Tabaxi Features!
Feline Agility
Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
Cat’s Claws
Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Cat’s Talent
You have proficiency in the Perception and Stealth skills.
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Paladin Features!
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 × 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: 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.
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.
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Subclass Features!
Chaos Table
When you take this oath at 3rd level, you channel the powers of the Apocalypse to aid you in your journey to eliminate suppression. At the start of True Combat and when the DM prompts you to, you roll on the Chaos Table. This table will determine your Channel Divinity and 7th Level Feature.
At level 3, you roll twice, once for each Channel Divinity option. At level 7, you roll one more time, for your 7th Level Feature. Results cannot be changed or “assigned” to features. You must make the most out of the chaos that is given to you
1 = Conquest
2 = War
3 = Famine
4 = Death
Channel Divinity: Mark of the Apocalypse
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.
Mark of the Apocalypse
You can use your Channel Divinity to draw power from the Four Horsemen of the Apocalypse to mark your enemies.
- Vanquish the Deserving
Upon rolling a 1 on the Chaos Table, you draw power from Ada Perwall, Horseman of Conquest. As an Action, you select a creature within 30ft. It must succeed on a Wisdom Saving Throw or be Marked for Conquest until the end of your next turn. Attacks rolls against the Marked Creature are made at advantage and have an increased critical threshold range of 2.
- Challenge the Cowardly
Upon rolling a 2 on the Chaos Table, you draw power from Vanessa Moonmourn, Horseman of War. 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 failure, they are Marked for War for 1 minute. While Marked, they must target you with targeted attacks and harmful effects. They may remake the save at the end of their turns.
- Deprive the Opulent
Upon rolling a 3 on the Chaos Table, you draw power from Nikio Hidewanderer, Horseman of Famine. 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 failure, they are Marked for Famine for 1 minute. While Marked they cannot heal hit points and their movement is halved. They may remake the save at the end of their turns.
- Reap the Dead
Upon rolling a 4 on the Chaos Table, you draw power from Casey Blackwater, Horseman of Death. As a Bonus Action, you select a creature within 30ft. It must succeed on a Wisdom Saving Throw or be Marked for Death until the end of your next turn. If the marked creature is killed by you or an allied creature, that creature heals (XdY + your CHA Modifier) hitpoints. X being its proficiency modifier, and Y being its hit die number.
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Chaos Unleashed.
You can use your Channel Divinity to draw power from the Four Horsemen to enhance your next attack.
- Scorched Earth
Upon rolling a 1 on the Chaos Table, you strike with the (un)holy powers from Ada Perwall, Horseman of Conquest. As a bonus action, you can enhance your next attack. This attack does 1d6 extra radiant damage and desecrates the space(s) that the attacked creature takes up with (un)holy fire for 1 minute. If a creature starts its turn in that space, they must make a Dexterity Saving Throw or take 1d10 radiant damage, halved on a success.
- Debilitating Strike
Upon rolling a 2 on the Chaos Table, you draw power from Vanessa Moonmourn, Horseman of War to weaken your enemies with a precise strike. As a bonus action, you can enhance your next attack. This attack deals 1d6 extra slashing, bludgeoning, or piercing damage depending on what weapon you use to strike. In addition, the attacked creature must make a Constitution Saving Throw or deal half damage, rounded down, until the end of its next turn.
- Plague Harvest
Upon rolling a 3 on the Chaos Table, you draw power from Nikio Hidewanderer, Horseman of Famine to reduce the vitality of your opponents. As a bonus action, you can enhance your next attack. This attack deals 1d6 extra poison damage. In addition, the attacked creature must make a Constitution Saving Throw or be poisoned for 1 minute. It may remake the save at the end of its turns.
- Last Rites
Upon rolling a 4 on the Chaos Table, you draw power from Casey Blackwater, Horseman of Death to force visions of death unto your opponents. As a bonus action, you can enhance your next attack. This attack deals 1d6 extra necrotic damage. In addition, the attacked creature must make a Wisdom Saving Throw or gain a unique condition called “Approaching Death.” for 1 minute. If that creature dies while this condition is active, you may select creatures of your choice up to your Charisma Modifier within 30 ft of the creature that died. Selected creatures gain 1d6 + your Charisma Modifier temporary hit points. It may remake the save at the end of its turns.
Aura of Mayhem
Starting at 7th level, you emulate an aura using the powers of the apocalypse.
Aura of Annihilation
Upon rolling a 1 on the Chaos Table, you emanate an overwhelming presence of Conquest. Whenever you or an ally within 10ft has advantage on an attack, you may use your reaction to allow that creature to reroll one of the dice, once. You must use the rerolled result.
At 18th level, the range of this aura increases to 30 feet.
Aura of Endurance.
Upon rolling a 2 on the Chaos Table, you emanate an bolstering aura of War. Whenever you or an ally within 10 ft takes damage, you may use your reaction to reduce that damage. The formula is as follows:
Half of Proficiency Rounded Down * 8 + CHA
At 18th level, the range of this aura increases to 20 feet.
Aura of Pestilence.
Upon rolling a 3 on the Chaos Table, you manifest great Famine in the area around you. The area 10ft from you is considered difficult terrain for enemies on the ground.
At 18th level, the range of this aura increases to 20 feet and it applies to enemy movement in the air.
Aura of Absorption
Upon rolling a 4 on the Chaos table, you drain the energy of the departed to rejuvenate you and your allies. Whenever a creature dies within 15ft of you, you gain a special resource called “Death Fragments”. You have a maximum of Death Fragments equal to your charisma modifier, and you keep them until you roll again on the Chaos Table for your Aura of Mayhem. Whenever a creature within 15ft you is healed, you can expend Death Fragments and a reaction to add your Charisma Modifier times the Fragments expended to the amount healed.
At 18th level, the range of this aura increases to 30 feet.