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Kjominic Joldoris

Paladin 10 Class & Level
Knight of the Order Background
Halfling - stout Race
Lawful Good Alignment

Strength 14
+2
Dexterity 10
+0
constitution 18
+4
intelligence 9
-1
wisdom 15
+2
charisma 14
+2
Total Hit Dice 6
Hit Die
1d10+4
+4 proficiency bonus
+2 Strength
+0 Dexterity
+4 Constitution
-1 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+4 Acrobatics
+6 Animal Handling
+3 Arcana
+6 Athletics
+6 Deception
+3 History
+6 Insight
+6 Intimidation
+3 Investigation
+4 Medicine
+3 Nature
+6 Perception
+6 Performance
+6 Persuasion
+3 Religion
+4 Sleight of Hands
+4 Stealth
+6 Survival
skills Armor: Light Armor, Medium Armor, Heavy Armor, Shields Weapons: Simple Weapons, Martial Weapons Tools: none Saving Throws: Wisdom, Charisma Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion Languages: Common, Halfling, Gnomish, Dwarvish proficiencies

 
25
Armor Class
79
Hit Points
+0
Initiative
25 ft
Speed
Unarmed 1d20+6 1d6+1
Mace 1d20+6 1d6+1
Javelin 1d20+6 1d6+1
shield 1d4
Marduk Axe 1d12+1 2d8+1 3d6+1 3d8+1 5d8+1
per 1 ft : 6s, 12s, 1m, 5m, 2h.
Attacks
[Paladin]
  • Divine Sense: Sense against strong evil (60 ft) [1 + Chr modifier].
  • Dueling: one-handed melee gain +2 to damage rolls.
  • Divine Health: immune to disease.
  • Aura of Courage: cannot be frightened.

  • [Sacred Oath]
  • Aura of Devotion: you and friendly creatures within 10 feet of you can’t be Charmed while you are conscious.
  • Proficiences
    [Spellcasting]
  • Lay on Hands: Your blessed touch can heal wounds. Restore a total number of Hit Points equal to your Paladin level x 5. Also Null Debuff [Action].
  • Divine Smite: Hit with a melee attack, you can expend one spell slot to deal radiant damage to the target. 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.
  • Aura of Protection: Creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1).
  • Thunderous Smite: deal thunder attack 2d6 to target. The creature must strengthen saving throw or be pushed 10ft and knocked pronely.
  • Shield Of Faith: granting +2 bonus AC to 60 ft creature you choose.
  • Compelled Duel: one creature within see range makes a wisdom saving throw. Failed then creature get agro.

  • [Sacred Oath]
  • Sacred Weapon: Imbue one weapon that you are holding with positive energy. For 1 minute, you add your Charisma modifier to Attack Rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. [action].
  • Turn the Unholy: Present your holy Symbol and speak a prayer censuring fiends and Undead, within 30 feet must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage [action].
  • Zone of truth: 15 ft zone to guard against deception. the creature in the range should make the charisma-saving throw. failed then can't lie. or the enemy can be evasive by getting out of the zone.
  • Spellcasting
    - Mace
  • Shield
  • Morphic Magical Prosthesis (the prosthetic arm that can change shape)
  • Javelins [5]
  • Priest's Pack
  • Muspelheim Plate (effect hot or cold to enemy a.k.a roll damage) and a Holy Symbol (Ebisu) (none)
  • Ring of Protection
  • boots of speed (click auto 2x speed)
  • Gold (8756) Silver (6) Copper (5)
  • Equipment
    kind hearted, faithful believer in Ebisu
    Personality Traits
    Good to be good
    Ideals
    Someone who is a friend of my kind is also my friend
    Bonds
    dog, wolf, cerberus
    Flaws
    < Halfling >
    *Lucky
    roll 1 on d20, can reroll die.
    *Brave
    advantage on saving throws against being frightened.
    *Halfling Nimbleness
    move through the space of any creature larger
    *Stout Resilience
    Have an advantage on poison saving throw and resistance to poison damage
    Features & Traits

    Heroes Enabled

    The statblocks of your Weapons, armor and other important/magical equipment

    Mace

    Weapon

    Common

    5 gp

    Proficiency with a Mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.

    Type Damage Damage Range
    Simple Melee 1d6 None

    Cost: 5 gp
    Weight: 4 lbs

    Shield

    Armor (Shield)

    Common

    A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

    Type AC STR Req. Stealth Dis.
    Shield 2 No

    Cost: 10gp
    Weight: 6lbs

    Javelin

    Weapon

    Common

    Thrown-range

    Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.

    Type Damage Damage Range
    Simple Melee 1d6 Piercing 30/120 ft

    Cost: 5 sp
    Weight: 2 lbs

    Priest's Pack

    Adventuring Gear

    Common

    Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.

    Cost: 19gp
    Weight: 24lbs

    Dungeon Master Guide

    Ring of Protection

    Ring

    Rare Requires Attunement

    You gain a +1 bonus to AC and saving throws while
    wearing this ring.


    Dungeon Master's Guide

    Boots of Speed

    Wondrous Item

    Rare Requires Attunement

    While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.


    The statblocks of your class features

    Samurai

    Quick Build: You can quickly build a Samurai by following these suggestions. Firstly, Wisdom to be your highest score for you abilities, followed by either Strength or Dexterity depending on your style to be wearing heavy armor for melee attacks or becomes a Ronin for a faster movement and evasion.
    hit dice: 1d10
    hit points at 1st level: 10 + Constitution modifier
    hit points at higher levels: 1d10 (or 6) + Constitution modifier per Samurai level after 1st
    armor proficiencies: Light armor, Medium Armor
    weapon proficiencies: Simple weapons, martial melee weapons, longbow
    tools: none
    saving throws: Dexterity, Constitution
    skills: Choose two from Acrobatics, Athletics, History, Insight, Investigation, Perception, Religion, Survival
    starting equipment:
    You start with the following equipment, in addition to the
    equipment granted by your background:
    • a) longsword or b) a martial weapon
    • a) leather armor or b) scale mail
    • a) a shortsword or b) any simple melee weapon
    • a) an explorers pack or b) a scholars pack
    spellcasting:
    class features:

    FIGHTING STYLE

    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.   ARCHERY You gain a +2 bonus to attack rolls you make with ranged weapons.   DEFENSE While you are wearing armor, you gain a +1 bonus to AC.   DUELING When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon,   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.   TWO-WEAPON FIGHTING When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.  

    SKILLED ATTACKER

    Whenever you make a melee weapon attack with one of your samurai weapons, (eg: longswords, shortswords, etc.) you may choose to use Dexterity instead of Strength for the attack and damage roll, even if the weapon isn't a finesse weapon.  

    FOCUS

    Starting at 2nd level, your mental strength gives you mastery in fighting in battles, resulting in a level of focus during the chaos. This focus is represented in a number of focus points. Your samurai level determines how many focus points you have as shown on the Focus Points table. These points replenish after you finish a short or long rest. Once per turn, you can spend one focus point, as a bonus action, to grant yourself advantage on your next attack you take with one of your samurai weapons. You must declare you are spending a focus point before you make your initial attack roll.  

    HONORABLE DUEL

    Starting at 2nd level, you force a target to focus its attention on you for battle. Convincing them to view you as an enemy worthy of their attention in a fight. You can spend an action and 1 focus point to force a creature to make a wisdom saving throw.   Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier   On a failed save, you compel a creature to fight you, the creature has disadvantage on all attack rolls made on creatures, other than you, until the end of your next turn.  

    ABILITY SCORE IMPROVEMENT

    When you reach 4th level, and again at 8th, 10th, 14th, 16th, and 19th level. you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

    EXTRA ATTACK

    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level in this class.  

    KNOW THY ENEMY

    Starting at 6th level, you can spend 1 focus point as a bonus action and the weapon you are currently wielding gets a +1 bonus to attack and damage rolls. This number increases to +2 at level 12, and to +3 at level 18. This skill lasts for 1 minute and can only have one use active at a time.  

    MENTAL FOCUS

    Starting at 9th level, you can use your action to spend 1 focus point to end one effect on yourself that is causing you to be charmed or frightened.  

    UNSHAKEABLE

    Beginning at 11th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest  

    PATH OF THE SWORD

    At level 15, you can advance towards an enemy ignoring your surroundings, you no longer have to spend extra movement to pass through difficult terrain.  

    ENEMY SENSE

    Starting at level 18, you are so alert to your surroundings that enemies have a hard time catching you by surprise, enemies cannot get advantage against you as a result of being hidden from you, as long as you aren't incapacitated.  

    MENTAL CLARITY

    Starting at level 20, when you roll for initiative and you have no focus points remaining you regain 4 focus points.
    subclass options:

    PATH OF HONOR

    This path focuses on the loyalty to ones "lord" a samurai exhibited when they served a noble. They are not ones to question an order and they perform tasks given to them with precision and skill. They wear heavy armor and fight with a variety of weapons and techniques for any situations depending on what is asked of them. They would lay down their lives for their lords and serve them till the day their lords die even going as far as to end their own lives if ordered to, no task is too great to please their king.  

