| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| +2 | Strength | |
| +0 | Dexterity | |
| +1 | Constitution | |
| -1 | Intelligence | |
| +2 | Wisdom | |
| +4 | Charisma |
| +0 | Acrobatics | DEX | |
| +0 | Animal Handling | WIS | |
| -2 | Arcana | INT | |
| +4 | Athletics | STR | |
| +4 | Deception | CHA | |
| -2 | History | INT | |
| +0 | Insight | WIS | |
| +4 | Intimidation | CHA | |
| -2 | Investigation | INT |
| +2 | Medicine | WIS | |
| -2 | Nature | INT | |
| +0 | Perception | WIS | |
| +4 | Performance | CHA | |
| +4 | Persuasion | CHA | |
| -2 | Religion | INT | |
| +0 | Sleight of Hand | DEX | |
| +0 | Stealth | DEX | |
| +0 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Hoof | +4 | STR | 1D4+2 | Bludgeoning | |
| Melee. | |||||
| Longbow | +0 | DEX | 1D10 | Piercing | |
| Ranged (150/600), Ammunition, Heavy, Two-Handed. | |||||
| Glaive | +4 | STR | 1D10+2 | Slashing | |
| Melee, Heavy, Reach, Two-Handed. | |||||
| Javelin | +4 | STR | 1D6+2 | Piercing | |
| Thrown (30/120) | |||||
Hooves: Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Charge: If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.
Equine Build: You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. (UA) Finally, a Medium or smaller creature can ride on your equine back if you allow it. In such a situation, you continue to act independently, not as a controlled mount.
Survivor: You have proficiency in the following skill: Medicine.
Hybrid Nature (UA): You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.
Divine Sense: 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.
Fighting Style- Blessed Warrior: You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
Lay on Hands: 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.
Divine Smite: 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.
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. You choose the Oath 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: | Shelter the Light: | Preserve Your Own Light: |
|---|---|---|
| Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair. | 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. | 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. |
Channel Divinity: Your oath allows you to channel divine energy to fuel magical effects.When 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. When you use such an effect from this class, the DC equals your paladin spell save DC.
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.
Explorer's Pack (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.), Potion of Blight resist, Potion of Healing (1). sticks of incense (5), Chain mail, Longbow, glaive, javelins (5), Arrows (20), Ball Bearings (1000), Caltrops (20), garland, 1 pipeweed, Arrowhead pendant that resembles an Oak leaf (Holy Symbol)
All armor/shields, Simple/Martial Weapons, Athletics, Persuation
Languages: Common, Sylvan
Capricious, easygoing but could turn to fits of passion or righteous indignation at the drop of a hat.
Living life to it's fullest until nature calls you down the path.
REALLY hates poachers or those that would whisk away and/or harbor animals, plants, and other such natural elements.
Food, and plenty of debauchery.
Hates Zoos, Aquariums, and circuses that feature exotic animals.
Not very good with artifice (disadvantage on investigation checks on newfangled technologies)
The statblocks of your Weapons, armor and other important/magical equipment
This is the description for the table. You can put BBCode in here and also within the table data (see example further down the page)
| Name | Bob | Betty | Bill | Bertha | Ben | Brenda |
|---|---|---|---|---|---|---|
| Level | 4 | 2 | 5 | 6 | 1 | 3 |
| Flight Skill | 18 | 23 | 35 | 57 | 27 | 21 |
| Weapon | Laser Pistol | Self Defense | Laser Pistol | Taser Knuckles | Pocket Knife | Poisoned Chocolate Brownies |
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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