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updated character sheet

— Light Armour, Medium Armour
— Martial Weapons, Shields, Simple Weapons
— Dice Gaming Kit
— Greatsword, Greataxe, Chainmail, Crossbow, Explorer's Kit
— Blade of Glory's Wrath - You get +2 bonus to attack and damage rolls with this sword. You may stab this weapon into the ground as an action, activating its holy aura. This holy aura deals 1d6 fire damage and 1d6 radiant damage to all creatures of evil alignment within 60 feet of the blade at the end of your turn. You may spend an action to draw the blade from the ground and end the holy aura.
— Armor of the Last Guardian - While wearing this armor, you have a +2 bonus to your AC, and when a fiend or undead that you can see attacks a target other than you within 30 feet of you, you can use your reaction to impose disadvantage on the attack roll. Alternatively, if a fiend or undead that you can see forces a target other than you to make a saving throw, you can use your reaction to grant that target advantage on the save.
— RING OF IMPACT A simple iron ring, imbued with a hammer inlay of rose gold. Once on your turn when you hit a creature with a weapon attack while wearing this ring, you can imbue your attack with pushing force. When you do so, the target of your attack must succeed on a DC 15 Constitution saving throw or be knocked prone.
— DARKVISION Thanks to her elf blood, she has superior vision in dark and dim conditions. She can see in dim light within 60 feet of her as if it were bright light, and in darkness as if it were dim light. She can’t discern color in darkness, only shades of gray.
— FEY ANCESTRY She has advantage on saving throws against being charmed and magic can’t put her to sleep.
— GREAT WEAPON FIGHTING When Six attacks with a melee weapon she can reroll the die if it is a 1 or a 2. The weapon must be two handed for it to gain this benefit.
— SECOND WIND She has a well of stamina that can be drawn on to protect her from harm. During her turn, she can use a bonus action to regain hit points equal to 1d10 + her fighter level.
— ACTION SURGE She can push herself beyond her limits. On her turn, she can take an additional action on top of her usual action and bonus action.
— CHAMPION The Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. Weapon attacks score a critical hit on a roll of 19 or 20.
— DEFENCE While she are wearing armor, she gains a +1 bonus to AC.
— PRODIGY Six gains proficiency in one additional skill and her Intimidation skill is given expertise; her proficiency bonus for Intimidation checks is doubled.
— ATHLETE Increase your Strength or Dexterity score by 1, to a maximum of 20. When you are prone, standing up uses only 5 feet of your movement. Climbing doesn’t cost you extra movement. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
— DIVINE HEALTH The divine magic flowing through Six makes her immune to disease.
— EXTRA ATTACK You can attack twice, instead of once, whenever you take the Attack action on your turn.
— AURA OF PROTECTION 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. You must be conscious to grant this bonus.
— AURA OF DEVOTION You and friendly creatures within 10 feet of you can’t be charmed while you are conscious.
no subject
level 1 - Thunderous Smite
level 2 - Find Steed, Branding Smite, Lesser Restoration, Zone of Truth, Protection from Poison
no subject
NATURAL PALADIN ABILITIES:
— DIVINE SENSE The presence of strong evil registers on her senses like a noxious odour, and powerful good rings like heavenly music in her ears. As an action, Six can open her awareness to detect such forces. Until the end of her next turn, she knows the location of any celestial, fiend, or undead within 60 feet of her that is not behind total cover. She knows the type (celestial, fiend, or undead) of any being whose presence she can sense, but not its identity. Within the same radius, she also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. She can use this spell equal to her Charisma modifier plus one.
— LAY ON HANDS Her blessed touch can heal wounds. She have a pool of healing power that replenishes when she takes a long rest. With that pool, she can restore a total number of hit points equal to her paladin level × 5 (currently 40HP). Alternatively, Six can expend 5 hit points from her pool of healing to cure the target of one disease or neutralize one poison affecting it. She can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
— DIVINE SMITE When she hits a creature with a melee weapon attack, Six can expend one paladin 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.
Six gains the following two spells from her Oath of Devotion:
— 1st LEVEL: PROTECTION FROM EVIL AND GOOD Until the spell ends, one willing creature Six touches is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits: creatures of those types have disadvantage on attack rolls against the target; the target also can't be charmed, frightened, or possessed by them and if the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
— 1st LEVEL: SANCTUARY Six wards a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
And Six has the next three spells as her learned Paladin spells:
— 1st LEVEL: CURE WOUNDS A creature Six touches regains a number of hit points equal to 1d8 + her spellcasting ability modifier. This spell has no effect on undead or constructs. When she casts this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
— 1st LEVEL: SEARING SMITE The next time she hits a creature with a melee weapon attack during the spell's duration, her weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. When she casts this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot above 1st.
— 1st LEVEL: SHIELD OF FAITH A shimmering field appears and surrounds a creature of her choice within range, granting it a +2 bonus to AC for the duration.
As a Paladin under the Oath of Devotion, Six is given the following abilities:
— SACRED WEAPON As an action, Six can imbue one weapon that she is holding with positive energy, using her Channel Divinity. For 1 minute, she adds her Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. She can end this effect on her turn as part of any other action. If she is no longer holding or carrying this weapon, or if she falls unconscious, this effect ends.
— TURN THE UNHOLY As an action, Six can present her holy symbol and speaks a prayer censuring fiends and undead, using her Channel Divinity. Each fiend or undead that can see or hear her within 30 feet of her must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from her as it can, and it can’t willingly move to a space within 30 feet of her. It also can’t 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’s nowhere to move, the creature can use the Dodge action.