# [[Yon]]
Status: `INPUT[inlineSelect(option(✅ Alive), option(❌ Dead)):status]`
## Basic Information
Level: `INPUT[inlineSelect(option(1), option(2), option(3), option(4), option(5), option(6), option(7), option(8), option(9), option(10), option(11), option(12), option(13), option(14), option(15), option(16), option(17), option(18), option(19), option(20)):level]`
Class:: Paladin 13
Species:: Abyssal Tiefling
Max HP: `INPUT[number(class(short)):MaxHP]` | Current HP: `INPUT[number(class(short)):CurHP]`
AC: `INPUT[number(class(very-short)):AC]` (Unarmored Defense + Bracers of Defense)
Proficiency: `INPUT[inlineSelect(option(2), option(3), option(4), option(5), option(6)):prof]`
| Stat | Score | Bonus | Roll | Saving Throw Proficiency | Saving Throw Bonus | Roll |
| ---------------- | ---------------------------------------------------- | -------------------------------------------------- | ---- | -------------------------------- | ------------------------------------------------------------------------------------------------------ | ---- |
| **Strength** | `INPUT[number(class(very-short)):abilityScores.str]` | `VIEW[round(floor(({abilityScores.str}-10)/2),0)]` | | `INPUT[toggle:savingThrows.str]` | `VIEW[round(floor(({abilityScores.str}-10)/2),0)+{prof}*{savingThrows.str}+{globalMod.savingThrow}+2]` | <br> |
| **Dexterity** | `INPUT[number(class(very-short)):abilityScores.dex]` | `VIEW[round(floor(({abilityScores.dex}-10)/2),0)]` | | `INPUT[toggle:savingThrows.dex]` | `VIEW[round(floor(({abilityScores.dex}-10)/2),0)+{prof}*{savingThrows.dex}+{globalMod.savingThrow}+2]` | |
| **Constitution** | `INPUT[number(class(very-short)):abilityScores.con]` | `VIEW[round(floor(({abilityScores.con}-10)/2),0)]` | | `INPUT[toggle:savingThrows.con]` | `VIEW[round(floor(({abilityScores.con}-10)/2),0)+{prof}*{savingThrows.con}+{globalMod.savingThrow}+2]` | |
| **Intelligence** | `INPUT[number(class(very-short)):abilityScores.int]` | `VIEW[round(floor(({abilityScores.int}-10)/2),0)]` | | `INPUT[toggle:savingThrows.int]` | `VIEW[round(floor(({abilityScores.int}-10)/2),0)+{prof}*{savingThrows.int}+{globalMod.savingThrow}+2]` | |
| **Wisdom** | `INPUT[number(class(very-short)):abilityScores.wis]` | `VIEW[round(floor(({abilityScores.wis}-10)/2),0)]` | | `INPUT[toggle:savingThrows.wis]` | `VIEW[round(floor(({abilityScores.wis}-10)/2),0)+{prof}*{savingThrows.wis}+{globalMod.savingThrow}+2]` | |
| **Charisma** | `INPUT[number(class(very-short)):abilityScores.cha]` | `VIEW[round(floor(({abilityScores.cha}-10)/2),0)]` | | `INPUT[toggle:savingThrows.cha]` | `VIEW[round(floor(({abilityScores.cha}-10)/2),0)+{prof}*{savingThrows.cha}+{globalMod.savingThrow}+2]` | |
| Skill | Proficiency? | Bonus | Roll |
| --------------- | ------------------------------------- | -------------------------------------------------------------------------------------------------------- | ---- |
| Acrobatics | `INPUT[toggle:skills.acrobatics]` | `VIEW[{prof}*{skills.acrobatics}+round(floor(({abilityScores.dex}-10)/2),0)+{globalMod.skillCheck}]` | |
| Animal Handling | `INPUT[toggle:skills.animalHandling]` | `VIEW[{prof}*{skills.animalHandling}+round(floor(({abilityScores.wis}-10)/2),0)+{globalMod.skillCheck}]` | |
| Arcana | `INPUT[toggle:skills.arcana]` | `VIEW[{prof}*{skills.arcana}+round(floor(({abilityScores.int}-10)/2),0)+{globalMod.skillCheck}]` | |
| Athletics | `INPUT[toggle:skills.athletics]` | `VIEW[{prof}*{skills.athletics}+round(floor(({abilityScores.str}-10)/2),0)+{globalMod.skillCheck}]` | |
| Deception | `INPUT[toggle:skills.deception]` | `VIEW[{prof}*{skills.deception}+round(floor(({abilityScores.cha}-10)/2),0)+{globalMod.skillCheck}]` | |
