actions
- cast .. protection from good and evil (adv save) concentrating
- move .. fear moves back up to 30'
- bonus ..
- reaction .. interception to defend ally 10' from ghost attack 1d10+2 dam reduction if appropriate
Feats and Abilities
Paladin 5 (LG) : Lay on hands 25 hp .. divine senses 3 .. extra attack .. divine smite .. divine health ..
human stats : STR 16, DEX 10, CON 10, INT 10, WIS 14, CHA 15 ... saves WIS +5, CHA +5
prof. (+3) skills : Athletics +6 .. Persuasion +5 .. Insight +5 ... Religion +3
fighting style : Inception (reaction) 1d10+3 DR to ally within 10' with Spear, 5' reach weapon.
feats
- Polearm Mastery (attack) glaive, spear, halberd, quarterstaff... (bonus) attack 1d4 blunt... (reaction) 5' reach weapon attack op
- Piercer (once per turn) reroll one piercing dam dice, must use 2nd roll... crit +1 dice piercing dam
- Warcaster (reaction) attack op. can cast a spell .. advantage on CON saves for concentration check .. can cast spells during combat when armed (see Paladin spells)
Oath of devotion Channel Divinity ...
- Sacred Weapon Weapon becomes magical, +2 attack, sheds light 20'r. duration: 1 minute
- Turn the Unholy (action) censure undead and fiends using holy symbol, WIS DC 13 save or be turned for 1 minute or until dam from attack. Turned beasties must flee using Dash action, or Dodge if cannot flee.
- Harness divine power Harness divine power
Paladin Spells 4/2
Paladin spells (4/2) CHA cast +5, save DC 13
Warcaster feat : You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
- You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
- You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
- When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Harness Divine Power (channel divinity option) you can expend a use of your Channel Divinity to fuel your spells.
As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot (1st or 2nd). You regain all expended uses when you finish a long rest.
Spells prepared 4, oath
- Protection from evil, Sanctuary, Cure Wounds, Heroism
- Lesser Restoration, Zone of Truth, Magic weapon, Find steed
in effect.. used.
in effect...
- divine health immune to disease
- protection from evil ghosts (concentration) save vs fear, disadvantage on attacks vs Zosar.
used spell slots
- Protection from evil... con. 10 minute's...
Equipment
Worn, carried
- Gold plate armor +1 w/ holy emblem of Re-Horakhty, visored helm, gauntlets, armored sandals
- Holy Amulet of Re-Horakhty
- Halberd, greatsword, longbow, quiver w/20 arrows
- Pouch, flask of holy water
- Pouch, coins
Camel, paladin's mount
Saddlebags, blanket
- Waterskins x2
- Acolytes vestments
- Prayerbook
- Incense sticks
combat
Combat and tactics
feats
- Polearm master (spear, glaive, halbeard, quarterstaff) gain bonus attack... reaction attack op 5' reach
- Piercer... reroll 1 dam dice / turn... crit +1 piercing dam dice
melee... extra attack
- Spear +6, versatile (1d8+3) piercing... bonus attack +6 (1d4+3) blunt... reach 5' reaction attack +6 (1d8+3) piercing... extra attack +6, versatile (1d8+3) piercing
- Greatsword +6 (1d10+3) slashing
ranged... extra attack
- Spear +6, thrown range 20/60 (1d6+3) piercing... extra attack tba
- Longbow +3, arrow range 80/360 (1d8) piercing... extra attack +3, arrow range 80/360 (1d8) piercing
Buffs :
- Divine Smite, add spell slot to add 2d6 radiant dam... or 3d6 radiant dam
- Sacred Weapon, channel divinity adds +2 attack bonus
- Magic weapon, +1 attack, +1 dam
- Protection from evil and good (fiends, undead, elementals, celestials, fey) disadvantage on attacks, cannot be charmed, possessed or frightened by them.
- Lesser Restoration, removes one condition in effect (blinded, deafened, paralyzed, or poisoned.)
- Heroism, target cannot be frightened, gain +2 (CHA) temp hp per turn... duration: 1 minute