===TRAITS===
AGGRESSIVE:
As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.
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DARKVISION:
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.
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POWERFUL BUILD:
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
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BULETTE SLAYER:
The land shark is a terrifying creature to most, but even these creatures are faced by a specialized breed of Stetonians. These Bulette hunters are well trained and careful in their hunting approach. They are very patient individuals. For the leather of a Bulette is greatly valued in Verum.
You have lived your life fighting and hunting these powerful creatures. You have developed the patience and foresight needed to face them.
You have trained your body in hunting these creatures down into their lairs.
You gain a burrow speed of 10ft.
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===CLASS 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.
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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 × 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.
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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, to a maximum of 6d8.
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FIGHTING STYLE:
While you are wearing armor, you gain a +1 bonus to AC.
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LOYALTY: (5)
+5HP | +25GP per downtime day spent on day job | Valkyrie Armor
As a bonus action, you may grow a pair of metallic wings that allow you a 30ft fly speed, this lasts for 1 minute. You must complete a long rest before you can use this ability again.
Whenever you smite an evil outsider, you deal an additional 1d8 damage. If you cannot smite, you may smite once a day as a paladin of equal level as if using a first level spell.
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Channel Divinity: Abjure Enemy
As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.
On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.
On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
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Channel Divinity: Vow of Enmity
As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
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4TH LEVEL ASI: DEATHLESS ZEALOT
You are fuelled by the undying fury of your blood. You gain the following benefits:
You have advantage on death saving throws.
When you are reduced to 0 hit points and are not killed, you do not fall prone nor unconscious and are automatically stabilized.
While you are stabilized at 0 hit points, you can use your movement or use the attack action on each of your turns, but not both. You can still take reactions, but cannot use bonus actions nor any action other than the attack action. If you suffer damage while stabilized, you fall unconscious and must then make death saving throws as normal.
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HEXBLADE'S CURSE:
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can't use this feature again until you finish a short or long rest.
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HEX WARRIOR:
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.
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Class/Racial Features & Traits