Infernal parentage:
Canian Resistance (3 Points)
You have resistance to cold damage.
Devil's Sight (6 points)
You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.
Devil’s Chain (3 Points)
When you hold a normal chain, it sprouts spikes and hooks along its length. Upon losing your grip on the chain, these growths immediately vanish. You can use chains as a weapon, and are always proficient ,you can make a melee with them. While using a chain one-handed, the chain deals 1d8 slashing damage on a hit. While using a chain two-handed, the chain deals 1d10 damage on a hit and has the reach property. When you take the attack action and hit with a chain, you can use a bonus action to initiate a grapple with the target.
Flaming fury (2 points)
When you hit a target with a melee weapon attack, you deak an additional 1d10 fire damage as the fury of the nine hells erupts from you. Once you use this trait, you can't use it again until you finish a long rest.
HELLISH REJUVENATION (2 POINTS)
As an action, you can gain a number of temporary hit points equal to 1d4 + your Charisma modifier. These hit points last until the end of your next turn. Once you use this trait, you can't use it again until you finish a short or long rest.
HELLISH ENTANGLEMENT (2 POINTS)
You can cast entangle as a 1st-level spell and regain the ability to do so when you finish a long rest. The vines and weeds are replaced by ethereal chains covered in spikes and flames. You can also cast this spell using any spell slots you have of the appropriate level Charisma is your spellcasting ability for it.
IMPROVED NATURAL ARMOR (2 POINTS)
When you aren't wearing armor, your AC is equal to 13+ your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Warforged parentage:
Integrated PROTECTION (6 POINTS)
Your body has built-in defensive layers, which can be enhanced with armor.
• You gain a +1 bonus to Armor Class.
UNSTABLE FORM (-10 POINTS)
Your body is not completely rigid, and your limbs often fluctuate in size and shape as you move. You are unable to wear armor, but can still use shields.
MUNDANE VULNERABILITY (-12 POINTS)
You have vulnerability to bludgeoning damage.
Magic resistance: (7 points)
You have advantage on all strenght, constitution and dexterity saving throws against magic.
Sentry's Rest (1 point)
When you take a long rest, you must spend at least 6 hours in an inactive, motionless state, rather than sleeping. In this state you appear inert but are not uncouncious, and you can see and hear as normal.
Upbringing: Defender
Raised to know how to defend yourself and your people.
Ability Score Increase. Con +2, Strenght +1
Background: acolyte
Shelter of the Faithful
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Class Features: Paladin
Hit Points
Hit Dice: 1d10 per paladin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st
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 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.
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.
Oath of Sacrifice
The Oath of Sacrifice is taken by paladins that embody the ideals of selflessness and care for others above all else.
hese paladins forgo their own safety to defend the weak, punishing those who intend to do harm to the innocent with holy retribution.
In the Forgotten Realms, paladins of this oath likely model themselves after Ilmater, the Rack-Broken God who oversees the benevolent necromancy associated with healing. Ilmater tends to be worshiped by those who suffer, were oppressed, and the persecuted. Paladins of this
oath are encouraged to be the bearer of the burdens for the less fortunate and meek.
The tenets of Sacrifice
The tenets of the Oath of Sacrifice are based on charity
Altruism. Selflessness is the only way in which society will progress.
Charity. Forgo material wealth if it can be spent toward a greater good.
Compassion. Those who do no harm are precious, and you shall be their vanguard.
Relieve Suffering. Go to any lengths necessary to help those in need, even if it means taking on their pain as your own.
Â
Bearer of Burdens. As a bonus action, you can use your Channel Divinity to replenish the pool of hit points in your Lay on Hands by sacrificing your own health. Reduce your hit points and hit point maximum by an amount of your choice. You regain a number of hit points in your Lay on Hands pool equal to twice the reduction. At the same time, you can also add 10 hit points into the pool by taking 1 level of exhaustion. You die if your hit point maximum is reduced to 0. This reduction to your hit point maximum and the level of exhaustion gained through the use of this Channel Divinity last until you regain the use of your Channel Divinity.Â
Blood for Blood. When you use your Divine Smite, you can use your Channel Divinity as a part of the same attack to deal additional radiant damage. When you do, you can expend any number of your paladin hit dice and cause the attack to deal an additional 1d10 radiant damage per hit die you expended for this Channel Divinity option. and ensuring the well-being of others over the self.
AURA OF THE ALTRUIST 7th- and 18th-level Oath of Sacrifice feature You have been blessed with an aura that extends the reach of your divine healing. You can project an aura of good will out to a radius of 10 feet. You can use your Lay on Hands feature targeting any creature within the aura, as though you could touch them. When you cause a creature in the aura to regain hit points using a spell or class feature, you can choose to gain temporary hit points equal to half of the hit points you restored to the target. At 18th level, the range of this aura increases to 30 feet.
Features & Traits