Paladin Retainers

Cavalier

Medium humanoid (any), any
Armor Class: Heavy (AC 18)
Hit Points: Health Levels equal to their level.
Speed: 30 ft

STR

18 +4

DEX

16 +3

CON

16 +3

INT

16 +3

WIS

16 +3

CHA

18 +4

Saving Throws: Strength, Wisdom, Charisma
Skills: Athletics, Religion
Senses: Same as base race.
Languages: Common, Native

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

Medium humanoid (any), any
Armor Class: Heavy (AC 18)
Hit Points: Health Levels equal to their level.
Speed: 30 ft

STR

18 +4

DEX

16 +3

CON

16 +3

INT

16 +3

WIS

16 +3

CHA

18 +4

Saving Throws: Strength, Wisdom, Charisma
Skills: Intimidation, Persuasion
Senses: Same as base race.
Languages: Common, Native

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

Medium humanoid (any), any
Armor Class: Heavy (AC 18)
Hit Points: Health Levels equal to their level.
Speed: 30 ft

STR

18 +4

DEX

16 +3

CON

16 +3

INT

16 +3

WIS

16 +3

CHA

18 +4

Saving Throws: Strength, Wisdom, Charisma
Skills: Insight, Religion
Senses: Same as base race.
Languages: Common, Native

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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