Saurial Emotions. As a dinosaur person, you express your emotions involuntarily through scents. The scent of brimstone means confusion, the aroma of roses means sadness, lemons means pleasure or joy, baked bread means anger, violets mark danger or fear, honeysuckle means tenderness, wood smoke means devotion or piety, tar means victory, and the smell of ham means nervousness or worry.
Infrared Vision. You see in infrared, so you can't see cold things in the dark, and you have a hard time discerning individuals in crowds, but you can also better sense warm-blooded individuals that are hiding.
Sensory Swap. You resist sound-based effects and attacks, but are weak to gases and clouds.
Cold Sleep. If you get too cold, you fall unconscious. If you are in the presence of constant freezing temperatures for too long, you die!
Aura. Friendly creatures within 10 feet of you get a bonus +2 on saving throws, and cannot be frightened. Additionally, creatures that are frightened of you cannot move while within 10 feet of you and takes 6 damage if it starts its turn there.
Grappler. You have advantage to hit any creature you are grappling with. Additionally, you can pin creatures you are grappling.
Great Weapon Fighting. When you hit with a weapon you are wielding with two hands, you re-roll damage dice that roll a 1 or 2.
Spellcasting. You are a 12th-level spellcaster. Your spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). You have following Paladin spells prepared:
1st level (4 slots): armor of agathys, command, compelled duel, searing smite, shield of faith
2nd level (3 slots): branding smite, find steed, hold person, magic weapon, spiritual weapon
3rd level (3 slots): aura of vitality, bestow curse, fear, revivify
Divine Smite. When you hit with a melee attack, you can expend a spell slot to add radiant damage to the attack. The extra damage is 2d8 for a 1st-level slot, plus 1d8 for each level above 1st.
Shen Sight. Once per long rest (8 hour sleep), you can magically sense one creature's true intentions.
Lay on Hands. You have a pool of 60 hit points that you can distribute to heal. Using an action, you can touch a creature and give them any number of available hit points you have.
Channel Divinity. You can perform one of the two following actions, using your action. Once you use Channel Divinity, you cannot use it again until you complete a short rest (2 hour nap).
Conquering Presence. Each creature within 30 feet of you must make a Wisdom saving throw or be frightened of you for 1 minute. The creatures can repeat the saving throw at the end of its turns.
Guided Strike. When you make an attack roll, you can add +10 to the attack roll.
Multiattack. When you take the attack action, you make two attacks with your weapon.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 1d4 + 4 slashing damage + 1d8 radiant damage.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 6 bludgeoning damage + 1d8 radiant damage.
War Pick. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 1d8 + 4 piercing damage + 1d8 radiant damage, or 2d8 + 4 piercing damage + 1d8 radiant damage when wielded with two hands. (If you cast a spell on your turn, you have to use this weapon one-handed that turn).
Description
An enormous triceratops man, you are an absolute menace, both in that you terrify people, and that you are renowned for conquest. You are a former crusader who scoured the lands and cleansed them of non-Titan worshipping infidels. Now, with the crusade ended and your army torn apart, you have turned to adventuring to continue your conquering on the battlefield.