| History | `INPUT[toggle:skills.history]` | `VIEW[{prof}*{skills.history}+round(floor(({abilityScores.int}-10)/2),0)+{globalMod.skillCheck}]` | |
| Insight | `INPUT[toggle:skills.insight]` | `VIEW[{prof}*{skills.insight}+round(floor(({abilityScores.wis}-10)/2),0)+{globalMod.skillCheck}]` | |
| Intimidation | `INPUT[toggle:skills.intimidation]` | `VIEW[{prof}*{skills.intimidation}+round(floor(({abilityScores.cha}-10)/2),0)+{globalMod.skillCheck}]` | |
| Investigation | `INPUT[toggle:skills.investigation]` | `VIEW[{prof}*{skills.investigation}+round(floor(({abilityScores.int}-10)/2),0)+{globalMod.skillCheck}]` | |
| Medicine | `INPUT[toggle:skills.medicine]` | `VIEW[{prof}*{skills.medicine}+round(floor(({abilityScores.int}-10)/2),0)+{globalMod.skillCheck}]` | |
| Nature | `INPUT[toggle:skills.nature]` | `VIEW[{prof}*{skills.nature}+round(floor(({abilityScores.int}-10)/2),0)+{globalMod.skillCheck}]` | |
| Perception | `INPUT[toggle:skills.perception]` | `VIEW[{prof}*{skills.perception}+round(floor(({abilityScores.wis}-10)/2),0)+{globalMod.skillCheck}]` | |
| Performance | `INPUT[toggle:skills.performance]` | `VIEW[{prof}*{skills.performance}+round(floor(({abilityScores.cha}-10)/2),0)+{globalMod.skillCheck}]` | |
| Persuasion | `INPUT[toggle:skills.persuasion]` | `VIEW[{prof}*{skills.persuasion}+round(floor(({abilityScores.cha}-10)/2),0)+{globalMod.skillCheck}]` | |
| Religion | `INPUT[toggle:skills.religion]` | `VIEW[{prof}*{skills.religion}+round(floor(({abilityScores.int}-10)/2),0)+{globalMod.skillCheck}]` | |
| Sleight of Hand | `INPUT[toggle:skills.sleightOfHand]` | `VIEW[{prof}*{skills.sleightOfHand}+round(floor(({abilityScores.dex}-10)/2),0)+{globalMod.skillCheck}]` | |
| Stealth | `INPUT[toggle:skills.stealth]` | `VIEW[{prof}*{skills.stealth}+round(floor(({abilityScores.dex}-10)/2),0)+{globalMod.skillCheck}]` | |
| Survival | `INPUT[toggle:skills.survival]` | `VIEW[{prof}*{skills.survival}+round(floor(({abilityScores.wis}-10)/2),0)+{globalMod.skillCheck}]` | |
Proficiencies: Animal Handling, Athletics, Intimidation, Perception, Survival
Weapons: Simple Weapons and Martial Weapons
Armor: Light Armor, Medium Armor, Heavy Armor, and Shields
Tools:
Languages: Abyssal, Common, Undercommon
Equipment: 79GP
- Battleaxe (To Hit: `dice: 1d20+Strength+Proficiency`, Damage: `dice: 1d8+Strength` or `dice: 1d10+Strength` if with two hands)
- 1d8 Slashing; Versatile (1d10); Topple (DC 14); 4 lb; 10 GP
- Topple - If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw with a DC equal to 8 + your Proficiency Bonus + the ability modifier used to make the attack roll. On a failed save, the creature has the Prone condition.
- 2 Handaxes (To Hit: `dice: 1d20+Strength+Proficiency`, Damage: `dice: 1d6+Strength`)
- 1d6 Slashing; Light, Thrown (Range 20/60); Vex; 2 lb; 5 GP
- Vex - If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
- Gatling Gun (To Hit: `dice: 1d20+Dexterity`, Damage: `dice: 2d8+Dexterity`)
- 2d8 Piercing; Ammunition (range 80/320), automatic, heavy, reload (40)
- Automatic - When you make an attack with this weapon on your turn, you can choose to make two attacks instead. These attacks are always made with disadvantage, regardless of circumstance. These attacks use twice the normal amount of ammunition.
- Reload (40) - This weapon can be used to make a number of attacks before it must be reloaded. If you are proficient with the weapon, reloading it takes a bonus action; otherwise, reloading it takes an action. Some weapons require an action or longer to reload, even if you have proficiency, which is specified in the Reload property. If reloading a weapon requires longer than one action, the weapon can’t be used to make attacks until reloading is finished.
