About S. A. M. 3.0
Oath of the Crown Paladin
Casting Time: 1 action
Range: 120 feet
Components: V S
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Shield of Faith
Spells granted by Oath of the Crown:
Zone of Truth
Paladin Class Features:
Defense Fighting Style
While you are wearing armor, you gain a +1 bonus to AC.
Lay on Hands(25HP/long)
Channel Divinity (Oath of the Crown) (1/short or long)
Warlock Class Features:
Warlock Pact: Pact of the Blade
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Warforged (Envoy) Racial Abilities:
You were created to have remarkable fortitude, represented by the following benefits.
-You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
-You are immune to disease.
-You don’t need to eat, drink, or breathe.
-You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.
A special forces Warforged dispatched to eliminate targets in the remotest realms of the material plane, he never questioned an order given by his superiors. One mission, however, changed him forever: a spirit claiming to be aligned with Kelemvor confronted his senseless respect for the balance of life and death and imbued him with the powers of both a paladin and a hex blade warlock. He has since made it his mission to bring a proper, swift, and just end to all who dole out death recklessly.
2 potions of healing, a Climber's Kit, a lamp, rope (hempen), 5 flasks of oil, a bag of caltrops, holy water, and a healer's kit.