| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +7 |
| DEX | 12 | +1 | +1 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 13 | +1 | +4 |
| CHA | 16 | +3 | +6 |
TO BE USED IN SESSION 4 CONFRONTATION:
Aura of Grim Resolve. Allied Order knights within 10 feet of Renn:
- Gain ADV on saving throws against being frightened
- Deal +2 damage with weapon attacks
Relentless Enforcer. The first time Renn drops below half HP:
- He gains 10 temporary HP
- He may immediately move up to half his speed without provoking an opportunity attack
Multiattack. The knight makes two attacks, using Greatsword or Heavy Crossbow in any combination.
Greatsword. Melee Attack Roll: +7, reach 5 ft. Hit: 12 (2d6 + 4) Slashing damage plus 4 (1d8) Radiant damage.
Heavy Crossbow. Ranged Attack Roll: +2, range 100/400 ft. Hit: 11 (2d10) Piercing damage plus 4 (1d8) Radiant damage.
Divine Smite (1/Turn). When Renn hits with a melee weapon attack, he may expend a spell slot to deal extra damage.
- 1st level: +9 (2d8) radiant or necrotic damage
- 2nd level: +13 (3d8) radiant or necrotic damage
Parry. Trigger: The knight is hit by a melee attack roll while holding a weapon. Response: The knight adds 2 to its AC against that attack, possibly causing it to miss.
Punish Defiance. When a creature within 5ft of Renn attacks one of his allies, Renn makes one melee attack against that creature.
Commanding Rebuke. (Recharge 5-6) Renn issues a cold, absolute order.
- Each hostile creature of his choice within 10 feet must succeed on a DC14 wisdom save
- On a failure, the creature has disadvantage on its next attack roll
Previous Versions
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1/28/2026 6:18:57 AM
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Coming Soon
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