Vigil Behemoth Paladin (Oath of the Ancients) 3 LG AC 18
HP 31/31
Speed 40ft
Str 17 (3)
Dex 14 (2)
Con 16 (3)
Wis 14 (2)
Int 6 (-2)
Cha 16 (3)
AttacksClubbed Tail (Warhammer) +5 1d8+3
Plated Head (Shield) RACIAL
Ability Score. +4 Strength. Strength cap increased to 24.
+1 to a different stat of choice. (WIS)
Size. Large.
Darkvision. 60 feet.
Keen Senses (smell).
Tyrania’s Heirs. Proficient in Survival.
Quadruped Form. Behemoths are quadruped beasts, and as such cannot hold or wield equipment. Armor can be crafted for them but they require assistance to don or doff it, and it faces increased costs similar to barding.
Warriors of tooth and claw. While incapable of wielding weapons, Behemoth bodies are natural tools of hunting and battle; spines, claws, bludgeoning limbs, and vicious fangs adorn these people. During a short rest, Behemoths can alter their physiologies to approximate up to two pieces of equipment they are proficient with. Ranged weapons without the Thrown property may not be approximated in this way. Heavy and Two Handed equipment require both uses of this ability. If the Behemoth is proficient with Shields, they may manifest one in the place of another piece of equipment and gain the benefit listed under Natural Armor. Ex; a Behemoth Fighter may manifest a Greatsword (Bladed forelimbs), a Spine Tail (Javelin) and Wicked Fangs (Warpick), or Razor Claws (Longsword) and a Hardened Crest (Shield) as examples. If you create a Thrown weapon such as a Javelin, you are assumed to have virtually unlimited numbers of them as your body produces additional spines, spikes, teeth, or whatever you are flavoring your ranged attack as
Natural Armor. A Behemoth’s natural armor class depends on their proficiencies and can be changed at the end of a Long Rest. This represents scales, toughened hide, padded fur, chitinous growths, etcetera.
- Light Armor: 12+Dex
- Medium: 14+Dex (2 max)
- Heavy: 16 (disadvantage Stealth)
- Shield: +2 AC
Note on attuning to magic items: When a Behemoth Attunes to a magic item, it is absorbed into their body and the ability becomes innate. When attuning to weapons and armor, they gain the option of approximating those specific pieces of equipment
Tyrania’s Leap. A number of times per short rest equal to your proficiency modifier, as an Action, you may leap a distance of up to twice your strength statistic.
Prehensile Tail. a Behemoth’s tail may be used to do things such as Open Doors, Hold Keys, Administer Potions, but may not be used to attack or wield equipment besides approximation via Natural Weapons. Additionally, the Prehensile Tail may be used to utilize Tools that the Behemoth is proficient with.
Arcane Conduit. if a Behemoth has the Spellcasting feature, they may use one of their Natural Weapon approximations to approximate either an Arcane Focus or a Component Pouch. An Arcane Focus takes the form of an obviously mystical approximation; Crystalline horns, glowing orbs along the spine or on the chest, etc.
The Shackling of Tyrania. Behemoths have disadvantage on Saving Throws to resist Restrain or Hold type magical effects
CLASS
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 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. Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Protection. 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.
Spellcasting. By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
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 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.
Harness Divine Power. 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.
SUBCLASS
Tenets of the Ancients. The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple:
- Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
- Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
- Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
- Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
Channel Divinity. When you take this oath at 3rd level, you gain the following two Channel Divinity options:
- Nature's Wrath. 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.
- Turn the Faithless. 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't willingly move to a space within 30 feet of you. 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.
If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
BACKGROUND
Why Are You Here? Separated from tribe/kidnapped(?)
Where Are You From? Badlands.
All Eyes on You. Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
FEATS
Athlete. You have undergone extensive physical training to gain the following benefits:
- 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.