Unending Breath: You can hold your breath indefinitely while you're not incapacitated.
Darkvision: 60ft, dim light as bright light, and darkness as dim light.
Lightning Resistance:
Feats: War Caster
Mingle with the Wind: You know the shocking grasp cantrip. Starting at 3rd level, you can cast the feather fall spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the levitate spell with this trait, without requiring a material component. Once you cast feather fall or levitate with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spell-casting ability for these spells when you cast them with this trait.
Divine Sense
PHB p82
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
PHB p82
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 × 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.
Pact Magic
PHB p105
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.
Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so 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 warlock 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 an arcane focus as a spellcasting focus for your warlock spells.
Otherworldly Patron
PHB p105
At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
The Hexblade
XGE p55
You have made your pact with a mysterious entity from the Shadowfell—a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.
Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.
Hexblade's Curse
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can't use this feature again until you finish a short or long rest.
Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.
Eldritch Invocations: Devil's Sight
PHB
p110
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Thirsting Blade
PHB
p111
Prerequisites: 5th level, Pact of the Blade
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
Pact Boon
PHB p105
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.
Pact of the Blade
p107
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Divine Smite
PHB p82
[–]
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.
Blind Fighting
TCE p41
[–]
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.
Spellcasting
PHB p82
[–]
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.
Preparing and Casting Spells
[–]
The Paladin table shows how many spell slots you have to cast your paladin 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. Staff of the Python.
Divine Health
PHB p82
[–]
By 3rd level, the divine magic flowing through you makes you immune to disease.
Sacred Oath
Oath of the Raven Queen: Tenets of the Raven Queen
The first three tenets of the Oath of the Raven emphasize the neutrality of death and the lawfulness of obeying the natural cycle of life and death, while the fourth tenet serves as a warning to those who would disrupt that cycle.
All Life is Precious. Without life, death is meaningless. A life shall not be ended before its intended time, and should not remain after.
We Must Accept Death. Do no dread it or run from it, death arrives all the same. It is a natural part of the cycle of life.
Strike the Undead. Although resurrection is acceptable as the soul is willing, cheating death through undeath and immortality is unnatural and disrupts the natural order. Thus, the undead should be destroyed.
Oath Spells
You gain oath spells at the paladin levels listed.
3rd level: armor of Agathys, Feather Fall
5th level: Misty step, augury
9th level: remove curse, speak with dead
13th level: blight, death ward
17th level: commune, cone of cold
Chanel Divinity
When you take this oath at 3rd level, you gain the following two Chanel Divinity options.
Raven Queen’s Emissary. You can use your Channel Divinity to invoke the powerful grace of the Raven Queen. As an action, you can force each creature you can see within 30 feet of you to make a Wisdom saving throw. Undead and fey creatures have disadvantage on the saving throw. On a failed save, the creature is 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.
Rebuke the Damned. You can use your Channel Divinity to rebuke creatures who harm you. Immediately after a creature within 30 feet of you deals damage to you, you can use your reaction to force the creature to make a Wisdom saving throw. On a failed save, the creature takes cold damage equal to the damage it just dealt, or half as much damage on a successful save. If the creature was an undead, it takes an additional 1d6 cold damage.
Additionally, you learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, your familiar takes the form of a raven.
Feat: Skill Expert.
Features & Traits