Closed Marcloure closed 4 years ago
Medium humanoid (any race), any alignment Armor Class: 17 ( ), Hit Points: 143 (22d8 + 44) Speed: 30 ft.
STR: 11 (+0), DEX: 18 (+4), CON: 14 (+2), INT: 14 (+2), WIS: 17 (+3), CHA: 11 (+0)
Saving Throws Fortitude: +2, Reflex: +6, Will: +6
Skills Acrobatics: +8, Perception: +7, Religion: +7, Stealth: +8
Senses: passive Perception 17 Languages: any one language (usually Common) Challenge: 9 (5,000 XP)
Armor of Faith. While the avenger is wearing no armor and wielding no shield, its AC includes its Wisdom / Wisdom modifier.
Dashing Strike. If the avenger uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.
Vow of Enmity (1/short rest). As a bonus action, the avenger can utter a vow of enmity against a creature it can see within 60 feet of it. For 8 hours the avenger gains advantage on attack rolls against the creature or until the creature drops to 0 hit points or falls unconscious.
While the vow lasts, the creature’s general direction and distance from the avenger is revealed if the creature is within 5 miles of it.
1 stamina die: ambush, bait and switch, distant shot, fan of blades, impaling shot, nimble, nimble dodge, positioning strike, precision, stalking shadow, step of the wind, vault 2 stamina dice: blind, entangling shot, slashing blades, slice tendon
Cantrips: cloud senses, guidance, radiance, sacred flame 1 mana: blinding light, daybreak weapon, daylight, detect evil and good, exhort truth, faerie fire, guiding bolt, judge, locate, protection from evil and good, radiant rebuke, sunbeam 2 mana: burst with light, chains of light, clairvoyance, comprehend languages, corona of light, darkvision, destructive wave, flame strike, holy nimbus, seeing, spiritual weapon, sunburst 3 mana: ghostly gaze, past impressions
Multiattack. The avenger makes three falchion or longbow attacks. If it has a scimitar drawn, it can also make a scimitar attack. Falchion. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Longbow. Ranged Weapon Attack: +8 to hit, range 60/300 ft., one target. Hit: 8 (1d8+4) piercing damage.
Naming it Paladin as a Priest could also be any alignment, this is just a "typical" paladin, same as Avenger would be the typical version. Giving it the Courage and Protection maneuver themes and Holy and Life spell themes. Light could fit, but that's a lot and not super typical for a paladin. More of a Priest thing I think.
Avenger has the Skirmish and Shadow maneuver themes and Divination and Holy spell themes. Light could be fitting, but again I'd say isn't core to the Avenger.
Holy Knight
(Note: it's the good paladin. I didn't call it Paladin because, by the rules, paladins can be evil)
Medium humanoid (any race), any non-evil alignment Armor Class: 20 (plate, shield), Hit Points: 153 (18d8 + 72) Speed: 30 ft.
STR: 18 (+4), DEX: 11 (+0), CON: 18 (+4), INT: 11 (+0), WIS: 14 (+2), CHA: 15 (+2)
Saving Throws Fortitude: +4, Reflex: +2, Will: +5
Skills Athletics: +7, Persuasion: +5, Religion: +4
Senses: passive Perception 12 Languages: any one language (usually Common) Challenge: 8 (3,900 XP)
Dashing Strike. If the holy knight uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.
Aura of Protection. The holy knight and each friendly creature within 30 feet of it who can see or hear it has advantage on saving throws. (note: this is stronger than the PC's version, but numeric bonuses are not the norm, so I allowed the NPC to have a stronger but simpler aura)
Maneuvers (limit 3; Courage, Protection):
1 stamina die: avert blow, covering strike, incite, inspire, rally, sacrifice, unwavering mark 2 stamina dice: commander's strike, disarm, vengeance 3 stamina dice: battle leader, clarion call
Spellcasting (limit 3; Holy, Life, Light):
Cantrips: guidance, radiance, resistance, spare the dying 1 mana: aid, bless, blinding light, daybreak weapon, daylight, detect evil and good, guiding bolt, heal, protection from evil and good, sacred shield, shield of faith 2 mana: absorb pain, beacon of hope, corona of light, destructive wave, find steed, guardian of faith, holy nimbus, remove curse, restoration, summon celestial 3 mana: aura of purity, death ward
Actions
Multiattack. The holy knight makes three weapon attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Shortbow. Ranged Weapon Attack: +3 to hit, range 60/300 ft., one target. Hit: 3 (1d6) piercing damage.