{"name":"Argyle","class":"Paladin oath of heroism","level":"3","background":"Folk hero","race":"Half-orc","alignment":"NG","proficiency_bonus":"","strength":"18","dexterity":"15","constitution":"16","intelligence":"11","wisdom":"14","charisma":"14","str_save":"4","dex_save":"2","con_save":"3","int_save":"0","wis_save":"4","cha_save":"4","hit_die":"10","total_hit_dice":"","acrobatics":"2","animal_handling":"4","arcana":"0","athletics":"6","deception":"2","history":"0","insight":"4","intimidation":"4","investigation":"0","medicine":"2","nature":"0","perception":"2","performance":"2","persuasion":"2","religion":"0","sleight_of_hands":"2","stealth":"2","survival":"4","proficiencies":"","armor_class":"17","hit_points":"31","initiative":"2","speed":"30","proficiences_and_languages":"","attacks":"","spellcasting":"Cure wounds\r\nProtection from good and evil\r\nShield of faith","equipment":"Longsword \r\nDagger\r\nWhip\r\nCirclet of blasting\r\nChainmail\r\n\r\nAmulet","personality_trait":"I judge people by their actions, not their words.\r\nWhen I set my mind to something, I follow through no matter what gets in my way.","ideal":"Respect. People deserve to be treated with dignity and respect. (Good)","bond":"I protect those who cannot protect themselves.","flaw":"I have a weakness for the vices of the city, especially hard drink.","features_and_traits":"","total_spell_slots_1":"3","total_spell_slots_2":"","total_spell_slots_3":"","total_spell_slots_4":"","total_spell_slots_5":"","total_spell_slots_6":"","total_spell_slots_7":"","total_spell_slots_8":"","total_spell_slots_9":"","arms_and_equipment":"Circlet of Blasting\r\nWondrous item\r\n--\r\nAlms Box\r\nGearAdventuring Gear\r\n--\r\n1\r\n--\r\nAmulet\r\nGearHoly Symbol1lb.\r\n5GP\r\n--\r\n--\r\nBackpack\r\nGearAdventuring Gear\r\n5lb.\r\n1\r\n2\r\n--\r\nBlanket\r\nGearAdventuring Gear\r\n3lb.\r\n1\r\n0.5\r\n--\r\nBlock of Incense\r\nGearAdventuring Gear\r\n--\r\n2\r\n--\r\nCandle\r\nGearAdventuring Gear\r\n--\r\n10\r\n0.1\r\n--\r\nCenser\r\nGearAdventuring Gear\r\n--\r\n1\r\n--\r\nChain Mail\r\nHeavy ArmorChain Mail\r\n55lb.\r\n--\r\n75\r\n--\r\nClothes, Common\r\nGearAdventuring Gear\r\n3lb.\r\n1\r\n0.5\r\nDagger\r\n1lb.\r\n--\r\n2\r\nLongsword\r\n3lb.\r\n--\r\n15\r\n--\r\nPot, Iron\r\nGearAdventuring Gear\r\n10lb.\r\n1\r\n2\r\n\u2013\u2013\r\nRations (1 day)\r\nGearAdventuring Gear\r\n4lb.\r\n2\r\n1\r\n--\r\nShovel\r\nGearAdventuring Gear\r\n5lb.\r\n1\r\n2\r\n--\r\nSmith's Tools\r\nGear\r\n8lb.\r\n1\r\n20\r\n--\r\nTinderbox\r\nGearAdventuring Gear\r\n1lb.\r\n1\r\n0.5\r\n--\r\nVestments\r\nGearAdventuring Gear\r\n--\r\n1\r\n--\r\nWaterskin\r\nGearAdventuring Gear\r\n5lb.\r\n1\r\n0.2\r\n--\r\nWhip\r\n3lb.\r\n--\r\n2\r\n","class_features":"Divine Sense\r\nThe 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.\r\n\r\nYou 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.\r\n\r\nLay on Hands\r\nYour 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 \u00d7 5.\r\n\r\nAs 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.\r\n\r\nAlternatively, 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.\r\n\r\nThis feature has no effect on undead and constructs.\r\n\r\nFighting Style\r\nAt 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can\u2019t take a Fighting Style option more than once, even if you later get to choose again.\r\n\r\nDefense\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\nDueling\r\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n\r\nGreat Weapon Fighting\r\nWhen 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. The weapon must have the two-handed or versatile property for you to gain this benefit.\r\n\r\nProtection\r\nWhen 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.\r\n\r\nSpellcasting\r\nBy 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.\r\n\r\nPreparing and Casting Spells\r\nThe 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\u2019s level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nYou 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.\r\n\r\nFor 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\u2019t remove it from your list of prepared spells.\r\n\r\nYou 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.\r\n\r\nSpellcasting Ability\r\nCharisma 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.\r\n\r\nSpell save DC = 8 + your proficiency bonus + your Charisma modifier\r\n\r\nSpell attack modifier = your proficiency bonus + your Charisma modifier\r\n\r\nSpellcasting Focus\r\nYou can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.\r\n\r\nDivine Smite\r\nStarting 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\u2019s 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.\r\n\r\nDivine Health\r\nBy 3rd level, the divine magic flowing through you makes you immune to disease.\r\n\r\nSacred Oath\r\nWhen you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion detailed at the end of the class description or one from another source.\r\n\r\nYour choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.\r\n\r\nOath Spells\r\nEach oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don\u2019t count against the number of spells you can prepare each day.\r\n\r\nIf you gain an oath spell that doesn\u2019t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.\r\n\r\nChannel Divinity\r\nYour oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.\r\n\r\nWhen 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.