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Ookcha Brasschild

5 Level (0/14000 XP for level-up) Sailor Background Hadozee Race / Species / Heritage Chatoic Good Alignment
Paladin
Level 5
Hit Dice: 5/5
1d10+3 Class 1

STR
14
+2
DEX
18
+4
CON
17
+3
INT
13
+1
WIS
12
+1
CHA
14
+2
53
Hit Points
+4
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
3 / 3
Divine Sense
25 / 25
Lay On Hands
3 / 3
Hadozee Resilience
Spellcasting ...
+5 Attack mod
CHA Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+4 Dexterity
+3 Constitution
+1 Intelligence
+4 Wisdom
+5 Charisma
saving throws
+6 Acrobatics DEX
+1 Animal Handling WIS
+1 Arcana INT
+7 Athletics STR
+2 Deception CHA
+1 History INT
+1 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
skills
+1 Medicine WIS
+1 Nature INT
+4 Perception WIS
+2 Performance CHA
+5 Persuasion CHA
+4 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Scimitar +7 DEX 1d6+4 Slashing
 Finesse, light
Club +5 STR 1d4+2 Bludgeoning
 Light
Dagger +7 DEX 1d4+4 Piercing
 Finesse, light, thrown (20/60)
Attacks

Spell Book

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Divine Smite +5 Touch Instantaneous 2d8 V
 Notes: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.
Cure Wounds +5 1 action Touch Instantaneous 1d8 V,S
 Notes:A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. this spell has no effect on undead o constructs. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Heroism +5 1 action Touch Concentration, 1 minute V,S
 Notes:A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Protection from Evil and Good 1 action Touch Up to 10 minutes V,S,M holy water or powdered silver and iron, which the spell consumes
 Notes:Until the spell ends, one willing creature you touch is protected against certain types of creature: aberrations, celestials, elementals, fey, fiends, and undead The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Sanctuary 1 bonus action 30 ft 1 minute V,S,M A small silver mirror
 Notes:You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack casts a spell that affects an enemy, this spell ends.
Purify Food and Drink 1 action 5 ft Instantaneous V,S
 Notes:All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
Ceremony 1 hour Touch Instantaneous V,S,M 25 gp worth of powdered silver
 Notes:You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can add a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of the wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Divine Smite +5 Touch Instantaneous 2d8 + V
 Notes: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.
Cure Wounds +5 1 action Touch Instantaneous 1d8 + V,S
 Notes:A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. this spell has no effect on undead o constructs. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Lesser Restoration 1 action Touch Instantaneous V,S
 Notes:You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Zone of Truth 1 Action 60 ft 10 minutes V,S
 Notes:You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
A belaying pin (club), 50 feet of silk rope, a lucky nail from The Pearly Tidebreaker, a set of common clothes, a belt pouch, a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin, 50 feet of hempen rope, a necklace with a wave curling left and right on it (holy symbol)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 130, Platinum: 0 Money
Common, celestial, hadozee
Navigator's tools, naval vehicles, all armor, shields, simple and martial weapons

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e SRD SRD

Chain Shirt Armor

Medium Armor Common

Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

Type AC STR Req. Stealth Dis. Properties
Medium 13 + Dex modifier (max 2)

Cost: 50 gp Weight: 20 lb


 

DnD 5e SRD SRD

Club

Melee Weapon Light Common

Type Damage Damage Range Properties
Simple 1d4 Bludgeoning Light

Cost: 1 sp Weight: 2 lb


 

Buckler

Adventuring Gear Common

When using this buckler, a character may use their reaction to parry and counterattack a melee attack made against them.   If an enemy makes an attack against the character with a buckler and the attack misses while the roll is within 3 of the user's AC (for example: 12, 13, 14 if user's AC is 15 ) the user can use their reaction to make a single attack against the enemy.   The buckler requires proficiency with martial weapons (can be learned specifically) to use

Type AC STR Req. Stealth Dis. Properties
None +1


 

DnD 5e SRD SRD

Scimitar

Melee Weapon Common [Finesse, Light]

Type Damage Damage Range Properties
Martial 1d6 Slashing

Cost: 25 gp Weight: 3 lb


 

Explorer's Pack

Adventuring Gear Common

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 10 gp Weight: 59 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

Ring of Warmth

Ring Uncommon (this item requires attunement)

While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.


