AMPHIBIOUS
You can breathe air and water
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.
NATURAL SWIMMER
Your swimming speed is equal to your walking speed.
NATURAL ARMOUR
Your have tough armoured shell provides ample protection. When you aren't wearing armor, your AC is 15 + Dexterity modifier (max 2). You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
BY FIN OR SAIL
You seem to have an innate ability to traverse and navigate the high seas and deep ocean deapts. You have proficiency with Navigator's tools and Vehicles (Water). If you are proficient with Navigator's tools, due to your class or background, you instead gain proficiency in Cartographer's tools. Additionaly, you have advantage on ability checks gainst being grappled or restrained, you also ignore penalties on movement or attacks while underwater.
STEAM BREATH WEAPON
You can use your action to exhale scalding steam in 15ft cone. When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 4d6 fire damage on a failed save, and half as much damage on a successful one. Being underwater doesn't grant resistance against this damage. The damage increases to 7d6 at 6th level, 10d6 at 11th level, and 13d6 at 16th level. After you use your breath weapon, you may use your breath weapon a number of times equal to your Constitution modifier. You regain expended uses on a short or long rest.
Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 400 pounds. The object is either knocked over or pushed up to 15 feet away from you.
Living cauldron
You have resistance to fire damage.
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 x 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.
Fighting Style
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Spellcasting
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.
Divine Health
By 3rd level, the divine magic flowing through you makes you immune to disease.
Sacred Oath: Oath of Leadership
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Captain’s Command.
As a bonus action, you can
use your Channel Divinity to call out to one creature you can see within 60 feet of you. If it can hear you, the creature can use its reaction to take the Attack (one weapon attack only), Dash, Dodge, or Use an Object action. The number of creatures you can call out to when
you use this Channel Divinity increases when you reach higher levels in this class, to two creatures at 7th level, three creatures at 15th level, and four creatures at 20th level.
Together We Triumph
. When you succeed on a saving throw against an effect that targets at least one other creature within 30 feet of you, you can use your reaction to use your Channel Divinity to choose a number of creatures up to your Charisma modifier (minimum of 1 creature) that you can see within 30 feet of you. If a chosen creature can see or hear you, it automatically succeeds its the saving throw against the
triggering effect. You can choose to use this Channel Divinity after all the saving throws are rolled, but before the outcomes are determined
Harness Divine Power (Optional)
Also at 3rd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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.
Aura of Morale
Starting at 7th level, you radiate an aura of confidence that inspires those who follow you. When you score a critical hit or reduce a creature to 0 hit points, you can choose any number of creatures other than yourself within 10 feet of you. If a chosen creature can see or hear you, it gains temporary hit points equal to your Charisma modifier (minimum of 1 hit point), which last for
1 minute. While a creature has these hit points, it has advantage on attack rolls and ability checks. 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.
Improved Divine Smite
By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.
Cleansing Touch
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
Aegis of Trust
Starting at 15th level, those who follow you are protected by their
trust in you. While a creature has temporary hit points granted by you, it has resistance to all damage.
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