Razzyln Ignos - Dragonborn Paladin (1st to 3rd Level Cheat Sheet)
FRONT PAGE: Core Capabilities & Class Features
- Name: Razzyln Ignos
- Class & Subclass: Paladin (Oath of Devotion Subclass)
- Lineage & Heritage: Dragonborn (Coterminus Heritage, Dragonborn Lineage)
- Background & Talent: Rustic (Comrade)
- Spellcasting Ability: Charisma (CHA)
Lineage, Heritage & Background Talents
- Breath Weapon (Dragonborn Lineage): Exhale a 30-foot by 5 foot line or 15-foot cone of fire.
- Draconic Ancestry (Dragonborn Lineage): Razzyln is descended from gold dragons and gains resistance to fire damage, darkvision out to 60 feet, and keensense out to 10 feet.
- Ambient Absorption (Coterminus Heritage): When you take cold damage, you can roll a number of d8s equal to half your PB (minimum of 1) and reduce the damage taken by the amount rolled.
- Environmental Acclimatization (Coterminus Heritage): You are proficient on checks and saves made to resist the debilitating effects of hazards native or relating to Cold. If you already have proficiency for such a check, double your PB for the roll.
- Comrade (Rustic Background Talent):
- You can use the Help action as a bonus action on each of your turns.
- When an ally you can see or hear within 30 feet of you spends one or more Luck, you can also spend Luck to increase their roll.
- When an ally within 30 feet of you is reduced to 0 hit points or fails a death save, you gain 2 Luck.
Class & Subclass Features (Levels 1–3)
- Divine Sense (1st-Level Paladin Feature): On your turn, no action required, for 1 minute, you know the location of any Celestial, Fiend, or Undead within 60 feet of you that isn’t behind total cover.
- Lay On Hands (1st-Level Paladin Feature): 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 5 × your paladin level (15 HP)
-
Martial Action (2nd-Level Paladin Feature):
Your tactical expertise allows you to act quickly on the
battlefield. You can take a bonus action on each of your turns
to do:
- Perform a Weapon Option: Bash or Disarm
- Wind Up: Select one target you can see within 10 feet of you and deal additional damage equal to your PB if you hit.
- Spellcasting (2nd-Level Paladin Feature): Cast Divine spells using Charisma. You know a limited number of spells and do not have to prepare ahead of time.
-
Channel Divinity (3rd-Level Paladin Feature):
Once per short or long rest perform one of the following
options:
- Channel Divinity: Sacred Weapon: For 1 min, you add your CHA modifier to attack rolls you make with that weapon (minimum bonus of +1) and your weapon glows brightly out to 20 feet and 20 feet beyond that dimly.
- Channel Divinity: Sanctifying Light: Force all Aberration, Fey, Fiend, and Undead of your choice within 30 feet of you that can see you must make a CHA save or become blinded for 1 min.
BACK PAGE: Weapon Options & Spells
Weapon Options (Save DC 13)
- Bash (Maul): On a hit, the target has disadvantage on its next attack roll.
- Disarm (Maul): Make an attack roll. On a hit, the target must succeed on a STR or DEX save (target’s choice) or drop a weapon, shield, or object it is wielding. A dropped item lands in an unoccupied space within 5 ft of the target—or at the target's feet.
Spell List
CHA is your spellcasting modifier.
1st-Circle Spells
- Command: Command a single creature to perform a single action on their next turn.
- Cure Wounds: Restores hit points equal to 1d8 + 2 to a touched creature.
- Radiant Smite: Ignite a weapon you are wielding as a bonus action with radiant flame dealing 1d8 radiant damage. On hit, a burning target must make a CON save or take 1d8 radiant damage.
- Sanctuary: Protect a target from harm by forcing hostile creatures that target it to make a WIS save or lose their spell or attack. The spell lasts 1 minute.