    STRONG FORTITUDE

    At 3rd level you gain proficiency in heavy armor, martial ranged weapons. In addition as long as you are wearing heavy armor and no shield, you can add your Dexterity modifier to your armor class (max 2).  

    BENEVOLENCE

    Starting at 3rd level, as a bonus action you can perform an "act of kindness" for one willing creature, you can choose one other creature, within 10 feet of you, that can see or hear you, and heal them equal to 1d10 + your Samurai level, this increases to 2d10 at level 12, you can perform this skill a number of times equal to your Wisdom modifier. When you finish a long rest you regain all expended uses.

    COURAGE

    Starting at 7th level, you are confident in your fighting prowess, so much so that you feel you can handle multiple enemies at the same time. When you use your Honorable Duel skill you may select an additional target beyond the first, this number increases to 3 at level 10, and to 4 at level 15. Additionally, While you are conscious you are immune to being frightened or magically paralyzed.  

    SHARP REFLEXES

    Starting at 12th level, the duration of your Honorable Duel becomes 1 minute on each target. Additionally, if a target of your Honorable duel casts a spell that would cause you to make a Dexterity saving throw to take half damage when you succeed, you can use your reaction to spend 1 focus point and take no damage instead.  

    UNYIELDING SPIRIT

    Starting at level 17, when you are reduced to 0 hit points and are not killed outright, you can choose to spend 2 focus points and drop to 1 hit point instead.  

    PATH OF THE RONIN

    The Ronin is a samurai whose lord has passed on or has been removed from power, resulting in their own dishonor. A samurai who chooses to continue life without following a noble and without ending their own life, to save face, soon after becomes a Ronin. A Ronin is a wandering samurai, with no ties to a king or noble, and chooses to continue living on his own. A Ronin sometimes lives life day to day as a mercenary or can be hired as a body guard for a rich ruler of a small settlement of land or a trade caravan, while some end up turning to a life of crime such as a bandit or an organized crime group.  

    UNARMORED MASTER

    When you choose this path at 3rd level, while you are wearing no armor (you can wear common clothes) and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Additionally, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases to 20 feet at 12th level  

    BATTLE SENSE

    Starting at 3rd level, when you are wielding a weapon you are proficient with and another creature hits you with a melee weapon attack you can use your reaction to spend 1 focus point to quickly position your blade to parry the attack increasing your AC by your proficiency bonus for that attack possibly causing it to miss you. You must declare this skill before you see the roll, and before the DM says whether the attack hits or misses. Additionally, when you hit with a melee attack you can spend 1 focus point and use the Dodge action as a bonus action.  

    QUICK STRIKE

    Starting at 7th level, when you dash towards an enemy and move at least 10 feet or more in a straight line, you can use a bonus action to make a melee attack with a samurai weapon as you pass the creature, this movement does not provoke opportunity attacks.

    CHAIN STRIKE

    Starting at 12th level, when you make a dash action and move at least 10 feet in a straight line you can spend 1 focus point and make a melee attack against a creature, you may then move past that creature, this movement does not provoke opportunity attacks, and if there is another creature at least 15 feet away from your first attack target, you may move up to an additional 10 feet and use a bonus action to attack the second creature.  

    FINAL STRIKE

    At 17th level, when you make a melee attack against a creature and hit, if there is no other creatures within 5 ft of you or the creature, you can spend 2 focus points and have the creature make a constitution saving throw (DC8 + Proficiency + Dexterity) on a failed save you deal double damage dice to the creature (example; if a greatsword is 2d6 +modifiers then the damage becomes 4d6+ modifiers)

    PATH OF THE CURSED BLADE

    Samurai who follow the path of the cursed blade have come into possession of a blade with a terrible dark magic about it, or perhaps it has come into possession of them instead. Followers of this path are bound to their weapons and its magical forces. Samurai who have taken this path delve into dark magic's and uses this darkness to fuel themselves and cast this magic.

    SPELLCASTING

    When you reach 3rd level, your blade has given you supernatural powers by your curse granting you the ability to cast spells.  

    Cantrips

    You learn 3 cantrips: minor illusion (this spell does not count towards your cantrips known) and 2 of your choice from your samurai spell list. You learn an additional cantrip at level 10.  

    Spell Slots.

    The Cursed Blade Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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.   Spells Known of 1st-Level and Higher. You know three 1st level samurai spells of your choice.  

    Spellcasting Ability.

    Wisdom is your spellcasting ability for your samurai spells, since you learn your spells through careful contemplation and the knowledge that your blade bestows upon you. You use your Wisdom whenever a spell refers to your spellcasting ability.   In addition, you use your Wisdom modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier
    Level Cantrips Known Spells Known Spell Slots Spell Level
    3 2 3 2 1
    4 2 4 2 1
    5 2 4 2 1
    6 2 4 3 2
    7 2 5 3 2
    8 2 6 3 2
    9 2 6 3 2
    10 3 7 4 3
    11 3 8 4 3
    12 3 8 4 3
    13 3 9 4 3
    14 3 10 4 3
    15 3 10 4 3
    16 3 11 4 4
    17 3 11 4 4
    18 3 11 4 4
    19 3 12 4 4
    20 3 13 4 4

    CURSED LINK

    Starting at 3rd level, you have learned a dark ritual that curses a sword causing the blade to become magically bonded with you. You perform this ritual over the course of one hour, which can be done during a short rest. The ritual consists of modifying your blade through a dark forging process. The weapon must be within your reach during the ritual the conclusion of which you complete the forging process of the blade and it is cursed and bound to you. When you are cursed with this weapon you cannot be disarmed of it while you are conscious.   You gain the flaw: "The blade and you have a strong desire to be together, so much so that being apart by more than a few feet causes you to become focused on nothing more than the retrieval of this blade."   You also create a mark that magically appears on your body (like that of a tattoo) that symbolizes your link to your weapon. When the blade is out of your grip and is within a 30 foot range you can use a bonus action to call the blade and have it harmlessly fly through the air landing safely in your hands. You can only have one weapon bonded to you through this method and creating a bond with another weapon causes the previous "blade" to break and become unusable and unrepairable.  

    AFTERIMAGE

    Starting at 3rd level when you cast the minor illusion cantrip you can make an image of yourself that resembles you and mimics your movements. When an attack is made against you and misses you, if your illusion is within 5 feet of you, you can use your reaction to spend 1 focus point and dispel the illusion, causing it to vanish and you may attack the creature that missed you. Giving off the appearance that the creature attacked the illusion thinking it was you.  

    CURSED SHADOW

    Starting at level 7, as a bonus action, you can spend 2 focus points to create a shadowy blade resembling your cursed weapon which lasts for 1 minute. Each turn as a bonus action you can have the shadowy weapon make a melee spell attack, on a hit the target takes Necrotic damage equal to 1d8 + your Wisdom modifier.  

    SHADOW COPIES

    At level 12, when you cast minor illusion as a cantrip you can make 3 illusionary copies of yourself instead of just one, when a creature attacks you while you are within five feet of a copy, the creature has disadvantage on all attack rolls. You can use this skill a number of times equal to your Wisdom modifier. You regain all uses after a long rest.

    CURSED POSSESSION

    At level 17, as an action, if you are below half your hit points, you can spend 4 focus points and activate your curse to take control over your mind and body causing markings to appear on your body and you attack anything you see as an enemy. You have resistance to bludgeoning, slashing, and piercing damage while "marked" and at the beginning of each of your turns the curse has control, you heal hit points equal to 1d8 + your Constitution modifier, you also have advantage on all wisdom saving throws while this effect is active. This ability can only be used if you are in combat and not at 0 hit points.  

