Female Air Genasi Paladin (LN, Order of the Gauntlet, NPC)
Languages: common, primordial, elven
Athletics +4, Insight +2, Intimidation +3, Persuasion +4, Religion +1
Unending Breath. You can hold your breath
indefinitely while you’re not incapacitated.
Mingle with the Wind. You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell
Abjure Enemy: As an action, you present your holy symbol and speak a prayer of denunciation, using your ChanneI Divinlty. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for I minute or until It takes any damage. While frightened, the creature’s speed is 0, and It can’t benefit from any bonus to its speed. On a successful save, the creature’s speed is halved for I minute or until the creature takes any damage.
Vow of Enmity: As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
WANDERER: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition,
you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
DIVINE SENSE 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. 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 leveI 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: PROTECTION When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
DIVINE SMITE Starting at 2nd leveI, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-levei spell slot, plus 1d8 for each spelllevel higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
DIVINE HEALTH By 3rd level, the divine magic flowing through you makes you immune to disease.
Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a Iesser evil, I choose the greater evil.
No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not!.
By Any Means Necessary. My qualms can’t get in the way of exterminating my foes.
Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.
Personality: I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry
Ideals: Nature is more important than all the constructs of civilization.
Bonds: An injury to the unspoiled wilderness of my home is an injury to me
Flaw: My piety sometimes leads me to blindly trust those that profess faith in my god.