Deimata, The Paladin
The Paladin
Hit Die
+3 | Strength |
+0 | Dexterity |
+3 | Constitution |
-1 | Intelligence |
+2 | Wisdom |
+4 | Charisma |
+0 | Acrobatics |
+0 | Animal Handling |
+1 | Arcana |
+5 | Athletics |
+2 | Deception |
-1 | History |
+0 | Insight |
+4 | Intimidation |
+1 | Investigation |
+0 | Medicine |
-1 | Nature |
+0 | Perception |
+2 | Performance |
+4 | Persuasion |
-1 | Religion |
+0 | Sleight of Hands |
+0 | Stealth |
+0 | Survival |
Armor Class
Hit Points
Initiative
Speed
Weapon | Attack | Damage |
---|---|---|
Maul | +5 | 2d6+3 |
Javelin | +5 | 1d6+3 |
Proficiences
Explorer's pack, holy symbol, 50 feet of silk rope, clothes, belt pouch
Equipment
Heroes Enabled
Paladin Spell Slots per Level
Level | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|
1st | — | — | — | — | — |
2nd | 2 | — | — | — | — |
3rd | 3 | — | — | — | — |
4th | 3 | — | — | — | — |
5th | 4 | 2 | — | — | — |
6th | 4 | 2 | — | — | — |
7th | 4 | 3 | — | — | — |
8th | 4 | 3 | — | — | — |
9th | 4 | 3 | 2 | — | — |
10th | 4 | 3 | 2 | — | — |
11th | 4 | 3 | 3 | — | — |
12th | 4 | 3 | 3 | — | — |
13th | 4 | 3 | 3 | 1 | — |
14th | 4 | 3 | 3 | 1 | — |
15th | 4 | 3 | 3 | 2 | — |
16th | 4 | 3 | 3 | 2 | — |
17th | 4 | 3 | 3 | 3 | 1 |
18th | 4 | 3 | 3 | 3 | 1 |
19th | 4 | 3 | 3 | 3 | 2 |
20th | 4 | 3 | 3 | 3 | 2 |
Spells
1st Level
Paladin Spellcasting
Spell Attack | Spell DC |
---|---|
1d20+4 | 12 |
Paladin's Special Abilities
Divine Sense | Lay on Hands |
---|---|
3*/Day | 5 HPs |
Goliath
Natural Athlete: You have proficiency in the Athletics skill.
Stone's Endurance: You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mountain Born: You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates.
Languages. You can speak, read, and write Common and Giant.
Paladin
Hit Points
Proficiences
Class Features
Divine Sense
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 w hose 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.
Fighting Style - Great Weapon Fighting
At 2nd level, 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. The weapon must have the two-handed or versatile property for you to gain this benefit.Divine Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin 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.Divine Health
By 3rd level, the divine magic flowing through you makes you immune to disease.Sacred Oath - Oath of the Ancients
When you reach 3rd level, you will swear the Oath of the Ancients 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. 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 arm or and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world.Oath Spells
You gain oath spells at the paladin levels listed.Oath of the Ancients Spells
Spells for Paladin Levels3rd Ensnaring Strike, Speak with Animals
5th Moonbeam, Misty Step
9th Plant Growth, Protection from Energy
13th Ice Storm, Stoneskin
17th Commune with Nature, Tree Stride
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.
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.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 Warding
Beginning at 7th level, ancient magic lies so heavily upon you that it form s 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.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 pow er with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage o f your Divine Smite.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.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 mosslike, 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.
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) and 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.Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells. 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.Spellcasting Focus
You can use a holy symbol (found in chapter 5) as a spellcasting focus for your paladin spells.Haunted One
You are haunted by something so terrible that you dare not speak of it. You've tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can't be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you.
Features
Heart of Darkness
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.Harrowing Event
Prior to becoming an adventurer, your path in life was defined by one dark moment, one fateful decision, or one tragedy. Now you feel a darkness threatening to consume you, and you fear there may be no hope of escape. Choose a harrowing event that haunts you, or roll one on the Harrowing Events table.Suggested Characteristics
You have learned to live with the terror that haunts you. You are a survivor, who can be very protective of those who bring light into your darkened life.
Remove these ads. Join the Worldbuilders Guild
Comments