A protective set of armor made of interlocking medal rings.
Can be equipped to increase your base AC (Armor Class).
AC: 16
Due to the the weight and the noise made by the rings, equipping this armor will give you disadvantage on Stealth ability checks.
When equipped, you gain a +2 bonus to AC.
Must have a free hand to equip the shield.
Properties:
Versatile - This weapon can be wielded with one hand, or can be held in both.
Attack Roll: 1d20 + STR Mod. + Proficiency Bonus
Damage Roll (One-Handed): 1d8 + STR Mod.
Damage Roll (Two-Handed): 1d10 + STR Mod.
Type: Slashing Damage
Properties:
Thrown - As an action, you can choose to make a ranged attack with this weapon by throwing it, instead of doing a melee attack (Range found above)
Melee Range is 5 ft., Thrown range can be found above
Attack Roll: 1d20 + STR Mod + Proficiency Bonus
Damage Roll: 1d6 + STR Mod
Type: Piercing Damage
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank.
You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
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 (the vampire Count Strahd von Zarovich, for instance).
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.
Uses per long rest: 1 + Cha. Mod
When you use your breath weapon, each creature in the area of the exhalation must make a Dex. saving throw.
The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency Bonus.
A creature takes 2d6 damage on a failed save, and half as much damage on a successful one.
After you use your breath weapon, you can’t use it again until you complete a short or Long Rest.
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest.
Maximum Healing Pool: Your level x 5
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.
This feature has no effect on undead and constructs.