

    Invincible Conqueror

    At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

    • You have resistance to all damage.
    • When you take the Attack action on your turn, you can make one additional attack as part of that action.
    • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
    Once you use this feature, you can’t use it again until you finish a long rest.
    Oath of the Crown
      The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order's ranks.

    Tenets of the Crown

    The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.

    Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.

    Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.

    Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?

    Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

    Oath Spells

    You gain oath spells at the paladin levels listed.

    Channel Divinity

    When you take this oath at 3rd level, you gain the following two Channel Divinity options.
    • Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.
    • Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

    Divine Allegiance

    Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.

    Unyielding Saint

    Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

    Exalted Champion

    At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:
    • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
    • Your allies have advantage on death saving throws while within 30 feet of you.
    • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.
    This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.
    Oath of Devotion
      The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels – the perfect servants of good – as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

    Tenets of Devotion

    Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

    Honesty. Don't lie or cheat. Let your word be your promise.

    Courage. Never fear to act, though caution is wise.

    Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

    Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

    Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

    Oath Spells

    You gain oath spells at the paladin levels listed.

    Channel Divinity

    When you take this oath at 3rd level, you gain the following two Channel Divinity options.
    • Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

      You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
    • Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

      A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

    Aura of Devotion

    Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.   At 18th level, the range of this aura increases to 30 feet.

    Purity of Spirit

    Beginning at 15th level, you are always under the effects of a Protection from Evil and Good spell.

    Holy Nimbus

    At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

    Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

    In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

    Once you use this feature, you can't use it again until you finish a long rest.
    Oath of Glory
      Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're all ready when destiny calls.

    Tenets Of Glory

    The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.

    Actions over Words. Strive to be known by glorious deeds, not words.

    Challenges Are but Tests. Face hardships with courage, and encourage your allies to face them with you.

    Hone the Body. Like raw stone, your body must be worked so its potential can be realized.

    Discipline the Soul. You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.

    Oath Spells

    You gain oath spells at the paladin levels listed.

    Channel Divinity

    When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

    • Peerless Athlete. As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).
    • Inspiring Smite. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.

    Aura of Alacrity

    At 7th level, you emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.

    When you reach 18th level in this class, the range of the aura increases to 10 feet.

    Glorious Defense

    When you reach 15th level, you can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +l). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.

    You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

    Living Legend

    At 20th level, you can empower yourself with the legends — whether true or exaggerated — of your great deeds. As a bonus action, you gain the following benefits for 1 minute:

    • You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
    • Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
    • If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.
    Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
    Oath of Redemption
    [   The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning them to the light, and the paladins slay them only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.

    While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, the paladins bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.

    Tenets of Redemption

    The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.

    Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
    [br]Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.

    Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow it to survive and then flourish.

    Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.

    Oath Spells

    You gain oath spells at the paladin levels listed.

    Channel Divinity

    When you take this oath at 3rd level, you gain the following two Channel Divinity options.
    • Emissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
    • Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

    Aura of the Guardian

    Starting at 7th level, you can shield your allies from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.

    At 18th level, the range of this aura increases to 30 feet.

    Protective Spirit

    Starting at 15th level, a holy presence mends your wounds in combat. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.

    Emissary of Redemption

    At 20th level, you become an avatar of peace, which gives you the following benefits.
    • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
    • Whenever a creature damages you, it takes radiant damage equal to half the amount it dealt to you.
    If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.
    Oath of Vengeance
      The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside – at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins – sometimes called avengers or dark knights – their own purity is not as important as delivering justice.

    Tenets of Vengeance

    The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.

    Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.

    No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.

    By Any Means Necessary. My qualms can't get in the way of exterminating my foes.

    Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

    Channel Divinity

    When you take this oath at 3rd level, you gain the following two Channel Divinity options.
    • Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

      On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
    • Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

    Relentless Avenger

    By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

    Soul of Vengeance

    Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

    Avenging Angel

    At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
    • Wings sprout from your back and grant you a flying speed of 60 feet.
    • You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
    Once you use this feature, you can't use it again until you finish a long rest.
    Oath of Watchers
    The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.

    Paladins who follow the Watchers' oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle.

    Tenets of the Watchers

    A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherwordly threats.

    Vigilance The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.

    Loyalty
    Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.

    Discipline You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.

    Oath Spells

    You gain oath spells at the paladin levels listed.

    Channel Divinity

    When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

    • Watcher's Will You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.
    • Adbjure the Extraplanar You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

      A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can take the Dodge action.

    Aura of the Sentinel

    At 7th level, you emit an aura of alertness while you aren't incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.

    At 18th level, the range of this aura increases to 30 feet.

    Vigilant Rebuke

    At 15th level, you've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.

    Mortal Bulwark

    At 20th level, you manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:
    • You gain truesight with a range of 120 feet.
    • You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.
    • When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours.
    Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
     
    Oathbreaker
      An oathbreaker is a paladin who breaks their sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart been extinguished. Only darkness

    Oath Spells

    You gain oath spells at the paladin levels listed.

    Channel Divinity

    When you take this oath at 3rd level, you gain the following two Channel Divinity options.
    • Control Undead. As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.
    • Dreadful Aspect. As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.

    Aura of Hate

    Starting at 7th level you, as well any fiends and undead within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

    At 18th level, the range of this aura increases to 30 feet.

    Supernatural Resistance

    At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

    Dread Lord

    At 20th level, you can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

    While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier.

    After activating the aura, you can't do so again until you finish a long rest.

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