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5th Edition Character Sheet
Skills
Horns:
-You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Goring Rush-Immediately after you take the Dash action on your turn, you can make one melee attack with your Horns as a bonus action.
Hammering Horns:-Immediately after you hit a creature with a melee attack, you can use a bonus action to attempt to push that target with your horns.
-The target cannot be more than one size larger than you. (Target must be size Large or smaller)
-The target must succeed on a strength saving throw against DC 8 + your proficiency + strength modifier. (DC 12). If they fail, you push it up to 10 feet away from you. (you decide how much in actuality)
Labyrinthine Recall-You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.
(^^ thats really cool!!)
Class
Divine Sense: Action to sense location of any celestial, fiend, or undead within 60 ft not behind total cover. Also any place or object that has been consecrated or desecrated. Usable a number of times equal to 1 + your Charisma modifier per long rest.
Lay on Hands: Pool of health equal to paladin level x 5. Action touch a creature to transfer health from that pool to restore them. Alternatively expend 5 hit points from pool to cure one disease or poison. Unusable on undead or constructs.
Fighting Style, Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Spellcasting: You use your Charisma whenever a spell refers to your spellcasting ability. 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. You can use a holy symbol as a spellcasting focus for your paladin spells.
Divine Smite: 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: The divine magic flowing through you makes you immune to disease.
Channel Divinity: When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
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[b]Horns:[/b]
-You have horns that you can use to make unarmed strikes. [b]When you hit with them, the strike deals [1d6] + your Strength modifier piercing damage[/b], instead of the bludgeoning damage normal for an unarmed strike.
[b]Goring Rush[/b]
-Immediately [b]after you take the Dash action[/b] on your turn, you can make one melee attack with your Horns as a [b]bonus action[/b].
[b]Hammering Horns:[/b]
-Immediately after you hit a creature with a melee attack, [b]you can use a bonus action to attempt to push that target with your horns.[/b]
-The target cannot be more than one size larger than you. [b](Target must be size Large or smaller[/b])
-The target must succeed on a strength saving throw against DC 8 + your proficiency + strength modifier. [b](DC 12)[/b]. If they fail, you push it up to 10 feet away from you. (you decide how much in actuality)
[b]Labyrinthine Recall[/b]
-You always know which direction is north, and [b]you have advantage on any Wisdom (Survival) check you make to navigate or track.[/b]
(^^ thats really cool!!)
---[b]Class[/b]---
[b]Divine Sense:[/b] Action to sense location of any celestial, fiend, or undead within 60 ft not behind total cover. Also any place or object that has been consecrated or desecrated. Usable a number of times equal to 1 + your Charisma modifier per long rest.
[b]Lay on Hands:[/b] Pool of health equal to paladin level x 5. Action touch a creature to transfer health from that pool to restore them. Alternatively expend 5 hit points from pool to cure one disease or poison. Unusable on undead or constructs.
[b]Fighting Style, Dueling:[/b] When you are wielding a melee weapon in one hand and no other weapons, you gain a [+2] bonus to damage rolls with that weapon.
[b]Spellcasting:[/b] You use your Charisma whenever a spell refers to your spellcasting ability. 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. You can use a holy symbol as a spellcasting focus for your paladin spells.
[b]Divine Smite:[/b] 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].
[b]Divine Health:[/b] The divine magic flowing through you makes you immune to disease.
[b]Channel Divinity:[/b] When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
Languages: Common, Dwarven
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