Dungeons and Dragons: Aztlan
Paladin of Huitzilopochtli
Alignment: Lawful Good
Strength: 20 (5)
Dexterity: 10 (0)
Constitution: 13 (1)
Intelligence: 10 (0)
Wisdom: 10 (0)
Charisma: 20 (5)
Proficiency Bonus: +5
Acrobatics (Dex): 0
Animal Handling (Wis): 0
Arcana (Int): 0
*Athletics (Str): +10
Deception (Cha): +5
History (Int): 0
Insight (Wis): 0
*Intimidation (Cha): +10
Investigation (Int): 0
Medicine (Wis): 0
Nature (Int): 0
*Perception (Wis): +5
Performance (Cha): +4
*Persuasion (Cha): +10
Religion (Int): 0
Slight of Hand (Dex): 0
Stealth (Dex): 0
Survival (Wis): 0
Passive Perception: 14
Armor Class: 22 (24)
Current HP: 133/133
Temp. HP: 0
Hit Dice: 16d10
Languages: Common, Draconic
Tool Proficiencies: Water vehicles, navigator’s tools
Armor Proficiencies: All armor, shields
Weapon Proficiencies: Simple weapons, martial weapons
Attacks and Spellcasting
|breath weapon, 15’ cone||DC 14 save||5d6, fire|
|holy avenger (macuahuitl) +3||+12||1d8+12 / 1d10+12, slashing (versatile), +2d10 radiant vs. undead and fiends|
|macuahuitl sunblade||+11||1d8+11 / 2d8+11 vs. undead / 1d10+11 / 1d10+1d8+11, radiant (versatile)|
|tlacochtli (javelin)||+9||1d6+7, piercing|
|Divine Smite||activate on successful attack roll||+3d8 / +4d8 vs undead|
|Spell Attack||+10||per spell used|
Half-plate armor +3
trinket: obsidian knife
– mess kit
– 10 torches
– 1 day’s/rats
– 50ft silk rope.
Boots of Elvenkind
Ring of Mind Shielding
Ring of Protection
Boots of Elvenkind: While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
Holy Avenger: You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
Ring of Mind Shielding: While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.
Ring of Protection: You gain a +1 bonus to AC and saving throws while wearing this ring.
Sunblade: You gain a +2 bonus to Attack and Damage Rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an Undead with it, that target takes an extra 1d8 radiant damage.
The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Paladin Class Traits
Divine Sense — Uses: OOOOOO
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. 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.
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.
Improved Divine Smite: By 11th level, whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.
Fighting Style: Mariner
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
Lay on Hands — Pool: 80
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.
When you reach 3rd level, you swear the oath that binds you as a paladin forever.
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. 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.
You can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Aura of Protection: +5
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.
When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.
Aura of Courage
You and friendly creatures within 10 feet of you can’t be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.
You have learned to draw on Divine Magic through meditation and prayer to cast Spells as a Cleric does. 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.
Charisma is your spellcasting ability for your paladin Spells — 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 Slots = 4 – 1st level, 3 – 2nd level, 3 – 3rd level, 2 – 4th level
Spell save DC = 18 (8 + your proficiency bonus + your Charisma modifier)
Spell Attack modifier = +10 (your proficiency bonus + your Charisma modifier)
Spellcasting Focus = You can use a holy Symbol as a spellcasting focus for your paladin Spells.
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
Oath of Vengeance
The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves’ guild grows too violent and powerful, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins—sometimes called avengers or dark knights—their own purity is not as important as delivering justice.
Tenets of Vengeance
The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.
- Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser 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.
|3rd||Bane, Hunter’s Mark|
|5th||Hold Person, Misty Step|
|9th||Haste, Protection from Energy|
|13th||Banishment, Dimension Door|
|17th||Hold Monster, Scrying|
- Abjure Enemy: As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. 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 1 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 1 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.
Soul of Vengeance
Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.
Dragonborn Racial Traits
Draconic Ancestry: Gold
You can use your action to exhale destructive energy in the form of a cone of fire. Each creature must make a Dexterity saving throw with a DC equal to 14 (8 + your Constitution modifier + your proficiency bonus). A creature takes 3d6 damage on a failed save, and half on a successful one. The damage increases to 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or Long Rest.
You have Resistance to fire, the damage type associated with your draconic ancestry.
I enjoy sailing into new ports and making new friends over drinks.
My friends know that they can rely on me, no matter what.
The thing that keeps a ship (or nation) together is mutual respect between the captain and crew.
In Atzacoalco, I have paramours who almost stole me from the lake (and the priesthood).
I am secretly (or not so secretly) convinced of the superiority of my own culture over that of any foreign land.
When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
Dual Wielder: You master fighting with two weapons, gaining the following benefits:
- You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
- You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.