Brave. The knight has advantage on saving throws against being frightened.
Channel Divinity: As an action, you can cause spectral vines to spring up and reach for a creature within 10 ft. of you that you can see. The creature must succeed on a STR or DEX saving throw (its choice, DC 19) or be restrained. It can repeat the saving throw at the end of each of its turns, freeing itself (the vines disappear) on success.
As an action, you present your holy symbol, and each fey or fiend within 30 ft. of you that can hear you must make a WIS saving throw (DC 19). On failure, the creature is turned for 1 minute or until it takes damage.
You can use your action to end one spell on yourself or on one willing creature that you touch 5 times per long rest.
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, undead within 60 ft. that is not behind total cover. You can use this feature 6 times per long rest.
Once per long rest, as an action, you undergo a transformation. For 1 minute, you gain the following benefits:
At the start of each of your turns, you regain 10 HP, you cast paladin spells with a casting time of 1 action as a bonus action, and enemy creatures within 10 ft. have disadvantage on saving throws against your paladin spells and Channel Divinity options.
Spell casting
1st level (4 slots): Thunderous Smite, Wrathful Smite, cure wounds
2nd level (3 slots): Branding Smite, Searing Smite,
3rd level (3 slots): Blinding Smite, Wall of Water
4th level(3 slots): Aura of Life, Staggering Smite
5th level (2 slots): Destructive Wave,
Multiattack. The knight makes two melee attacks.
Trident. Melee Attack. +14, range: 20 (60) ft., Hit: 11(1d6 + 8) or 12 (1d8 + 8)
Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
Description
Wreryn is the Deeps voice, acting as it's hand and eyes. He owns a ring of water elemental control and a ring of protection. His Arsenal is equipped with a 9th level scroll for Gate. Which he will use to summon forth a Leviathan.







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