Racial Features
Creature Type.
You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.
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 discern colors in that darkness only as shades of gray.
Fey Ancestry
You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Fey Step.
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. When you reach 3rd level, your Fey Step gain an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race):
Autumn.
Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.
Keen Senses.
You have proficiency in the Perception skill.
Trance.
You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.
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Paladin
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.
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.
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.
Spellcasting
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.
Preparing and Casting Spells
The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a 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.
For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't 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.
Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your paladin spells.
Divine Health
By 3rd level, the divine magic flowing through you makes you immune to disease
Aura of Protection
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.
At 18th level, the range of this aura increases to 30 feet.
Aura of Courage
Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
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Old One Slayer Fighter
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Martial Archetype
Slayer’s Guile
Beginning at 3rd level, the tales of the Slayers become a beacon to all in need of help. While moving towards an ally in combat, you gain an additional 10-feet of movement. Additionally, you have advantage on Charisma checks and saves made against Old Ones or Elder Hostile Creatures. You have advantage on all other Charisma checks when made against good aligned creatures that are not hostile towards you.
Defense Crystal
Additionally at 3rd level, you know to protect those who can not protect themselves. Whenever an ally within 5-feet of you is targeted with an attack, you can redirect the attack towards yourself, the attack automatically hits when using this ability and cannot be redirected again. The damage from the attack is halved if redirected this way. You may use this ability a number of times equal to your proficiency bonus, you regain all uses of this ability upon finishing a short rest.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Divine Health
By 3rd level, the divine magic flowing through you makes you immune to disease
Martial Archetype
The Never Ending Battle
Beginning at 7th level, your blows resonate with your unbreakable will to fight on. Any melee weapon you wield is treated as magical for the purpose of overcoming resistance or immunity to non magical damage. Additionally, you deal bonus radiant damage equal to your proficiency bonus with all melee weapons you wield while you are within 30-feet of an ally in combat.
Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Martial Archetype
Old One Aura
Beginning at 10th level, you project an aura that instills the suffering with an unbreakable might. All Allies Below 25% of their maximum HP, Grappled, Restrained, or Prone (Them being prone must not have been a voluntary action) within 30-feet of you have their AC increased to match yours (If their AC is higher than yours this ability has no effect) For every creature gaining the benefit of this aura, you gain a +1 bonus to hit on your melee attack rolls. You can not grant this benefit to a creature while you are unconscious.
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Feats
Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Shield Master
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
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.
If you aren't incapacitated, you can add your shield's 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.
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Dragon Features
Family of the Garden
With the power of the children of Belladonna, you gain the power of getting a Pact Boon and an Eldritch Evocation. If you already have a Pact Boon. You gain an additional one.
= Pact of The Blade
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
= Eldritch Smite
Prerequisites: 5th level, Pact of the Blade
Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
Under The Beauty of the Rose
With the power of your pact with Belladonna you strive to keep Nature, Beauty and Longevity like a rose. Gain additional Hit Dice based on your Charisma Modifier.
Protectors of the Garden
As a reaction to a spell you may expend a hit dice to summon a wall of roses and thorns protecting yourself and allies within 15 feet with Half Cover till the end of your turn. If allies succeed on their Dexterity Saving Throw or a Spell Attack would miss because of this; You may teleport via the roses to be within 5 ft. of that ally. This can be used Twice per Long Rest.
Blooming Rose
Whenever an attack misses you or you succeed with a saving throw. As a reaction, you can use as many hit dice to heal yourself and an ally within 10 feet of you for the total roll. Can be used 3 times per Long Rest.
Nature's Gift
Nature has gifted us the power of Regeneration. Only on saving throws you aren't proficient in. For the first 3 failed saving throws, you gain back your reaction and refresh 2 additional Hit Dice.
Sunbathed Roses:
Whenever you take a Short Rest, you can summon a garden of Sun Roses to surround you and your party. While in this dome of roses, this short rest only takes 15 minutes to complete. After it finishes, Hunters heal 12d6+12 hitpoints and remove one stack of exhaustion and/or corruption. Additionally, allies regain back non-warlock 1st-3rd level spell slots, Dragon Features(Not Vows), and/or Class/Racial Features up to an amount equal to your proficiency modifier. This ability can be used two times per Dawn.
Disclaimer: Once used, you cannot use this ability again for two hours.
Rose Guardian Armor:
As a reaction when you suffer a critical hit or take more than 40 damage in a round, you may activate this ability and spend up to two hit dice. When you do so, an armor of roses will appear on you giving you +5 AC, 10 DR to all damage types, and heal an amount equal to double the maximum of the hit dice used. The AC and DR are lost at the beginning of your next turn. This ability can be used three times and all uses are regained upon a long rest.
Dragon Vow
Thorns of the Rose
As a bonus action Black Thorns surround you, giving you protection against those who seek you harm for one min. When a creature makes a melee attack on you, they take piercing damage afterwards equal to your proficiency bonus. This happens if they hit OR miss. Can be used Twice per Long Rest. (This does not Apply to other Sources of Damage except Hex.)
Dragon Vow LV 2
Primal Hex
The First time they take Piercing damage from Thorns of the Rose. You may use a reaction to deal X Hit Dice of Primal Damage in addition to the Thorns. They will be put under the Hex spell after damage is done. You cannot stack Hex with this.
You are concentrating on this Spell and this Hex damage is Primal Damage that goes through Resistances.
This can be used Twice per Long Rest.
Features & Traits