    CURSED BLADE SPELLS

    Cantrips (0 level) Blade Ward (PHB) Booming Blade (SCAG) Frostbite (EE) Green Flame Blade (SCAG) Guidance (PHB) Mage Hand (PHB) Magic Stone (EE) Minor Illusion (PHB) Ray of Frost (PHB) Sword Burst (SCAG) True Strike (PHB)  

    1st level

    Armor of Agathys (PHB) Arms of Hadar (PHB) Charm Person (PHB) Expeditious Retreat (PHB) False Life (PHB) Heroism (PHB) Hex (PHB) Ice Knife (EE) Silent Image (PHB) Tasha's Hideous Laughter (PHB) Zephyr Strike (XGTE)  

    2nd level

    Absorb Elements (PHB) Blur (PHB) Crown of Madness (PHB) Cloud of Daggers (PHB) Darkness (PHB) Darkvision (PHB) Heat Metal (PHB) Magic Weapon (PHB) Shadow Blade (XGTE) Silence (PHB) Warding Wind (EE)  

    3rd level

    Bestow Curse (PHB) Fear (PHB) Flame Arrows (EE) Haste (PHB) Melf's Minute Meteors (EE) Nondetection (PHB) Remove Curse (PHB) Water Walk (PHB)  

    4th level

    Confusion (PHB) Freedom of Movement (PHB) Hallucinatory Terrain (PHB) Phantasmal Killer (PHB) Storm Sphere (EE) Warding Wind (XGTE)
    LevelProficiency BonusFocus PointsFeatures
    1+2Fighting Style, Skilled Attacker
    2+22Focus, Honorable Duel
    3+23Samurai Path Feature
    4+24Ability Score Improvement
    5+35Extra Attack
    6+36Know Thy Enemy
    7+37Samurai Path Feature
    8+38Ability Score Improvement
    9+49Mental Focus
    10+410Ability Score Improvement
    11+411Unshakeable
    12+412Samurai Path Feature
    13+513Extra Attack (2)
    14+514Ability Score Improvement
    15+515Path Of The Sword
    16+516Ability Score Improvement
    17+617Samurai Path Feature
    18+618Enemy Sense
    19+619Ability Score Improvement
    20+620Mental Clarity

    Bastion

    Quick Build. You can make a Bastion quickly by following these suggestions. First, make Strength or Dexterity as your highest ability score, depending on your weapons choice. Followed by your Wisdom score for your spell casting and bastion's ability.
    hit dice: 1d10
    hit points at 1st level: 10 + Constitution Modifier
    hit points at higher levels: 1d10 + Constitution Modifier per level after first
    armor proficiencies: All Armor
    weapon proficiencies: Simple weapons, martial weapons
    tools: none
    saving throws: Strength, WIsdom
    skills: Insight, and choose two from Animal Handling, Athletics, Medicine, Nature, Perception and Survival
    starting equipment:
    You start with the following equipment, in addition to the
    equipment granted by your background:

    • (a) one two-handed weapon or (b) two one-handed melee weapons

    • (a) five javelins or (b) a light crossbow and 20 bolts

    • (a) leather armor, (b) chain shirt or (c) chain mail

    • (a) explorer's pack or (b) scholar's pack 

    • a component pouch


    spellcasting:
    By 2nd level, you learn how to draw upon the ambient aether to enact your will, much as a Druid does. Consult your appropriate handbook for general rules of spellcasting.  

    Spell Slots

      The bastion table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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. For example, if you know the 1st-level spell longstrider and have a 1st-level and a 2nd-level spell slot, you can cast longstrider using either slot.  

    Spell Knowns of 1st Level and Higher

      You know a number of 1st-level spells of your choice equal to your Wisdom modifier + half your Bastion level (rounded down) from the bastion spell list. Each time you learn a new spell, the spell must be of a level of which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.  

    Spellcasting Ability

      Wisdom is your spellcasting ability for your spells, since you cast through meditative insight into yourself and the world around you. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. Bastion class features that force a saving throw also use your Spell save DC.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier  

    Unwavering Ward

      If another creature makes an attack within a number of feet of you equal to your Aegis radius, you can expend a bastion spell slot. If you do so, you gain a number of reactions equal to the spell slot level expended that are available to you until the start of your next turn, and if your aegis is not active, you gain the benefits of it until the start of your next turn. These reactions can only be used for your Aegis feature.  

    Spell List

      1st Level   Absorb Elements Alarm Animal Friendship Bane Charm Person Create or Destroy Water Detect Magic Feather Fall Faerie Fire Fog Cloud Heroism Jump Longstrider Mage Armor Sanctuary Shield Thunderwave   2nd Level   Aid Augury Calm Emotions Detect Thoughts Enhance Ability Find Traps Gentle Repose Heat Metal Hold Person Locate Animals or Plants Locate Object Magic Weapon *Mark of Communication Nystul’s Magic Aura See Invisibility Shatter Silence Warding Bond   3rd Level   Clairvoyance Counterspell Elemental Weapon Fear Magic Circle Nondetection Protection From Energy Revivify Wind Wall   4th Level   Aura of Life Death Ward Elemental Bane Hallucinatory Terrain Locate Creature Otiluke’s Resilient Sphere   5th Level   Antilife Shell Circle of Power Contact Other Plane Dream Rary’s Telepathic Bond Wall of Force   Mark of Communication 2nd-Level transmutation Casting Time: 1 minute Range: 300 feet Components: S, M (at least two Touch of Aether marks) Duration: 1 hour   You form an communicative link between two marks from your Touch of Aether feature within range (no line of sight required).   Remote Mark 2nd-Level conjuration Casting Time: 1 action Range: 120 feet Components: S Duration: Instantaneous   You place a mark from your Touch of Aether class feature on a creature or a surface within range.
    class features:

    Touch of Aether

      Beginning at 1st level, you discover the flow of aether within yourself and learn to project it outwards. Your first lesson involves taking a part of your own inner aether and imbuing it onto another creature or object. As an action while touching a creature or an object, you can leave a mark on it. This mark is invisible to anyone but you and creatures that can see magical auras or invisible creatures and objects.   You can have a number of marks equal to your Wisdom modifier (minimum 1), and if you place a mark in excess of that number, your oldest mark disappears. You always know the direction of your mark so long as it remains on the same plane as you, though you do not learn the distance between you and it. The mark lasts until it is replaced by a newer mark, you or the mark move within the range of an anti-magic field or similar, or until a dispel magic spell is cast upon your mark.  

    Vanguard's Rush

      Also at 1st level, the aether flowing throughout your body empowers you when you act in the defense of your allies. As a bonus action, you can move up to your speed toward an ally that you can see. Additionally, if you successfully shove a creature that is adjacent to an ally, you can move that creature an additional 5 feet.  

    Aegis

      At 2nd level, you learn how to create an aura of safety. As a bonus action on your turn, you can create a 10-foot-radius aura. Any enemy creature will have disadvantage on attack roll against you and your ally when it makes its attack inside the aura. This aura lasts for one minute, until you fall unconscious, or until you choose to end it (no action required by you).   Its size increases as you gain bastion levels, as shown in the Aegis Radius column of the Bastion table. You can use this feature twice. You regain expended uses when you finish a short or long rest.  

    Defensive Focus

      When you cast a bastion spell that requires a material component while your aegis feature is active, you can ignore that component unless it has a value.  

    Aether Alert

      Also at 2nd level, you discover how to channel aether into bursts of elemental power. When you declare an attack, you can imbue the attack with one of the following options. If the attack hits, you deal an additional 1d6 damage of a type determined by the option and apply its effect to the target creature. If you miss, the creature takes half of this extra damage. The additional damage increases as you advance in level, as shown on the Aether Art Damage column of the Bastion class table.   Spring’s Storm. The additional damage is lightning damage. On a hit, the target can’t make reactions until the end of your next turn. Summer’s Fury. The additional damage is fire damage. On a hit, you deal additional damage to the target equal to your Wisdom modifier.   Autumn’s Roar. The additional damage is thunder damage. On a hit, the target is pushed up to 10 feet away from you.   Winter’s Chill. The additional damage is cold damage. On a hit, the target's speed is reduced by 10 feet until the end of your next turn.   You can use this feature thrice. You regain all expended uses of this feature when you complete a short or long rest. You gain an additional use of this feature at 7th level, and another at 11th and 15th level.  

    Spirit Union

      When you reach 3rd level, you forge a union with a particular aspect of the spirit. The Battlemind, the Warden, the Emitter, and the Ardent are made available at the end of the class description. Your choice will augment your aegis and aether art features. You gain spirit union features at 3rd level as well as at 7th, 10th, and 20th.  

    Union Spells

      Each union has a list of associated spells. You learn these spells at the levels specified in the union description. Union spells do not count against your number of spells known. If you gain a union spell that doesn't appear on the bastion spell list, the spell is nonetheless a bastion spell for you.  

    Ability Score Improvement

      When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

    Aegis of Assault

      Starting at 5th level, you can attack creatures who threaten your allies. When a creature you can see makes an attack, you can use your reaction to make a melee attack, melee spell attack or a spell attack against the attacking creature. The attacking creature must be within a number of feet equal to your aegis radius.  

    Aegis of Reversal

      At 6th level, while your aegis is active, you can as an action allow any number of creatures within your aegis aura to make a saving throw to end an effect that a save could end.  

    Fortify Aura

      Also at 6th level, while your aegis aura is active, if you start your turn without having used one or more reactions since your previous turn, you gain temporary hit points equal to your Wisdom modifier + half your Bastion level. These temporary hit points disappear when your aegis ends.  

    Extra Reaction

      Starting at 11th level, you can make an additional reaction per round.  

