giovedì 20 ottobre 2016

Paladin - NPC stats block

You already know that I like a lot the paladin class.


I also like when in my campaign the party meets a paladin.


While a paladin can be both an ally or an opponent of the PCs, anyway in the MM of D&D 5th edition a NPC paladin isn't included.


So here you can find my own version of a paladin NPC, which was easily created by starting from the knight block in the MM:


The paladin is at the service of its order; it stands stand in front of the enemy of its religion without any fear or care for death. Every paladin holds a strict code of honor or ethics. To break this code is to loss everything they stand for in life.
A paladin is often chosen by other respectable members or leaders to lead a small group or a contingent of warriors on a holy quest. They are often the best choosen for such task due to them being more responsible than others.


                                                                                       
  Paladin                                                              
  medium humanoid (any race), any alignment                      
 
 
  Armor Class 20 (plate, shield)                                        
  Hit Points 68 (8d10 + 24)                                                
  Speed 30 ft.                                                                  
 
 
        STR             DEX             CON             INT             WIS             CHA        
        16 (+3)             12 (+1)             16 (+3)             12 (+0)             12 (+1)             15 (+2)        
 
 
  Saving Throws Str +5, Dex +3, Con +5, Int +2, Wis +6, Cha +7
  Skills Athletics +6, Persuasion +5, Religion +4                    
  Senses passive Perception 11                                        
  Languages any one language (usually Common)                
  Challenge 5 (1.800 XP)                                                  
 
 
  Dueling. The paladin gains a +2 bonus to damage rolls while attacking with a melee weapon in one hand and no other weapons.  
  Aura of Protection. Whenever the paladin or a friendly creature within 10 feet of it must make a saving throw, the creature gains a bonus equal to its Charisma modifier. The paladin must be conscious to grant this bonus. The bonus is already counted in the paladin's saving throws  
  Brave. The paladin has advantage on saving throws against being frightened  
  Divine Smite. When the paladin hit a creature with a melee weapon attack, it can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage us 2d8 for a 1-st level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or fiend.  
  Spellcasting. The paladin is a 8th level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following paladin spells prepared:
1st
  level (4 slots):
bless, cure wounds, shield of faith, thunderous smite 2nd level (3 slots): branding smite, magic weapon
 
  ACTIONS                                                                    
                                                                                       
  Multiattack. The paladin makes two melee attacks.  
                                                                                       
  Lay on Hands. The paladin's blessed touch can heal wounds. It has a pool of 40 hit points which is recharged to its maximum after a long rest. As a action it can touch a creature a draw and draw power from the pool to restore a number of hit points to that creature, up to the maximum amunt remaining in its pool. Alternatively it can expend 5 hit points from the pool to cure the target of one disease or neutralize one poison affecting it.
 
                                                                                       
  Turn Unholy. Each fiend or undead that can see or hear the paladin within 30 feet of it must make a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the paladin's Turn Unholy for the next 24 hours.   
                                                                                       
  Longsword.  Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+3) slashing damage.  
                                                                                       
                                                                                       


Bye.


The DM.