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# System prepended metadata

title: Murk

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# Murk

## Storm Guard

The Storm Guards Oath binds paladins to protect mortal realms from the Storms and the creatures they birth. Thus, the Storm Guards hone their minds, spirits, and bodies to be the ultimate weapons against such threats. Paladins who follow the Storm Guards oath are ever vigilant. To a Storm Guard, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle.

A paladin who assumes the Storm Guards Oath swears to safeguard mortal realms from threats that arise from outside the cities.

#### Vigilance

The threats you face are numerous, powerful and unrelenting. Be ever alert for they attack without warning.

#### Loyalty

Stay true to your order, your comrades, and your duty.

#### Discipline

You are the shield against the endless terrors that lie beyond the storms. Your blade must be forever sharp and your mind keen to survive what lies beyond. 

## Race & Ethnicity

### Krisk

#### Size

A full-grown Krisk stands 7 feet tall. Your size is Medium.

#### Ability Score Increase

One Ability Score of your choice increases by 1.

#### Speed

Your base walking speed is **30 feet**.

#### Burrow

You gain a burrow speed of **5 feet**.

#### Extra Limbs

You have a shorter pair of arms in the center of your chest. Your smaller arms have a reach of 5 feet. You can use these arms to take an additional object interaction each round and hold objects. Your secondary arms can't be used to do anything that requires manual precision such as attack, benefit from a shield, use an item or performing the somatic components of a spell.

#### Exoskeleton

When you aren't wearing armor, your AC is **13 + your Dexterity modifier**.

### Hive Krisk

#### Pyörre Resistance

You have **advantage** on saving throws against all effects of **Pyörre**.

#### Superior Darkvision

You can see in dim light within **120 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.

#### Hive Minded

You can speak telepathically to any creature you can **see** within **60 feet** of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.   Additionally you know the *detect thoughts* spell and can cast the spell as a 1st level spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for this spell.

#### Languages

You can speak, read, and write Krish and one standard language.

## Class

### Divine Sense

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.

You can use this feature a number of times equal to **1 + your Charisma modifier**. When you finish a long rest, you regain all expended uses.

### 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 your **paladin level x 5**.

As an action, 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. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

### Fighting Style

#### Great Weapon Fighting

When you roll a **1 or 2** on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can **reroll** the die and must use the new roll. The weapon must have the **two-handed** or **versatile** property for you to gain this benefit.

### Spellcasting

Choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell).

### Divine Smite

Starting at 2nd level, when you hit a creature with a **melee** weapon attack, you can expend one paladin spell slot to deal **radiant** damage to the target, in addition to the weapon’s damage. The extra damage is **2d8** for a 1st-level spell slot, plus **1d8** for each spell level higher than 1st, to a maximum of **5d8**. The damage increases by **1d8** if the target is an undead or a fiend.

### Channel Divinity

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

#### Storm Guard's Physique

You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within **30 feet** of you, up to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have **advantage** on Strength, Dexterity, and Constitution saving throws.

#### Abjure the Primal

You can use your Channel Divinity to castigate primal beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within **30 feet** of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is **turned** for 1 minute or until it takes damage. 

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within **30 feet** of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can take the Dodge action. 

### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Aura of Protection

Starting at 6th level, when ever you or a friendly creature within **10 feet** of you must make a saving throw, the creature gains a bonus to the saving th row equal to your Charisma modifier (with a minimum bonus of + 1). You must be conscious to grant this bonus.

## Feats

### Spear Mastery

Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits:

- You gain a +1 bonus to attack rolls you make with a spear.

- When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a **d10** when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.)

- You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least **20 feet** away from you. If that creatures moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra **1d8** piercing damage, or an extra **1d10** piercing damage if you wield the spear with two hands. You can’t use this ability if the creature used the Disengage action before moving.

- As a bonus action on your turn, you can increase your reach with a spear by **5 feet** for the rest of your turn.

## Manuevers & Stances

### Crusader's Strike

*1st Level / Devoted Spirit*

**Initiation Action:** Attack
**Target:** One creature
**Duration:** Instantaneous

As part of this maneuver, make a **melee** attack against an opponent. This foe must pose a threat to you or your allies in some direct, immediate way. If your attack hits, you or an ally within **10 feet** of you heals **1d6** points of damage + 1 point per initiator level (maximum + 5).


### Counter Charge

*1st Level / Setting Sun*

**Initiation Action:** Reaction, which you take when you are hit by a melee attack
**Range:** Melee Attack
**Target:** One creature

*With a quick sidestep, you send a charging opponent sprawling.*

When an enemy that you can see hits you with a melee attack, you can initiate this maneuver. You use the enemies momentum against them and attempt a shove attack before they deal their damage. When you succeed you can push the creature **10 feet** in any direction and knock them prone. The attack that triggered this maneuver does not deal damage if you succeed.


## Magic Items

### Storm Guard Tassel

*Wondrous Item (Tassel), Rare*

This Storm Guard branded tassel shines in a dark blue and is easy to attach to any weapon.   While attached to a weapon it grants the wielder of the weapon the ability to use the *Storm Defense* manuever, after this ability is used the tassel looses its shine until the wielder finishes a **long rest**. 


## Legacy Items

### Murk's Spear

*A Compassion Spear*

When a successful hit from this weapon would bring a creature to 0 or fewer hit points, the creature is automatically stabilized. This ability can be suppressed at will.

#### Omen

Radiates Comfort.

#### Next Upgrade

**penalty:** -3 max HP
**Ability: Endure** You can cast the *Protection from Evil and Good* spell at will.