Medium Humanoid (Human), Lawful Good
Armor Class 17 Half Plate
Hit Points 70 (9d10)
Speed
STR
13 (+1)
DEX
13 (+1)
CON
12 (+1)
INT
14 (+2)
WIS
15 (+2)
CHA
15 (+2)
Saving Throws WIS +6, CHA +6
Senses Passive Perception 12
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Spellcasting. Brian is a level 9 Paladin. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Brian has the following Paladin spells prepared: 1st level (3 slots): Armor of Agathys, Bless, Ceremony, Command, Cure Wounds

Action Surge (Special). You can take one additional action on your turn. This can be used 1 times per short rest.

Channel Divinity: Conquering Presence .(Special) As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 14), or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns.

Channel Divinity: Guided Strike. (Special) When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result.

Divine Smite .(Special) 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.

Extra Attack. (Special) You can attack twice whenever you take the Attack action on your turn.

Knight of the Sword: Demoralizing Strike .(Special) Once per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw (DC 14). On a failed save, the target is frightened of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit 4 times per long rest.

Squire of Solamnia: Precise Strike. (Special) Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit 4 times per long rest, but a use is expended only if the attack hits.

Actions

Dagger+1. Melee Weapon Attack: +6 to hit, range 20/60 ft. Hit: 4 (1d4+2) piercing damage, simple, finesse, light, thrown.

Longsword+2. Melee Weapon Attack: +7 to hit, range 5 ft. Hit 1h: 5 (1d8+3) Hit 2h: 7 (1d10+3) slashing damage, martial, versatile.

Lance. Mounted Weapon Attack: +5 to hit, range 10 ft., Hit: 5 (1d12+1) piercing damage, martial, reach, special.

Unarmed Strike. Melee Weapon Attack: +5 to hit, range 5 ft. Hit: 2 bludgeoning damage.

Channel Divinity.  Your oath allows you to channel divine energy to fuel magical effects. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws (DC 14).

 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, or undead within 60 ft. that is not behind total cover. You can use this feature 3 times per long rest.

 Lay on Hands Pool. You have a pool of healing power that can restore 15 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.

Bonus Actions
Two-Weapon Fighting.  When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack unless that modifier is negative.

If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

Second Wind. Once per short rest, you can use a bonus action to regain 1d10+6  HP.

Reactions

Opportunity Attack.  You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.

Description

(The third member of Derek Crownguard`s group that the heroes meet in Tarsis and the one not included in the adventure module DL6 "Dragons of Ice". The stats assume he survived Tarsus and "something happened".)

Brian Donner was a Knight of the Sword whose family was of unknown nobility, and he was an old friend to Aran Tallbow and Derek Crownguard with whom he used to quest. Brian was able to exude a subtle strength, had blonde hair and blue eyes, and his curled mustaches were silver-shot blond. Although his family is of a noble lineage, they currently had no lands of their own. His father hired himself as a tutor to Nobles to feed his family.

Brian grew up in Castle Crownguard and became close friends with Derek Crownguard, and another lad from a neighboring lord, Aran Tallbow. All were taught by Brian’s father, who was hired by Derek’s father to be his son’s tutor. Brian and Derek’s friendship was so close that when younger, they were sometimes thought to be brothers. When of age, all three became squires together. As time went on, Aran drifted away from his friends. During the War of the Lance Brian journeyed with both Aran and Derek to the city of Tarsis. While there, they found the old library and began their research, searching for information on items that would be able to help them against the Dragonarmies. While there, he helped in rescuing Sturm Brightblade, Alhana Starbreeze, Tanis Half-Elven, Gilthanas Kanan, and Flint Fireforge from imprisonment.

During the attack on Tarsis, Brian became separated from both of the main parties and found himself defending a group of townspeople against the Dragonarmy horde. Taking shelter in an alleyway after being seriously wounded he met, and was healed by a strange old man who had a long heartfelt conversation with him about a great many things. After this Brian found a new sense of purpose and his direction in life was now more clear than it had ever been. He was now not only a Knight of Solamnia but a true Paladin!

Monster Tags: NPCSidekick

AsbelMcTalisker

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