    Bond of Aether

      At 14th level, you learn how to strengthen the imperceptible links that exist between all living creatures. As a 10 minute ritual, you can magically link up to 8 creatures within touch range including yourself. This effect conveys the following information between members so long as they remain on the same plane and lasts for 24 hours or until you use this feature again, whichever comes first:  
    • Their general direction and distance from one another
    • Their emotional state
    • Their health status and any conditions they may be suffering from

    Spirit Recovery

      Starting at 15th level, when you roll initiative you regain 1 use of your Aether Art feature. This cannot exceed your maximum number of uses.  

    Aura Sense

      At 18th level, when bathed in your aegis, all things shine by the light of their aether. You are aware of the location of all creatures and objects within the range of your aegis aura, and they shed a dim light 20 feet in all directions perceptible only to you, including creatures and objects in the ethereal plane. Creatures with the shapeshifter feature reveal their true forms to you superimposed over whatever other form they are taking. Creatures capable of casting spells and magical objects shed bright light 20 feet in all directions, then dim light 20 feet beyond that, perceptible only to you. You can selectively choose to turn off or on this light (no action required by you).  
    subclass options:

    Spirit Union

      Four unions of the spirit are common sights at the scenes of any siege or protectorate. A union master may have students who align with spirit unions that differ from their own. This occurs because a spirit union is the dividualized expression of a bastion's inner aether, though these expressions tend to share prevailing forms. However, all spirit unions amplify the same core abilities, so bastions of all stripes can still commune with one another. As a result, a bastion asserts a particular union only upon reaching 3rd level.  

    Union of Battlemind

      Battleminds focus the aether within themselves in order to expand the limits of their bodies. Battleminds often spearhead vanguards or serve as scouts, reacting to danger with superhuman quickness and enduring inhospitable climes.  

    Union spells

    You gain union spells at the bastion levels listed.  

    Union of Battlemind Spells

    Bastion Level Spells
    3rd False Life
    5th Misty Step
    9th Haste
    13th Death Ward
    17th Steel Wind Strike

    Speed of Thought

      At 3rd level, you add your Wisdom modifier to initiative rolls and gain the following benefits when you roll initiative:  
    • You can move a number of feet equal to your aegis radius (as shown in the Bastion class table) without triggering opportunity attacks
    • You can activate your aegis feature if you have any uses remaining

    Mind Threat

      Also at 3rd level, you can momentarily invade a creature’s aether with your own. When you hit a creature with an attack, you can expend a use of your Aether Art feature to force that creature to make an Intelligence saving throw. The creature takes Aether Art psychic damage and has disadvantage on attacks that don’t include you as a target until the end of its next turn on a failed save, or half damage on a success.  

    Mind Over Body

      When you reach 7th level, you learn how to focus your inner aether, shielding yourself against harsh conditions. As an action, you can make yourself immune to the effects of extreme cold, extreme heat, high altitude, and frigid water (as detailed on page 110 of the Dungeon Master's Guide), which lasts for as long as you maintain concentration or until you end it (no action required by you).  

    Emergent Valor

      At 10th level, whenever you roll a hit die to regain hit points at the end of a short rest, you can roll twice and choose the greater result.  

    Harden Aegis

      At 20th level, your aura becomes so dense within you that it hardens your body against assault. While your aegis is active, a haloed ring of light appears around your head shining dim light to 10 feet, your muscles bulge then tighten, your body emanates a metallic sheen, and you gain the following benefits:  
    • You gain a +2 bonus to AC
    • You have resistance to bludgeoning, piercing, and slashing damage.
    • You gain the benefits of the freedom of movement spell
    • Your aegis aura range is difficult terrain for creatures hostile to you and your allies
         

    Union of The Warden

      Wardens invoke aether from nature and transmute it into potent primal power. Often acting alongside other guardians of the earth, these unchained champions strengthen bonds with the natural world as they use its power to defend it.  

    Union Spells

      You gain union spells at the bastion level listed.  

    Union of the Warden Spells

    Bastion Level Spells
    3rd Ensnaring Strike
    5th Warding Wind
    9th Call Lightning
    13th Stoneskin
    17th Commune with Nature

    Guardian's Might

      When you choose this ward focus at 3rd level, you can have elemental power envelop your aegis. Each time you activate your aegis feature, choose one of your Aether Art options. For the duration of your aegis, your aegis depicts harmless sensory effects akin to your chosen Aether Art, such as visible fissures of air and loud cracking sounds for thunder or licks of flames and a warm wind for fire, and you and allies within your aura’s range gain resistance to its damage type.  

    Nature's Wrath

      Also at 3rd level, you can evoke nature's wrath in a display of elemental fury. As an action, you expend one use of Aether Art to force all creatures in a 15ft cone to make a saving throw. When you do so, choose one Aether Art option.   Creatures in the cone must make a Dexterity saving throw if you chose Spring’s Storm or Summer’s Fury, or a Constitution saving throw if you chose Autumn’s Roar or Winter’s Chill. On a failure, a creature takes the damage and suffers the effect according to your chosen Aether Art. On a success, a creature only takes half as much damage.  

    Font of Life

      At 7th level, you can draw upon nature’s magic to grant sudden fortitude. You can use your action to end one effect a saving throw could end on yourself or on one willing creature that you touch. You can use this feature once. You regain the ability to do so when you finish a short or long rest.  

    World Tree

      Starting at 10th level, your bond with nature’s power reveals the world around you to be one living organism connected by aether. You can cast the locate animals and plants spell at will without expending a spell slot. Additionally, you can share vitality between yourself and others. At the end of a short rest, you can expend hit dice to heal other nearby creatures, and nearby willing creatures can expend hit dice to heal you.   When a creature does so, they roll a hit die and add their Constitution modifier, and the target creature regains a number of hit points equal to the result.  

    Guardian Form

      At 20th level, you can take on an aspect of the elements corresponding to one of your Aether Art options. As an action, choose one of the following options. For the next 10 minutes, you gain their associated benefits.   Dynamic Dawn
    • You gain immunity to lightning damage and resistance to thunder damage.
    • You can ignore environmental conditions related to rain and wind.
    • You gain a flying speed of 60 feet.
    • When you use your Spring’s Storm option under your Nature’s Wrath feature, you can instead create a line 60-foot long and 5 foot wide and it deals an additional 2d6 lightning damage.
    Burning Moon
    • You gain immunity to fire damage and resistance to cold damage.
    • You can ignore environmental conditions related to heat.
    • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 10 fire damage.
    • When you use your Summer’s Fury option under your Nature’s Wrath feature, you can instead create a 30-foot cone, and it deals an additional 2d6 fire damage.
    Howling Dusk
    • You gain immunity to thunder damage and resistance to lightning damage.
    • You can ignore environmental conditions related to rain and wind.
    • Whenever you hit a creature with a weapon attack, they fall prone. Creatures that are 2 or more size categories larger than you are immune to this effect.
    • When you use your Autumn’s Roar option under your Nature’s Wrath feature, you can instead target each creature in a 20-foot cube, and it deals an additional 2d6 thunder damage.
    Frigid Midnight
    • You gain immunity to cold damage and resistance to fire damage.
    • You can ignore environmental conditions related to cold.
    • The ground in a 10-foot radius around you is covered in ice and is difficult terrain for creatures other than you. The radius moves with you. Any creature that moves within this radius for the first time on a turn or ends its turn there must succeed on a Dexterity saving throw or fall prone.
    • When you use your Winter’s Chill option under your Nature’s Wrath feature, you can instead target all creatures in a 10-foot-radius sphere within 30 feet of you, and it deals an additional 2d6 cold damage.
    Once you use this feature, you cannot do so again until the end of your next long rest.  

    Union of The Emitter

      Emitters manipulate aether from a distance, expanding their reach outwards. Born from impatience and frustration with aegis' limited range, these impulsive tactitians learn to emit, maintain, and ignite their aether from afar.  

    Union Spells

      You gain union spells at the bastion levels listed.  

    Union of The Emitter Spells

    Bastion Level Spell
    3rd Catapult
    5th *Remote Mark
    9th Conjure Barrage
    13th Otiluke's Resilient Sphere
    17th Conjure Volley

    Project Aura

      When you choose this spirit union at 3rd level, each time you activate your aegis feature, you can have your aegis aura also extend from an ally you can see. All abilities that utilize your aegis aura can be used within that additional range. If at the end of your turn you cannot see your target ally, the additional range disappears. On subsequent turns, you can as a bonus action choose a new target or end this ability. Otherwise it ends when the duration of your aegis ends.  

    Ignition Ward

      Also at 3rd level, you can as an action expend 1 use of your Aether Art to place an offensive shield on a friendly or willing creature you touch. Choose one of your Aether Art options. Until the end of your next short or long rest, the next time that creature takes non-psychic damage, roll your Aether Art dice and reduce the damage dealt by the result. Each creature within 5 ft. of that creature must then make a Dexterity saving throw, taking damage and suffering the chosen option's effect on a failure, and half damage on a success. A creature can have no more than 1 ignition ward at a time.   Additionally, at 10th level the range for granting a creature the benefit of your ignition ward increases from touch range to any creature within your aegis aura range.  

