Medium Humanoid (Half-Elf), Chaotic Good
Armor Class 21 plate, shield
Hit Points 56 (6d10 + 8)
Speed 40 ft., climb 40 ft., swim 40 ft., fly 40 ft. (glide)
STR
16 (+3)
DEX
10 (+0)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws WIS +4, CHA +7
Skills Animal Handling +4, Athletics +11, History +3, Insight +4, Perception +4, Stealth +3, Survival +4
Damage Resistances Cold, Fire, Lightning, Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision 60 feet, Passive Perception 14
Languages Celestial, Common, Draconic, Elvish, Primordial, Sylvan
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Fey Ancestry. He can't be magically put to sleep, and he has advantage on saving throws against being charmed.

Magic Weapons. Adryc Stormwind's weapon attacks are magical.

Spellcasting. Adryc Stormwind is a 6th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Adryc has the following paladin spells prepared:
1st level (4 slots): compelled duel, cure wounds, ensnaring strike, heroism, searing smite, speak with animals 
2nd level (2 slots): aidfind steed, lesser restoration, misty step, moonbeam, prayer of healing

Magic Gear. He has a wand of fireballs, gloves of swimming and climbing, seashell of the waves, figurine of wondrous power (ivory owlbear), folding boat, dragon wingsuit, and a Mechanical Dragon.

Oath of the Ancients. As a 6th-level paladin, he has the following class features:

  • Divine Smite. When he hits a creature with a melee weapon attack, he can expend one 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, to a maximum of 6d8.
  • Lay on Hands. You have a pool of healing power that can restore 30 HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.
     
  • Channel Divinity.

    Nature's Wrath - As an action, you can cause spectral vines to spring up and reach for a creature within 10 ft. of you that you can see. The creature must succeed on a STR or DEX saving throw (its choice, DC 15) or be restrained. It can repeat the saving throw at the end of each of its turns, freeing itself (the vines disappear) on success.

    Turn the Faithless - As an action, you present your holy symbol, and each fey or fiend within 30 ft. of you that can hear you must make a WIS saving throw (DC 15). On failure, the creature is turned for 1 minute or until it takes damage.

  • Aura of Protection. While he is conscious, he grants all friendly creatures (including him) within 10 ft. a +4 bonus to all saving throws. 
     
     
Actions

Multiattack. He makes two weapon attacks. 

Dagger. Ranged Weapon Attack: +6 to hit, range 20/60 ft., 1 target. Hit: 7 (1d4 + 5) piercing damage.

Eternal Flame. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 9 (1d8 + 5) slashing damage and 3 cold damage.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., 1 target. Hit: 7 (1d8+3)  piercing damage.

Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 8 (1d6 + 5) bludgeoning damage. 

Fireball (7/Day). Ranged Spell Attack: DC , range 150 ft., 20-foot sphere. All creatures in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When he casts this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Sunfyre

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