Race: Hill Dwarf
Class: Oathbreaker, Paladin (24)/ Blood Hunter, Order of Ghostslayer (7)
Alignment: Lawfully Neutral
Languages: Common, Dwarf
Proficiencies
-All armor types
-Shields
-All weapons, except range
-Explore's kit
-Stonework
Backstory
Parents went off to war and never returned. He has lived in the wilderness for nearly a century and decided to go on a journey around the world
Features
-7'ft
-266 pounds
-Medium
-Darkvision 60ft
-Hates Karens
Legendary Features
Built for Armor: You are naturally built to handle uncomfortable armor. Your speed can not be reduced as a result of the armor you are wearing. If armor you are wearing gives you disadvantage on stealth checks, it instead does not
Stout Toughness: Your hit point maximum increases by 2, and it increases by 2 again whenever you gain a level
STATS
HP: 687
AC: 30 (31 with shield)
Movement: 25ft, Flying 30ft
ADV Initiative: +10
PB: +9
Spell Attack: +16
Spell Save: 24
PassWIS: 13
STATS
STR: 25 (+7)
DEX: 13 (+1)
CON: 20 (+5)
INT: 8 (-1)
WIS: 16 (+3)
CHA: 24 (+7)
Saving Throws
STR: +7
DEX: +10
CON: +23
INT: +8
WIS: +21
CHA: +16
ADV against Poison
+5 from Aura of Protection when conscious and to others within 10ft of you
Skills
Athletics: +15
History: +7
Intimidation: +15
Persuasion: +61
2 ADV Survival: +12
Insight: +12
Religion: +16
Acrobatics: +10
Nature: +8
Medicine: +12
Animal Handling: +12
Attacks: 4 attacks
Blade of Grass: +18 to hit; 5ft, 10ft; Magical 3d12+9+3 slashing + 3d8 psychic/poison + 1d8 radiant
True Paladin Hammer: +22 to hit; 5ft; Magical 24d12 Bludgeoning + 10d12 Necrotic that bypasses Immunities
60ft line, 5ft thick, DC 29, DEX Save, Twice per hit; Magical 24d12 Bludgeoning + 10d12 Necrotic that bypasses any resistances or Immunities and 25% Force that ignores any resistances or Immunities
Spell slots:
1st level: 4
2nd level: 3
3rd level: 3
4th level: 3
5th level: 2
6th level: 1
7th level: 1
Beneficial:
Immune: Diseases, Necrotic
Resistance: Poison, Cold, Radiant, Thunder, Non-magical Blud, Pier, Slash
Vulnerabilities:
Eldritch Invocations
Feats
Swift Strikes: The amount of attacks you can make when you take the attack action is increased by one
Squat Nimbleness: You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled
Skill of Mythos: You gain proficiency in any three skills or tools of your choice. You gain proficiency in two saving throws of your choice.
Aura of Malevolence
Prerequisite: 21st level
Your Aura of Hate extends its reach. The range of your Aura of Hate increases to 20 feet. Additionally, any creature within this aura that is hostile to you has disadvantage on saving throws against being frightened.
Desecration
Prerequisite: 21st level
You can corrupt the ground beneath you with your malevolent energy. As an action, you can desecrate a 20-foot radius centered on you. This area becomes difficult terrain for creatures other than you and your allies, and any healing effects within this area are halved. This effect lasts for 1 minute.
Shadow Infusion
Prerequisite: 23rd level
You can empower your attacks with the darkness that fuels your soul. When you hit a creature with a melee weapon attack, you can choose to infuse the attack with shadow energy. The target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be blinded until the end of your next turn. You can use this ability a number of times equal to your Charisma modifier (minimum of once) per long rest.
Class actions
Actions
Divine Sense: 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. 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. Can use it 1 + Charisma modifier and long rest to regain all expended uses
Lay on Hands: You can restore a total of your Paladin level x 5. Can be use as an action on a creature to heal or spend 5 point to cure or neutralize one poison/disease affecting it. If more than one poison/disease, you can spend 5 x # of poisons/diseases the creature has
Cleansing Touch: End one spell effect on you or a nearby willing creature, use it up to your CHA modifier per long rest
Dread Lord: Surrounds yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow. While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier. After activating the aura, you can't do so again until you finish a long rest
Bonus Actions
Harness Divine Power: 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
Blood Maledict: Use the Blood curse you've chosen once per short rest
Crimson Rite: Use a bonus action to activate any known rites onto your weapon dealing additional damage
Reactions
Free Action
Lay on Hands: You can restore a total of your Paladin level x 5
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
Channel Divinity: Allows to either use Abjure Enemy or Vow of Enmity and regain it after a short rest
Rite of the Dawn: resistance to necrotic damage upon activation
Brand of Castigation: when you damage a creature with a weapon for which you have an active crimson rite, you can channel hemocraft magic to sear an arcane brand into that creature. You always know the direction to the branded creature as long as it’s on the same plane as you. Further, each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the branded creature takes psychic damage equal to your Hemocraft modifier. Your brand lasts until you dismiss it or until you use this feature to apply a brand to another creature. Your brand can be dispelled with Dispel Magic, and is treated as a spell with a level equal to half your blood hunter level. Once per short rest
Class Passives
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
Improved Divine Smite: Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage
Aura of Courage: You and friendly creatures within 10 feet of you can't be frightened while you are conscious
Aura of Hate: You, as well any fiends and undead within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time
2xResilient Body: Your HP maximum increases by an amount equal to four times your level in this class. Every time you gain a Paladin level, your maximum HP increases by an additional 4 HP. You may select this trait multiple times
Great Weapon Fighting: 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
Divine Marksman: Any Paladin feature that requires attacking or hitting with a melee weapon (Such as Smites or Divine Infusion) May now also be used when attacking or hitting with a ranged weapon
Sacred Tenets
Overcome Failure
Even if you fall, you must always rise again. Even if things seem bleak, you must always be willing to overcome your past shortcomings. Whenever you fail a saving throw imposed on you by a hostile creature, you gain advantage on the next saving throw you make before the end of your next long rest.
