Astraeus Sigmusson

Paladin Astraeus Sigmusson (a.k.a. Handy)

What do you call a physically disabled Angelfish? Astraeus. Born an Aasimar in Dolten his light would soon be clouded with laughter and corrupted with erratic beauty as the Fae claimed their child.

Physical Description

General Physical Condition

Fishy

Body Features

Fishy

Facial Features

Fishy

Identifying Characteristics

Missing left hand

Physical quirks

Missing left hand

Mental characteristics

Personal history

Fleeing the home that had corrupted him Astraeus found himself in Orde, the foil of his Doltenian upbringing. For a time he found peace, working against the interests of his home nation, trying to change it, twist it, all the while betraying himself. At the culmination of his betrayal he would give up on himself, no longer thinking himself worthy of redemption, breaking his Oaths of Redemption. Fleeing ideals counter to his core disposition Astraeus would travel back to Dolten working to protect it's denizens from what had corrupted him. Learning a valuable lesson his hand would be lost in atonement for his reckless acts. Heading away to settle his internal conflict and atone in the eyes of Babylon Astraeus would head to Daborak serving the Lord of Oaths. After researching for a time he would attempt ascension to a higher race, failing and becoming a Kuo-Toa. With such on his mind he remains in Daborak for the time being, finding his peace and healing himself. After making peace with himself he took time to stay with the Crowsworn into what would be his last mission with them, The Crystalline Tower. In the tower his soul would be transformed as planar energy was channeled into him at this point he had discovered a new foreign magic. Not wanting to develop such magic under a banner other than Dolten's and being unwilling to betray or underserve his order, he would leave the the Crowsworn and prove his will as he undertook the Crucible, ascending to the rank of Sergeant in the Night Guard.

Sexuality

Astraeus is pansexual, engaged to Lorelai Joy.

Employment

Astraeus has worked as the Liason and Requisition Officer of The Inquisition, A Warlock of The Great Coven, the Raven of the Crowsworn and currently works as the Sergeant of The Night Guard. Additionally he is a member of the company "Solemn Vow."

Accomplishments & Achievements

Cleared the Ordean Sewers of Kuo-Toa, completed an Oath, successfully dueled hateflame once (Triple Nat 20's baby), persuaded a legion of Undead Inquisitors to let go of their rage and move on to the dream. Played organ music perfectly and was able to channel soul changing energy (with one hand).

Failures & Embarrassments

Slept within an inch of escaping the Red Road, Failed his ascension to Ominax, doomed Fencer's Square to suffer Dsangir's wrath.

Mental Trauma

Fae-Lost premium experience, broke the Oaths of Redemption by believing humanity nonredeemable, violet sicknessed.

Morality & Philosophy

The natural order of the world is determined by strength. The mighty create order and the weak fall to chaos. Civilizations strive to create Order and Chaos tears at it endlessly lest the world become stagnant and chained. Good is refusing to let the weak fall, through any means, and Evil is to let chaos fester and the weak fall to it. While he personally believes that innocents should not be caught in the crossfire between cardinal forces and intersecting realms; he also knows that the world is not perfect and such will not the case. Innocents, Fae-Lost such as himself will always exist, the product of an endless cycle. As such the ends justify the means.

Taboos

Astraeus will not go back on his word, and refuses to compromise the secrets of any of the organizations he worked for.

Personality Characteristics

Motivation

Astraeus is motivated particularly by his Fae-Lost past wanting to minimize the risks of Dolten or the innocent. He believes that Chaos allowed what happened to him to transpire and as such Chaos must be put down lest the world fall to primordial madness. He sees Dolten as a country that failed him in the past and as such it is his duty to minimize it's chaos for future generations. Counter yet parallel to his duty is the motivation to stop and settle down and create a safe home for his fiance and orphan child, for a safe home can't be created in Dolten easily.

Savvies & Ineptitudes

Astraeus is a particularly good pun maker, he sucks at most general knowledge areas. In combat he takes a brazen emotional style letting his blows be dictated by anger and his will rather than a formulaic thinking.

Likes & Dislikes

Astraeus enjoys the refined art of spider dunking, he dislikes lying and secrecy though he understands the need for them. He'd rather be upfront and face the consequences, unless secrecy is critically needed.

Virtues & Personality perks

Astraeus has a very defined set of morals and follows them to a tee. He is fiercely loyal to those he considers family and when brought to the brink will always side with them, seeing family as a more natural order than government. He's generally positive, respectful and wanting to be helpful. He will do what needs to be done.

