NPCs

Marcus (Paladin)
Class: Paladin (Oath of Redemption): 12   Proficiency BonusPB: +4
Alignment: Neutral Good Speed: 30 feet
Hit PointsHP: 100   Hit DiceHD: 12d10 AC: 20
Resistances: DmgReduc: 1
STR: 8 (-1) Save: +4
INT: 10 (+0) Save: +5
Religion: +4
DEX: 20 (+5) Save: +10
Initiative: +9, Acrobatics: +9
WIS: 15 (+2) Save: +11
Insight: +6, Perception: +6
CON: 15 (+2) Save: +7
CHA: 20 (+5) Save: +14
Persuasion: +9
Other Info
Height: 6' 0''    Weight: 145 lbs Lineage: Human (humanoid) Gender: Male Size: Medium
AppearanceLooks: A tall slender man with a courtly goatee, calm and poised. Temperament: Quiet, perceptive, incisive. Flaws: Emotionally detached.
Traits: The cause comes first. Ideals: Conflict avoided is peace achieved. Bonds: Violence is the last resort.
Languages: Common, Sign Language, Elvish, Celestial Proficiencies: All Weapons, All Armors, Shields, Forgery Kit
Gear
Attuned: Boots of Striding & Springing (spend 10-feet to jump 30-feet 1/t), Cloak of Invisibility (1c:invisible/1h, 3 charges, regain 1d3/Dawn), Last Argument (Rapier) +2
Lineage
Human Heroic Inspiration after Long Rest. Perception, Alert.
Background
Torchbearer of Rao: +2 Charisma, +1 Dexterity, Acrobatics, Insight, Magic Initiate [Wizard].
Feats
Alert: You have proficiency with Initiative. Immediately after Initiative is resolved, you can swap yours with a willing non-Incapacitated ally in the same combat.
Magic Initiate (Wizard): You know Light and Toll the Dead. You always have Shield prepared and can cast it once without a spell slot per Long Rest.
Defensive Duelist: +1 Dexterity. If you are holding a Finesse weapon and another creature hits you with a melee attack, you can take a Reaction to add your Proficiency Bonus to your Armor Class until the start of your next turn. This can cause the triggering attack to miss.
War Caster: +1 Charisma. You have Advantage on Concentration saving throws. When a creature provokes an Opportunity Attack from you by leaving your reach you can instead take a Reaction to cast a spell with a casting time of one action that targets only that creature. You can perform Somatic components while holding weapons or a Shield.
Surefooted: +1 Dexterity. While you are not encumbered, you can calculate your jump distances using your Dexterity instead of your Strength if you prefer. Additionally, when you are required to make a Strength (Athletics) check you can use Dexterity (Athletics) instead, and when you are required to make a Dexterity (Acrobatics) check you can use Strength (Acrobatics) instead, as you prefer. Difficult Terrain doesn't cost you extra movement, and while you are standing you have Advantage on any d20 Test you must make to avoid losing your footing, or being Pushed, or gaining the Prone condition.
Defense: You have +1 AC while wearing armor.
Class: Paladin (Oath of Redemption)
Class Features: Lay on Hands (60 Hit Points), Spellcasting (CHA, Spell Save DC: 17), Weapon Mastery (Rapier, Dagger), Fighting Style (Defense), Paladin's Smite (Rebuking Smite), Channel Divinity, Extra Attack, Faithful Steed, Aura of Purity, Aura of Courage, Radiant Strikes
Channel Divinity: []/LR, regain 1/SR
Level 3: Channel Divinity: Divine Sense: Bonus Action & 1 Channel Divinity: for the next 10 minutes, within 60 feet of yourself you know the location and creature type of all Celestials, Fiends, and Undead, and also any consecrated or desecrated objects or places.
Level 3: Channel Divinity: Emissary of Peace: Bonus Action & 1 Channel Divinity: +5 Persuasion 10/min.
