| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 8 | -1 | -1 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 10 | +0 | +4 |
| CHA | 18 | +4 | +8 |
Divine Aura. Kharn's aura extends 10 feet from him in every direction, but not through total cover. Within this aura if Kharn or a friendly creature within range must make a saving throw, the creature gains a +4 bonus. In addition all friendly creatures within range of the aura can’t be frightened while he is conscious. Kharn's aura is also menacing to his foes while he isn't incapacitated. If a creature is frightened of Kharn, its speed is reduced to 0 while in the aura, and that creature takes 5 psychic damage if it starts its turn there.
Great Weapon Master. Trigger: Kharn makes a melee attack with a heavy weapon that he is proficient with. Response: Kharn can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Pack Tactics. Kharn has Advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
Spellcasting. Kharn is a 10th-level spellcaster. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). He has the following paladin spells prepared:
1st level (4 slots): Armor of Agathys, Command, Divine Smite, Wrathful Smite
2nd Level (3 slots): Aid, Spiritual Weapon, Hold Person
3rd level (2 slots): Crusader's Mantle, Elemental Weapon, Fear
Multiattack. Kharn makes two attacks with his greatsword or javelins.
Chromatic Greataxe. Melee Weapon Attack: +10, reach 10 ft. Hit: 11 (2d6 + 5) Bludgeoning damage.
Javelin +1. Ranged Weapon Attack: +10 to hit, reach 30/120 ft., one target. Hit: 12 (1d6 + 5) piercing damage.
Channel Divinity. Kharn invokes a channel divinity option (spell save DC 16). He has the following Channel Divinity options:
Conquering Presence. Dexterity Saving Throw: DC 14, each creature Kharn can see within 30 feet. Failure: Creature becomes frightened of Kharn for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Guided Strike. Kharn strikes with supernatural accuracy. When he makes an attack roll he uses his Channel Divinity to gain a +10 bonus to the roll.
Greater Critical. Trigger: Kharn scores a critical hit with a melee weapon or reduces a creature to 0 hit points with one. Response: Kharn makes one melee weapon attack as a bonus action.
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