Vices & Personality flaws

Astraeus is a very self sacrificial type of person. He'd rather bear weight than see those closest to him bear it. Additionally he is rarely offensive, he's more flexible and defensive in conversation rather than self advocatory. He bears too much guilt on himself and struggles to proportionally weigh his failures and their effects on the people around him.

Personality Quirks

Serial punmaker

Hygiene

He is still adjusting to the fishiness so he washes quite regularly to avoid that slick shit.

Social

Religious Views

Paladin of The Seven
Astraeus does not like Chaos. However his view of entities such as Kaheeli and Raquel, the same way he views Olakenhai. Chaos vs Order will continuously exist. However while Kaheeli and Raquel represent Primordial and dutiful Chaos, as is their function and the continuity, Olakenhai reprsents unnatural Chaos. That which would raze the earth and see reality reduced to a void of pandemonium.
Babylon: TBW

Hobbies & Pets

Pet Wolf Pup

Hope stands strongest under the weight of despair.

View Character Profile
Alignment
Lawful Neutral
Age
22
Date of Birth
Unknown
Birthplace
Scatter
Children
Current Residence
The Crimson Citadel
Gender
Male
Eyes
Ice Blue
Hair
I mean he has a cool head fin
Skin Tone/Pigmentation
Gold-Bronze and SIlver Scales
Height
5' 1"
Weight
207
Quotes & Catchphrases
Hands and fish puns.
Known Languages
Astraeus was born knowing Celestial, learned to speak Sylvan and Wicked as part of being a Crowsworn, and learned Primordial (Aquan) after his transformation. He also speaks common like every other dunderhead

Astraeus Sigmusson

Kuo-Toa Race
Dolten - Fae Lost Origin
Paladin (Oathbreaker)/Warlock (Hexblade)| 8/4 | 12 Class & Level
Lawful Neutral Alignment
The Seven Deity
Night Guard Faction
Sergeant Rank/Position
5 Loyalty
Solemn Vow Company

Strength 17
+3
Dexterity 12
+1
constitution 22
+6
intelligence 11
+0
wisdom 12
+1
charisma 26
+8
Total Hit Dice 8d10+4d8
Hit Die
1d10+6
+4 proficiency bonus
+11 Strength
+9 Dexterity
+18 Constitution
+8 Intelligence
+13 Wisdom
+20 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+0 Arcana
+7 Athletics
+12 Deception
+0 History
+5 Insight
+12 Intimidation
+0 Investigation
+5 Martial
+1 Medicine
+0 Nature
+5 Perception
+12 Performance
+14 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+1 Survival
skills

 
66
MV
2
Prestige
3
Attunement Slots
22
Armor Class
149
Hit Points
+0
Initiative
30
Speed
WeaponAttackDamage
Shards of the Guardian 1d20+13 1d6+2d6+8+8+1+1
Shards of the Guardian (Offhand) 1d20+13 1d6+2d6+8+1d4+1+1
Shards of the Guardian (CSEC) 1d20+13 1d6+2d6+8+8+1+1d8
Shards of the Guardian (CSEC Offhand) 1d20+13 1d6+2d6+8+1d4+1+1d8
Shards of the Guardian (Max) 1d20+15+1d4 1d6+2d6+8+8+1+3+4+1d4
Shards of the Guardian (Offhand Max) 1d20+15+1d4 1d6+2d6+8+1d4+1+3+4+1d4
Shards of the Guardian (CSEC Max) 1d20+15+1d4 1d6+2d6+8+8+1d8+3+4+1d4
Shards of the Guardian (CSEC Offhand Max) 1d20+15+1d4 1d6+2d6+8+1d4+1d8+3+4+1d4
Attacks
Starting Array (Specialist)
17 12 12 11 10 10

Tool Proficiencies
Calligraphers Supplies, Disguise Kit, Poisoner's Kit, Alchemist's Supplies, Cook's Utensils, Herbalism Kit (Expertise)

Languages
Common, Celestial, Sylvan, Wicked, Primordial (Aquan)

Faction General
Factionless - Calligraphers Supplies, Performance Proficiency
The Inquisition - +2 CHA ACI (22), Disguise Kit, Poisoner's Kit
The Great Coven - +2 CON ACI (22), Alchemist's Supplies, Cook's Utensils
The Crowsworn - +2 CHA ACI (24),Gain two additional languages of your choice that are available. (Wicked and Sylvan), Iron Crown
The Night Guard - +2 CHA ACI (26), +2 CON ACI (24), Night Blade, Crimson Mail, Silencing Bow, Vampiric Charm, Nightshade, Lunar Gel, Proficiency with Night Blades and Crimson Mail, Warding Brand, silver pendant, a hunting trap, a vial of holy water, tuft of wolfsbane, cold iron charm, a set of traveler's clothes, and a belt pouch containing 30gp

ASI's and Feats
Resilient (Constitution) - Choose one ability score. You gain the following benefits:
Increase the chosen ability score by 1, to a maximum of 20.
You gain proficiency in saving throws using the chosen ability.

