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C-02--Character Thread- Dhraksis

Paladin/Ranger1 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 ali expended uses. LAY ON HANDS- Your blessed touch can heal wounds. Vou 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 leveI 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. Vou can cure multipIe diseases and neutralize multipIe 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. Favored Enemy- Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. Natural Explorer- You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: • You ignore difficult terrain. • You have advantage on initiative rolls. • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: • Difficult terrain doesn’t slow your group’s travel. • Your group can’t become lost except by magical means. • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. • If you are traveling alone, you can move stealthily at a normal pace. • When you forage, you find twice as much food as you normally would. • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Paladin/Ranger2 FIGHTING STYLE- At 2nd leveI,you adopt a style of fighting as your specialty. Choose one of the following options. Voucan't take a Fighting Style option more than once, even ifyou later get to choose again.DEFENSE While you are wearing armor, you gain a +1 bonus to AC. SPELLCASTING- By 2nd levei, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list. DIVINE SMITE- Starting at 2nd leveI, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-levei spell slot, plus ld8 for each spelllevel higher than 1st, to a maximum of 5d8. The damage increases by ld8 if the target is an undead or a fiend. Fighting Style- At 2nd level, 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. Spellcasting-By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.
Paladin/Ranger3 DIVINE HEALTH- By 3rd levei, the divine magic flowing through you makes you immune to disease. SACRED OATH- When you reach 3rd leveI, 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 the Oath of Devotion, the Oath of the Ancients, ar the Oath of Vengeance, all detailed at the end of the c1ass description. Your choice grants you features at 3rd leveI and again at 7th, 15th, and 20th leveI. Those features include oath spells and the Channel Divinity feature.Vengeance. Primeval Awareness -Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you. You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes. Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group Ranger Conclave At 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Beast Conclave, the Hunter Conclave, or the Stalker Conclave, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level. Hunter
Paladin/Ranger4 ABILITY SCORE IMPROVEMENT When you reach 4th leveI, and again at 8th, 12th, 16th, and 19th leveI,you can increase one ability score of your choice by 2, ar 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. Skilled Feat, 3 additional skills. 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.+2 Dex.
Paladin/Ranger5 EXTRA ATTACK Beginning at 5th leveI,you can attack twice, instead of once, whenever you take the Attack action on your turno
Paladin/Ranger6 AURA OF PROTECTION Starting at 6th leveI, whenever you ar a friendly creature within 10 feet ofyou 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).Vou must be conscious to grant this bonus. At 18th levei, the range of this aura increases to 30 feet. (3rdlvl)CHANNEL DIVINITY When you take this oath at 3rd leveI,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 ChanneI 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 I 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 I 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. Greater Favored Enemy At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4. Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy. (3rdlvl)Hunter’s Prey At 3rd level, you gain one of the following features of your choice. Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
Hunter Conclave-Hunter Conclave Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. Hunter’s Prey At 3rd level, you gain one of the following features of your choice. Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Defensive Tactics At 7th level, you gain one of the following features of your choice. Escape the Horde. Opportunity attacks against you are made with disadvantage. Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. Steel Will. You have advantage on saving throws against being frightened. Multiattack At 11th level, you gain one of the following features of your choice. Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. Whirlwind Attack. You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target. Superior Hunter’s Defense At 15th level, you gain one of the following features of your choice. Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail. Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Oath of Vengeance-OATH OF VENGEANCE The Oath of Vengeance is a solemn commitment to punish those who have commitled a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods. when a thieves' guild grows toa violent and powerful, when a dragon rampages through the countryside-at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins sometimes called avengers or dark knights-their own purity is not as important as delivering justice.TENETS OF VENGEANCE The tenets of the Oath of Vengeanee vary by paladin, but ali the tenets revolve around punishing wrongdoers by any means neeessary. Paladins who uphold these tenets are willing to saerifiee even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignmen!. The core principIes of the tenets are brutally simple. Fight the Greater Evil. Faeed with a ehoice of fighting my sworn foes or eombating a Iesser evil, I ehoose the greater evil. No Merey for the Wieked. Ordinary foes might win my merey, but my sworn enemies do no!. By Any Means Neeessary. Myqualms ean't get in the way of exterminating my foes. Restitution. ]f my foes wreak ruin on the world, it is beca use I failed to stop them. I must help those harmed by their misdeeds. OATH SPELLS VOUgaln oath spells at the paladin leveis listed. OATH OF VENGEANCE SPELLS Paladin Levei Spells 3rd bane, hunter's mark 5th hold person, misty step 9th haste, protection from energy 13th banishment, dimension door 17th hold monster, scrying PA RT 1 I CLASSES CHANNEL DIVINITY When you take this oath at 3rd leveI,you gain the following two Channel Divinity options. Abjure Enemy. As an aetion, you present your holy symbol and speak a prayer of denunciation, using your ChanneI Divinlty. Choose one ereature within 60 feet ofyou that you ean see. That ereature 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, lhe ereature is frightened for I minute or until It takes any damage. While frightened, the ereature's speed is O, and It ean't benefit from any bonus to its speed. On a sueeessful save, the ereature's speed is halved for I minute or until the ereature takes any damage. VowofEnmity. As a bonus aetion, you ean utter a vow of enmity against a ereature you ean see within 10 feet ofyou, using your Channel Divinity. Vougain advantage on attaek rolls against lhe ereature for 1 minute or until it drops to O hit points or falls uneonscious. RELENTLESS AVENGER By 7th leveI,your supernatural foeus helps you dose off a foe's retrea!. When you hit a ereature with an opportunity attaek, you ean move up to half your speed immediately after the attaek and as part of the same reaetion. This movement doesn't provoke opportunityattaeks. Sou L OF VENGEANCE Starting at 15th leveI, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a ereature under the effeet of your Vow of Enmity makes an attaek, you ean use your reaetion to make a melee weapon attaek against that ereature if it is within range. AVENGING ANGEL At 20th leveI,you ean assume the form of an angelie avenger. Using your aetion, you undergo a transformation. For I hour, you gain the following benefits: Wings sprout from your baek and grant you a fiying speed of 60 fee!. Vou emanate an aura of menaee in a 30-foot radius. The first time any enemy ereature enters the aura or starts its turn there during a battle, the ereature must sueeeed on a Wisdom saving throw or beeome frightened ofyou for I minute or unti! it takes any damage. Attaek rolls against the frightened ereature have advantage. Onee you use this feature, you ean't use it again unti! you finish a long resto
dhraksis Spiffy rifle from heaven... +1 enchanted longarm same range as heavy crossbow, radiant damage, 2d8+1 damage with a docent augment that provides scrynocular vision and grants advantage on perception checks while using the finder. comes with an archon docent