Medium Eladrin, 7th Level Conquest Paladin & 7th Level Light Cleric, Lawful Good
A 684 year old (Vis 69) 6'11" Eladrin woman weighing 200lbs she wears dark grey plate armour inlaid with seemingly molten gold rivulets with a gold dragon tail bone embedded in the center of the collar and a thick leather harness belt studded with orange gems that emit harmless flames. She wields an 11' glaive with a 2' golden blade which eternally burns with radiant flames. The back of the blade is affixed with a large ruby and the haft is made of deep red wood. Her body changes based on the current season swaping during her first trance of the season.
Paladin Preparing and Casting 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. When you do so, choose 7 paladin spells. The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Cleric Preparing and Casting Spells. To cast one of your cleric spells, 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 cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose 11 cleric spells. The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Paladin Spellcasting Ability. Charisma is your spellcasting ability for your paladin spells, since their power 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 = 17. Spell attack modifier = your proficiency bonus + your Charisma modifier = 17 Cleric Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier = 17. Spell attack modifier = your proficiency bonus + your Wisdom modifier = 17. Paladin Spells.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep. Seasons. When finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin's current emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an eladrin of spring, and fury might cause an eladrin to change to summer. 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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. 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. The divine magic flowing through you makes you immune to disease. Extra Attack. You can attack twice, instead of once, whenever you take the Attack action on your turn. Aura of Protection. Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a +4 bonus to the saving throw. You must be conscious to grant this bonus. Aura of Conquest. You constantly emanate a menacing aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes 3 psychic damage if it starts its turn there.. Channel Divinity. 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 can use this feature twice. When you finish a short or long rest, you regain your expended uses. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. 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. Special Equipment. The Ever-Burning Glaive, Belt of Fire Giant Strength, Gold Scaled Ornament and +2 Plate Armour
The Ever-Burning Glaive. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 14 (1d10 + 9) slashing damage plus 3 (1d6) radiant damage and 2 (1d4) fire damage. 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 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 5 times. When 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 power that replenishes when you take a long rest. With that pool, you can restore a total of 35 hit points. 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. 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. Turn Undead. As an action, you present your holy symbol and speak a prayer censuring the undead. Each 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 any 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. When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below 1/2. Radiance of the Dawn. You can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes 2d10+7 radiant damage on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC is 17. Once you use this trait, you can't do so again until you finish a short or long rest.
Warding Flare. You can interpose divine light between yourself and an attacking enemy. When you or another creature are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. You can use this feature 4 times. You regain all expended uses when you finish a long rest.