Actor - Skilled at mimicry and dramatics, you gain the following benefits:
Increase your Charisma score by 1, to a maximum of 20.
You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

+2 CHA

Lunar Geld
+2 Strength, +2 Constitution, Scent 100ft, You gain a natural armor of 16. If you are wearing Crimson Mail your AC instead increases by 2. -1 MV Per Mission, You cannot choose to nonlethal opponents. Exotic: Krazaxian Waraxe


Title(s) - Virtuoso (Active), Veteran
Veteran
This title allows you to use special items, access specific missions and grants you one free "knowledge" check on an enemy you face, once per battle. This free check is considered to be a moderate success.

Proficiences
Warlock Cantrips

  • Toll the Dead (C)
  • Eldritch Blast (C)
  • Chill Touch (C)

  • Warlock Spells

  • Hex (1)
  • Shield (1)
  • Misty Step (2)
  • Shatter (2)
  • Hold Person (2)

  • Paladin Prepared (10 Spells)

  • SoF (1)
  • Command (1)
  • Thunderous Smite
  • Bless (1)
  • Cure Wounds (1)
  • Protection from Evil and Good (1)
  • Heroism (1)
  • Lesser Restoration (2)
  • Find Steed (2)
  • Branding Smite (2)
  • Protection from Poison (2)

  • Oath Spells

  • Hellish Rebuke (1)
  • Inflict Wounds (1)
  • Crown of Madness (2)
  • Darkness (2)

  • Spellcasting
    40.5 PP (On-Person), 00.00 GP (Bank), 174Crafting Tokens | 1 Tier 4 Food Token(s) 2 Tier 4's (Non Mission)

    Unforgiven Pyromania

    Heroes Feast Component

    Masterwork Bandolier 1:
    Masterwork Bandolier 2:
    Bandolier 3:
    Bandolier 4:

    Magic Items

  • Pyram (4 lb)
  • Endurance - Masterwork Plate Armor (65 lb)
  • The Upper Hand (1 lb)
  • Deep Ones Eye (NA)
  • Crimson Mail
  • Night Blade
  • Silencing Bow
  • (69 lb)

    Mundane Equipment

  • Crystal (Warlock Focus) (1 lb)
  • Pole of Collapsing (NA)
  • 2 Masterwork Bandoliers (2 lb [1 Each])
  • 4 Bandoliers (4 lb [1 Each])
  • Grappling Hook x 5 (20 lb)
  • Piton x 10
  • Climber's Kit x 1
  • Explorers Pack x 1
  • Iron Spike x 10
  • Ladder (10 ft) x 1
  • Sledgehammer x 1
  • (68 lb)

    Tools

  • Calligrapher's Supplies (5 lb)
  • Alchemist Supplies (+1) (8 lb)
  • Herbalism Kit (3 lb)
  • Cook's Utensils (8 lb)
  • (8 lbs)

    Clothes

  • Vestments (Coven)
  • Fine Clothes (Crowsworn)
  • Common Clothes (Plain Tunic)
  • Belt Pouch
  • a t-shirt that says “I survived Dsangir and all I got was this lousy t-shirt
  • Fine Clothes (Inquisition)
  • Crowsworn Medallion
  • (NA)

    Consumables (Scrolls)

  • 3 Scrolls of Shield of Faith
  • 4 Scrolls of Hex
  • 4 Scrolls of Blur
  • 5 Scrolls of Bless
  • 5x Scroll of Aid
  • 2x Scroll of Lesser Restoration
  • 2x Scroll of Dispel Magic
  • 1x Scroll of Dimension Door
  • (19 lb)

    Consumables (Potions)

  • 1x Bottled Breath
  • 1x Lightning Resistance
  • 1x Antitoxin
  • 12x Potions of Invulnerability
  • 5x Potion of Growth
  • 4x Potion of Flying
  • 3x Potent Oils of Sharpness
  • 10x Oil of Slipperiness
  • 11x Potion of Heroism
  • 17x Potion of Superior Healing
  • 15x Supreme Healing Potions
  • 1x Potion of Healing
  • 6x Potion of Speed
  • (70 lb)

    Zazi's Inspiration(Attuned)
    +2 Shield - Major Rare (2350gp) - Attunement

    +2 Shield - Major Very Rare (7,000 gp) - Attunement: Worships The Seven

    The greatest work of a blind clan shaman, this shield is an aegis against what is to come.

