Overview

A few sentences to be confirmed by Gary. (further info can be dropped into headings below as necessary)


Gideon von Scholtz II

Level 10 | Paladin 9 / Warlock 1
STR+3(16)
DEX-1(8)
CON+2(15)
INT-1(8)
WIS-1(8)
CHA+5(20)
AC: 10Speed: 30ft
HP: 83 / 0 (Temp: 0)
Initiative: -1Proficiency Bonus: +4
Death Saves: Successes: 0/3 | Failures: 0/3
Exhaustion: 0
Conditions:
None

Skills

Acrobatics
-1
Animal Handling
-1
Arcana
-1
Athletics
+7
Deception
+9
History
-1
Insight
-1
Intimidation
+9
Investigation
-1
Medicine
-1
Nature
-1
Perception
-1
Performance
+9
Persuasion
+9
Religion
-1
Sleight of Hand
-1
Stealth
-1
Survival
-1

Saving Throws

STR
+3
DEX
-1
CON
+2
INT
-1
WIS
+3
CHA
+9

Details

Type: Humanoid
Species: Variant Human
Background: Nobleman (Former Naval Officer)

Proficiencies

Armor: Light, Medium, Heavy, Shields
Weapons: Simple, Martial
Tools:
Features & Traits
Oathbreaker
Description

A holy warrior bound to a sacred oath

Hit Die: d10

Primary Ability: Strength & Charisma

Saves: Wisdom & Charisma

Class Features

Level 3: Oathbreaker Spells

An Oathbreaker paladin loses previously gained oath spells and instead gains the following Oathbreaker spells at the paladin levels listed.

Paladin Level

Spells

3rd

hellish rebuke, inflict wounds

5th

crown of madness, darkness

9th

animate dead, bestow curse

13th

blight, confusion

17th

contagion, dominate person

Level 3: Channel Divinity

An Oathbreaker paladin of 3rd level or higher gains the following two Channel Divinity options.

Control Undead. As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a [[/save wis format=long]]. On a failed save, the target must obey the paladin’s commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin’s level is immune to this effect.

Dreadful Aspect. As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin’s choice within 30 feet of the paladin must make a [[/save wis format=long]] if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another [[/save wis format=long]] to end the effect on it.

Level 7: Aura of Hate

Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin’s Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

At 18th level, the range of this aura increases to 30 feet.

Level 15: Supernatural Resistance

At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Level 20: Dread Lord

At 20th level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures he or she chooses 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, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin’s Charisma modifier.

After activating the aura, the paladin can’t do so again until he or she finishes a long rest.
The Hexblade
Description

A wielder of magic that is derived from a bargain with an extraplanar entity.

Hit Die: d8

Primary Ability: Charisma

Saves: Wisdom & Charisma

Class Features

Level 1: Expanded Spell List

The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Hexblade Expanded Spells

Spell Level

Spells

1st

shield, wrathful smite

2nd

blur, branding smite

3rd

blink, elemental weapon

4th

phantasmal killer, staggering smite

5th

banishing smite, cone of cold

Level 1: Hexblade’s Curse

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.

Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.

If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can’t use this feature again until you finish a short or long rest.

Level 1: Hex Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

Level 6: Accursed Specter

Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).

The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

Once you bind a specter with this feature, you can’t use the feature again until you finish a long rest.

Level 10: Armor of Hexes

At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Level 14: Master of Hexes

Starting at 14th level, you can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature.
Harness Divine Power
3rd-level paladin feature

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.
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 × 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.
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Channel Divinity
An Oathbreaker paladin of 3rd level or higher gains the following two Channel Divinity options.

Control Undead. As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a [[/save wis format=long]]. On a failed save, the target must obey the paladin’s commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin’s level is immune to this effect.

Dreadful Aspect. As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin’s choice within 30 feet of the paladin must make a [[/save wis format=long]] if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another [[/save wis format=long]] to end the effect on it.
Hexblade's Curse
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.

Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.

If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can’t use this feature again until you finish a short or long rest.
Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
Inspiring Leader
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Additional Paladin Spells
2nd-level paladin feature

The spells in the following list expand the paladin spell list in the Player’s Handbook. The list is organized by spell level, not character level. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3 of Tasha’s Cauldron of Everything). Xanathar’s Guide to Everything also offers more spells.

Level

Additional Spells

2nd

Gentle repose, Prayer of healing, Warding bond

3rd

Spirit shroud *

5th

Summon celestial *
Additional Warlock Spells
1st-level warlock feature

The spells in the following list expand the warlock spell list in the Player’s Handbook. The list is organized by spell level, not character level. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3 of Tasha’s Cauldron of Everything). Xanathar’s Guide to Everything also offers more spells.

