Stat Array Crazy Frog
15/11/14/10/11/15
(Tasha's ASI swap: +2 STR/ +1 CON)
Race
Carcharian
Description: A race of shark-like people found within the coastal parts of Iria and Uladh. They tend to be rather quiet despite their appearance.
Ability Score Increase: Constitution +2 / Strength +1 (Tasha's ASI swap: +2 STR/ +1 CON)
Age: They mature into adulthood around the age of 18, but can live for around 100 years.
Languages: You can read, write, and speak in Common and Carcharian.
Alignment: Sharks lean towards more chaotic.
Size: Sharks stand between 5 to 7 feet. (6'10)
Medium Sized
Speed: Your base walking speed is 30 feet.
Darkvision: Accustomed to prowling the night, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray
Natural swimmer: Carcharians live along the coast, and live in and out of water. They have a swim speed of 40 and can breathe underwater.
Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Unwavering will: Once per long rest, as a bonus action you can end one effect on yourself that reduces, forces or restricts its movement.
Talent
Warrior
+1 STR, Intimidation Prof
Your interest in weaponry has grown your versatility using anything you can get your hands on.
1st Level:
Weapon Adept: Gain proficiency in one bludgeoning, piercing, and slashing melee weapon of your choice. In addition you gain a +1 bonus to damage rolls using melee weapons
5th Level:
Smash: Using your weapon, you make a powerful strike towards your enemy. Before you make a weapon attack, you can choose to overwhelm with your might. Instead of making the attack roll, the targeted creature must make a Constitution save [DC = 8 + str or dex modifier + proficiency bonus] or take damage as if they were hit by the weapon attack, and half damage on a successful save.
If the target fails the save by 5 or more, an additional effect occurs depending on weapon type
Bleed(slash): The target takes slashing damage equal to your proficiency bonus at the start of their turns, for a number of rounds equal to your proficiency bonus.
Bash(bludge): The target’s AC is lowered by an amount equal to your proficiency bonus, until the end of your next turn.
Exploit(pierce): The target takes additional damage equal to one of your weapon’s damage die
You can use this feature once per turn.
10th Level:
Rage Impact: “A warrior must not lose their will to fight, even when surrounded”
As a bonus action you unleash a wave of fighting spirit, overwhelming hostile creatures within 10 feet of you. Creatures must make a Constitution save [DC = 8 + str or dex modifier + proficiency bonus] or be stunned until the end of your turn or until they take damage.. Creatures stunned by this effect take additional damage from the next weapon attack, equal to the weapon’s damage die.
Once you use this feature, you must finish a short or long rest to use it again
Class
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 x 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.
Fighting Style
Defence. While you are wearing armor, you gain a +1 bonus to AC.
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.
Divine Health
By 3rd level, the divine magic flowing through you makes you immune to disease.
Oath of Glory
Channel Divinitys
Peerless Athlete. As a bonus action, you can use your Channel Divinity to augment your athleticism. 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 the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).
Inspiring Smite. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.
Level 4 ASI +1 CON, +1 CHA
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.
Class/Racial Features & Traits