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- Gleryon, Knight of the Telsayn Aurion
- Elf Paladin 6
- Armor Class: 18 (studded leather armor, shield)
- Hit Points: 72 (6d10 + 18)
- Speed: 30 ft.
- Abilities:
- Strength: 12 (+1)
- Dexterity: 16 (+3)
- Constitution: 16 (+3)
- Intelligence: 12 (+1)
- Wisdom: 12 (+1)
- Charisma: 18 (+4)
- Saving Throws:
- Wisdom +4
- Charisma +7
- Skills:
- Athletics +3
- Insight +4
- Persuasion +7
- Senses: Darkvision 60 ft., passive Perception 11
- Languages: Common, Elvish
- Fighting Style: Dueling (gains +2 bonus to damage rolls when wielding a melee weapon in one hand and no other weapons)
- Divine Sense: Gleryon can use his action to detect the presence of any celestial, fiend, or undead within 60 feet of him.
- Divine Smite: Gleryon can expend a spell slot to deal extra radiant damage to his target. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st.
- Oath Spells:
- 1st level: Bless, Searing Smite
- 2nd level: Branding Smite, Moonbeam
- 3rd level: Daylight, Elemental Weapon
- 4th level: Fire Shield, Guardian of Faith
- Channel Divinity:
- Sacred Weapon: Gleryon can imbue his weapon with positive energy for 1 minute, gaining +2 bonus to attack and damage rolls made with it.
- Aura of Protection: Gleryon and friendly creatures within 10 feet of him gain a +3 bonus to all saving throws.
- Extra Attack: Gleryon can attack twice instead of once when taking the Attack action on his turn.
- Equipment:
- Rapier
- Shield
- Studded Leather Armor
- Explorer's Pack
- Holy Symbol of Auren
- Feel free to adjust any other aspects of Gleryon's character to better suit your campaign or preferences.
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