Aura of Warding. The arch paladin and all friendly creatures within 30 feet of him have resistance to damage from spells.
Heavy Armor Master: While the Arch-Paladin is wearing his heavy armor, the bludgeoning, piercing, and slashing damage that he takes from nonmagical weapons is reduced by 3
Spellcasting. The arch Paladin's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can cast the following spells innately:
at will: misty step, speak with animals, compel duel, thaumaturgy
3/d each: moonbeam, cure wounds, sanctuary, lesser restoration, insnaring strike
1/day each: dispel magic, commune with nature, hellish rebuke, darkness, branding smite, blinding smite, destructive wave (necrotic)
Longswords: The Arch Paladin carries two longswords named guilt and guile. Attacks with these weapons are magical, guilt is Adamantine and guile is silvered. If these weapons are used by anyone else they are a plus 1 weapon made of their respective materials.
Multiattack. The Arch Paladin uses it's nature's wrath and then makes two attacks with each longsword. Alternatively, The Arch Paladin makes two attacks with one longsword and one attack with the other
Guilt. Melee Adamantine Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 8 (1d8+ 3) slashing damage plus 11 (3d6) necrotic damage. On a critical hit, the target takes an additional 7 (2d6) radiant damage. Whenever Guilt hits an object, the hit is a critical hit.
Guile. Melee Silver Weapon Attack +8 to hit, reach 5 ft, one target. Hit: (1d8+3) slashing damage plus 10 psychic damage. Critical hits with guile restore 13 (3d8) hit points to the Arch-Paladin, any excess healing is granted as temporary hitpoints.
Nature's Wrath (recharge 5/6). The Arch-Paladin targets a creature it can see within 10 feet of it. The creature must succeed on a DC 17 Strength or Dexterity saving throw (targets choice) or be restrained by magical vines for 1 minute. The target can repeat this saving throw at the end of each of its turns, ending the effect on a success.
Retributive Smite (2/d). If the Arch-Paladin is not concentrating on a spell and hits with one of his longsword attacks on his turn he can turn the hit into a critical hit if the target creature damaged the Arch-Paladin in the previous minute. Once he uses this feature, he can not use it again on the same target, nor use it again with the same sword for the next 24 hours.
Ambidextrous: The Arch-Paladin can take 2 reactions per round. One for each weapon. He can use them at different points, or at the same time.
Parry. The Arch-Paladin adds half it's proficiency bonus (+2) to its AC against one weapon attack that would hit as a reaction. if he uses both his reactions, he adds his proficiency bonus instead (+5). To do so the Arch-Paladin must see the attacker and be wielding a melee weapon
The Arch Paladin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Arch-Paladin regains spent legendary actions at the start of its turn.
Quick-Step (Costs 1 Action). The Arch Paladin casts misty step
Infallible strategy (Cost 2 Actions). The Arch Paladin directs a willing ally who can hear him, they may use their reaction to move up to half their speed without provoking opportunity attacks and make one melee weapon attack with advantage against an enemy of the arch paladins choice.
Dishonorable fighter (cost 3 actions). The Arch-Paladin casts cure wounds targeting himself and rolls to recharge his nature's wrath.
Honorable fighter (cost 3 actions) The arch-paladin casts dispel magic and compel duel targeting the same target.
Comments