Medium Humanoid (Angel, Human), Lawful Neutral
Armor Class 17 (Chain Mail)
Hit Points 49 (5d10)
Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
7 (-2)
WIS
13 (+1)
CHA
16 (+3)
Saving Throws WIS +4, CHA +6
Skills Insight +4, Investigation +1, Persuasion +6, Survival +4
Damage Resistances Necrotic, Radiant
Senses Darkvision 60ft, Passive Perception 11
Languages Celestial, Common, Primordial
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Channel Divinity (Recharges after a Short Rest). Choose which option to use, must then finish a short rest to use it again.

Defensive Fighting Style. Wearing Armor gives +1 AC (included).

Divine Health . Has immunity to Disease.

Divine Sense (Recharges after a Long Rest). As an action, Until the end of her next turn, know the location of any celestial, fiend, or undead within 60 ft that is not total cover, and also detect any place or object that has been consecrated or desecrated, as with the hallow spell. Can use this feature 4 times.

Divine Smite. When hit a creature with a melee weapon attack, can expend one spell slot to deal extra radiant dmg equal to 2d8 for a 1st-level spell slot. Increase by 1d8 for each spell level higher than 1st and other 1d8 if the target is an undead or a fiend.

Extra Attack. Can make two melee attacks instead of one by taking the Attack Action.

Spellcasting. Is a 5th-level Paladin. Her spellcasting ability is Charisma (DC 14, +6 to hit). Has always the following spells:

Cantrips (at will): green-flame blade*, light**.

1st level (4 slots): armor of agathys, command. chaos bolt*

2nd level (2 slots): hold person, spiritual weapon. lesser restoration**

3rd level (0 slots): bestow curse, fear. daylight**

4th level (0 slots): dominate beast, stoneskin

5th level (0 slots): cloudkill, dominate person

*Aberrant Dragonmark (CON, DC 13, +5 to hit), the spell can be cast One per Short Rest.

**Celestial Legacy, the spells can be cast One per Long Rest without spending spell slots.

Actions

Longsword. Melee Weapon Attack: +6 to hit, 5 ft, one target. Hit: 1d8 + 3 (1d10 + 3) slashing dmg.

Dagger. Melee Weapon Attack: +6 (+3) to hit, range 20/60 ft, one target. Hit: 1d4 + 3 piercing dmg.

Unarmed Strike. Melee Attack: +6 to hit, 5 ft, one target. Hit: 4 bludgeoning dmg.

Healing Hands (Recharges after a Long Rest). reach 5 ft, one target. Touch a creature to regenerate 5 Hit Points.

Lay on Hands (Recharges after a Long Rest). reach 5 ft, one target. Touch a creature to regenerate any number of Hit Points to maximum amount remaining in the pool (25) or expend 5 points to cure the target of one disease or neutralize one poison.

Necrotic Shroud (Recharges after a Long Rest). As an action, each creatures within 10 ft that can see you must succeed a Charisma saving throw (DC 14) or become frightened until the end of your next turn. During 1 minute, once on each turn, can deal 5 necrotic damage to one target when you deal damage to it.

Channel Divinity: Conquering Presence. As an action, each creature of your choice that can see within 30 ft to make a WIS saving throw. On a failed, a creature becomes frightened for 1 minute. The creature can repeat this saving throw at the end of each of its turns, on a success the effect end.

Channel Divinity: Guided Strike. When make an attack roll, gain a +10 to the roll. Make this choice after see the roll, but before know the attack hits or misses.

Description

 

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