Star Lunalash

Character Sheet

**Ideals**

**Bonds**

**Flaws**

**Alignment & Faith**

* Heavy Armor, Light Armor, Medium Armor, Shields

**Weapons**

* Martial Weapons, Simple Weapons

**Tools**

* None

* Athletics
* Insight

**Divine Sense PHB, pg. 84**

* As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 5 times per long rest. Divine Sense: 1 Action

**Lay on Hands PHB, pg. 84**

* You have a pool of healing power that can restore 30 HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature. Lay on Hands Pool: 1 Action

**Fighting Style PHB, pg. 84** - You adopt a style of fighting as your specialty.

Great Weapon Fighting

* You can reroll a 1 or 2 on damage dice with melee weapons wielded with two hands.

**Spellcasting PHB, pg. 84**

* You can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 16, Spell Attack +8). You can use a holy symbol as a spellcasting focus.

**Divine Smite PHB, pg. 85**

* When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total) Divine Smite: (No Action)

**Divine Health PHB, pg. 85**

* You are immune to disease.

**Sacred Oath PHB, pg. 85**

* Oath of Vengeance

**Channel Divinity PHB, pg. 88**

*You gain two Channel Divinity options:*

* Abjure Enemy - As an action, you can choose one creature within 60 ft. of you that you can see to make a WIS saving throw (16). Fiends and undead have disadvantage on this saving throw. On failure, the creature is frightened and its speed is reduced to 0 (and it can't benefit from bonuses to speed) for 1 minute or until it takes any damage. On success, the creature’s speed is halved for 1 minute or until the creature takes any damage.Channel Divinity: Abjure Enemy: 1 Action
* Vow of Enmity - As a bonus action, you can choose a creature within 10 ft. and gain advantage on attack rolls against it for 1 minute or until it drops to 0 HP or falls unconscious. Channel Divinity: Vow of Enmity: 1 Bonus Action

**Oath Spells PHB, pg. 88**

* You gain oath spells based on your level that are always prepared and don't count against your daily number of prepared spells.

**Ability Score Improvement PHB, pg. 85**

* Strength Score
* Strength Score

**Extra Attack PHB, pg. 85**

* You can attack twice, instead of once, whenever you take the Attack action on your turn.

**Aura of Protection range 10 feet PHB, pg. 85**

* While you are conscious, you grant all friendly creatures (including you) within 10 ft. a +4 bonus to all saving throws.

### **Sorcerer Features**

**Spellcasting PHB, pg. 101**

* You can cast known sorcerer spells using CHA as your spellcasting modifier (Spell DC 16, Spell Attack +8). You can use an arcane focus as a spellcasting focus.

**Sorcerous Origin PHB, pg. 101**

* Shadow Magic

**Eyes of the Dark XGtE, pg. 51**

* You have darkvision out to 120 ft. [3rd] You learn the darkness spell and can cast it with a spell slot or by spending 2 sorcery points (you can see through the darkness created by the spell if cast with sorcery points) - Darkness(2nd)

**Strength of the Grave XGtE, pg. 51**

* When damage (that isn't radiant or from a critical hit) reduces you to 0 HP, you can make a CHA saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 HP (and can't use this feature again until you finish a long rest). Strength of the Grave: (No Action)

**Font of Magic PHB, pg. 101**

* You have 5 sorcery points that you regain when you finish a long rest. You can use your sorcery points to gain additional spell slots or sacrifice spell slots to gain additional sorcery points as a bonus action. Sorcery Points: 1 Action. Convert Sorcery Points: 1 Bonus Action

**Metamagic PHB, pg. 101**

* You gain the ability to twist spells to suit your needs.

**Quickened Spell**

* When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

**Heightened Spell**

* When you cast a spell that forces a creature to make a saving throw, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

### **Feat**

**Great Weapon Master PHB, pg. 167**

* On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 HP with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll to add +10 to the attack's damage. Great Weapon Master Attack: 1 Bonus Action