| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| +5 | Strength | |
| -1 | Dexterity | |
| +3 | Constitution | |
| +0 | Intelligence | |
| +3 | Wisdom | |
| +5 | Charisma |
| -1 | Acrobatics | DEX | |
| +0 | Animal Handling | WIS | |
| +0 | Arcana | INT | |
| +8 | Athletics | STR | |
| +5 | Deception | CHA | |
| +0 | History | INT | |
| +3 | Insight | WIS | |
| +2 | Intimidation | CHA | |
| +0 | Investigation | INT |
| +0 | Medicine | WIS | |
| +0 | Nature | INT | |
| +3 | Perception | WIS | |
| +5 | Performance | CHA | |
| +5 | Persuasion | CHA | |
| +0 | Religion | INT | |
| -1 | Sleight of Hand | DEX | |
| -1 | Stealth | DEX | |
| +0 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Greatsword +1 | +6 | STR | 2d6+6+1d6+5 | slashing/cold | |
| heavy, two handed, magic, can reroll 1s & 2s | |||||
Divine Smite, Adv to saves against poison, resistance to poison damage, Darkvision 120ft. magic cannot put her to sleep, does not eat or drink, Great weapon fighting style, Resilient Con
Metamagic: Subtle Spell, Quickened Spell
Strength of the Grave
Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
After the saving throw succeeds, you can't use this feature again until you finish a long rest.
Channel Divinite
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Conquering Presence: You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Guided Strike: You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Immune to Disease
+1 greatsword, +1 plate, Gaunlets of icy grip
Common, Ancient, Draconic
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
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