Bonded Mount. The knight is magically bound to a beast with an innate swimming speed trained to serve as its mount. While mounted on this beast, the knight gains the beast’s senses and ability to breathe underwater. The bonded mount obeys the knight’s commands. If its mount dies, the knight can train a new beast to serve as its bonded mount, a process requiring a month.
Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Sailor. They have sailed on a seagoing vessel for years. In that time, they've faced down mighty storms, monsters of the deep, and those who wanted to sink their craft to the bottomless depths. Their first love is the distant line of the horizon.
Navigator's Tools
Vehicles (Water)
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Multiattack. The Paladin makes two scimitar attacks.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.
Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Divine Sense. As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 1 times per long rest.
Lay on Hands. You have a pool of healing power that can restore 5 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.
5 uses/ Long Rest
Hungry Jaws. Once per short rest as a bonus action, you can make a bite attack. If it hits, you gain 3 temporary HP.
Companion Protector. When an attacker the knight can see hits it's mount with an attack, the knight can halve the damage against it. The mount must be no more than one size larger than you and must be within your reach.
Description
High Tide Paladin's are the elite knight's of the The Troop; a seafaring cult whom embodies the proverb, a road to hell is paved with good intentions. By drawing upon the Storm Lord's power, they gain the ability to ride sea-creatures that normally wouldn’t be suitable as mounts, and can even breathe underwater and share their mount’s senses. The knights prefer to fight from or in the water, since they don’t like to leave their mounts behind, but they can be fierce opponents on foot at need.
Unlike most other knights, High Tide Paladin's disdain heavy armor, relying on the speed and ferocity of their attacks to carry them to victory.
Glory to the Storm Lord!
Cultists often show signs of insanity in their beliefs and practices
CHARACTERISTICS
male, yellow reptilian eyes, yellow frilled fin [hair] , seafoam green skin, 5'1", 46yrs, 190lb
Faith. Oath of the Open Sea
Personality Traits
I like a job well done, especially if I can convince someone else to do it. I stretch the truth for the sake of a good story.
Ideals
Fairness. We all do the work, so we all share in the rewards. (Lawful)
Bonds
In a harbor town, I have a paramour whose eyes nearly stole me from the sea.
Flaws
I’ll say anything to avoid having to do extra work.
ALLIES
Leo [ Deceased ] Opinion ; Good Lad
ENEMIES
Darven [ Still Kickin ] Opinion; Hates him for openly rejecting his twins advances
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