Special Trait Name. Enter the description for your special trait.
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 4 times per long rest.
Lay on Hands
You have a pool of healing power that can restore 85 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.
Additional Paladin Spells
Your Paladin has additional spells available to them, as designated in Tasha's Cauldron of Everything.
Great Weapon Fighting
You can reroll a 1 or 2 on damage dice with melee weapons wielded with two hands.
Spellcasting
You can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 17, Spell Attack +9). You can use a holy symbol as a spellcasting focus.
Spellcasting. Commander Arkoos Risweild is a 17-level spellcaster. Its spellcasting ability is CHA (spell save DC 17, +7 to hit with spell attacks). The Riswild has following Paladin spells prepared:
1st level (4 slots): [Bane], [Cure Wounds], [Command], [Hunters Mark]
2nd level (3 slots): [Less Restoration], [Aid], [Hold Person], [Prayer of Healing], [Misty Step
3rd level (3 slots): [Magic Circle], [Revivify], [Spirit Shroud]
4th level (3 slots): [Banish], [Dimension Door], [Find Greater Steed], [Death Ward]
5th Level (1 slot): [Scrying], [Hold Monster], [Destructive Wave]
Divine Smite
When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total).
Divine Health
You are immune to disease.
Channel Divinity: 1 Action 2x per Short Rest
You gain two Channel Divinity options:
Abjure Enemy. As an action, you can choose one creature within 60 ft. of you that you can see to make a WIS saving throw (17). Fiends and undead have disadvantage on this saving throw. On failure, the creature is frightened and its speed is reduced to 0 (and it can't benefit from bonuses to speed) for 1 minute or until it takes any damage. On success, the creature’s speed is halved for 1 minute or until the creature takes any damage.
Vow of Enmity. As a bonus action, you can choose a creature you can see within 10 ft. of you and gain advantage on attack rolls against it for 1 minute or until it drops to 0 HP or falls unconscious.
Channel Divinity: Abjure Enemy: 1 Action
Channel Divinity: Vow of Enmity: 1 Bonus Action
Oath Spells
You gain oath spells based on your level that are always prepared and don't count against your daily number of prepared spells.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Extra Attack: (No Action)
Aura of Protection
While you are conscious, you grant all friendly creatures (including you) within 10 ft. a +3 bonus to all saving throws.
Relentless Avenger
When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction without provoking opportunity attacks.
Aura of Courage
While you are conscious, you and friendly creatures within 10 ft. can’t be frightened.
Improved Divine Smite
Whenever you hit with a melee weapon, the target takes an extra 1d8 radiant damage.
Improved Divine Smite: (No Action)
Cleansing Touch
You can use your action to end one spell on yourself or on one willing creature that you touch 3 times per long rest.
Cleansing Touch: 1 Action
Uses: 3x per Long Rest
Soul of Vengeance
When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.
When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15 ft. cone. Whenever you use this trait, choose one:
- Enervating Breath. Each creature in the cone must succeed on a CON saving throw (DC 18) or become incapacitated until the start of your next turn.
- Repulsion Breath. Each creature in the cone must succeed on a STR saving throw (DC 18) or be pushed 20 ft. away from you and be knocked prone.
Can only be done once per long rest.
Multiattack. He can attack Twice with his weapon
Action Melee Attack. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 13 (1d10 + 8) [slashing] damage.
You can choose a creature you can see within 10 ft. of you and gain advantage on attack rolls against it for 1 minute or until it drops to 0 HP or falls unconscious.
When you take the Attack action with a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon that uses the same ability modifier as the primary attack and has a damage die of d4 (bludgeoning).
Spells:
While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.
When a creature within 5 ft. of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature.
When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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