Judah 3rd level Paladin of Yeshua

HP 22 AC 20 XP 2255

Stats STR +2 (14) DEX +1 (13) CON +0 (10) INT -1 (8) WIS +1 (13) CHA +3 (17)
Saves STR +2 DEX +1 CON +0 INT -1 WIS +3 CHA +5

Aasimar Features • Ability Score Increase. Your Charisma score increases by 2.

• Age. Aasimar mature at the same rate as humans, but they can live up to 160 years.

• Alignment. Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.

• Size. Aasimar have the same range of height and weight as humans. Your size is Medium.

• Speed. Your base walking speed is 30 feet.

• Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. 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.

• Celestial Resistance. You have resistance to necrotic damage and radiant damage.

• Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. 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.

• Languages. You can speak, read, and write Common and Celestial, and Draconic.

Protector Aasimar • Ability Score Increase. Your Wisdom score increases by 1.

• Radiant Soul. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and 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 radiant damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Proficiencies

You are proficient with the following items, in addition to any Proficiencies provided by your race or Background.

Armor: Light Armor, Medium Armor, Heavy Armor, Shields

Weapons: Simple Weapons, Martial Weapons

Tools: none

Saving Throws: Wisdom, Charisma

Skills:

PROF MOD SKILL BONUS
DEX Acrobatics +1
WIS Animal Handling +1
INT Arcana +1
STR Athletics +2
CHA Deception +3
INT History +1
WIS Insight +1
CHA Intimidation +3
INT Investigation -1
WIS Medicine +1
INT Nature -1
WIS Perception +1
CHA Performance +3
P CHA Persuasion +5
P INT Religion +1
DEX Sleight of Hand +1
DEX Stealth +1
P WIS Survival +3

Paladin Features:

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 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. 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.

Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.

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.

Spellcasting By 2nd Level, 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.

Preparing and Casting Spells

The Paladin table shows how many Spell Slots you have to cast your Spells. To cast one of your Paladin Spells of 1st Level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

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.

For example, if you are a 5th-level Paladin, you have four 1st-level and two 2nd-level Spell Slots. With a Charisma of 14, your list of prepared Spells can include four 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 a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.

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 Spell Attack modifier = your Proficiency Bonus + your Charisma modifier

Spellcasting Focus

You can use a holy Symbol as a Spellcasting focus for your Paladin Spells.

Spellcasting Slots

Judah currently has three 1st level spellcasting slots.

Sacred Oaths

Becoming a Paladin involves taking vows that commit the Paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd Level, is the culmination of all the paladin’s Training. Some characters with this class don’t consider themselves true paladins until they have reached 3rd Level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.

Oath of Devotion The Oath of Devotion binds a Paladin to the loftiest Ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the Knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards.

Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their Ideals, and incorporate images of angelic wings into their helmets or coats of arms.

Tenets of Devotion Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

Honesty: Don’t lie or cheat. Let your word be your promise. Courage: Never fear to act, though caution is wise. Compassion: Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with Wisdom. Honor: Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. Duty: Be responsible for your Actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Oath Spells: Protection from Evil and Good, Sanctuary

Channel Divinity When you take this oath at 3rd Level, you gain the following two Channel Divinity options.

Sacred Weapon: As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to Attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the Duration.

You can end this effect on Your Turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall Unconscious, this effect ends.

Turn the Unholy. As an action, you present your holy Symbol and speak a prayer censuring Fiends and Undead, using your Channel Divinity. Each fiend or Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take Reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Background:

Feature: Heart of Darkness: Either creature or any other character those who’re looking or do look into your eyes can have a capacity to see that you’ve faced unimaginable horror and which you’re no longer stranger to the darkness. Like though they might scare or fear you, commoners will extend you to every courtesy and do their utmost to help you.

Unless or until you have shown yourself as a dangareous to them but they even will take the up the arms to fight along side you, so should you find yourself facing an enemy alone. So this is the brief description of the heart of darkness.

Proficiencies: Skill Proficiencies: Select two from “Investigation, Arcana, Survival and Religion”

Languages: Select “One Exotic Language”

Equipment: A set of common clothes, a monster hunter’s pack, and one Gothic Trinket

Suggested Characteristics: This is the suggested characteristics part and in this part we are going to know all the characteristics of this Haunted One Background. We are providing all of the haunted background characteristics in the table format for each and every characteristics. So once check them and know this 5e background’s interests and characters.

Personality Trait: I don't talk about the thing that torments me. I'd rather not burden others with my curse.

Flaws: I talk to spirits that no one else can see.

Ideals: I try to help those in need, no matter what the personal cost.

Bond: I would sacrifice my life and my soul to protect the innocent.

Feature: Harrowing Event

The path in your entire life had been defined by one dark moment, one fateful decision, or one tragedy and it was happened prior to becoming an adventurer. Here now you will feel a darkness which is like threatening to consume you therefore you will be getting fear like there is no hope of escape. You have to choose an harrowing event which haunts you, or you have to roll one on the harrowing events table.

Equipment

Longsword and a Shield

Five javelins

A Priest's Pack

Tanglefoot bag

Scale itch powder

Alchemist fire

Chain Mail and a holy Symbol

bag of marbles, 5 pieces chalk, twine, small mirror mirror, map of Malcovia

Keychain collection:

3498 gold 4 silver

Silvered rapier with pink glass hilt [125 gp] (contains atomizer that converts one healing potion's healing into 6 spritzes that heal 1 HP each)

Magical Copper Ewer: Any poisonous liquid poured into the ewer is instantly transformed into an equal amount of sweet wine. Furthermore, a creature that grasps the ewer's handle can command the ewer to fill with 1 gallon of wine, and it can't produce more wine until the next dawn.

2 everburning candles

Cleric in a Bottle - Acolyte x 2 (2d4+2)