    Mark of Senses

      At 7th level, you can as a bonus action see, hear, and smell through a mark from your Touch of Aether class feature. You can do so with only one mark at a time. You can choose which and how many senses you convey and do not lose access to your normal senses while this ability is active. You can end this ability at any time (no action required by you). This ability requires concentration to maintain.  

    Remote Aether Bomb

      At 10th level, you can prematurely detonate your ignition ward on command. As an action, choose a creature within line of sight that has the benefit of your ignition ward feature. The benefit ends on that creature, and each creature within 10 feet of that creature must then make a Dexterity saving throw, taking damage and suffering the chosen option's effect on a failure, and half damage on a success.  

    Command Aegis

      When you reach 20th level, when you activate your aegis feature, your project aura feature applies to an additional number of allies equal to your Wisdom modifier (minimum +1). Those creatures all gain the benefit of your ignition ward feature. This does not consume uses of aether art.  

    Union of The Ardent

      The Ardent excites the aether within their allies to heal and empower them. Tapping into a creature's revitalizing and invigorating energies, these ceaseless guardians of life inspire the best in their allies and push them to greater heights.  

    Union Spells

      You gain union spells at the bastion level listed.  

    Union of The Ardent Spells

    Bastion Level Spells
    3rd Cure Wounds
    5th Calm Emotions
    9th Beacon of Hope
    13th Aura of Life
    17th Mass of Cure Wounds

    Aetheric Surge

      When you choose this spirit union at 3rd level, when an ally you can see within 30 feet of you makes a weapon attack, you can as a reaction expend a use of aether art and apply one of its choices to their attack.  

    Empathic Rise

      Also at 3rd level, you can as a bonus action allow a creature you can touch or within your aegis aura range to expend a hit die and recover hit points equal to the result + their Constitution modifier. A creature can't benefit from this feature again until you've completed a short or long rest.  

    Ardent of Mantle

      At 7th level, your mere touch boosts the confidence of your allies. Choose one of the following options.   Mantle of Clarity. While you are touching a creature other than yourself, whenever they make any Insight or Medicine checks, they can treat a d20 roll of 9 or lower as a 10.   Mantle of Elation. While you are touching a creature other than yourself, whenever they make any Intimidation, Performance or Persuasion checks, they can treat a d20 roll of 9 or lower as a 10.   Mantle of Illumination. While you are touching a creature other than yourself, whenever they make any Arcana, History, Nature, or Investigation checks, they can treat a d20 roll of 9 or lower as a 10.  

    Radiance and Recovery

      When you reach 10th level, you can emit a bright light centered on you to a range of 20 feet and a dim light 20 feet beyond that, or a dim light to a range of 20. You can activate, switch between, or dismiss this light (no action required by you).   Also, creatures who complete a short rest within the range of your light, including yourself, regain one expended hit die. Creatures who regain a hit die this way cannot do so again until you have completed a long rest. You and creatures who end a long rest together regain one additional hit die at the end of the long rest.  

    Energizing Aegis

      At 20th level, whenever you activate your aegis feature, a number of creatures equal to your Wisdom modifier (minimum of one) other than yourself within your aegis aura range can immediately expend any number of hit dice to regain hit points as if they had expended them at the end of a short rest. If they have no hit dice remaining, they instead regain 20 hit points.   Further, creatures within your aegis aura range can stand up from prone using 5 feet of movement.
    LevelProficiency BonusFeaturesAegis RadiusAether Art Damage1st Level Spell slot2nd3rd4th5th
    1+2Touch of Aether, Vanguard's Rush-------
    2+2Aegis, Spellcasting, Aether Art (3 uses)101d62----
    3+2Spirit Union101d63----
    4+2Ability Score Improvement101d63----
    5+3Aegis of Assault152d642---
    6+3Aegis of Renewal, Fortify Aura152d642---
    7+3Spirit Union Feature, Aether Art (4 uses)152d643---
    8+3Ability Score Improvement152d643---
    9+4-203d6432--
    10+4Spirit Union Feature203d6432--
    11+4Extra Reaction, Aether Uses (5 uses)203d6433--
    12+4Ability Score Improvement203d6433--
    13+5-254d64331-
    14+5Bond of Aether254d64331-
    15+5Spirit Recovery, Aether Art (6 Uses)254d64332-
    16+5Ability Score Improvement254d64332-
    17+6-304d643331
    18+6Aura Sense304d643331
    19+6Ability Score Improvement304d643332
    20+6Spirit Union Feature604d643332

    Commoner (Warrior)

    A Warrior grows in martial prowess as it fights by your side. It might be a soldier, a town guard, a battle-trained beast, or any other creature honed for combat, and survival.
    hit dice: 1d10
    hit points at 1st level: 10 + your Constitution modifier
    hit points at higher levels: 1d10 + your Constitution modifier
    armor proficiencies: Light armour, medium armour, shields
    weapon proficiencies: All simple weapons, all martial weapons
    tools: Choose One: Brewer's Supplies, Cook's Utensils, Mason's Tools, Smith's Tool, Vehicles (land, water), Woodcarver's Tools
    saving throws: The warrior gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution
    skills: The warrior gains proficiency in one skills of your choice from the following list: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.
    starting equipment:
    spellcasting:
    class features:

    Bonus Proficiencies

    1st-level Warrior feature

    The warrior gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution.   In addition, the warrior gains proficiency in one skills of your choice from the following list: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.   The warrior gains proficiency with light and medium armour, and if it is a humanoid it gains proficiency with shields and all simple and martial weapons.

    Martial Role

    1st-level Warrior feature

    Each warrior focuses on offense or defense in their training. Choose one of the following options:   Attacker. The sidekick gains a +2 bonus to all attack rolls.   Defender. The warrior can use its reaction to impose disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the warrior, provided the warrior can see the attacker.

    Second Wind

    2nd-level Warrior feature

    The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again.

    Improved Critical

    3rd-level Warrior feature

    The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.

    Ability Score Improvement

    4th-level Warrior feature

    The warrior increases one ability score of your choice by 2, or the warrior increases two ability scores of your choice by 1. The warrior can’t increase an ability score above 20 using this feature.

    subclass options:
    LevelProf BonusAbilities
    1+1Bonus Proficiencies, Martial Role
    2+1Second Wind (1 use)
    3+1Improved Critical
    4+1Ability Score Improvement
    5+2Free Multiclass

    Paladin, (Oath of Conquest)

    The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might   Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins – called hell knights – as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness
    hit dice: 1D10
    hit points at 1st level: 10 + CON modifier
    hit points at higher levels: 1D10 + CON modifer (ignoring 1's) per level
    armor proficiencies: Light Armor, Medium Armor, Heavy Armor, Shields
    weapon proficiencies: Simple Weapons, Martial Weapons
    tools: None
    saving throws: Wisdom, Charisma
    skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
    starting equipment:
    • (a) a martial weapon and a Shield or (b) two Martial Weapons
    • (a) five javelins or (b) any simple melee weapon
    • (a) a Priest's Pack or (b) an Explorer's Pack
    • Chain Mail and a holy Symbol
    spellcasting:
    By 2nd Level, you have learned to draw on Divine Magic through meditation and prayer to cast Spells as a Cleric does. Preparing and Casting Spells     Preparing and Casting Spells:   The Paladin table shows how many Spell Slots you have to cast your 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 a number of Paladin Spells equal to your Charisma modifier + half your Paladin level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots   For example, if you are a 5th-level Paladin, you have four 1st-level and two 2nd-level Spell Slots. With a Charisma of 14, your list of prepared Spells can include four Spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells   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     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 Spell Attack modifier = your Proficiency Bonus + your Charisma modifier     Spellcasting Focus:   You can use a holy Symbol as a Spellcasting Focus for your Paladin Spells
    class features:
    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 a number of times equal to 1 + your Charisma modifier. 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 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:   At 2nd Level, you adopt a 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   Defense   While you are wearing armor, you gain a +1 bonus to AC   Dueling   When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon   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. The weapon must have the Two-Handed or Versatile property for you to gain this benefit   Protection   When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield     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     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. Now you choose an oath, such as the Oath of Devotion   Your choice grants you features at 3rd Level and again at 7th, 15th, and 20th level. Those features include Oath Spells and the Channel Divinity feature   Oath Spells   Each oath has a list of associated Spells. You gain access to these Spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath Spells don’t count against the number of Spells you can prepare each day   If you gain an oath spell that doesn’t appear on the Paladin spell list, the spell is nonetheless a Paladin spell for you     Channel Divinity:   Your oath allows you to channel divine energy to fuel magical Effects. Each Channel Divinity option provided by your oath explains how to use it   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     Ability Score Improvement:   When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature     Extra Attack:   Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn     Aura of Protection:   Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus   At 18th level, the range of this aura increases to 30 feet   Aura of Courage:   Starting at 10th level, you and friendly creatures within 10 feet of you can't be Frightened while you are conscious   At 18th level, the range of this aura increases to 30 feet     Improved Divine Smite:   By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an Attack, you add this damage to the extra damage of your Divine Smite     Cleansing Touch:   Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a Long Rest
    subclass options:
    Tenets of Conquest:   A paladin who takes this oath has the tenets of conquest seared on the upper arm   Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire   Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow     Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin     Oath Spells: You gain oath spells at the paladin levels listed
    Paladin Level Spells
    3rd Armour of Agathys, Command
    5th Hold person, Spiritual Weapon
    9th Bestow Curse, Fear
    13th Dominate Beast, Stone Skin
    17th Cloud Kill, Dominate Person
    Channel Divinity:   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     Aura of Conquest:   Starting at 7th level, 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 psychic damage equal to half your paladin level if it starts its turn there   At 18th level, the range of this aura increases to 30 feet     Scornful Rebuke:   Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated     Invincible Conqueror:   At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:   You have resistance to all damage   When you take the Attack action on your turn, you can make one additional attack as part of that action   Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20   Once you use this feature, you can’t use it again until you finish a long rest
    LevelProfFeatures1st2nd3rd4th5th
    1+2Divine Sense, Lay on Hands-----
    2+2Fighting Style, Spellcasting, Divine Smite2----
    3+2Divine Health, Sacred Oath3----
    4+2Ability Score Improvement3----
    5+3Extra Attack42---
    6+3Aura of Protection42---
    7+3Sacre Oath Feature43---
    8+3Ability Score Improvement43---
    9+4-432--
    10+4Aura of Courage432--
    11+4Improved Divine Smite433--
    12+4Ability Score Improvement433--
    13+5-4331-
    14+5Cleansing Touch4331-
    15+5Sacred Oath Feature4332-
    16+5Ability Score Improvement4332-
    17+6-43331
    18+6Aura Improvements43331
    19+6Ability Score Improvements43332
    20+6Sacred Oath Feature43332