Aspect. While transformed by your aspect, instead of gaining advantage on your next saving throw before the end of your next long rest; you automatically succeed on your next saving throw before the end of your next long rest.
Breaking this Tenet. This tenet is broken when you willingly give up or lose faith in yourself
Remain Vigilant
When your senses falter is when your foes will go in for the kill, you must always remain on guard and ready to fight back. You cannot be surprised, and you gain a bonus to initiative rolls equal to your Paladin modifier (Minimum of 1)
Aspect. While transformed by your aspect, you have Truesight with a range equal to your auras range.
Breaking this Tenet. This tenet is broken when you allow your enemies to surprise you.
Give no Mercy
When facing those who would offer others no mercy, they should not receive mercy in turn. When you hit a target with a critical hit, the target suffers an additional 2d8 radiant damage (This damage is not amplified by the critical hit)
Aspect. While transformed by your aspect, your critical hit range is increased by 1 (From 20 to 20-19 for example)
Breaking this Tenet. This tenet is broken when you show mercy to those who do not deserve it
Toxic Smite
Minimum Slot Level. 1st
Your attack deals an additional 2d6 poison damage and the target is Poisoned until the end of their next turn.
Empower. The target suffers an additional 1d6 poison damage for each spell slot level beyond 1st.
Item actions
Actions
Bloodstain Ring: Make an unarmed attack to siphon CON hp, and any 1 benefit the target has, siphon more than 1 benefit, it replaces it
Belethor's big book of Monstrosities: Search in the book to find 1 stat about the monstrosity you can see. If the creature is not a monstrosity, it fails
Book of Misspells VOL 1 & 2: Cast one of the spells in the book
Tarrobe: Activate it by rolling a 1d10-1 and become an avatar of a death god
Bonus Actions
Grass Aura: Able to make a ring of grass blades that will slash and poison any one that goes within its 10ft radius (Magical 3d8 slashing + 2d6 psychic/posion)
Reactions
Cloak of Smoke and Cinders: Can deflect back a fire spell from you or nearby allies within 20ft of you. WIS Check DC is against the spell user's spell DC
Void Doorway: When you are being targeted by a range attack you can see, expend 1 of 3 charges to reduce the attack roll by 1d6 and on a miss the projectile goes to the void
Free Action
Ancestral Sight: When you activate your Divine Sense, you can spend 1 of 4 charges to keep it going for a number of turns equal to your CHA modifier
Guiding Hands: When you use Lay on Hand, expend 1 of 4 charges to immediately cast Bless on that person
Conserved Energy: When in combat, for every 10ft of movement that you don't use on your turn, deal an extra 1d6 force damage to one melee attack on your next turn. You can do it again equal to your Proficiency bonus and regain it after a long rest
Sin Ring, Weapon: Summon the weapon of this ring
Blood Rage: When you damaged a target and they bleed, absorb its blood and get +3 to all attack and damage dice, but attack the closes creature next to you
Item Passives
Ancestral Sight: When activated, gain Darkvision 60ftor be under the effects detect magic or see invisibility
Armour of the Giftmas Killer: Grant cold resistance
Cloak of Smoke and Cinders: Ability to stay hidden in darkness
Restful Sleep: When you take a long rest, gain 2d10+CON Temporary Hit Points. Do it again and it will replace the previous roll
Hemoglobe: Able to store blood inside of it for later use. It can be used to enhance a blood hunter's ability by a d12 or to restore d12 hp when brought to zero. It refills after every long rest
Abyssal Stare: ADV on attack rolls and can never be surprised
Tarrobe: Immune to Necrotic and +1 AC
MHA: Quirk; Chimera
The ability to combine certain aspects of different creatures. Half of your proficiency bonus until a long rest
Mythical Chimera: Upon reaching lv 20, you are able to gain benefits from DND creatures you have seen and their CR will be half of your level unless the creature is to powerful
Ankylosaurus: +4 AC
Cheetah: +40ft movement
Elephant: 8d12 HP, +6 STR
Rat: Size
Peregrine Falcon: 45ft flying (165ft flying with Cheetah)
Stalin's Ice Dragon: Immune to Cold, wings 80ft (200ft flying with Cheetah)
Phoenix: Immune to fire, wings 60ft (180ft flying with Cheetah)
Tarrasque: Healing Factor; 3d20 HP per turn
Beholder's Eyes; Eye Rays. The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.
2. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
7. Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
8. Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
9. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
10. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
Bee Rex: grow 3x
Hollow Dragon's Breath: 60-foot cone; 12d8 radiant; DC: 8+Proficency+CON
Godzilla's Atomic Breath; 8+DEX+Proficency; 5ft, 60ft, 12d6+9 force/necrotic
Jörmungandr's Scales: Resistances to fire, cold, bludgeoning, piercing, and slashing
Prudentia: INT score 30 (+10)
Celeritas: DEX score 27 (+8)
Lacertus: STR score 29 (+9)
VDLT: Acid, Force, Blud, Slash, Pier, Thunder, Fire, Cold
Axolotl: Limb Regen
Nemo: Gills
Rage: Pick 6 attributes from any creature to your knowledge
Unable to cast spells
5 Rounds, WIS save or attack nearby creatures, DC 35
Fairy tale; Metal Dragon Slayer Magic
Basic Spells: As much as you want
Metal Dragon’s Roar: Action, 30ft cone, Magical 10d10 Piercing + 10d10 Thunder
Metal Dragon’s Scales: Bonus Action, +2 AC for 1 hour
-Metal Dragon’s Hard Fist: Bonus Action, +2d8 Bludgeoning Unarmed Strike
-Metal Dragon's Ripping Claws: Bonus Action, +2d8 Slashing Unarmed Strike
Metal Dragon’s Arms:
-Metal Dragon’s Club: 15ft, Magical 10d10 Bludgeoning
-Metal Dragon’s Sword: 15ft, Magical 10d10 Slashing
-Metal Dragon’s Lance: 15ft, Magical 10d10 Piercing
--Metal Dragon’s Lance: Demon Logs; 50ft Magical 10d10 Piercing
--Metal Dragon’s Harpoon: DEX save, 50ft Magical 8d10 Piercing, pulled in
Metal Dragon's Barrage: Unleash a barrage of metal shards dealing Magical 12d8 slashing damage to all creatures in a 15-foot cone (Dexterity save for half damage)
Metal Dragon's Industry: Transmute raw metal into simple items or weapons for 1 hour
Intermediate Spells: Equal to your proficiency bonus
Metal Dragon's Blood Clad: Gain resistance to non-magical bludgeoning, piercing, and slashing damage for 10 minutes
Metal Dragon's Blades: 15ft, Magical 10d10 Slashing + 5d10 Thunder
Metal Dragon’s Drizzle Sparks: Rain of metallic sparks in a 20-foot radius, dealing 14d6 fire damage (Dexterity save for half damage)
Advanced Spells, Dragon Slayers Secret Arts; DEX save, 1 per long rest
Karma Demon: Metal God Sword; 15ft wide, 90ft long; Magical 20d20 Slashing
Karma Demon: Metal Spiral; 30ft cone, 45 degrees, Magical 20d20 Piercing
-Additional Attack: Karma Demon: Flying Spiral Sword; 10ft wide, 60ft long, Magical 20d20 Slashing, move 60ft
-Additional Attack: Karma Demon: Flying Spiral Drilling Power; 45ft cone, 15 degrees, Magical 20d20 Piercing, move 45ft
Karma Demon: Demonic Steel Slash; 5ft wide, 90ft long; Magical 20d20 Slashing + 10d10 Necrotic
Dragon Slayers Secret Arts' Revision, One time use
Karma Demon: Metal God Phantom Sword; 50ft wide, 200ft long, Magical 30d20 Slashing + 30d20 Thunder + 30d20 Force
Equipment
Gauntlets
Leggings
Boots
Paladin Class Features
Divine Sense, Lay on Hands
Fighting style(Great Weapon Fighting), Spellcasting, Divine Smite
Divine Health, Sacred Oath, Harness Divine Power
Extra Attack
Aura of Protection
Improved Divine Smite
Paladin Subclass Features
Oathbreaker spells, Channel Divinity
Oath spells
Aura of Hate
Bloodhunter Class Features
Hunter's Bane, Blood Maledict, Hemocraft dice(1d4)
Fighting style, Crimson rite
Blood Hunter Order, Rite of the Dawn, Curse Specialist
Extra Attack
Brand of Castigation, Blood Maledict (2/day), Hemocraft dice(1d6)
Bloodhunter Subclass Features
Main Theme
Combat Theme
Secondary Theme
Notice: This will change over time, money won't be as up to date, and skills not mentioned just takes their stats modifier.
If you feel like somethings wrong, it shouldn't be, I took 5hrs on this and did my research