{"name":"Norixius Gunthar Artrax","class":"Paladin Oath of Conquest","level":"7","background":"Sailor","race":"Dragonborn","alignment":"Lawful-Good","proficiency_bonus":"2","strength":"18","dexterity":"8","constitution":"18","intelligence":"8","wisdom":"9","charisma":"18","str_save":"","dex_save":"","con_save":"","int_save":"","wis_save":"","cha_save":"","hit_die":"10","total_hit_dice":"4","acrobatics":"-1","animal_handling":"-1","arcana":"-1","athletics":"6","deception":"4","history":"-1","insight":"-1","intimidation":"6","investigation":"-1","medicine":"-1","nature":"-1","perception":"1","performance":"4","persuasion":"4","religion":"1","sleight_of_hands":"-1","stealth":"-1","survival":"-1","proficiencies":"Common, Draconic","armor_class":"18","hit_points":"48","initiative":"-1","speed":"30","proficiences_and_languages":"Simple, Martial weapons\r\nAll armor, Shields","attacks":"","spellcasting":"Charisma","equipment":"Girlfriends Plat armor, Sexy girlfriends maul, Hand axes, and rations the necessities. ","personality_trait":"Simple, but loyal to hes ideals. He respects strength and is easily confused with intelligent conversation.\r\n\r\nRespect is earned not given, you must prove yourself to gunthar as a capable allie or honorable person for him to treat you as a equal or have a heart of a lion, courage. ","ideal":"Honor, compassion, Duty, Justice, Courage and a good mead with a hearty meal.\r\n\r\nAnd religious devotion.","bond":"To the church of Bieshulla.\r\nThe land of Eleril.\r\nThe Dragon Nandu.\r\nHe's friends.","flaw":"Quick to anger when forced to use hes brain, not hes brawn.\r\nNot very intelligent, and book smart.\r\nGullible to the outside world, as he has little experience in this world.\r\nHas seen the worst in people from hes time at sea, so distrusts people who are not a authority figure, such as a guard or priest.\r\nCurious of many things, as a life of battle and teachings has left hes view of the world quite selective, and has much to learn.","features_and_traits":"Cold Resistance: You have draconic ancestry.\r\nChoose one type of dragon from the Draconic Ancestry\r\ntable. Your breath weapon and damage resistance are\r\ndetermined by the dragon type. as shown in the table.\r\nDragon Breath: You can use your action to exhale\r\ndestructive energy. Your draconic ancestry determines\r\nthe size, shape. and damage type of the exhalation.\r\nWhen you use your breath weapon, each creature in\r\nthe area of the exhalation must make a saving throw.\r\nthe type of which is determined by your draconic\r\nancestry. The DC for this saving throw equals 8 +\r\nyour Constitution modifier + your proficiency bonus. A\r\ncreature takes 2d6 damage on a failed save. and half\r\nas much damage on a successful one. The damage\r\nincreases to 3d6 at 6th levei. 4d6 at 11th leveI, and 5d6\r\nat 16th leveI.\r\nAfter you use your breath weapon, you can't use it till after a long rest.\r\nDivine sense: The presence of strong evil registers on your senses like\r\na noxious odor, and powerful good rings like heavenly\r\nmusic in your ears. As an action, you can open your\r\nawareness to detect such forces. Until the end of your\r\nnext turn, you know the location of any celestial, fiend,\r\nor undead within 60 feet of you that is not behind total\r\ncover. you know the type (celestial, fiend, or undead) of\r\nany being whose presence you sense, but not its identity\r\n(the vampire Count Strahd von Zarovich, for instance).\r\nWithin the same radius, you also detect the presence\r\nof any place or object that has been consecrated or\r\ndesecrated, as with the hallow spell.\r\nyou can use this feature a number of times equal to\r\n1 + your Charisma modifier. When you finish a long rest,\r\nyou regain all expended uses\r\nLay on Hands: Your blessed touch can heal wounds. you have a pool\r\nof healing power that replenishes when you take a long\r\nrest. With that pool, you can restore a total number of\r\nhit points equal to your paladin leveI x 5.\r\nAs an action, you can touch a creature and draw\r\npower from the pool to restore a number of hit points\r\nto that creature, up to the maximum amount remaining\r\nin your pool.\r\nAlternatively, you can expend 5 hit points from your\r\npool of healing to cure the target of one disease or\r\nneutralize one poison affecting it. you can cure multiple\r\ndiseases and neutralize multiple poisons with a single\r\nuse of Lay on Hands, expending hit points separately\r\nfor each one.\r\nThis feature has no effect on undead and constructs.\r\nShips passage: When you need to, you can secure free passage on\r\na sailing ship for yourself and your adventuring\r\ncompanions. You might sail on the ship you served on,\r\nor another ship you have good relations with (perhaps\r\none captained or former crewmate). Because you're\r\ncalling in a favor, you can't be certain of a schedule or\r\nroute that wiII meet your every need. Your Dungeon\r\nMaster wiII determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage\r\nGWF: 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. The weapon must have the two-handed or versatile property for you to gain this benefit.\r\nSpellcasting: he 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\nDivine 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\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\nDivine Health: By 3rd level, the Divine Magic flowing through you makes you immune to disease.\r\nChannel Divinity: When you take this oath at 3rd level, you gain the following two Channel Divinity options.\r\n\r\nConquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.\r\n\r\nGuided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.\r\nGWM: You\u2019ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:\r\n\r\n \u2022 On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.\r\n\u2022 Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the at\u2060tack roll. If the atta\u2060ck hits, you add +10 to the attack\u2019s damage. ","total_spell_slots_1":"3-level 1","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":"","class_features":"","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"","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":"72","temporary_hit_points":"","hit_dice_used":"6","xp":"5191","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":"298684"}