\r\n\r\nSome Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.\r\n\r\nAbility Score Improvement\r\nWhen 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\u2019t increase an ability score above 20 using this feature.\r\n\r\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.\r\n\r\nExtra Attack\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\nAura of Protection\r\nStarting 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.\r\n\r\nAt 18th level, the range of this aura increases to 30 feet.\r\n\r\nAura of Courage\r\nStarting at 10th level, you and friendly creatures within 10 feet of you can\u2019t be frightened while you are conscious.\r\n\r\nAt 18th level, the range of this aura increases to 30 feet.\r\n\r\nImproved Divine Smite\r\nBy 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.\r\n\r\nCleansing Touch\r\nBeginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.\r\n\r\nYou 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.\r\n\r\nAura Improvements\r\nAt 18th level, the range of your auras increase to 30 feet.\r\n\r\n\r\nTenets of Heroism\r\nThe tenets of the Oath of Heroism reflect a paladin's commitment to fulfilling their calling as a hero worthy of legend.\r\n\r\nActions Over Words Strive to be known by deeds, not words.\r\n\r\nChallenges Are But Tests Every hardship serves to challenge your abilities and harden your resolve.\r\n\r\nEmbrace Destiny You didn't choose this path, but it's yours to walk. And it will carry you into legend.\r\n\r\nHone the Body Like raw stone, your body must be worked so its potential can be realized.\r\n\r\nOath Spells\r\nYou gain oath spells at the paladin levels listed.\r\n\r\nOath of Heroism Spells\r\nPaladin Level\tSpells\r\n3rd\tExpeditious Retreat, Guiding Bolt\r\n5th\tEnhance Ability, Enthrall\r\n9th\tHaste, Protection from Energy\r\n13th Compulsion, Freedom of Movement\r\n17th Commune, Conjure Volley\r\n\r\nChannel Divinity\r\nWhen you take this oath at 3rd level, you gain the following two Channel Divinity options.\r\n\r\nLegendary Strike You can use your Channel Divinity as a bonus action to guide your attacks: for 1 minute, your weapon attacks score a critical hit on a roll of 19 or 20 on the d20.\r\n\r\nPeerless Athlete You can use your Channel Divinity to augment your athleticism with divine favor. As a bonus action, you gain advantage on all Strength (Athletics) and Dexterity (Acrobatics) checks for the next 10 minutes.\r\n\r\nMighty Deed\r\nAt 7th level, your actions on the battlefield can supernaturally bolster your allies and demoralize your enemies. Whenever you score a critical hit or reduce a creature to 0 hit points, you can choose one or more creatures that you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). All the chosen creatures are affected by one of the following effects of your choice.\r\n\r\n\u2022 The creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point).\r\n\r\n\u2022 The creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the start of your next turn.\r\n\r\nOnce you use this feature you can't use it again until the start of your next turn.\r\n\r\nGlorious Defense\r\nAt 15th level, your blessed glory on the battlefield can misdirect an attack. When a creature you can see hits you with an attack roll, you can use your reaction to gain a bonus to AC against that attack, potentially causing it to miss you. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction.\r\n\r\nLiving Myth\r\nStarting at 20th level, you can now empower yourself with the legends - whether true or exaggerated - told of your great deeds. As a bonus action, you gain the following benefits for 10 minutes.\r\n\r\n\u2022 You are blessed with otherworldly comeliness, gaining advantage on all Charisma checks.\r\n\r\n\u2022 Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.\r\n\r\n\u2022 If you fail a saving throw, you can use your reaction to succeed instead.\r\n\r\nOnce you use this feature, you can't use it again until you finish a long rest.","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"RACIAL TRAITS\r\nDarkvisionBR, pg. 41\r\nYou can see in darkness (shades of gray) up to 60 ft.\r\nMenacingBR, pg. 41\r\nYou gain proficiency in the Intimidation skill.\r\nRelentless EnduranceBR, pg. 41\r\nWhen you are reduced to 0 HP but not killed, you can drop to 1 HP instead once per long rest.\r\nRelentless Endurance: (No Action)\r\n\/\r\nLong Rest\r\nSavage AttacksBR, pg. 41\r\nWhen you score a critical hit, roll one of the dice an additional time and add it to the extra damage.","retinue":"","spellbook_0_level_spells":"","spellbook_1_level_spells":"","spellbook_2_level_spells":"","spellbook_3_level_spells":"","spellbook_4_level_spells":"","spellbook_5_level_spells":"","spellbook_6_level_spells":"","spellbook_7_level_spells":"","spellbook_8_level_spells":"","spellbook_9_level_spells":"","hit_points_current":"","temporary_hit_points":"","hit_dice_used":"","xp":"","inspiration":"","temporary_hit_points_current":"","conditions":"","class_resource_remaining":"","available_1st_level_spellslots":"","available_2nd_level_spellslots":"","available_3rd_level_spellslots":"","available_4th_level_spellslots":"","available_5th_level_spellslots":"","available_6th_level_spellslots":"","available_7th_level_spellslots":"","available_8th_level_spellslots":"","available_9th_level_spellslots":"","tags":"","isShared":"on","templateId":"404","blockId":"542590","world":"7cc8818a-1a55-449a-8ea6-13145541880a","folder":""}