SAVING THROWS
WIS, CHA Source:Paladin SKILLS
Religion, Athletics Source:Paladin
Perception, Nature Source:half-Elf
Survival, Athletics Source:Outlander
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EQUIPMENT
Longsword Source:Paladin
Shield Source:Paladin
Greatclub Source:Paladin
Explorers Pack Source:Paladin
Holy Focus Source:Paladin
Sling Source:Druid
Scimitar Source:Druid
Druidic focus Source:Druid
A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a belt pouch containing 10 gp(spent)Source:Outlander
Hide Armor Source: Bought with background money
7 gp Source:Leather armor traded for the gp.
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RACIAL TRAITS
Size Half-elves are about the same size as humans,
ranging from 5 to 6 feet tall. Your size is Medium.
Speed Your base walking speed is 30 feet.
Darkvision. Thanks to your elf blood, you have
superior vision in dark and dim conditions. You can
see in dim light within 60 feet of you as if it were bright
light, and in darkness as if it were dim light. You can't
discern color in darkness, only shades of gray.
Fey Ancestry You have advantage on saving throws
against being charmed, and magic can't put you to sleep.
Skill Versatility You gain proficiency in two skills
of your choice.
Languages You can speak, read, and write Common,
Elvish, and one extra language of your choice.
CLASS ABILITIES PALADIN Some abilities spoilered for length 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. 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(Defensive)
Add +1 to AC while wearing armor.
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
Refer to the Multiclass table for spell slots.
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.
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
13
Spell attack modifier = your proficiency bonus + your Charisma modifier
+5
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your paladin spells.
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
Immune to diseases
Oath Of Venegance Tenets: Fight the Greater Evil, No Mercy for the Wicked, By Any Means Necessary, Resitution
Oath Spells:Bane, Hunters Mark Channel Divinity:When you take this oath at 3rd level, you gain the following two Channel Divinity options. Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.On a failed save, The creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is O, and It can't benefit from any
bonus to its speed. On a successful save, the creature's speed is halved
for 1 minute or until the creature takes any damage. Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to O hit points or falls unconscious.
DRUID ABILITIES Druidic
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
Spellcasting:
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
Cantrips
At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of Table: The Druid.
Preparing and Casting Spells
Refer to the Multiclass table for spell slots
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six 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 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. 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 druid spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
13
Spell attack modifier = your proficiency bonus + your Wisdom modifier
+5
Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a druidic focus (see Equipment) as a spellcasting focus for your druid spells
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BACKGROUND Origin:Tribal Druid
Personality Trait: I feel angry(er) around fire.
Flaw:I get angry around those who destroy the natural world, as they remind me of how my tribes homeland was destroyed.
Bond:I will bring down wrath on those who destroyed my homeland, and took me from my kin.
Ideal:Revenge Those who deal out pain, shall have paint dealt to them.
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BACKSTORY
Jamenas was a druid for a small tribe of elves and half-elves. They lived in harmony with the land, giving back as much as they took. Though, unbeknownst to them,a cult of fire was scrying on them, searching for a druid in touch with nature and the elements, that they can cleanse the world in a fire ball. They raided the settlement, and burnt a large section of the forest. Jamenas was taken, and imprisoned in a fire cult cell. Jamenas, desperate for vengeance, pleaded to the gods. One minor god, though not minor compared to mortals, answered his pleas. Hoar, the god of vengeance, had a new champion! Jamenas escaped, slaying any cultist he found, until he reached the outside world. Thirsty for vengeance, Jamenas adventures, calling on both his druidic magic, and the power of Hoar, to quench his thirst!