    Vanguard

    hit dice: 1d10 per vanguard level
    hit points at 1st level: 10 + your Constitution modifier
    hit points at higher levels: 1d10 (or 6) + your Constitution modifier per vanguard level after 1st
    armor proficiencies: All armor, shields
    weapon proficiencies: Simple weapons, martial weapons
    tools: None
    saving throws: Strength, Constitution
    skills: Choose two from Acrobatics, Athletics, Intimidation, Insight, Investigation, Perception, and Survival
    starting equipment:
    You start with the following equipment, in addition to the equipment granted by your background:

    • (a) a martial weapon and a shield or (b) two martial weapons

    • (a) splint or (b) studded leather, longbow, and 20 arrows

    • An explorer's pack and 5 sticks of incense.

    spellcasting:
    class features:

    Ward

    You have incredible control over the area around you. On your turn, you can create a ward as a bonus action. The ward covers everything within 5 feet of you, and moves with you. At 8th level, the range of your ward increases to 10 feet, and at 16th level it increases to 15 feet. While in the ward and wearing armor, you gain the following benefits:
    • Creatures within your ward that are hostile to you have disadvantage on attacks they make against creatures other than you.
    • Your ward counts as difficult terrain for creatures hostile to you.
    • You can make an opportunity attack against any creature that moves while within your ward, provided they are within range of your weapon.
    Your ward lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked or been attacked by a hostile creature since your last turn. You can also end your ward on your turn (no action required).   If you have a ward created, you can expend a use of your ward as a bonus action to reset the duration of your current ward.   Once you have made the number of wards shown for your vanguard level in the Wards column of the Vanguard table, you must finish a long rest before you can create a ward again.

    Meditative Rest

    When you finish a short or long rest, you gain a number of temporary hit points equal to 3 + twice your vanguard level.

    Fighting Style

    At 2nd level, you adopt a style of fighting as your specialty. Choose one of the options detailed at the end of the class description. You can’t take a Fighting Style option more than once, even if you later get to choose again.

    Second Skin

    Starting at 2nd level, you have a strong sense of exactly how armor works. You do not suffer the disadvantage on Dexterity (Stealth) checks normally imposed by wearing certain kinds of armor. Additionally, you can don and doff armor as an action on your turn.

    Aegis Depiction

    At 3rd level, you choose an aegis to depict your strength. The aegis you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   The number of attacks increases to three when you reach 11th level in this class.

    Comforting Presence

    Beginning at 6th level, you and any allies within your ward are immune to the frightened condition.

    Stalwart

    Beginning at 9th level, when a creature other than you within your ward fails a Strength or Dexterity saving throw, you can use your reaction to allow them to reroll their roll. If you do so, they must use the new roll, and you can’t use this feature again until you finish a long rest.   You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

    Static Defense

    Beginning at 9th level, you are immovable in battle. You cannot be knocked prone or moved against your will while you have a ward active.

    Persistent Ward

    Beginning at 14th level, your ward is extremely steadfast. Your ward ends early only if you fall unconscious or choose to end it on your turn.

    Shieldheart

    At 20th level, you have become the pinnacle of defensive bravery. Your Constitution score increases by 4. Your maximum for that score is now 24.   Additionally, you, and any allies within your ward, have advantage on Constitution saving throws.
    subclass options:
    Vanguards are defined by many different aegises. Here are the aegis options you can choose from at 3rd level.

    Aegis of the Art

    It is often that a vanguard's meditation will take its form in an act not immediately obvious. Painting, singing, writing, or even smithing can all be forms of meditation. A vanguard who acknowledges this fact, choosing to use their talents to inspire others, is a force to be reckoned with.   A vanguard of the Aegis of the Art enhances the abilities of their companions, granting them apparent luck. Causing them to gain a silver tongue, keen eye, or quick wit for just a moment. The possibilities are endless, as the strength of a creature's gained inspiration is based on their creativity.   These vanguard's practice the finer things in life, and seem to take great pleasure in sharing stories, food, and drink. To use the power of the Aegis of the Art is to welcome hospitality into your heart.

    Aegis of the Blur

    Vanguards that harness the Aegis of the Blur within themselves exist between states. Also known as ghost vanguards, these warriors use the power of the Ethereal Plane to their advantage, striking from beyond.

    Aegis of the Bulwark

    The Aegis of the Bulwark is almost a secret, just barely realized in the far north of the known world. The shield is an often overlooked part of combat, with common infantry worldwide often never seen without one, it is considered so commonplace that its potential is never fully utilized. But, not unlike a blade, a shield is an extension of one's self, a tool to achieve a complex means.   Bulwarks are the true definition of the aegis within every vanguard, a defensive force unlike any other. Specializing in fully realizing the power of the phrase "strength in numbers," an adventuring party survivability is increased tenfold when a Bulwark joins their ranks.

    Aegis of the Fist

    Sometimes a vanguard will choose to forego meditation. They instead believe they will unlock their aegis only in the heat of combat. Often times, they are right. One's own shield is merely a manifestation of the purest form of self. This is not exclusive to those who use weapons, extending instead to all vanguards that train themselves hard enough.   A vanguard who follows the Aegis of the Fist uses their body as their weapon. Treating their body as a temple, they defeat their enemies with overwhelming hand-to-hand combat. To come within reach of these vanguards is to look death in the eyes, as their fist flies towards your face.

    Aegis of the Leader

    Vanguards of the Aegis of the Leader are prized across the lands as irreplaceable combat assets. Usually hired as mercenaries, there is a good chance these vanguards will choose to stay with their company. Quite often moving up through the ranks, these vanguards quickly become invaluable leaders, charging into battle on armored mounts.   Able to rally their allies with invigorating words, they strategically position themselves near the front lines. Using their wards to enhance their mounts, they are capable of uniting nations with their powerful words. These vanguards are mighty in their appearance, and are able to back it up with their army at their side.

    Aegis of the Light

    A vanguard that unlocks the Aegis of the Light within themself learns to enhance their ward with healing energy. Dedicating their mind to study of the divine, they attune to the hidden power within themselves, gaining the ability to grant it to others. It is said that vitality and prosperity is spread through acts of good, something which vanguards of this aegis often choose to emulate. To destroy things that lurk in the dark, all while keeping a luminescent composure, that is what it means to hold the Aegis of Light within your heart.

    Aegis of the Oathsworn

    Little is known about the Oathsworn vanguards, save for that they reside in Geher Fahn, the vanguard academy of eastern Watervear. Though they are generally reclusive, it is said that they will teach their ways to any who will undergo the oathswearing, a ritual of passage into their order.   The Oathsworn conjure forth weapons of magical resonance when they activate their wards. Greatly feared in battle, this technique is said to be a ki-twisted form of the spell magic weapon, though that statement holds little water, as the Oathsworn technique's true nature has simply been lost to time.

