Theodoric | Aasimar Paladin 4
AC: 20 (Plate & Shield) | HP: 36/36 | DR: 3 (Nonmagical B/P/S) | Initiative: -1 | Passive Perception: 11 | Class / Race Features• Darkvision 60 ft.
• Celestial Resistance: You have resistance to necrotic and radiant damage.
• Healing Hands: As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest.
• Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it.
• Celestial Revelation - Radiant Consumption: Once per long rest, you can use a bonus action to transform using your revelation which lasts for one minute or until you end it as a bonus action. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
• Divine Sense: As an action, you can open your awareness to detect strong presences. 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. 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. Can be used a number of times per day equal to 1 + Charisma mod.
• Lay on Hands: You have a pool of healing power that replenishes on a long rest with hit points equal to paladin level x 5. As an action, you can touch a creature and restore a number of hit points up to the maximum amount remaining in the pool. Alternatively, you can expend 5 hit points to cure the target of one disease or neutralize one poison affecting it.
• Fighting Style - 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.
• Spellcasting: You can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 13, Spell Attack +5). You can use a holy symbol as a spellcasting focus.
• Divine Smite: When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total).
• Divine Health: You are immune to disease.
• Channel Divinity - Conquering Presence: As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns.
• Channel Divinity - Guided Strike: When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result.
• Harness Divine Power: You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, which can be no higher than level 1. You regain all expended uses when you finish a long rest.
• Heavy Armor Master: Increase your STR score by 1. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3. | Prepared SpellsArmor of Agathys (Oath Spell)
Command (Oath Spell)
Compelled Duel
Detect Magic
Detect Poison and Disease
Protection from Evil and Good
Wrathful Smite
Healing Hands (2d4): 1/1 | Celestial Revelation: 1/1 | Divine Sense: 4/4 | Lay on Hands: 20/20 | Channel Divinity: 1/1 | Harness Divine Power: 1/1 | 1st Lvl Slots: 1/3