    • Your Constitution score is increased by 2, up to a maximum equal to your score cap.
    • Never Gonna' Give You Up. As an action, you can rally your allies with a resounding shout, drawing on the power of The Seven. Up to 5 creatures within 30 yards gain resistance to the next instance of damage they would take, gain an additional 10 feet of walking speed, and may roll their next saving throw with advantage. This benefit lasts until at the start of your next turn. This ability may be used once, regaining its use after finishing a long rest.
    • Gotta Make You (under)Stand. When an ally you can see within 70 feet falls to 0 hit points or fails a death saving throw, you can expend a reaction to heal them for 7 hit points. You can do this one time, regaining usage after finishing a long rest.
    • This item is Glorybound.

    The Upper Hand (Non-Attunement)
    Shield - Major Rare (2,860gp, 29 days)

    A translucent shield bearing the symbol of the seven, with additional straps that you can attach and fit around your forearm for greater stability. Upon speaking its command word, the symbol of the seven shines, and the shield becomes smaller, turning into a token which one can hold in the palm of their hand.

    While wielding this shield, you reduce radiant damage taken by 1. If you are targeted by a spell attack with a roll of 7 by a creature within 30 feet that you can see, you can redirect it to another creature within 10 feet of you (no action required by you). You can use this ability once until the next dawn.

    In the Palm of Your Ha- Oh, I'm sorry.. As an action, you can speak this shield’s command word (Hands-off!) to turn it into a token. While in this form, it cannot be used as a shield, and occupies very little space. You can stick this token to a free hand or arm and speak its second command word (Hands-on!) as an action to turn it back into a shield (which functions as though donning the shield). Both its token and shield form weigh 1 pound.

    [Base Material, Enhancement, Enchantment, Spell invocation x2]

    Eyes of the Deep (Attuned)
    Wondrous (Mask) – Very Rare (4,900gp) – Attunement

    Gaze into the abyss, but not for too long.

    Your Charisma score increases by 3, to a maximum equal to your ability score cap.

    Vision of the Lost Ones. You can see creatures and objects that are invisible within 20 feet of you.

    Call of the Void. You can empathically communicate with creatures within of 30 feet of you that you can see. You can only communicate in this way with one creature at a time and the creature must have an Intelligence score of at least 3.

    Over the Edge Into Madness: As an action, you can target a hostile creature that can see you with your gaze. The target must make a DC 16 Charisma saving throw. On a successful saving throw, the target takes 1d8 psychic damage as it fights off the call of madness. On a failed saving throw, the target cannot move away from you willingly for 1 minute. If you land the killing blow on a creature that fails this saving throw within 1 minute, its mind fractures and explodes, forcing a number of creatures up to your Charisma modifier within 50 feet to make a DC 16 Charisma saving throw. Each creature that fails takes 3d8 psychic damage and is frightened of you for the next minute. They can repeat the saving throw at the end of each of their turns to end the frightened effect.

    Courage Surges, Enemies Crumble: You deal an additional 1 thunder damage on melee attacks. When you reduce an enemy to zero hit points, you instead deal an additional 1d8 thunder damage on melee attacks until the end of your next turn.

    Due to a material used, the overall cost has been lowered, and the amount you can spend per day is 80gp.

    [Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x2, Special Crafter]

    Night Blade (Longsword)
    This magical blade is standard issue amongst the elite Night Guard. It is creature from a carefully sanctified infernal steel, allowing the weapon to draw strength from evil and safeguard the wielder from nefarious influence. This is a +1 longsword that counts as it's enhancement bonus double versus evil undead, evil shapechangers, and evil fae.

    Crimson Mail (Scale Mail)
    The iconic crimson armor of the Night Guard is not only a distinct indicator as to their authority, but also a potent piece of equipment in its own right. This armor does not provide disadvantage on stealth checks, it is also infused with the eldritch power of the witches and allows the wearer to gain advantage on saving throws against compulsion, fear, and curse effects.

    Silencing Bow (Longbow)
    This magical longbow is used by the royal guard of the Empress of the Shadowfell, they have been loaned to the Night Guard to assist their endeavors and only to recruits that have proven themselves worthy. This is a +1 enhancement longbow made of hardened shadows. This bow does not require traditional ammunition, although it can if the wielder wishes. otherwise it shoots shadowy arrows that act as normal arrows. These shadow arrows cannot be fired or exist in hallowed light.

