Paladin Retainers
Cavalier
STR
18 +4
DEX
16 +3
CON
16 +3
INT
16 +3
WIS
16 +3
CHA
18 +4
3RD-LEVEL (3/DAY): Radiant Lance. The cavalier’s lance glows with radiant light. The cavalier makes a signature attack and deals an extra 9 (2d8) radiant damage on a hit. 5TH-LEVEL (1/DAY): lesser restoration 7TH-LEVEL (3/DAY, REACTION): Fight Me, Knave! If an adjacent ally would be hit by a weapon attack, the cavalier is hit instead, and then the cavalier may make a signature attack against the enemy attacker.
Actions
SIGNATURE ATTACK: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) piercing damage
Justicar
STR
18 +4
DEX
16 +3
CON
16 +3
INT
16 +3
WIS
16 +3
CHA
18 +4
3RD-LEVEL (3/DAY): Terrifying Strike. The justicar makes a signature attack. The target must make a Wisdom save or be frightened until the end of its next turn. 5TH-LEVEL (3/DAY): hunter’s mark 7TH-LEVEL (3/DAY): Duel. The justicar issues a holy decree challenging an enemy to a duel. That enemy must make a Wisdom saving throw. If it fails, it has disadvantage on attack rolls against creatures other than the justicar. At the end of its turn, the enemy can make a Wisdom saving throw to try to move away from the justicar. On a successful save, Duel ends. Duel also ends after 1 minute or if the justicar moves away or attacks any other creature.
Actions
SIGNATURE ATTACK: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Knight of the Green Order
STR
18 +4
DEX
16 +3
CON
16 +3
INT
16 +3
WIS
16 +3
CHA
18 +4
3RD-LEVEL (3/DAY): Twisting Vines. The knight makes a signature attack. On a hit, the target is restrained. It can make a Strength (Athletics) or Dexterity (Acrobatics) check on its turn to escape. If it escapes, the vines wither and die. 5TH-LEVEL (1/DAY): entangle 7TH-LEVEL (1/DAY): moonbeam
Actions
SIGNATURE ATTACK: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
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