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Dream Echoes
You retain emotional impressions left behind by others. You can cast Detect Thoughts once per long rest, but you may only read thoughts that directly involve you; memories, feelings, and assumptions they associate with you. You can cast it again using a spell slot if you have one.
Additionally, when someone speaks your name or talks about you while you're not present, you feel a faint tug in your mind, like a whisper echoing across a dream. You always know when you are being remembered, but not by who.
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Unreadable Mind
Your nature resists intrusion. You are immune to any effect that would sense your emotions or read your thoughts unless you allow it. You also have resistance to psychic damage.
Fragment of a Past Life
When you are created, choose one feature from another race (excluding spellcasting traits or movement speed increases over 30 ft) this must reflect your previous life.
Blind Devotion
You have blindsight with a range of 60 feet. Within this range, you can perceive anything that isn't behind total cover, even if you are blinded or in darkness. You can also see invisible creatures within this range, unless they successfully hide from you. If you gain any feature that increases your blindsight, its range extends by an additional 30 feet, provided it does not exceed your normal senses.
This feature cannot be changed later and represents the lingering echo of who you once were.
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Fading From Memory
When you are reduced to 0 hit points, creatures that knew you begin to forget. While you are at 0 HP:
Allies must succeed on a DC 12 Wisdom (Insight) check to recall your name or bond with you.
Enemies that were focused on you may shift their attention to others, treating you as a lesser threat unless healed.
You cannot be targeted by divination magic (e.g., scrying) unless the caster has an object deeply tied to your past life.
This effect ends when you regain hit points.
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Echo of the Forgotten
You were nearly erased. Your form is jagged and unstable, flickering at the edge of knowing. You draw power from slipping through reality.
Unseen Steps
When you take the Dash action, you can become invisible until the start of your next turn or until you make an attack or cast a spell. You can do this once per long rest.
Flickering Presence
You may reroll one failed saving throw that you make once per long rest.
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Level 1: Lay on Hands
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.
As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.
You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don't also restore Hit Points to the creature.
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Great Weapon Fighting
Fighting Style Feat (Prerequisite: Fighting Style Feature)
When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.
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Level 2: Paladin's Smite
You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.
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Level 3: Channel Divinity
You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class's Channel Divinity, you choose which effect from this class to create.
You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.
If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.
Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. 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.
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Hope in the Presence of Despair
As a bonus action, you take on a radiant visage of hope for 1 minute. You gain a flying speed equal to your walking speed, and your weapon attacks deal an extra 1d6 radiant damage.
Whenever you cast a smite spell during this effect, you can force one creature damaged by the smite to make a Constitution saving throw. On a failure, the creature has a –d4 penalty to attack rolls and damage rolls until the start of your next turn.
Despair in the Presence of Hope
As a bonus action, you take on a dreadful visage of despair for 1 minute. You gain the ability to teleport up to 30 feet once per turn as part of your attack action, and your weapon attacks deal an extra 1d6 necrotic damage.
Whenever you cast a smite spell during this effect, you can force one creature damaged by the smite to make a Constitution saving throw. On a failure, the creature suffers a –2 penalty to AC until the start of your next turn.
Devout Hunter
When you use your Divine Sense, you may designate those around you as reflections of hope and despair. Allies of your choice within range are perceived as Hope, while enemies within range are perceived as Despair or vice versa.
Until the end of your next turn, you have advantage on all ability checks made against all creature.
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Hexer
You learn two hexes of your choice from among those available to the witch class, and gain the Cackle feature from the witch class. Use your Charisma when determining the attack rolls and saving throws of these hexes.
Cackle
At 2nd level, you can use your bonus action to cackle. The duration of a hex on which you are concentrating extends by 1 round. If the hex has one or more target, a target must be within 60 feet of you for the hex's duration to extend for it.
Not all witches laugh maniacally when they cackle, but all cackles require a verbal component, as if casting a spell. These range from mundane curses and insults, to the murmuring of dead languages and speaking backwards.
Hobble
As an action, choose one creature you can see within 60 feet of you to make a Strength saving throw. On a failed save, the creature's speed is reduced to 10 feet until the end of your next turn. If the creature is flying, it falls, unless it has the ability to hover or it is being held aloft by magic.
Ruin
As an action, choose one creature you can see within 60 feet of you to make a Constitution saving throw. On a failed save, the creature's Armor Class decreases by 3, to a minimum of 10, until the end of your next turn.
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Features & Traits