Ann is @AnntheAssistant
Concept: Ann, with her voluminous, wavy golden-blonde hair and toned physique, radiates a captivating presence. Her glittering red metallic bikini with delicate gold accents is not just alluring; it's a statement of her divine confidence and conviction. She is a beacon of light, a protector of the innocent, and a force of charismatic justice. Ann's charm is matched only by her unwavering devotion to her oath, inspiring allies and striking awe (and sometimes fear) into her enemies. She fights with a combination of grace, power, and divine favor.
Race: Human (Variant)
Ability Score Increase: +1 Charisma, +1 Strength, +1 Constitution
Skill Proficiency: Athletics
Feat: Inspiring Leader (at 1st Level, perfectly embodying her charismatic and morale-boosting presence)
Class: Paladin (Oath of Devotion)
Hit Dice: 7d10 + (7 Con Modifier) = Average 7 5.5 + (7 * 2) = 38.5 + 14 = 52.5
Proficiencies:
Armor: All armor, Shields
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, Religion (Ann chooses Persuasion and Religion)
Ability Scores (Point Buy + Racial Bonuses + ASIs):
Strength: 15 (base) + 1 (racial) = 16
Dexterity: 10 (base) = 10
Constitution: 14 (base) + 1 (racial) = 15
Intelligence: 8 (base) = 8
Wisdom: 12 (base) = 12
Charisma: 15 (base) + 1 (racial) + 2 (ASI at 4th) = 18
Note: The ASI at 4th level was used to boost Charisma to 18.
Calculated Modifiers:
Strength: +3
Dexterity: +0
Constitution: +2
Intelligence: -1
Wisdom: +1
Charisma: +4
Proficiency Bonus: +3 (for 7th Level)
Hit Points: 10 (1st Level) + (6 6) + (7 2) = 10 + 36 + 14 = 60 (Assuming average of 6 for subsequent d10 rolls and +2 Con modifier)
Armor Class (Half Plate & Shield): 15 (Half Plate) + 2 (Shield) = 17 (Ann's bikini would be magically reinforced or worn over invisible magical armor, or she would wear a more practical set over it in actual combat, reflecting her divine protection)
Initiative: +0 (Dex Modifier)
Speed: 30 ft.
Saving Throws:
Strength: +3 (Mod) = +3
Dexterity: +0 (Mod) = +0
Constitution: +2 (Mod) = +2
Wisdom: +1 (Mod) +3 (Prof) = +4
Charisma: +4 (Mod) +3 (Prof) = +7
Skills:
Acrobatics (Dex): +0
Animal Handling (Wis): +1
Arcana (Int): -1
Athletics (Str): +3 (Mod) +3 (Prof) = +6 (Racial proficiency)
Deception (Cha): +4
History (Int): -1
Insight (Wis): +1
Intimidation (Cha): +4
Investigation (Int): -1
Medicine (Wis): +1
Nature (Int): -1
Perception (Wis): +1
Performance (Cha): +4
Persuasion (Cha): +4 (Mod) +3 (Prof) = +7
Religion (Int): -1 (Mod) +3 (Prof) = +2
Sleight of Hand (Dex): +0
Stealth (Dex): +0
Survival (Wis): +1
Paladin Features:
Divine Sense (3/Long Rest): As an action, you can open your awareness to detect evil and good. 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 also know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity.
Lay on Hands (35 hp pool): As an action, you can touch a creature and draw power from a pool of healing. The pool has 5 hit points per paladin level. You can expend hit points from the pool to restore hit points to a creature. Alternatively, you can expend 5 hit points from the pool to cure the target of one disease or neutralize one poison affecting it.
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, even if the new roll is a 1 or a 2.
Spellcasting: Ann is a 7th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She has access to paladin spells up to 2nd level.
Known Spells: She prepares a number of paladin spells equal to her Charisma modifier + half her paladin level (4 + 3 = 7 spells). (e.g., Bless, Command, Shield of Faith, Searing Smite, Aid, Zone of Truth, Magic Weapon).
Spell Slots: 4 1st, 3 2nd.
Divine Smite: 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.
Divine Health (3rd Level): You are immune to disease.
Sacred Oath (Oath of Devotion):
Tenets of Devotion: Honesty, Courage, Compassion, Honor, Duty.
Channel Divinity (1/Short or Long Rest):
Sacred Weapon: As an action, you can imbue one weapon that you are holding with positive energy. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (minimum of +1). The weapon also emits bright light in a 20-foot radius and dim light for an additional 20 feet. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Turn the Unholy: As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
Aura of Protection (6th Level): Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (minimum of +1). You must be conscious to grant this bonus.
Aura of Courage (10 feet, 7th Level): You and friendly creatures within 10 feet of you can't be frightened while you are conscious.
Feats:
Inspiring Leader: (From Variant Human racial feat)
You can spend 10 minutes inspiring your companions, bolstering them for battle. When you do so, choose up to six willing creatures (which can include yourself) within 30 feet of you who can hear you and who understand you. Each creature gains temporary hit points equal to your level + your Charisma modifier (7 + 4 = 11 temporary hit points). A creature can't gain temporary hit points from this feat again until it finishes a short or long rest.
Weapons:
Greatsword (Heavy, Two-Handed):
Attack: +6 (Str + Prof)
Damage: 2d6 + 3 (Str) slashing
With Great Weapon Fighting: Reroll 1s and 2s on damage dice.
With Divine Smite (1st slot): 2d6 + 3 + 2d8 radiant slashing.
With Sacred Weapon (Channel Divinity): +6 (Str + Prof) +4 (Cha Mod) = +10 to hit.
Equipment:
Greatsword
Holy Symbol (perhaps subtly integrated into her gold accents)
Half Plate Armor (worn discreetly or magically disguised, or worn over her outfit when needed)
Shield (emblazoned with a radiant symbol)
Explorer's Pack
Belt pouch with 15 gp
Personality and Background (Noble - or a modified Acolyte who found their calling in public service):
Personality Trait: "I carry myself with an air of confidence that some might mistake for arrogance." or "I always try to find the good in people, even those who seem irredeemable."
Ideal: "Redemption. No one is beyond saving, and it is my duty to guide them to the light." (Or "Charisma. My presence alone can change hearts and minds.")
Bond: "I swore an oath to a divine entity or a sacred ideal, and I will never betray it."
Flaw: "I can be overly trusting of those who seem to share my ideals, even if they have hidden motives." or "My devotion can sometimes make me inflexible and unyielding in my beliefs."
Background Feature (Noble - Position of Privilege): Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a social equal. You can secure an audience with a local ruler or other important personage, if you need to.