- Yeenoghu's Flail (To Hit: `dice: 1d20+Strength+Proficiency+3`, Damage: `dice: 1d8+2d12+Strength+3`)
- 1d8+5d12 Bludgeoning; 2lb; 10 GP
- Sap - If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
- The first time in any given initiative that you choose to use this weapon, you must roll a charisma saving throw or gain a random madness of Yeenoghu, the dc starts at 8 and goes up by 1 each time the flail is used to a maximum of a dc 17
- `dice: 1d100`
- 01-20 - "I get caught up in the flow of anger, and try to stoke others around me into forming an angry mob"
- 21-40 - "The flesh of other intelligent creatures is delicious!"
- 41-60 - "I rail against the laws and customs of civilization, attempting to return to a more primative time"
- 61-80 - "I hunger for the deaths of others, and am constantly starting fights in the hope of seeing bloodshed"
- 81-00 - "I keep trophies from the bodies I have slain, turning them into adornments"
- On a hit, targets must make a dc 14 Con save to avoid becoming paralyzed until the start of my next turn OR a dc 14 Wis save to avoid being affected by the [[Confusion]] spell until the start of my next turn
- Chain Shirt
- Dungeoneer's Pack
- Backpack
- Crowbar
- Hammer
- 10 pitons
- 10 torches
- Tinderbox
- 12 days of rations
- Waterskin
- 50 feet of hempen rope
- Bedroll
- 10 Sheets of Parchment
- 1 Ink Pen
- [[Bracers of Defense]]
- Shield of Bloodied Palms
- +1 to Armor Class
- Allows the use of a reaction to move up to 30 feet towards an attacked ally and take the damage instead (unless it doesn't make sense)
- If this reaction is taken while your speed is 0, you may make an additional ability check or saving throw to escape whichever condition that has lowered your speed. On a success, you may proceed with this item's ability. On a failure, you remain
- Strange iron flask from an Illmater paladin - Only open in emergencies
- 1 Potions of Superior Healing (`dice: 8d4+8`)
- 2 Potions of Healing (`dice: 2d4+2`)
- Boots of the Winding Path
- While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.
### Features
- Darkvision - You have Darkvision with a range of 60 feet.
- Resistance to Poison Damage
- Poison Spray (Conjuration cantrip) - You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S
- Duration: Instantaneous
- Thaumaturgy (Transmutation cantrip) - You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
- If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
- Casting Time: 1 action
- Range: 30 feet
- Components: V
- Duration: Up to 1 minute
- Resilient - Increase your Wisdom score by 1 and you gain proficiency in Wisdom Saving Throws
---
_**Regeneration.**_ The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
_**Spider Climb.**_ The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
_**Vampire Weaknesses.**_ The vampire has the following flaws:
_Forbiddance._ The vampire can't enter a residence without an invitation from one of the occupants.
_Harmed by Running Water._ The vampire takes 20 acid damage when it ends its turn in running water.
_Stake to the Heart._ The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
_Sunlight Hypersensitivity._ The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
---
- Lay on Hands - 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 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. In addition, you can expend 5 Hit Points from the pool of healing to remove the Poisoned condition from the creature, rather than using those points to restore Hit Points.
- 65
- Spellcasting
- Cantrips (Deck of Many Things)
- YON NOW HAS GUIDANCE, USED AT HUTHUMMERS FUNERAL
- Blade Ward (UA2023-BastionsCantrips)
- Abjuration Cantrip (Bard, Sorcerer, Warlock, Wizard) | Casting Time: Reaction, which you take in response to a visible creature targeting you with a melee attack | Range: Self | Components: V, S | Duration: Instantaneous
- You trace a sigil of warding, imposing Disadvantage on the creature's attack roll against you.
- Eldritch Blast
- Evocation Cantrip | Casting Time: Action | Range: 120 feet | Components: V, S | Duration: Instantaneous
- A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target (`dice: 1d20+Intelligence+Proficiency`). On a hit, the target takes 1d10 (`dice: 1d10`) force damage.
- *Cantrip Upgrade* - The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
- Spare the Dying (UA2023-BastionsCantrips)
- Necromancy Cantrip (Cleric, Druid) | Casting Time: Action | Range: 15 feet | Components: V, S | Duration: Instantaneous
- Choose a creature within range that has 0 Hit Points yet is alive. The creature becomes Stable.
- *Cantrip Upgrade* - The spell's range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).
