Origin:
+1 Charisma
+2 Charisma Cap
Racial ASI: +2 Strength, +1 Charisma
Level 1 Feat: Skill Expert
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Race:
Burden of the Strong: Your people have grown accustomed to long days of travel carrying with them all that they know. You gain advantage on Constitution saves against Exhaustion, as well as on checks made in regards to forced marching, and your overland travel speed is increased by one step.
Charge: If you move at least 20 feet straight toward a target and then hit it with a melee martial attack on the same turn, you can immediately follow that attack with a bonus action, making two attacks against the target with your hooves.
Equine Build: You count as one size larger when determining your carrying capacity and the weight you can push or drag. Any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. Additionally, humanoid creature's that do not possess an Equine or similar build that are of the same size category or smaller than you are, can sit atop your back as if you were a Mount. Finally, you are treated as a Mount when ridden by suitable creatures for the purposes of features that benefit mounts, such as the Cavalier fighter subclass, and you are treated as a Rider for the purpose of the Couched weapon property.
Hooves: Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Equine Trot: When you take the dash action you can move an additional 10 feet.
Survivor: You have proficiency in one of the following skills of your choice: Animal Handling, Gossip, Medicine, Nature, Survival. Pick: Medicine.
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Paladin:
Lay on Hands: Current Pool: 20
Divine Smite: We know what this does
Fighting Style: Protection
Oath: Redemption (I know what this does)
Domain Spells:
3rd sanctuary, sleep
5th calm emotions, hold person
9th counterspell, hypnotic pattern
13th Otiluke's resilient sphere, stoneskin
17th hold monster, wall of force
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Cleric:
Life: We already have proficiencies.
Disciple of Life: Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
CD: Preserve Life: As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
Domain Spells:
1st bless, cure wounds
3rd lesser restoration, spiritual weapon
5th beacon of hope, revivify
7th death ward, guardian of faith
9th mass cure wounds, raise dead
Features & Traits