    Shards of the Guardian (Attuned)
    +1 Majitalian Flail - Minor Very Rare (3800gp) - Attunement

    This flail is made from two chips off of the Guardian of the Mountain’s carapace, very sharp pieces of heavily compressed metal. One bladed fragment is dark steel and the other is polished and lighter in color (similar to a Yin-Yang). On the Dark Shard’s Hilt there is a Black Lotus Motif and on the Light Shard’s there is a White Lotus Motif.

    Your Constitution score is increased by 2, to a maximum equal to your ability score cap.

    Piercing Fragmentation. This weapons twinned offhand attack deals an additional 1d4 bleed damage.

    Mountain’s Burden. When you score a critical hit with this weapon, the creature must succeed on a DC 16 Constitution saving throw or be stunned for a minute. The creature can make the save again at the end of each of its turns. You can use this ability three times, regaining all uses on completing a long rest.

    [Base Material, Adornment, Enchantment, Enhancement, Special Crafter]

    Silencing Bow (Longbow)
    This magical longbow is used by the royal guard of the Empress of the Shadowfell, they have been loaned to the Night Guard to assist their endeavors and only to recruits that have proven themselves worthy. This is a +1 enhancement longbow made of hardened shadows. This bow does not require traditional ammunition, although it can if the wielder wishes. otherwise it shoots shadowy arrows that act as normal arrows. These shadow arrows cannot be fired or exist in hallowed light.

    The Twin Bells of the Cloudsea Monastery (Star Marked Nunchaku)
    +2 Tonfa - Arcadum, Attunement, Pilgrimage
    These nunchaku are made from alabaster stone and seem to have clangors inside of them that give off a dull bell-like sound. They are shaped and designed to act like bells.

    While attuned to these nunchaku, you gain the following abilities:
    -Nunchaku: This weapon acts as a finesse and twinned Tonfa, that acts as a monk weapon for the purpose of martial arts and stunning strike.
    -Thundering Burst: You deal an additional 1d6 points of thunder damage with these nunchaku, and whenever you would critically hit with them, you deal an additional 2d6 points of thunder damage, for a total of 1d6 base thunder damage + 3d6 critical thunder damage on a critical hit.
    -Stunning Critical: Whenever you would successfully critically hit an enemy, that enemy must make a Constitution saving throw (DC 8 + your Wisdom modifier + your Proficiency bonus) or be stunned for 1 round. A creature stunned by this ability cannot be stunned by it again for 24 hours.

    Belt of Courage

    Wondrous Belt - Arcadum - Non-attunement
    Grants advantage on saving throws against fear effects.


    Total Carry Weight: X Total

    Personal Valuables:
  • His Own Severed Hand (No Middle Finger)
  • 1000 GP Diamond (Bank)
  • 500 GP Diamond x3 (Bank)
  • 2 Children's Books (1 Story, 1 Informational https://discord.com/channels/164927564354289665/531602806931718148/776191186594562062)
  • The Melodies of Inner Beauty - Burnt and unreadable save for the title.
  • The Maestro's Sheet Music
  • Equipment
    Night Guard
    Faction
    The Trap (Specialist)
    Stat Array
    Kuo-Toa
    Ability Scores - Str +2, Con +2
    Size - Medium
    Speed - 30 ft., swim 30 ft.
    Age - Kuo-Toa reach maturity around age 15 and can live up to a 1000 years, but most don't.
    Alignment- Kuo-Toa tend toward chaotic evil. However some, like you are free of Golloptak’s influence
    Size - Kuo-Toa are similar in build to dwarves. Your size is Medium.
    Swim Speed - You have a swimming speed of 30 feet.
    Amphibious - You can breathe air and water.
    Feeding Frenzy - Whenever you would score a critical hit, you may attack again as a bonus action.
    Wordwyrd - You are immune to damage or ill effects produced by glyphs, runes or anything to do with the dangers of magical writing.
    Deepwalker - Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.
    Languages- You can speak, read, and write Common and Primordial.
    Standard Darkvision

    Divine Sense
    As an action, 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 of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated. 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
    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 (Protection)
    While you are wearing armor, you gain a +1 bonus to AC.

    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.

    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.

    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.

    Oathbreaker Channel Divinity: Control Undead
    As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin's commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin's level is immune to this effect.

    Oathbreaker Channel Divinity: Dreadful Aspect
    As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin's choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.

    Extra Attack
    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.

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

    Eldritch Invocations
    Agonizing Blast: When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

    Devil's Sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

    Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

    Pact of the Blade
    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.

    Pact of the Blade Verum Rule
    You gain an exotic proficiency with only the first type of exotic weapon you create with this class feature, not any other exotic weapons created afterward.
  • Majitalian Flail

  • Class/Racial Features & Traits

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