| Mod | Save | ||
|---|---|---|---|
| STR | 13 | +1 | +1 |
| DEX | 18 | +4 | +4 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 14 | +2 | +5 |
| CHA | 14 | +2 | +5 |
Insightful Fighting: As a bonus action, you can make a Wisdom (Insight: +8) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Divine Smite. Once per turn, the paladin can deal an extra 9 (2d8) radiant damage to a creature it hits with a weapon attack.
If upcast at 2nd level: (3d8) radiant damage
Searing Smite: Once per turn, the paladin can deal an extra 4 (1d6) damage to a creature it hits with a weapon attack.
At the start of each of its turns until the spell ends, the target takes (1d6) Fire damage and then makes a DC 15 Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.
You don’t need Advantage on the attack if at least one of your allies is within 5 ft. of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll.
Elbane- Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 6) piercing damage & (1d4) radiant damage.
Vex: If you hit a creature with a Rapier and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage. & (1d4) radiant damage.
Slow: On a hit, you can reduce a creature's Speed by 10 ft until the start of your next turn. This effect applies once per turn.
Spells: 2 -1st Level Slots
Cantrips
Guidance - +1d4 to a chosen skill
Poison Spray - Range Spell Attack - +5 to hit, range 30 ft., one target. Hit: 13 (2d12) poison damage
Thaumaturgy - Altered Eyes, Booming Voice, Fire Play, Invisible Hand, Phantom Sound, Tremors
1st Level Spells
Detect Magic R - 1 free casting per Long Rest
Divine Favor 1 BA - add 1d4 radiant damage to weapon attacks (assumed on above in 1d4 radiant damage)
Divine Smite 1 BA - add 2d8 + 1d8 per spell level. 1 free cast per day.
Searing Smite 1 BA - deal an extra 9 (1d6)
Ray of Sickness Range Spell Attack - +5 to hit, range 120 ft., one target. Hit: 9 (2d8) poison damage and has the Poisoned condition until the end of your next turn.
1 free casting per Long Rest
2nd Level Spells
Hold Person - Once per day, WIS DC 13
Lay On Hands: Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level. You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don’t also restore Hit Points to the creature.
Steady Aim: You give yourself Advantage on your next attack roll on the current turn, provided that you haven’t moved during this turn. After you use it, your Speed is 0 until the end of the current turn.
Channel Divinity: Divine Sense: Twice per day, for the next 10 min. or until you have the Incapacitated condition, you know the location of any Celestials, Fiends, and Undead within 60 ft., and you know its creature type. In the same radius, you also detect the presence of any place/object that has been consecrated or desecrated, as with the Hallow spell.
Opportunity Attack
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