    Aegis of the Protector

    The Aegis of the Protector is the archetypal vanguard. Founded on improving the options already available to them to their greatest ability. In strengthening not just their ward, but themselves, they find an even greater affinity for martial prowess. Defense is the best tool for outlasting your enemy.

    Aegis of Wardwalking

    Wardwalkers follow what is said to be a tradition first created by communities of vanguards and elven wizards. Loosely guided by the bladesinging practices of their forefathers, they expand on their innate abilities by introducing both agility and focus into the the nature of their wards.   Wardwalkers tend to meditate near running water, sheer cliffs, or tall buildings, all of which offer them ample opportunity to hone their skills. Many who observe wardwalkers in their practice equate it to a kind of dance, further cementing its heritage's influence.

    Aegis of the Weave

    Many different forms of meditation exist for vanguards. A choice few choose to meditate on the balance of the weave to unlock their aegis. These vanguards are sometimes known as arcane shields. They focus their meditation on two of the eight schools of magic: abjuration and divination. Abjuration spells allow a vanguard to gain additional defense in battle, and divination spells gain them knowledge only privy to select individuals. These vanguards learn few spells in comparison to primary spellcasters, and therefore choose to memorize their magics instead of writing them down.

    Guardian

    A sturdy being, taught to protect others, they are built sturdy and are hard to defeat.
    hit dice: 1d12
    hit points at 1st level: 1d12 + CON MOD
    hit points at higher levels: 1d12
    armor proficiencies: None.
    weapon proficiencies: Shields, Light, Martial, Thrown.
    tools:
    saving throws: Constitution, Strength
    skills: Choose 3 from: Athletics, Acrobatics, Insight, Intimidation, Medicine, Survival.
    starting equipment:
    One Heavy Shield or Two Light Shields
    spellcasting:
    Nope.
    class features:
    Sturdy - Level 1
    Your body is naturally sturdier than most armor due to your intensive training. Your AC without armor is 13 + CON MOD.
    Guard - Level 1
    Use a bonus action to take a defensive stance, reducing damage taken by 1d6 + CON MOD. This increases by one dice every 3 levels.
    Protect - Level 1
    Use this reaction on an ally, reducing THIER damage taken by 1d10 + CON MOD. This increases by one dice every 3 levels. This has a range of 10ft. This is a reusable reaction.
    Steel Skin - Level 3
    You gain resistance to slashing damage.
    Calm Mind - Level 3
    You gain resistance to physic damage.
    Taunt - Level 3
    All enemies within a 45ft. radius of you will roll a WIS save of 15, if they fail they will focus primarily on attacking you for 2 rounds, if they succeed they will nullify it. Uses a turn. This is automatically nullified if the foe has a WIS of 18 or higher.
    Charge - Level 3
    Run into an enemy as fast as you can, up to double your movement, dealing 2d12 bludgeoning damage and knocking them 25ft. away, if the enemy hits an obstacle or person, they both take 1d8 bludgeoning damage. Can be used twice per battle.
    Iron Maiden - Level 3
    Summon a Iron ball made of shields clumped together, this clumps down onto the enemy, dealing 1d6 bludgeoning damage for each turn they are in there, this stays for 1 round or until struck from the outside. Can be used twice per battle.
    Force Shield - Level 3
    Summon a giant shield made of condensed force, you can make this float anywhere for 1 minute or use it as a projectile. When used as a projectile, the enemy has to roll a DEX Save of 10+PB+STR mod or take 2d20 force damage. ONLY ONE SHIELD MAY BE SUMMONED AT A TIME.
    Heavy Gong - Level 3
    Use in melee range. Headbutt an enemy with full force, dealing 2d8 bludgeoning damage and 1d8 psychic damage. You will take 1d8 bludgeoning damage.
    Ability Score Improvement - Level 4
    Gain a feat or 2 stat points.
    Mobile Protector - Level 4
    You have gotten a lot more used to carrying shields around with you, +15 movement speed.
    Defensive Aura - Level 6
    You emanate an aura with a radius of 10ft. Those inside will have a +1 to AC. This increases every 4 levels.
    Counter - Level 6
    Take a defensive stance that lasts for a round, you cannot move while this stance is active. Those who attack you will deal half damage to you and you can opportunity attack them.
    Shield Bash - Level 6
    Ram your shield into an opponent, dealing 2d8 + STR MOD bludgeoning damage to them and having them roll a CON save of 10 + STR MOD. If they fail, they will have disadvantage until it is your turn again. Succeeding negates it.
    Ability Score Improvement - Level 7
    Gain a feat or 2 stat points.
    subclass options:

    Path of the Stormsinger


    Electrified Bonds - Level 3
    You emit a electric circle that is 30ft. When an ally is inside of the circle and takes damage, you can alternatively take the damage yourself or send it to another willing ally.
    Sea Of Storms - Level 3
    Inside of your electric circle, you can activate your storm circle to smite enemies. When activated, one creature of your choice in your aura takes lightning damage (DEX DC 10 + CON MOD, half damage on success) based on your level: [3rd] 1d6, [10th] 2d6, [15th] 3d6, and [20th] 4d6
    Amp Up - Level 3
    You can sing a inspiring melody to enchant your allies body OR weaponry. Enchanting their body will add a +1 to their AC, and give them resistance to thunder damage, enchanting their weapon will make them deal an extra 1d6 + CON MOD thunder damage with that weapon. Can be used 3 times per long rest.
    Electric Body - Level 3
    Gain immunity to thunder damage.
    Intimidation Shock - Level 4
      Enemies you have struck with Sea of Storms you will have DOUBLE advantage with intimidation checks against.

    Sentinel

    Whether you're a trained bodyguard for the rich and powerful or a determined guard to a settlement, your skill at fighting defensively is almost unmatched. Where other warriors your age rush to gain personal glory, you're calm, collected and stalwart. You know that honour and glory is important but it won't do you much good if you get killed because you got careless. The chances are your preference of equipment is more pragmatic than elaborate, you're after a reliable weapon, not a status symbol. The key to your continued survival has been your skills as a team player, able to shield vulnerable allies from harm or take advantage of an enemies moment of distraction to lethal effect. This has won you many allies and friends, some of whom you'll recall till the end of your days.   Wherever you find yourself, you've sworn to live a life of loyalty to a cause you utterly believe in. Your belief isn't blind or single minded but once you form an attachment to a group it can be remarkably hard to sway you away from it. To some, you'll be a beacon of hope and optimism in a world in sore need of it. To others, you're an insufferable go getter who has yet to understand the nature of Athas. Either way you're goal is to seek happiness through self sacrifice, helpful deeds or acts of charity big or small.
    hit dice: 1D10
    hit points at 1st level: 1D10 + your CON modifier
    hit points at higher levels: 1D10+ your CON modifier
    armor proficiencies: Light Armour, Medium Armour, Heavy Armour
    weapon proficiencies: Simple melee weapons, Simple ranged weapons, Martial melee Weapons
    tools: Cooks Utensils, Herbalists Kit
    saving throws: CON, WIS
    skills: Choose two from Athletics, Nature, Perception, Stealth, Survival,
    starting equipment:
    You start character creation with;

    • Leather Armour, Studded Leather, or a Bone Breastplate

    • A Shield

    • Cooks Utensils or a Herbalists Kit

    • A Dagger


    You can choose one of the following;

    • A simple melee weapon or a simple ranged weapon.

    • A Martial melee weapon.


