Tiny Dragon Forge , Any Non-lawful
his metal body he is 7 foot tall a walk in the human who praises of God all about protecting those weaker Yet believes only the stonge should survive
Those how are weeks deserve to survive so they have a chance to become strong and if they don’t take it we have executioners for a reason
Hellfire when I first met him I felt him inside my head we both solve the same in our past
People call me headstone I prefer decisive and powerful
charisma dc 14 +5 to hit 1th level, shield of faith, sanctuary, Thunderous Smite, Thunder wave, protect from good and evil, Heroism
Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal. Robust Robotics. You were created to have remarkable hardiness, represented by the following benefits: You don't need to eat, drink, or breathe. You are immune to disease. You don't need to sleep, and magic can't put you to sleep. Mechanized Defense. Your body has dragon-like metal scales. You can use your reaction on your turn to activate your scales, causing them to extend like daggers. Until the start of your next turn you gain resistance to slashing damage. Shard Projection. Since your body needs to maintain upkeep, you go through a process every time you rest in which you shed metal on the inside and it is collected inside your stomach. As a bonus action you can exhale these shards of metal in a 15 foot cone. When you use your shard projection, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 slashing damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your shard projection, you can’t use it again until you complete a short or long rest. Channel divinity 2, reaction 30 ft, reduce the damage taken by spell by proficiency bonus and constitution modifier.Rush dow, action movement is doubled but can only move in a line in front when contact is made with any creature they must make a dc 14str shave or be not prone or carriedand at the end of the charge and melee weapon attack can be made and if they hit a surface the target tags 2d8. 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 × 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. When you are wielding a melee weapon in one hand and no 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.
multi-attack when attack action is made another attack can be added. Maul, +4 to hit, on, 2d6 +4 bludgeoning