LVL 5 Open Sea Paladin
LVL 1 Fathomles Warlock
Abilities
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Ability Modifiers: (score - 10) / 2 | Proficiency Mod: +3 | ||||||||||
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma | ||||||
10 | +0 | 14 | +2 | 16 | +3 | 9 | -1 | 12 | +1 | 18 | +4 |
Attribute | Proficient | Attribute | Proficient | ||
Acrobatics | Dex | +2 | Medicine | Wis | +1 |
Animal handling | Wis | +1 | Nature | Int | -1 |
Arcana | Int | -1 | Perception | Wis | +4 |
Athletics | Str | +3 | Performance | Cha | +7 |
Deception | Cha | +4 | Persuasion | Cha | +7 |
History | Int | -1 | Religion | Int | -1 |
Insight | Wis | +1 | Sleight of Hand | Dex | +5 |
Intimidation | Cha | +7 | Stealth | Dex | +2 |
Investigation | Int | -1 | Survival | Wis | +1 |
Hp | Hit Die: | Passive Wisdom | Armor Class | Initiative | Speed | Proficiency |
57 | 5D10 + 1D8 | Perception +4 | 16 | +2 | 30 | +3 |
Character Level 6
Languages | Common, Elvish, Dwavish |
Proficiencies | All Armor, All Weapons, Shield |
Bad Reputation | If your character has a pirate 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 civilized settlement, you can get away with minor criminal offenses, 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. |
Dark Vision | Thanks to your elven heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. |
Fey Ancestry | You have advantage on saving throws against being charmed, and magic can't put you to sleep. |
Divine Sense(5 times) | 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(25 HP) | 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. |
Fighting Style | Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
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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. |
Channel Divinity(1/Rest) | At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. 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 cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. |
Channel Divinity:Marine Layer | As an action, you channel the sea to create a thick cloud of fog that surrounds you for 20 feet in all directions. The fog moves with you, remaining centered on you and making its area heavily obscured. You and each creature within 5 feet of you instead treat the area as lightly obscured. This fog lasts for 10 minutes, spreads around corners, and cannot be dispersed unless you choose to end this effect (no action required). |
Channel Divinity:Fury of the Tides | As a bonus action, you channel the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with a weapon attack, you can choose to push the target 10 feet away from you. If pushed into an obstacle or another creature, the target takes bludgeoning damage equal to your Charisma modifier. |
Channel Divinity: Harness Divine Power(2nd Level Spell Slot) | Also at 3rd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest. |
Extra Attack | Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. |
Tentacle of the Deep | At 1st level, you can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8. As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack . You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. |
Lucky: Feat | You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. |