- Prepared Spells: [[Protection from Evil and Good]], [[Compelled Duel]], [[Detect Magic]], [[Lesser Restoration]], [[Aid]], Locate Object, Aura of Vitality, Dispel Magic, Revivify, Banishment, Hellish Rebuke (Oath), Inflict Wounds (Oath), Crown of Madness (Oath), Darkness (Oath), Animate Dead (Oath), Bestow Curse (Oath), Blight (Oath), Confusion (Oath)
- Spell Slots
- 1st Level
- [ ]
- [ ]
- [ ]
- 2nd Level 1
- [ ]
- [ ]
- [ ]
- 3rd Level 3
- [ ]
- [ ]
- [ ]
- 4th Level 1
- [ ]
- Weapon Mastery - Battleaxes, Handaxes
- Paladin's Smite - You have mastered smiting your targets with divine energy. You always have certain spells ready; when you reach a Paladin level specified in the Smite Spells table, you thereafter always have the listed spells prepared. In addition, you can cast one of your prepared spells from this feature without expending a spell slot, and you must finish a Long Rest before you use this benefit again.
- [ ]
- Divine Smite
- 1st-Level Evocation Spell (Paladin) | Casting Time: Bonus Action, which you take immediately after hitting a target with a melee weapon or an Unarmed Strike | Range: Self | Component: V | Duration: Instantaneous
- As you hit the target, your strike glows with divine power. The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
- Thunderous Smite
- 1st-Level Evocation Spell (Paladin) | Casting Time: Bonus Action, which you take immediately after hitting a target with a melee weapon or an Unarmed Strike | Range: Self | Component: V | Duration: Instantaneous
- As you hit the target, your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
- Shining Smite
- 2nd-Level Transmutation Spell (Paladin) | Casting Time: Bonus Action, which you take immediately after hitting a creature with a melee weapon or an Unarmed Strike | Range: Self | Component: V | Duration: Concentration, up to 1 minute
- As you hit the creature, your strike flares with divine light. The target hit by the strike takes an extra 2d6 Radiant damage from the attack. If the target has the Invisible condition, that condition ends on it. In addition, until the spell ends, the target sheds bright light in a 5-foot radius, attack rolls against it have Advantage, and it can’t benefit from the Invisible condition. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
- Blinding Smite
- Staggering Smite
- Fighting Style - Protection
- When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to interpose your Shield and impose Disadvantage on the attack roll. You must be wielding a Shield to use this Reaction.
- Channel Divinity - You can channel divine energy directly from the Outer Planes, using that energy 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 Channel Divinity, you choose which effect to create from among those you have from this class. You can use Channel Divinity twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you reach certain Paladin levels, as shown in the Channel Divinity column of the Paladin table. If a Channel Divinity effect requires a saving throw, the DC equals the Spell Save DC from this class's Spellcasting feature.
- [x]
- Divine Sense - As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. 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.
- Extra Attack - You can attack twice, instead of once, whenever you take the Attack action on your turn
- Faithful Steed - You can easily call on the aid of an otherworldly steed. You always have the Find Steed spell prepared. You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.
- [x]
- Find Steed
- 2nd-Level Conjuration Spell (Paladin) | Casting Time: Action | Range: 30 feet | Component: V, S | Duration: Instantaneous
- You gain the service of an otherworldly being, which manifests as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, your steed is replaced by the new one. The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block. Combat. The steed is an ally to you and your companions. In combat, it shares your initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you. Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points, if you dismiss it as a Bonus Action, or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.
- *At Higher Levels* - When you cast this spell using a Spell Slot of 3rd level or higher, use the higher level wherever the spell’s level appears in the stat block.
- Otherworldly Steed (Large Celestial, Fey, or Fiend (Choose When Casting the Spell), Neutral)
- Armor Class: 10 + 1 per spell level (natural armor)
- Hit Points: 5 + 10 per spell level (the steed has a number of Hit Dice \[d10s] equal to the spell's level)
- Speed: 60 ft., Fly 60 ft. (requires 4th-level spell or higher)
- STR: 18 (+4), DEX: 12 (+1), CON: 14 (+2), INT: 6 (-2), WIS: 12 (+1), CHA: 8 (-1)
- Senses: Passive Perception 11
- Languages: Telepathy 1 mile (only between you and the steed)
- Proficiency Bonus: Equals your bonus (CURRENT: 3)
- Life Bond: When you regain Hit Points from a spell of 1st level or higher, the steed regains the same number of Hit Points if you're within 5 feet of it.
- Actions
- Otherworldly Slam. Melee Spell Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d8 + the spell’s level of Radiant damage (Celestial), Psychic damage (Fey), or Necrotic damage (Fiend).
- Bonus Actions
- Fey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself.
