Innate Spellcasting. Zar is a 9th level Paladin. His innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
4 lvl-1 spell slot: Hellish Rebuke, Inflict Wounds, Shield of Faith, Compelled Duel, Command
3 lvl-2 spell slot: Crown of Madness, Darkness, Prayer of Healing, Zone of Truth, Magic Weapon
2 lvl-3 spell slot: Animate Dead, Bestow Curse, Revivify, Aura of Vitality, Create Food and Water
Divine Smite: When Zar hits a target with a melee attack, he can choose to expend a spell slot to deal an extra 2d8 radiant damage. Every higher spell slot increases the damage by an additional 1d8.
Aura of Protection: Whenever Zar or one of his allies with in 10 feet of him makes a saving throw, they gain a +5 (Zar's Charisma) bonus to that save. Zar must be conscious to grant this bonus.
Aura of Hate: Zar, as well any fiends and undead within 10 feet of him, gain a bonus to melee weapon damage rolls equal to his Charisma modifier (+5).
Action Surge: Zar can push him self beyond his normal limits. Once per rest he can take 2 actions in one round.
Great Weapon Master: Zar mastered the use of heavy weapons. He can choose to apply a -5 penalty to his attack rolls (+10-5=+5), but if he hits the target, he damages +10. Further more, if he hits a critical, or kills someone, he can use his main (action) attack using a bonus action.
Fey Ancestry. Zar has advantage on saving throws against being charmed, and magic can't put him to sleep.
Multiattack. If Zar used an action to make a non-magical attack he can make one more without using an action.
Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (2d6 + 13) slashing damage. Zar can choose to expend a hit die and heal 1d10 + 3. He can do this 11 times after each long rest.
Lay on Hands: Zar has a healing pool of 45 Hp. As an action he can draw any number of hit points to heal a creature in touch range. The Creature can't be construct or undead.
Remove the cap of the Eversmoking Bottle and starting to fill the battle field with smoke.
Channel Divinity:
Control Undead. Target an undead that has a CR lower than 9 and is in 30ft. They must succeed a Charisma saving throw or be controlled by Zar for 24 hours or until he uses his Channel Divinity again.
Dreadful Aspect. Zar can choose witch creatures within 30 feet of him has to make a Wisdom saving throw if they can see him. If they fail, they are frightened of him for a minute. If an effected creature end its turn more then 30 feet of him, they can attempt the saving throw again.
Action spells: Inflict Wounds, Command, Crown of Madness, Darkness, Zone of Truth, Bestow Curse, Revivify, Aura of Vitality, Create Food and Water
Second Wind (once per rest): Zar has a limited well of stamina that he can draw on to protect himself from harm. On his turn, he can use a bonus action to regain hit points equal to 1d10 + your fighter level (1d10+2).
Bonus action spells: Shield of Faith, Compelled Duel, Magic Weapon
Interception: If Zar can see an attacker hit a create within 5ft. of him other then him. He can reduce the incoming damage by 1d10+4. He must be wielding a weapon for this.
Reaction spells: Hellish Rebuke
Description
Zar was once an up-coming military wonder boy. A paladin with strong leadership skills. He betrayed his oath and higher-ups. Now he is an Oathbreaker paladin, serving a new force. He is one of the fiercest warrior, not to mention his combat tested troops.
Captain Zar's Inventory:
-A Headband of Intellect wich he is attuned to
-A Belt of Stone Giant Strength wich he is attuned to
-The Dark Plate Armor Enchanted with invulnerability (resistance to non-magical damage) and +1 modifier.
-Greatsword Enchanted with Draw vitality and has a +2
-An Eversmoking Bottle
-Using MrRhexx's Enchantments
Divine Sense
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in Zar's ears. As an action, he can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. Zar know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, he also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.
Zar can use this feature a 6 times . When He finish a long rest, you regain all expended uses.
Fighting Style: Blind Fighting. Zar has blindsight with a range of 10 feet. Within that range, he can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, he can see an invisible creature within that range, unless the creature successfully hides from him.
Divine Health
The divine magic flowing through Zar makes him immune to disease.
Levels: Zar has 9 levels in Paladin and 2 levels in Fighter.
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