Aura of Protection:
6st lvl Sacred Oath feature
Starting at 6th level, whenever you or a friendly creature within 10 feet of you 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). You must be conscious to grant this bonus.
5th lvl Paladin feature
eginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
3rd lvl Paladin feature
The divine magic flowing through you makes you immune to disease.
You can use a bonus action to speak this staff's command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form.
You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage.
The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its inanimate form.
Quarterstaff: 1d6 bludgeoning, 1d8 with both hands.
Shield of Steal Life:
+1 for AC (magical).
Once per long rest when you hit someone, you gain 5 temporary hit points.
Periapt of Proof Against Poison:
This delicate silver chain has a brilliant-cut black gem pendant.
While you wear it, Poisons have no effect on you. You are immune to the Poisoned condition and have immunity to poison damage.
Pendant of Adaptation (attuned):
While wearing this necklace, you can breathe normally in any environment
You also gain advantage on saving throws made against harmful gases and vapors (such as Cloudkill and Stinking Cloud Effects, inhaled Poisons, and the breath Weapons of some dragons).
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.
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 x5.
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.
Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey.
As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC.
The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
Once you use this feature, you can not use it again until you finish a short or long rest.
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 fey(homerule), celestial, fiend, or undead within 60 feet of you that is not behind total cover.
You know the type (fey, celestial, fiend, or undead) of any being whose presence you sense, but not its identity.
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.
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
shove is a contest of athletics that can knock a target prone or push it away 5 feet.
If you are not incapacitated, you can add your shields AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
You can not use this feature again until you finish a long rest.
Thanks to your orc blood, you have superior vision in dark and dim conditions. 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.
When you score a critical hit with a melee weapon attack, you can roll one of the weapons damage dice one additional time and add it to the extra damage of the critical hit.
Large Fey, Neutral good
Armor Class 11
Hit Points: 19 (3d10 + 3)
Speed: 60 ft.
STR 18 (+4)
DEX 12 (+1)
CON 13 (+1)
INT 6 (-2)
WIS 12 (+1)
CHA 7 (-2)
Passive Perception 11
Languages: Common (cannot speak)
Trampling Charge: If the horse moves at least 20 feet straight toward a creature right before hitting it with a hooves attack, the target must succeed on a DC 14 Strength saving throw or be knocked prone.
If the target is prone, the horse can take a bonus action to make another attack with its hooves against the target.
Hooves +6, 5 ft. 11 (2d6 + 4) bludgeoning damage.
A creature that drinks this vial of liquid gains advantage on Saving Throws against poison for 1 hour. It confers no benefit to Undead or Constructs.
Atitoxin with a +2 on the saving throw, only works once every hour.
Potions of healing: Regain Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.
Weak potion: 1 HP
Moderate potion/ Normal healing potion: 2d4 + 2 HP
Potion of greater healing/ Strong potion: 4d4+4
Potion of superior healing: 8d4+8
Potion of supreme healing: 10d4 +20
Carrion Crawler Mucus (Contact):
This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 14 Constitution saving throw, with disadvantage or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Very strong potion of resistance:
Resistance to a certain magic type for an hour.
You can use this or the other Channel Divinity once per long or short rest.
You can use your Channel Divinity to invoke primeval forces to ensnare a foe.
As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see.
The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained.
While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
You can use this or the other Channel Divinity once per long or short rest.
You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear.
As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature 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 not willingly move to a space within 30 feet of you. It also can not 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 is nowhere to move, the creature can use the Dodge action.
If the creatures true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Preparing and casting spells:
The Paladin table shows how many spell slots you have to cast your spells. You regain all expended spell slots when you finish a long rest. In addition I have 1 warlock spell slot that recharges on a short or 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. Casting the spell does not 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.
Prepared spells total = __
= Your Charisma modifier + half your paladin level, rounded down
Spell save DC = __
= 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = __
= Your proficiency bonus + your Charisma modifier
This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions.
Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs.
Also, proficiency with this kit is required to create antitoxin and potions of healing.
More information is available in the GM-guide.
For making potions roll medicine to check the potency, and roll nature to identify the result. Brewing takes 15 minutes per potion.
Potions are noted in items as:
intended potion (medicine/nature) (type)