- Fell Glare (Fiend Only; Recharges after a Long Rest). The steed’s eyes gleam with fiendish light as it targets one creature it can perceive up to 60 feet away. The target must succeed on a Wisdom saving throw against your Spell Save DC or have the Frightened condition until the end of your next turn.
- Healing Touch (Celestial Only; Recharges after a Long Rest). The steed touches another creature and restores a number of Hit Points to it equal to 2d8 + the spell’s level.
- Aura of Protection
- You radiate a protective, invisible aura that extends 10 feet from you in every direction, but it doesn’t extend through Total Cover. The aura is inactive while you have the Incapacitated condition. You and your allies in the aura gain a bonus to saving throws equal to your Intelligence modifier (minimum bonus of +1). If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which one when entering the auras.
- Abjure Foes - As a Magic action, you can expend one use of your Channel Divinity to overwhelm foes with divine awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Intelligence modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Dazed and Frightened conditions for 1 minute or until it takes any damage.
- Aura of Courage - You and your allies are immune to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.
- Radiant Strikes - You are so suffused with divine might that your weapon strikes carry supernatural power with them. When you hit a target with an attack roll using a melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.
- Channel Divinity - An Oathbreaker paladin of 3rd level or higher gains the following two Channel Divinity options.
- **Control Undead.** As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin’s commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin’s level is immune to this effect.
- **Dreadful Aspect.** As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin’s choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is [frightened](https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Frightened) of the paladin for 1 minute. If a creature [frightened](https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Frightened) by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.
- Aura of Hate - Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin’s Intelligence modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time. At 18th level, the range of this aura increases to 30 feet.
## Backstory
Born a bastard, Yon was "raised" by his mother in the city of [[Yartar]]. His mother, [[Bellia Yonaza]], was a human prostitute controlled by the cold proprietor of the [[Wink and Kiss]] tavern, [[Nareen Dhest]]. One night at work, Bellia was hired by a mysterious, high-paying client who Dhest couldn't decline. This client, a [[Gnoll]], ambushed Bellia and conceived Yon that night. His mother, injured and with no other options, continued to return to Dhest to provide for herself. Once Yon was finally born, Bellia began to conspire to leave Yartar. She soon realized how long it would take to finally save up enough to leave (while still providing for both herself and hew newborn), and worked even more frequently. Every evening Bellia would leave Yon for some tavern in the city and return in the early morning, often injured and drained. Yon had to learn to fend for himself as he grew older, and eventually gained resentment for his mother who was too busy to care for him properly. Yon didn't know what his mother did for work, until he followed her one night and witnessed the abuse and horrors she suffered. Unable to just watch, Yon grabbed a shard of glass and killed the client. Bellia hid Yon in their house, fearful for what Nareen would do when she found out, and fled the city. Yon waited as Nareen's thugs searched the house, and once they left followed the scent of his mother out of the city. He headed north, following her trail, until he came across her body in the bushes, broken and beaten. After finding her body, Yon fell unconscious and did not come to for days.
Yon woke in a dark, dimly lit cavern. He would not know it yet, but he had become a slave to the [[duregar]] of [[Gracklstugh]]. A strong child, Yon knew his size had saved him that night and to live he must comply. So he did. Yon spent years as a slave of the duregar and worked tirelessly hammering, refining, and polishing the steel for the City of Blades. During his years as a slave, Yon kept quiet and interacted with as few others as possible. He kept his head down and did the work he was told to. As he grew older and stronger, Yon began to formulate an escape plan. He needed to return to the surface to seek revenge on Nareen. Yon soon began to enact his plan, stealing a duregar [[battleaxe]] and attempting to make his way to the surface. He nearly made it, until a slave passing by grabbed his hand tightly and called out to the guards in hopes to earn favor or reward. The [[goliath]] slave was stronger than Yon, but weaponless could not defend himself as Yon swung his axe wildly in fury, severing both his own hand as well as the goliath's head. Yon ran and finally made it to the surface, and continued to run deep into the nearest woods. There, Yon remained and recovered from his wounds while he plotted his return to Yartar.
Years of living in the wilds, training with his axe, nursing his wounds, and relearning tasks with one hand eventually led Yon back to Yartar. He followed Nareen to her home that night, broke in, and murdered her before leaving the city and heading south.
---
Yon was given his name as a duregar slave, abandoning his given name, and embraced it. It means "beast" in Undercommon. Yon often tries to resist the bestial aspects of his nature, but becomes ravenous near food. Yon is currently in a dark place, finding it hard to trust others and is exceedingly cautious; however, he knows the importance of survival and finds it hard to resist food.