Species
Amphibious. You can breathe air and water.
Darkvision. 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.
Denizen of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage.
Silhouette of Deception. You hide your body under many layers of clothing for a reason. Beneath it, there is your true, monstrous form, which you can manifest at will. As an action, you can use this feature a number of times equal to your Constitution modifier per long rest. Choose one nature from the list below. At 5th level pick another one.
- Maw of The Devourer. Your head is supposed to distract people from noticing enormous maw on your torso/belly. You can order it to manifest and scream, which works as a Cause Fear spell. Constitution is your spellcasting ability for this skill. You can also make an unarmed strike with this maw, dealing 1d4 bludgeoning damage and grappling your foe.
Weapon Masteries
Quick Parry. When a creature makes a melee attack roll against you while you wield a Versatile weapon, you can use your reaction to add your proficiency bonus to your AC against that attack, potentially turning a hit into a miss.
Class
Lay On Hands. Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.
As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.
You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don’t also restore Hit Points to the creature.
Paladin’s Smite. You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.
Channel Divinity. You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class’s Channel Divinity, you choose which effect from this class to create.
You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.
If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.
Subclass