    spellcasting:
    class features:
    Level Proficiency Features Stoic Points
    1 +2 Sentinel Weapon -
    2 +2 Stoicism 1
    3 +2 Counter, Sentinel Archetype 2
    4 +2 Ability Score Increase/Feat 2
    5 +3 Extra Attack (1) 3
    6 +3 Sentinel Archetype Skill 3
    7 +3 Damage Dice Improvement 3
    8 +3 Ability Score Increase/Feat 4
    9 +4 Peerless Will (1) 4
    10 +4 - 4
    11 +4 Sentinel Archetype Skill, Extra Attack (2) 4
    12 +4 Ability Score Increase/Feat 5
    13 +4 Peerless Will (2) 5
    14 +5 Sentinel Archetype Skill 5
    15 +5 Tool Expertise 5
    16 +6 - 5
    17 +6 Magical Wall 6
    18 +6 - 6
    19 +6 - 6
    20 +6 Master Defender 6
    Bodyguard: At level 1, When a hostile creature attacks a friendly creature within 5ft of you, you can use your reaction to take the attack instead of them.   Sentinel Weapon: At level 1, pick a weapon type (Swords, Polearms, Throwing Weapons etc) to be your sentinel weapon type. When using a weapon of this type, you add 1 to your weapon attack rolls.   Stoicism: At level 2, When you're hit by an attack, you can use a bonus action to reduce the damage by 1D6. You can use this ability a number of times equal to the number in the "Stoic Points" table. At 6th level, this is increased by 2D6 and then 3D6 at 10th level.   Counter: At level 3, When a hostile creature attacks a friendly creature within 5ft of you, you can use your reaction to make a single counter attack against them regardless of the result.   Sentinel Archetype: At level 3, you can choose the Defender, Survivalist or Huntsman archetype.   Ability Score Increase/Feat: At levels 4, 8 and 12, you can choose to do one of the following;
    • Increase one stat by 2.
    • Increase two stats by 1.
    • Pick a feat you're eligible to learn.
    Damage Dice Improvement: At level 7, the damage dice of all your weapon attacks is increased by one size (D4 to D6, D8 to D10 etc). At level 12, you roll an additional dice worth of your sentinel weapons base damage.   Peerless Will: At level 9, when you drop below 0 hit points, you can attempt a DC15 CON save. If you pass the save, you can make one last round of actions before passing out and requiring death saves. This ability can be used once per long rest and twice at level 13.   Tool Expertise: At level 15, you can choose one of your tool proficiencies and double your INT mod to use them.   Magical Wall: At level 17, you can use a Stoic Point to gain resistance to damage from a magic spell.   Master Defender: At level 20, You can force a hostile creature to re-roll two successful attack or spell rolls per long rest.
    subclass options:
    Defender   You're a born soldier, sworn to protect the lives of others. When you're armed with a stout spear and a shield, you're almost untouchable. Defenders are constantly on the defensive, supporting their allies with their skill at arms and allowing their allies to take advantage of opportunities they make.   Shield Savant: Starting at level 3, you can use your shield as a sentinel weapon attack that deals 1D6 Bludgeon damage. Creatures hit with this attack must pass a DC10 CON save or be stunned until the start of their next turn. At level 10, your shield deals 1D8 Bludgeon damage and the CON save is increased to 13.   Reach (+5ft): At level 6, Your attacks with polearm weapons have an additional 5ft range.   Immovable Object: At level 11, you can use a stoic point to give yourself advantage to resist any effect or attack that would knock you backwards, pull you in a different direct or knock you prone.   Iron Spike: At level 14, you can use a stoic point to make a pre-emptive attack before a hostile creature even if you aren't first in initiative order.   Huntsman   As a child, you were taught to understand and read the tracks of wild beasts. In your adulthood, the wilds are almost home to you and you can track most common creatures like its second nature.   Quick Movement Training: At level 3, you can choose this archetype. You gain proficiency in Martial ranged weapons at the cost of your proficiency in heavy armour. At level 10, you can give yourself advantage on Stealth rolls twice per long rest.   Fearless: At level 6, you can use a stoic point to give yourself advantage on rolls to resist being Frightened.   Monster Hunter: At level 11, you can use a stoic point to make your attacks count as vulnerable to all Monstrosity type creatures with a CR of half your sentinel level (rounded down).   Poison Resistance: At level 14, you gain resistance to Poison damage.   Survivalist   You've lived in the wilds for as long as you can remember. Your ability to see treasures where others see trash makes you rich in a world where poverty is rife. As a survivalist, you know that teamwork makes life infinitely easier and your wealth of survival skills makes you a valuable asset to a band of travellers.   Trap Master: At level 3, you have advantage to hide traps.   Weeping Wounds: At level 6, you can use a stoic point to make your sentinel weapon deal an additional 1D8 Acid damage to a hostile creature.   Light Feet: At level 11, You add 5ft to your movement rate. In addition, you gain advantage to move over Rough Terrain.   Favoured Terrain Savant: At level 14, You can't be surprised while on a favoured terrain type.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Halfling, Stout

    Mostly found in the foothills and farmsteads of Lurien or the agricultural communities dotted throughout the Duchies and its holdings, the Stout Halflings exemplify many of the stereotypes spoken of the Hin.
    ability score increase: +1 CON
    age: Considered fully grown at 25 with a life span up to 170 years
    alignment: Alignments are based on the individual
    Size: Medium
    speed: 15ft per action point
    Languages: Common language of the area
    parent race: Halfling
    race features:
    Bounder Guard
    Stout halflings are hardier then the rest of their kin, more able to stand their ground rather then run for the road. As a result their communities train the young in traditional halfling weapons when using a weapon with halfling in the name you have profiency, if you already have profiency you have expertise.  
    Stout Resilience
    It is rumoured that the Stout have dwarven blood running through them and this is what hardies them to poision and liquor. You have advantage in saves vs poison and drunkness.  
    Down by the River
    Living in generally the inner reaches of Lurien or Duchies, Stout Halflings have a natural adversion to waters deeper then themselves and are unable to swim. If forced into the water a Stout must make a WIS save vs fear for every round they finish in water.
    Stouts are the halflings that tend to form the large farming communities that most think of when asked about halflings, they have a strong love of simple pleasures such as music, drink and tobacco.  
    Blend in with the crowd
    Not ones to normally rock the boat, or be in one, Stouts take great pains to fit into a community and become a helpful member. Due to this Stout communities tend to be quite close knit, and rather gossipy.   Stouts work readily with others, even non-Hin, and are loyal to their friends. When their companions or community is under threat they have been known to display a surprising level of ferocity.

    Human

    Humans are essentially a blank canvas. They are unique even in their own uniqueness. Play a human if you want to have every opportunity open to you.
    Kolvir by Yamao
    ability score increase: Two different ability scores of your choice increase by 1.
    age: Humans reach adulthood in their late teens and live less than a century.
    alignment: Humans tend toward no particular alignment. The best and the worst are found among them.
    Size: Medium
    speed: Your base walking speed is 30 feet.
    Languages: You can speak, read, and write Common and one other language of your choice.
    race features:
    Skills
    You gain proficiency in one skill of your choice.   Subrace
    You gain the abilities of your chosen subrace.
    Humans are plentiful and vast. They walked with the Three the least, instead seeking to form relationships between themselves and the rest of the Originals. When the Split happened, they asked for the gift of adaptation so they could continually overcome the difficulties of their chosen environment. Humans naturally want to explore, expand, and conquer. Their lifespans are shorter than any other Original, but they make the most of their lifetimes.   Humans are as expansive as they are unique. Even from society-to-society humans can be incredibly unique. However, they mostly exhibit the want to be together and form dense packs. Humans unite under a banner, something that gives them a sense of oneness and pride. They banner can vary slightly from tribe-to-tribe, but every subrace has a main banner that the variant is contrived.   Children of human subraces are an outlier. They do not share or meld traits between the subraces like many other races do. When a child is born they have a 50% of being either the mother's of the father's subrace. This is only true if both parents are humans. Humans are able to breed with elves, tieflings, other humans, and orcs. When humans breed with anything other than a human, they lose the uniqueness of their subrace, melding with the traits of the other race instead.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Divine Sense

    Paladin Level 1

    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. Vou 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

    Paladin Level 1

    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.

    Level 1 Spells

    PHB: P. 282

    Thunderous Smite

    1-level Evocation

    Casting Time: 1 bonus action
    Range/Area: Self
    Components: V
    Duration: Concentration, Concentration, up to 1 minute
    The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
    Available for: Paladin

    PHB: P. 275

    Shield of Faith

    1-level Abjuration

    Casting Time: 1 bonus action
    Range/Area: 60 feet
    Components: V, S, M
    Materials: a small parchment with a bit of holy text written on it
    Duration: Concentration, Concentration, up to 10 minutes

    A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
    Available for: Cleric, Paladin

    PHB pg. 224

    Compelled Duel

    1-level Enchantment

    Casting Time: 1 Bonus Action
    Range/Area: 30 Feet
    Components: V
    Duration: Concentration, Up to 1 minute
    You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement from the turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
    Available for: Paladin

    PHB: P. 270

    Protection from Evil and Good

    1-level Abjuration

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S, M
    Materials: holy water or powdered silver and iron, which the spell consumes
    Duration: Concentration, Concentration, up to 10 minutes
    Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
      The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
    Available for: Cleric, Paladin, Warlock, Wizard

    PHB: P. 272

    Sanctuary

    1-level Abjuration

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: V, S, M
    Materials: a small silver mirror
    Duration: 1 minute

    You ward a creature within range against attack.
    Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.
      If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
      Wizard of the Coasts (2018): The final sentence now reads, “If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.”
    Available for: Artificer, Cleric

    Level 2 Spells

    PHB: P. 255

    Lesser Restoration

    2-level Abjuration

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: Instantaneous
    You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

    PHB: P. 289

    Zone of Truth

    2-level Enchantment

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: V, S
    Duration: 10 minutes
    You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.   An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
    Available for: Bard, Cleric, Paladin

    Aura of Courage

    Paladin Level 10

    Starting at 10th level you and friendly creatures within 10 feet of you can't be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    Hushlyn.

    Statblock Type

    Character Sheet (Legacy)

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