Level

Additional Spells

Cantrip

Booming blade *, Green-flame blade *, Lightning lure *, Mind sliver *, Sword burst *

3rd

Intellect fortress *, Spirit shroud *, Summon fey *, Summon shadowspawn *, Summon undead *

4th

Summon aberration *

5th

Mislead, Planar binding, Teleportation circle

6th

Summon fiend *, Tasha’s otherworldly guise *

7th

Dream of the blue veil *

9th

Blade of disaster *, Gate, Weird
Fighting Style: Blind Fighting
You have &Reference[blindsight]{blindsight} with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Spellcasting
By 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.

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 (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.
Divine Health
By 3rd level, the divine magic flowing through you makes you immune to disease.
Sacred Oath
When 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.

Your 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.

Oath Spells

Each 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’t count against the number of spells you can prepare each day.

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

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.
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.
Oathbreaker Spells
An Oathbreaker paladin loses previously gained oath spells and instead gains the following Oathbreaker spells at the paladin levels listed.

Paladin Level

Spells

3rd

hellish rebuke, inflict wounds

5th

crown of madness, darkness

9th

animate dead, bestow curse

13th

blight, confusion

17th

contagion, dominate person
Aura of Hate
Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin’s Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

At 18th level, the range of this aura increases to 30 feet.
Otherworldly Patron
At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

Cantrips

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so 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 warlock 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 an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.
Expanded Spell List
The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Hexblade Expanded Spells

Spell Level

Spells

1st

shield, wrathful smite

2nd

blur, branding smite

3rd

blink, elemental weapon

4th

phantasmal killer, staggering smite

5th

banishing smite, cone of cold
Inventory
ItemQty
Unarmed Strike1
Bag of Holding1
Goggles of Night1
Potion of Healing (Superior)10
Potion of Psychic Resistance4
Bless Scroll2
Scroll of Revifify3
Longsword of Vengeance1
Mithral Plate of Gleaming1
Scroll of protection from Aberrations1
Cloak of Many Fashions1
Dark Shard Amulet1
Heward's Handy Spice Pouch1
Shield of Expression1
Bank Ledger1
Backpack1
Clothes, Common1
Rations (1 day)15
Torch10
Emblem1
Diamond5
Adamantine Plate1
Greatsword, +11
Battleaxe1
Crowbar1
Potion of Mind Reading1
Manacles1
Mess Kit1
Rope, Hempen (50 feet)1
Tinderbox1
Waterskin1
Clothing, cold weather1
Potion of Stone Giant Strength1
Bottle of Wine2
Spellbook
Spell NameLevelComponents
Eldritch Blast (Legacy)CantripV, S
Sword BurstCantripV
Bless (Legacy)1V, S, M
Ceremony1V, S, M
Charm Person (Legacy)1V, S
Command (Legacy)1V
Compelled Duel (Legacy)1V
Comprehend Languages (Legacy)1V, S, M
Cure Wounds (Legacy)1V, S
Detect Evil and Good (Legacy)1V, S
Detect Magic (Legacy)1V, S
Detect Poison and Disease (Legacy)1V, S, M
Divine Favor (Legacy)1V, S
Hellish Rebuke (Legacy)1V, S
Heroism (Legacy)1V, S
Inflict Wounds (Legacy)1V, S
Protection from Evil and Good (Legacy)1V, S, M
Purify Food and Drink (Legacy)1V, S
Searing Smite (Legacy)1V
Shield of Faith (Legacy)1V, S, M
Thunderous Smite (Legacy)1V
Wrathful Smite (Legacy)1V
Aid (Legacy)2V, S, M
Branding Smite (Legacy)2V
Crown of Madness (Legacy)2V, S
Darkness (Legacy)2V, M
Find Steed (Legacy)2V, S
Gentle Repose (Legacy)2V, S, M
Lesser Restoration (Legacy)2V, S
Locate Object (Legacy)2V, S, M
Magic Weapon (Legacy)2V, S
Prayer of Healing (Legacy)2V
Protection from Poison (Legacy)2V, S
Warding Bond (Legacy)2V, S, M
Zone of Truth (Legacy)2V, S
Detect Thoughts (Potion of Mind Reading) (Legacy)2V, S, M
Animate Dead (Legacy)3V, S, M
Aura of Vitality (Legacy)3V
Bestow Curse (Legacy)3V, S
Blinding Smite (Legacy)3V
Create Food and Water (Legacy)3V, S
Crusader's Mantle (Legacy)3V
Daylight (Legacy)3V, S
Dispel Magic (Legacy)3V, S
Elemental Weapon (Legacy)3V, S
Magic Circle (Legacy)3V, S, M
Remove Curse (Legacy)3V, S
Revivify (Legacy)3V, S, M
Spirit Shroud3V, S

Black Hood

Appearance & Personality