Racial traits:
Darkvision:
"You can see clearly in darkness up to 60ft with Darkvision, but only in shades of gray."
Celestial Resistance:
"You have resistance to necrotic damage and radiant damage."
Stone's Endurance:
"Occasionally shrug off injury by rolling a d12 + Con mod to reduce damage taken with your reaction. Can only use once before resting."
Powerful Build:
"Count as one size larger when determining carrying capacity and weight you can push, drag, or lift."
Mountain Born:
"Resistant to cold damage. Acclimated to high altitude, including elevations above 20,000 feet."
Radiant Soul:
"Activate with an action at 3rd level. Lasts 1 min or until bonus action ends. Gain 30ft flying speed. Once per turn, deal extra radiant damage equal to level when attacking with spell or weapon. Can only be used once per long rest."
Paladin Abilities:
Divine Sense:
"As an action, detect celestials, fiends, or undead within 60ft not behind cover, and consecrated/desecrated places/objects. Uses = 1 + Charisma mod. Regain after long rest.
Lay on Hands:
"Pool of healing power = paladin level x 5. As action, touch creature to restore hit points up to remaining pool. Alternatively, expend 5 hit points to cure disease/poison. No effect on undead/constructs."
Blind Fighting. Gain 10 ft blindsight, see anything not behind total cover, including invisible creatures that aren't hidden from you.
Divine Smite:
Spend spell slot to deal extra radiant damage with melee weapon attack. Damage increases with higher level spell slots, max 5d8. More damage against undead/fiends, max 6d8.
Divine Health:
Immune to disease due to divine magic."
Harness Divine Power:
At 3rd level, you can use your Channel Divinity to regain one expended spell slot as a bonus action. The spell slot's level can't be higher than half your proficiency bonus (rounded up). You can use this feature once at 3rd level, twice at 7th level, and three times at 15th level. You regain all uses after a long rest.
Divine Aegis:
As an action, project a 10-foot radius aura of half-cover when holding aloft your holy symbol.
Holy Abjuration:
Use as a reaction to reduce spell/magical damage by paladin level + Charisma modifier (min. 1). If damage is reduced to 0, spell/effect is dispelled.
Barbarian Abilities:
Barbarian Rage: As a bonus action, you can enter a Rage that lasts for 1 minute or until you are incapacitated. While raging, you have advantage on Strength checks and saving throws, deal bonus damage on melee attacks, resist certain damage types, but can't cast spells or concentrate on them. You must attack, take damage, move towards an enemy, or make a Strength check each turn or your Rage ends early. You can use this feature a number of times per day equal to the Rages column on the Barbarian table.
Danger Sense:
You gain advantage on initiative rolls, and you can act normally on your first turn when surprised if you use your Rage ability."
Bonebreaker Critical:
After a critical hit, you can spend an Exploit Die to weaken the target. For one minute, the creature's weapon attacks using Strength deal half damage. The creature can make a Constitution saving throw each turn to end this effect."
Brace Up:
As a bonus action, spend an Exploit Die to gain temporary hit points equal to 1 + your Exploit Die."
"Favored Presence:
A 3rd-level Path of the Favored feature that makes creatures view you more favorably when you meet them for the first time. Its effect doesn't apply to those you travel with."
Touched by Fate:
-When Raging, reroll 1s on Exploit Die.
-Use reaction to add an Exploit Die to your Armor Class when hit, possibly turning a hit into a miss.
-Expend an Exploit Die to add to a missed melee or thrown weapon attack roll, possibly turning a miss into a hit.
"Heroic Fortitude:
Expend an Exploit Die to add it to your Strength, Dexterity, or Constitution saving throw result after you roll, but before you know if you succeed or fail."
Heroic Stature:
Expending an Exploit Die can boost your roll for Str (Athletics), Dex (Acrobatics), or Cha (Persuasion) checks, but you must use it after the roll and before knowing the outcome.
Dark Gifts:
Transformation: You can transform into your second form by casting Alter Self spell with no spell slot once per long rest. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice). If you have spell slots of 2nd level or higher, you can cast this spell with them. When the transformation ends, a cosmetic aspect of your second form remains as a mark on your body, which fades after a long rest.
Involuntary Change: When you smell burning elderwood, you must succeed on a DC 15 Charisma saving throw at the start of your next turn or use your action to cast Alter Self spell as described in the Transformation trait, even if you have already used it.
Feats:
Dual Wielder
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one handed melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Features & Traits