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Level Proficency Bonus Abilities

Divine Power: you have a pool of points equal to your Rekoner level + Cha mod. These points may be expended as an action to touch a
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living creature and heal it for 1d8 per point spent + your Cha mod. Any expended Divine Power is refreshed when you complete a Long Rest.
Fighting Style, Smite the Wicked (1): Any time you land a melee strike you may expend points of Divine Power. When you do so you deal an
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additional 2d8 damage +1d8 for every additional point beyond the first. You may spend no more than 1 point at a time at this level
Hound (see side bar), Channel divinity: Inquisitor's Challenge (Designate one creature you can see and within 30ft. That target must make a
Wisdom save. On a failed save the target cannot willingly move more than 30ft away from you. The effect ends if you become Incapacitated
3 2 or die, or if the target is more than 30ft away from you at the start of its turn) and Mark of the Inquisitor (When you hit a creature with a Melee
Attack you may choose to mark it. You always know the shortest path to your marked target. The mark lasts for 1 hour or until you become
incapacitated or die). You have one use of Channel Divinity and may use either ability. You regain the use when you complete a Long Rest
4 2 Abilty Score Increase
5 3 Extra Attack, Smite the Wicked(2): Increase maximum points of Divine Power you can spend on a single Smite to 2
6 3 Flame's Protection: You, your hound, and ever ally within 10ft of your hound gain a bonus on all saves equal to your Charisma modifier
Better Together: Gain advantage on all melee attacks that target a creature that is within 5ft of your Hound. Your Hound gets advantage on
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all saving throws as long as it can see you.
8 3 Abilty Score Increase
9 4 Smite the Wicked(3): Increase maximum points of Divine Power you can spend on a single Smite to 3
10 4 Flame's Courage: You, your hound, and ever ally within 10ft of your hound are immune to the Frightened Condition
Mantle of the Warleader: As an action you may wreath yourself in Aurelia's Light. You shed bright light in a 30ft radius and dim light out
another 30 ft. You and allies within the bright light deal an additional 1d4 radient damage on all weapon attacks. If the target of the weapon
attack is an undead or fiend this damage is increased to 1d6. Also, while this effect lasts, instead of making an attack you may create a
11 4 Lightning Helix. Make a Ranged Spell Attack with a range of 30ft. If you hit, you may spend an amount of Divine Power up to your Smite the
Wicked maximume to cause Lightning Helix to deal an amount of damage equal to 2d8+1d8 per Divine Power spent beyond the first. You
may also heal another creature that is within 10 ft of the initial target by an amount equal to the Radient Damate rolled. Mantle of the
Warleader lasts for 1 minute and once you use this featuer you must finish a long rest before you may use it again.
12 4 Abilty Score Increase
13 5 Smite the Wicked (4): Increase maximum points of Divine Power you can spend on a single Smite to 4
Cleansing Touch: As an action, end a spell effect with a touch. You may do this a number of times equal to your Charisma modifier. Regain
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all uses when you finish a Long Rest.
Angelic Transcendence: When using Mantle of the Warleader you now sprout large feathered wings and gain a flight speed equal to your
15 5 walking speed. You also gain resistance to Necrotic and Radient damage. If you have less than 5 Divine Power when you activate Mantle of
the Warleader you gain enough Divine Power to put you at 5.

Hit Dice D10


Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a martial weapon and a shield or (b) two martial weapons
• (a) five javelins or (b) any simple melee weapon
• (a) a priest's pack or (b) an explorer's pack
• Chain mail and a holy symbol
Uses base stats of a Wolf
Uses your proficiency bonus in place of its own
Adds your proficiency bonus to its AC and all Damage it deals
Hound gains proficiency with all saves and with 2 additional skills
9 Hound's HP is calculated with an amount of d8 Hit Dice equal to your level in this class
6 Whenever you gain an Ability Score Increase the Hound also gains an Ability Score Increase (This cannot be used to gain a feat)
6 While the Hound is within 100ft of you you can communicate with it telepathically, though it can only communicate with emotions.
Hound has the ability to detect evil creatures through supernatural means. The hound knows If any undead or fiend is within 30ft of it and not behind total cover. Though it does not know the exact location it can figure out a direction as an action.
As an Action you may summon your Hound in an unoccupied square adjacent to you.
The Hound always acts on your initiative
The Hound has its own Movement and Reaction, but you are required to spend a bonus action to command it to take an action. If no command is given it performs the Dodge action.
As an Action you may dismiss your Hound, sending it back to the Silver Flame. While there it recovers 1 HP at the end of each of your turns.
If the Hound is incapacitated it returns to the Silver Flame.
The Hound does not need to breathe and does not require food, water, or sleep
The Hound counts as a Celestial and a Beast for the purposes of abilities and spells

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