 

The statblocks of your class features

Paladin


Hit Points

Hit Dice: d10 per Paladin level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st

Proficiences

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Overview & Creation

Clad in plate arm or that gleams in the sunlight despite the dust and grim e of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance shines from her hands, the man’s wounds knit closed, and his eyes open wide with amazement. A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two ores are dead before they even realize he is there. Silver hair shining in a shaft of light that seems to illuminate only him, an elf laughs with exultation. His spear flashes like his eyes as he jabs again and again at a twisted giant, until at last his light overcomes its hideous darkness. Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god’s altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin’s oath is a powerful bond. It is a source of pow er that turns a devout warrior into a blessed champion.  

The Cause of Righteousness

A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them pow er to do their sacred work. Although many paladins are devoted to gods of good, a paladin’s pow er com es as much from a commitment to justice itself as it does from a god. Paladins train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical pow er they wield: pow er to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice.  

Beyond the Mundane Life

Almost by definition, the life of a paladin is an adventuring life. Unless a lasting injury has taken him or her away from adventuring for a time, every paladin lives on the front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. W hen they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crow n as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country. Adventuring paladins take their work seriously. A delve into an ancient ruin or dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Evil lurks in dungeons and primeval forests, and even the smallest victory against it can tilt the cosmic balance away from oblivion.
 


Class 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 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. W hen 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 pow er 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 o f Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.  

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option m ore than once, even if you later get to choose again.  

Defense

While you are wearing armor, you gain a +1 bonus to AC.  

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.  

Great Weapon Fighting

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.  

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.  

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

When you reach 3rd level, you swear the oath 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. Now you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.  

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day. If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.  

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. W hen you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. W hen you use such an effect from this class, the DC equals your paladin spell save DC.  

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 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.  

Sacred Oaths

Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin’s training. Some characters with this class don’t consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.  

Oath of Devotion

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.  

Tenets of Devotion

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.   Honesty. Don’t lie or cheat. Let your word be your promise.   Courage. Never fear to act, though caution is wise.   Compassion. Aid others, protect the weak, and punish those w ho threaten them. Show mercy to your foes, but temper it with wisdom .   Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.   Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those w ho have just authority over you.  

Oath Spells

You gain oath spells at the paladin levels listed.  

Oath of Devotion Spells

Spells for Paladin Levels
3rd Protection from Evil and Good, Sanctuary
5th Lesser Restoration, Zone of Truth
9th Beacon of Hope, Dispel Magic
13th Freedom of Movement, Guardian of Faith
17th Commune, Flame Strike  

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minim um bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it 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.  

Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.  

Purity of Spirit

Beginning at 15th level, you are always under the effects of a Protection from Evil and Good spell.  

Holy Nimbus

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. Once you use this feature, you can’t use it again until you finish a long rest.  

Oath of the Ancients

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.  

Tenets of the Ancients

The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.
Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can’t preserve it in the world.
Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.  

Oath Spells

You gain oath spells at the paladin levels listed.  

Oath of the Ancients Spells

Spells for Paladin Levels
3rd 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

W hen 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.  

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.  

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.
Once you use this feature, you can’t use it again until you finish a long rest.  

Oath of Vengeance

The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the w ill of the gods, when a thieves’ guild grow s too violent and powerful, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins— sometimes called avengers or dark knights—their own purity is not as important as delivering justice.  

Tenets of Vengeance

The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.
Fight the Greater Evil. Faced with a choice of fighting my sworn foes or com bating a lesser evil. I choose the greater evil.
No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not. By Any Means Necessary. My qualms can’t get in the way of exterminating my foes. Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.  

Oath Spells

You gain oath spells at the paladin levels listed.  

Oath of Vengeance Spells

Spells for Paladin Levels
3rd Bane, Hunter's Mark
5th Hold Person, Misty Step
9th Haste, Protection from Energy
13th Banishment, Dimension Door
17th Weretiger, Scrying  

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.
Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.  

Relentless Avenger

By 7th level, your supernatural focus helps you close off a foe’s retreat. W hen you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.  

Soul of Vengeance

Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater pow er over your foe. W hen a creature under the effect o f your Vow o f Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.  

Avenging Angel

At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
  • Wings sprout from your back and grant you a flying speed of 60 feet.

  • You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
Once you use this feature, you can’t use it again until you finish a long rest.
 


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. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.  

Preparing and Casting Spells

The Paladin table show s 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. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. W hen you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list o f paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.  

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since their pow er derives from the strength of your convictions. 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.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier = your proficiency bonus + your Charisma modifier  

Spellcasting Focus

You can use a holy symbol (found in chapter 5) as a spellcasting focus for your paladin spells.


