Aura of Courage. The paladin and any of its allies within 10 feet of it can’t be frightened while it is conscious.
Aura of Protection. Whenever the paladin or any of its allies within 10 feet of it must make a saving throw, they gain a +2 bonus to the saving throw. The paladin must be conscious to grant this bonus.
Holy Smite(3/day). When the paladin hits a creature with a melee attack, the paladin can deal an additional 8 (2d8) radiant damage to the target, or 12 (3d8) radiant damage if the target is an undead or fiend.
Spellcasting. The paladin is a 5th level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The paladin has following spells prepared:
1st level (4 slots): compelled duel, protection from evil and good, shield of faith, thunderous smite
2nd level (3 slots): aid, lesser restoration, magic weapon
3rd level (3 slots): revivify
Multiattack. The paladin makes two melee attacks or two ranged attacks.
Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Javelin. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6+ 4) piercing damage.
Divine Hands(3/day). The paladin touches an ally and restores up to 15 of that creature's hit points.
Previous Versions
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