Level 3: Channel Divinity: Rebuke the Violent: Reaction & 1 Channel Divinity: when an attacker w/i 30 feet attacks a creature other than you and deals damage, force the attacker to make a DC 17 Wisdom saving throw. On failure: attacker takes Radiant damage equal to the damage it just dealt. On success: half damage.
Level 9: Channel Divinity: Abjure Foes: Magic action & 1 Channel Divinity (present Holy Symbol or weapon): target up to 5 creatures that you can see within 60 feet. Each target must succeed on a DC 17 Wisdom saving throw. On failure: Frightened condition (1 minute), ends early on creature if it takes damage. While Frightened in this way a creature can do only one of the following on its turns: move, take an action, or take a Bonus Action.
Cantrips: Wizard Initiate [Light, Toll the Dead]
Spells: Divine Favor, Provoke Duel, Rebuking Smite []/LR, Command, Purify Food and Drink, Sanctuary, Sleep, Detect Magic [Ritual], Find Steed, Warding Bond, Calm Emotions, Hold Person, Lesser Restoration, Daylight, Crusader's Mantle, Counterspell, Hypnotic Pattern, Revivify, Wizard Initiate [Shield /LR]
Spell Slots: 1: 2: 3:
Subclass Features
Level 3: Emissary of Peace: As a Bonus Action, you can expend one use of your Channel Divinity to grant yourself a +5 bonus to Charisma (Persuasion) checks for the next hour.
Level 3: Rebuke the Violent: As a Reaction when an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can expend one use of your Channel Divinity to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes Radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
Level 7: Aura of the Redeemer: You and your allies reduce all damage by 1 while in your Aura of Protection.
Armor and Attacks
Armor: Studded Leather +2 20 AC
Attacks: Last Argument (Rapier) +2 [Vex or Sap]
  1h, 5-feet, +11 to hit, 1d8+7 Piercing damage, Finesse
  If you have mastery with rapiers, you can choose to apply Sap instead of Vex on hit
  When you would kill an opponent with this rapier you can instead reduce them to 0 Hit Points and give them the Unconscious condition.
Toll the Dead 60-feet, DC 17 Wis save, 3d8 Necrotic damage
  ...d12 if target missing HP
Expanded Spells
Provoke Duel: Level 1 Enchantment (Paladin), Bonus Action, 30-feet, V, 1 minute. One creature that you can see within range must make a Charisma saving throw. On a successful save, the spell ends with no effect. On a failed save, the target has disadvantage on attacks that don't target you, and all creatures (including you) have advantage on saving throws they are forced to make by the target. Additionally, the target must use available movement to move to or remain within 15 feet of you, if able.
  At the end of their turn the target can repeat the save if they have not dealt damage to a creature other than you or forced a creature other than you to make a saving throw since the end of their last turn, ending the spell on a success. The spell also ends early if you or the target are Incapacitated or die.
  Upcast. The target has disadvantage on their initial saving throw against this spell if it is cast with a spell slot of level 2+. The target has disadvantage on all their saving throws against this spell if it is cast with a spell slot of level 4+.
Rebuking Smite: Level 1 Abjuration (Paladin), Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike, Self, V, Instantaneous. This attack deals no damage and has no other effect. Instead, the target creature must make a Charisma saving throw at Disadvantage. On failure, the creature becomes cursed. While cursed in this way, the creature takes 4d12 Psychic damage immediately after they deal damage to one or more other creatures with an attack, spell, or effect. The target does not initially know the nature of the curse if they are not familiar with this spell, but gain understanding once they take damage from it. The target can make a Wisdom saving throw at the end of each of their turns that they take damage from this curse, removing the curse from themselves if they succeed. This curse can also be removed by Remove Curse, Greater Restoration and similar spells or abilities.
  Upcast. The damage inflicted by the curse increases by 1d12 for each spell slot level above 1.
Boons
Peace of Rao
Marcus can cast Sanctuary without a spell slot a number of times per day equal to his Proficiency Bonus.