Brave. The paladin has advantage on saving throws against being frightened.
Divine Health. The paladin is immune to disease.
Multiattack. The paladin makes two attacks, using Greatsword, Javelin, or both.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Javelin. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Lay on Hands (1/Day). The paladin, or one creature it touches, regains 30 hit points.
Spellcasting. The paladin casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
2/day each: command, compelled duel, detect evil and good, heroism
1/day each: find steed (as an action), lesser restoration
Smite Foe. When the paladin hits with a melee attack, it can cause divine energy to strike its foe. The target takes an extra 9 (2d8) radiant damage and it must succeed on a DC 13 Strength saving throw or be knocked prone.
Description
Knights of their respective orders and conduits of their grand deity; paladins stand in front of the enemy of their religion without any fear or care for death. Every paladin holds a code of honor or ethics that is dear to them, to break this code is to lose everything they stand for in life.
A paladin is often chosen by other respectable members or leaders to lead a small group or a contingent of warriors on a holy quest. They are often the best chosen for such a task due to them wielding the might of the gods.







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