LevelProficiencyFeatures--Spell Slots per Spell Level--
Bonus1st 2nd 3rd 4th 5th
1st+2Divine Sense, Lay on Hands--- --- --- --- ---
2nd+2Fighting Style, Spellcasting, Divine Smite-2- --- --- --- ---
3rd+2Divine Health, Sacred Oath-3- --- --- --- ---
4th+2Ability Score Improvement-3- --- --- --- ---
5th+3Extra Attack-4- -2- --- --- ---
6th+3Aura of Protection-4- -2- --- --- ---
7th+3Sacred Oath Feature-4- -3- --- --- ---
8th+3Ability Score Improvement-4- -3- --- --- ---
9th+4----4- -3- -2- --- ---
10th+4Aura of Courage-4- -3- -2- --- ---
11th+4Improved Divine Smite-4- -3- -3- --- ---
12th+4Ability Score Improvement-4- -3- -3- --- ---
13th+5----4- -3- -3- -1- ---
14th+5Cleansing Touch-4- -3- -3- -1- ---
15th+5Sacred Oath Feature-4- -3- -3- -2- ---
16th+5Ability Score Improvement-4- -3- -3- -2- ---
17th+6----4- -3- -3- -3- -1-
18th+6Aura Improvements-4- -3- -3- -3- -1-
19th+6Ability Score Improvement-4- -3- -3- -3- -2-
20th+6Sacred Oath Feature-4- -3- -3- -3- -2-

Sailor

You sailed on a vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to destroy your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new.   Discuss the nature of the ship you previously sailed with your DM. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost with all hands?   What were your duties on board – boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?

Variant Sailor: Pirate

You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You've indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you've garnered a somewhat unsavory reputation in many a port town.   If you decide that your sailing career involved piracy, you can choose the Bad Reputation feature below instead of the Ship's Passage feature.

Skill Proficiencies Athletics, Perception
Tool Proficiencies Navigator's tools, vehicles (water)
Equipment A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the centre (or you may roll for a random trinket on the Trinkets table in PHB chapter 5), a set of common clothes, and a belt pouch containing 10vr

Features

Feature: Ship's Passage:
When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crew mate). Because you're calling in a favour, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.   Variant Feature: Bad Reputation
If your character has a sailor background, you may select this background feature instead of Ship's Passage.   No matter where you go, people are afraid of you due to your reputation. When you are in a civilised settlement, you can get away with minor criminal offences, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

Suggested Characteristics

Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments.

Traits

Roll a d8 1d8 Personality Trait
1
My friends know they can rely on me, no matter what.
2
I work hard so that I can play hard when the work is done.
3
I enjoy sailing into new ports and making new friends over a flagon of ale.
4
I stretch the truth for the sake of a good story.
5
To me, a tavern brawl is a nice way to get to know a new city.
6
I never pass up a friendly wager.
7
My language is as foul as an otyugh nest.
8
I like a job well done, especially if I can convince someone else to do it.

Ideal

Roll a d6 1d6 Ideal
1
Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good)
2
Fairness. We all do the work, so we all share in the rewards. (Lawful)
3
Freedom. The sea is freedom-the freedom to go anywhere and do anything. (Chaotic)
4
Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil)
5
People. I'm committed to my crew mates, not to ideals. (Neutral)
6
Aspiration. Someday I'll own my own ship and chart my own destiny. (Any)

Bond

Roll a d6 1d6 Bond
1
I'm loyal to my captain first, everything else second.
2
The ship is most important – crew mates and captains come and go.
3
I'll always remember my first ship.
4
In a harbour town, I have a paramour whose eyes nearly stole me from the sea.
5
I was cheated out of my fair share of the profits, and I want to get my due.
6
Ruthless pirates murdered my captain and crew mates, plundered our ship, and left me to die. Vengeance will be mine.

Flaw

Roll a d6 1d6 Flaw
1
I follow orders, even if I think they're wrong.
2
I'll say anything to avoid having to do extra work.
3
Once someone questions my courage, I never back down no matter how dangerous the situation.
4
Once I start drinking, it's hard for me to stop.
5
Once I start drinking, it's hard for me to stop.
6
Once I start drinking, it's hard for me to stop.

Oath of Devotion


Hit Points

Hit Dice: d10 per Oath of Devotion level
Hit Points at first Level: See Paladin
Hit Points at Higher Levels: See Paladin

Proficiences

Armor: See Paladin
Weapons: See Paladin
Tools: See Paladin
Saving Throws: See Paladin
Skills: See Paladin

Subclass Options

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels — the perfect servants of good — as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.  

