| Level | 8 (0/48000 XP for level-up) |
| Background | Purple Dragon Squire |
| Size | Medium |
| Species | Merfolk (Deep Sea) |
| Subclass | Oath of the Eldritch Hunt |
| Level | 8 |
| Hit dice | 8/8 |
| 1d10+3 | |
| W | Pr | Weapon / Attack | AB | Abi | Dmg | Dmg Type |
|---|---|---|---|---|---|---|
| Tempest Ichor | +8 | STR | 1d8+5 | Slashing | ||
| Properties: Versatile (1d10) | ||||||
| Javelin (6) | +3 | DEX | 1d6 | Piercing | ||
| Properties: Thrown (Range 30/120) | ||||||
| Spear | +8 | STR | 1d6+5 | Piercing | ||
| Properties: Thrown (Range 20/60), Versatile (1d8) | ||||||
| Lycan Longsword | +10 | STR | 1d8+1d4+2+5 | Slashing | ||
| Properties: Versatile (1d10) | ||||||
| W | T | Armor | AC | D | Properties |
|---|---|---|---|---|---|
| Plate Armor | 18 | Disadvantage Stealth | |||
| Shield | +2 |
| P/E | Bonus | Skill | Abi |
|---|---|---|---|
| +0 | Acrobatics | DEX | |
| +4 | Animal Handling | WIS | |
| +2 | Arcana | INT | |
| +8 | Athletics | STR | |
| +5 | Deception | CHA | |
| +2 | History | INT | |
| +4 | Insight | WIS | |
| +8 | Intimidation | CHA | |
| +2 | Investigation | INT | |
| +1 | Medicine | WIS | |
| +2 | Nature | INT | |
| +1 | Perception | WIS | |
| +8 | Performance | CHA | |
| +5 | Persuasion | CHA | |
| +2 | Religion | INT | |
| +0 | Sleight of Hand | DEX | |
| +0 | Stealth | DEX | |
| +1 | Survival | WIS |
+6
Expertise Bonus |
+3
Proficiency Bonus |
Chain Mail, Plate Armor, Shield, Longsword, Tempest Ichor, Lycan Longsword, Spear, 6 Javelins, Holy Symbol, Priest's Pack (Backpack, Blanket, Holy Water, Lamp, 7 days of Rations, Robe, and Tinderbox.), Navigator’s Tools, Fine Clothes
Weapon Proficiencies: Simple and Martial weapons
Armor Training: Light, Medium and Heavy armor and Shields
Tool Proficiencies: Navigator’s Tools
Languages: Common, Aquan, Celestial
Amphibious. You can breathe air and water.
Darkvision. You have darkvision out to 60 feet, allowing you to see in dim light as if it was bright light and darkness as if it was dim light. You discern colors in darkness as shades of gray
Cold Resistance. You are resistant to cold damage.
Command Air & Water. You can cast fog cloud, gust of wind and water walk using this trait. You can cast each spell once per Long Rest. You can also cast them using appropriate spell slots. When you gain this trait, choose Intelligence, Wisdom or Charisma as your spellcasting ability for spells cast using this trait.
Aware of Danger. You have advantage on initiative checks you make as long as you aren’t incapacitated.
Blindsight. As an adaptation to lightless conditions, you have blindsight out to a distance equal to 5 feet x your proficiency bonus.
Shield Wall. While you are wielding a shield and within 5 feet of an allied creature that is also wielding a shield, your AC increases by 2. This effect does not stack.
Quick Parry. When a creature makes a melee attack roll against you while you wield a Versatile weapon, you can use your reaction to add your proficiency bonus to your AC against that attack, potentially turning a hit into a miss.
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.
As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.
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.
Paladin's Smite. You always have the Divine Smite spell prepared.
You can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it this way again.
Extra Attack. You can attack twice instead of once whenever you take the Attack action on your turn.
Faithful Steed. You can call on the aid of an otherworldly steed.
You always have the Find Steed spell prepared.
You can also cast the spell once without expending a spell slot, and you regain your ability to do so when you finish a Long Rest.
Aura of Protection. You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.
You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).
