Varyano

Quick Info
Class: Paladin, Level 4 Subclass: Oath of the Glorious
Race: Hobgoblin Alignment: Chaotic Good
Background: Folk Hero Game: Peril of the Fire Druid


Combat

Quick Combat Info
Armor Class (AC): 18 Initiative Bonus: +1
Max HP: 20 Speed: 30ft
Attacks
Name Range Attack Roll Resources Expended Damage Notes
Fail Melee, 10ft 1d20+5 N/A 1d8+3 Bludgeoning Damage N/A
Javelin Melee, Thrown (30/120) 1d20+5 N/A 1d6+3 Piercing Damage N/A
Guiding Bolt Ranged 120ft 1d20+5 1st Level Spell Slot 4d8 Radiant Damage Next attack before the end of your next turn as advantage against the target.


Stats

Ability Scores
Strength: +3 (16) Dexterity: +1 (12) Constitution: +2 (14)
Intelligence: -1 (9) Wisdom: 0 (10) Charisma: +3 (16)
Saving Throws
Ability Score Proficiency Total Bonus
Strength (+3) No +3
Dexterity (+1) No +1
Constitution (+2) No +2
Intelligence (-1) No -1
Wisdom (0) Yes (+2) +2
Charisma (+3) Yes (+2) +5
Skills
Skill Ability Score Proficiency Total Bonus
Acrobatics Dexterity (+1) No +1
Animal Handling Wisdom (0) Yes (+2) +2
Arcana Intelligence (-1) No -1
Athletics Strength (+3) Yes (+2) +5
Deception Charisma (+3) No +3
History Intelligence (-1) No -1
Insight Wisdom (0) Yes (+2) +2
Intimidation Charisma (+3) No +3
Investigation Intelligence (-1) No -1
Medicine Wisdom (0) Yes (+2) +2
Nature Intelligence (-1) No -1
Perception Wisdom (0) No +0
Performance Charisma (+3) No +3
Persuasion Charisma (+3) No +3
Religion Intelligence (-1) No -1
Sleight of Hand Dexterity (+1) No +1
Stealth Dexterity (+1) No +1
Survival Wisdom (0) Yes (+2) +2

Proficiencies

Languages. Common, Goblin
Armor. Light Armor, Medium Armor, Heavy Armor, Shields
Weapons. Simple Weapons, Martial Weapons
Tools. Cook's Utensils, Land Vehicles

Features

Paladin Features

Divine Sense. 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 aberration, highling or undead within 60 feet of you that is not behind total cover. You know the type (aberration, highling or undead) of any being whose presence you sense, but not its identity. 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. You can touch a creature as an action to heal it. You have a pool of 15 Hit Points to draw from. You can also spend 5 Hit Points to cure the target of one disease or neutralize one poison affecting it. This has no effect on Undead and Constructs, and you regenerate the pool at the end of a long rest.

Interception. When a creature hits a creature other than you with an attack, and that creature is within 5ft of you, you can use your Reaction to reduce the damage dealt by 1d10+3.

Divine Smite. When you hit a creature with a melee weapon attack, you can spend a 1st level spell slot to deal 2d8 Radiant Damage, or 3d8 if attacking an Undead or Aberration.

Divine Health. You are immune to disease.

Oath of the Glorious Features

Channel Divinity. You can use your channel divinity twice, regaining expended uses at the end of a long rest. You can use it on the following abilities.

Peerless Athlete. As a bonus action, for the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks, you can carry, push, drag, and lift twice as much weight as normal, and your jump distances are increased by 10ft.
Inspiring Smite. After dealing damage with your Divine Smite feature, you can use a bonus action to choose any number of creatures within 30ft of you, and roll 2d8+3. You can divide Temporary Hit Points equal to your roll among the creatures you chose in any way you choose.

Hobgoblin Features

Darkvision. You can see in Dim Light within 60ft of you as if it were normal Bright Light, and you can see in Darkness within 60ft of you as if it were Dim Light

Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Fey Gift. You can use the Help action as a Bonus Action twice per long rest.

Fortune of the Many. Twice per long rest, you can gain a bonus on a failed saving throw or attack equal to the number of allies you can see within 30ft of you (maximum of 3).

Boons

Staggering Bash. When you take the Attack action while wielding a Melee Weapon that deals Bludgeoning Damage, you can replace one of your attacks with this Discipline. Make an attack against one creature within range of your weapon. If your attack roll is higher then the target's AC by 5 or more, the target's speed is reduced to 0 until the end of your next turn, additionaly, the next attack make against the target before the end of your next turn has advantage. You can use this Discipline a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.

Folk Hero Feature

Rustic Hospitality. You can find a place to hide, rest, or recuperate among commoners unless you've shown yourself to be a danger. They'll protect you from the law or anyone else searching for you but won't risk their lives. Once per long rest, you can give up to five creatures within 15ft of you 3 Temporary Hit Points when you succeed a Saving Throw.

Spells

3 Level 1 Spell Slots

Bless
Level: 1 Casting Time: 1 Action Enchantment
Range: 30ft Duration: 10 Minutes (Concentration) Components: VSM (a sprinkling of holy water)

You bless up to three creatures in range. They add a d4 to all Attack Rolls and Saving Throws they make.


Detect Evil and Good
Level: 1 Casting Time: 1 Minute (Ritual) Divination
Range: Self Duration: 10 Minutes (Concentration) Components: VS

You know if there's an aberrations, elemental, fey, highling, undead, or place or object that's been magically consecrated or desecrated within 30ft of you, as well as where the creature and/or object's located. The spell can penetrate barriers, but is blocked by 1ft of stone, 1 inch of metal, a thin sheet of lead, or 3ft of wood or dirt.


Guiding Bolt
Level: 1 Casting Time: 1 Action Evocation
Range: 120ft Duration: 1 Round Components: VS

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.


Heroism
Level: 1 Casting Time: 1 Action Enchantment
Range: 60ft Duration: 1 Minute (Concentration) Components: VS

You touch a creature, it's immune to being Frightened and it gains 3 Temporary Hit Points at the start of each of its turns. When the spell ends the creature loses its Temporary Hit points.


Shield of Faith
Level: 1 Casting Time: 1 Bonus Action Abjuration
Range: 60ft Duration: 10 Minutes (Concentration) Components: VSM (a small parchment with a bit of holy text written on it)

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.