Tenets of Devotion

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.  
  • Honesty: Don't lie or cheat. Let your word be your promise.
  • Courage: Never fear to act, though caution is wise.
  • Compassion: Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
  • Honor: Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible, while causing the least amount of harm.
  • Duty: Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
 

Oath Spells

 
LevelSpells
3rdProtection From Evil and Good, Sanctuary
5thLesser Restoration, Zone of Truth
9thBeacon of Hope, Dispel Magic
13thFreedom of Movement, Guardian of Faith
17thCommune, Flame Strike
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.  
  • Sacred Weapon: As an action, for 1 minute, you add your Charisma modifier to attack rolls made with a weapon of your choice (with a minimum bonus of +1).The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. if the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
  • Turn the Unholy: As an action, you can make any fiend or undead, provided that it's within 30 feet and that can see or hear you, make a Wisdom saving throw. If the creature fails its saving throw, it 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.
 

Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.  

Purity of Spirit

Beginning at 15th level, you are always under the effects of a Protection From Evil and Good spell.  

Holy Nimbus

At 20th level, as an action, you can emanate light. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.   Once you use this feature, you can't use it again until you finish a long rest.
 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Hadozee

Hadozee orientate from the Beast Lands, coming into existence there during the Age of Dragons.
ability score increase: Your Dexterity score increases by 2, and your Wisdom score increases by 1.
age: Hadozee mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 90 years.
alignment: Imbued with mild celestial power, many hadozee are good. Almost all are chaotic.
Size: Medium
speed: Your base walking speed is 30 feet, and you have a climbing speed equal to your walking speed.
Languages: You can speak, read, and write Common and Celestial.
race features:
Size. Your size can be Small instead of Medium.   Dexterous Feet. As a bonus action, you can use your feet to manipulate an object, open or close a door or container, or pick up or set down a Tiny object.   Glide. If you are not incapacitated or wearing heavy armour, you can extend your skin membranes and glide. When you do so, you can perform the following aerial manoeuvres.
  • You can move up to 5 feet for every 1 foot you descend in the air, at no movement cost to you.
  • When you would take damage from a fall, you can use your reaction to reduce the fall's damage to 0.
  Hadozee Resilience. The Magic that runs through your veins heightens your natural defences. When you take damage, you can use your reaction to roll a d6. Add your proficiency bonus to the number rolled, and reduce the damage by that total (minimum of 0 damage). You can use this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Hadozee are covered in fur of all varieties of brown—from light tawny to dark chocolate—and it's so thick that they really have no great need to wear clothing. Their faces are surrounded by a shaggy mane.   A hadozee's snout protrudes outwards from its face, and has a mouth full of small but sharp teeth and a some long fangs. Their eyes are black and tend to sparkle.   Hadozee have no tails. Their feet are fully prehensile, complete with opposable thumbs, allowing them to hold onto things with both hands and feet.   The most distinctive physical feature of the hadozee is their patagial wing flaps, much like a bat or flying squirrel. This membrane of skin hangs loosely between the arm and legs, from wrists to ankles. When hadozee raise their arms, the membrane stretches taut.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

PHB

Cure Wounds

1-level Evocation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V S

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. this spell has no effect on undead o constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Class(es): Bard, Cleric, Duid, Paladin, Ranger

1d8 + Spellcasting Ability modifierHealing

Player's Handbook

Heroism

1-level Enchantment

Casting Time 1 action
Range Touch
Duration Concentration, 1 minute
Components V,S

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Class(es): Bard, Paladin

PHB pg 270

Protection from Evil and Good

1-level Abjuration

Casting Time 1 Action
Range Touch
Duration Up to 10 Minutes
Components VSM
Materials holy water or powdered silver and iron, which the spell consumes

Until the spell ends, one willing creature you touch is protected against certain types of creature: aberrations, celestials, elementals, fey, fiends, and undead The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Class(es): Cleric, Paladin, Warlock, Wizard

PHB pg 272

Sanctuary

1-level Abjuration

Casting Time 1 bonus action
Range 30 Feet
Duration 1 Minute
Components VSM
Materials A small silver mirror

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a  failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack casts a spell that affects an enemy, this spell ends.

Class(es): Cleric

Basic Rules, pg. 270

Purify Food and Drink

1-level Transmutation (ritual)

Casting Time 1 Action
Range 10 ft (AOE of 5 ft)
Duration Instantaneous
Components V, S

Damage Type: Utility   Saving Throws: None   Description: All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Class(es): Cleric, Druid, Paladin, Artificer

XGE pg 151

Ceremony

1-level Abjuration (ritual)

Casting Time 1 Hour
Range Touch
Duration Instantaneous
Components VSMgp
Materials 25 gp worth of powdered silver, which the spell consumes

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can add a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of the wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

Class(es): Cleric, Paladin

Statblocks for your Trinkets, businesses, building, castles, empires.


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Kunnandi.

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