Chaotic Aura. Unknown forces from the beyond begin to concentrate on you. This chaotic power may show itself in different ways. At the end of each of your long rests, you can choose one of the following effects. You can change your chosen effect after you finish a long rest.
- Aura of Chaos. Chaotic energy manifests itself and radiates from you, disrupting reality in an aura with a 10-foot radius. Hostile creatures within the area have disadvantage on concentration checks and Dexterity saving throws.
- Aura of Instability. You and friendly creatures within 10 feet of you gain one of the following benefits. After you finish each short or long rest, you roll a d4 to determine the effect this aura grants.
| d4 | Effect |
|---|---|
| 1 | Gravities grasp lightens, your speed increases by 10 feet |
| 2 | Your image in the area gets blurry, you gain advantage on your attack rolls |
| 3 | Time cracks in the area and your attack looks as if they hit twice, you deal an extra 1d4 force damage with melee weapon attacks on a hit. |
| 4 | A cloud of magical white dust covers every creature. Nothing can hide in the area and invisible creatures can be seen |
Once belonging to a famous gladiator, these sandals have been enchanted with the spirit of the mongoose, allowing the wearer to impose disadvantage on all weapon attacks made from beyond melee range as a reaction. This includes ranged weapon attacks, thrown items, and melee attacks made with reach.
This item has 4 charges and regains 1d4 expended charges daily at dawn.
Aftershock. When you hit a creature with an attack using this weapon, you can expend 1 charge to inject it with electricity. At the start of its next turn, the creature takes 3d6 lightning damage.
Amp Up. As an action while holding this weapon, you can expend 2 charges to inject yourself with liquid energy for 1 minute, taking 1d6 lightning damage as you do. While energised in this way, your speed increases by 5 feet, you gain resistance to lightning damage, and your attacks made with this weapon deal an extra 1d6 lightning damage on a hit.
Made from the claws, teeth, and bones of lycanthropes, these weapons are particularly effective against other lycanthropes or vampires. You gain a +2 bonus to attack and damage rolls made with this magic weapon.
Additionally, on a successful attack against a lycanthrope, the target is forced back into its humanoid form unless it succeeds on a DC 10 Charisma saving throw. Also, damage done to vampires with Lycan Weapons cannot be regenerated until the creature finishes a Short Rest.
Resolve. Through willpower and tenacity, the strain of the hunt is endured; aching limbs and ailing minds are no reason to fall short.
Respect. Take life only when doing so protects others. Kill only when necessary, lest the bloodshed enamour your soul and hunter becomes beast.
Responsibility. Many rely on your talent to survive the moonlit nights. No matter the circumstances, do not fail them. Sacrifice your own body so that others can retain the sanctity of their own, untainted forms.
Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. 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.
Hunt the Prey. As a bonus action, you can call upon the sanctified hunt. You designate a creature within 60 feet of you as your prey, marking the target for 1 minute. As part of casting this channel divinity, and as a bonus action on subsequent turns, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the marked target. To teleport in this way, you must be able to see the marked target.
Stolen Eldritch Gift. As a bonus action, you use your channel divinity to enhance your body beyond your mortal limits. For 10 minutes, you can add your Charisma modifier to any Athletics, Acrobatics, and Perception checks that you make.
Rallying Cry. When you roll Initiative and don’t have the Incapacitated condition, you can choose a number of creatures equal to your Proficiency Bonus that you can see within 30 feet of yourself. Those creatures gain Heroic Inspiration.
Once you use this benefit, you can’t do so again until you finish a Long Rest.
While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.
Block. As a Bonus Action, you can choose one ally you can see. Until the start of your next turn, the ally’s AC equals your AC if it is lower than that while the ally is within 5 feet of you. This effect ends early if you or the ally have the Incapacitated condition.
Quick Shield. You can don or doff a Shield as a Bonus Action.
One-Handed Grip. When you use a Versatile weapon with one hand, the weapon deals the damage in parentheses when used to make a melee attack.
Zealous Grasp. If an effect forces you to drop what you are holding, you can make a DC 15 Strength saving throw to maintain your grip. When you are subjected to an effect that allows you to make a saving throw to maintain your grip, you have Advantage on the saving throw.