Marcus (Paladin) | ||
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Class: Paladin |
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Alignment: Neutral Good | Speed: 30 feet | |
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AC: 20 | |
Resistances: DmgReduc: 1 | ||
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Other Info | |||
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Lineage: Human |
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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 |
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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 | ||
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Human Heroic Inspiration after Long Rest. Perception, Alert. |
Background |
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Torchbearer of Rao: +2 Charisma, +1 Dexterity, Acrobatics, Insight, Magic Initiate [Wizard]. |
Feats |
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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.
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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.
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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.
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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.
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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.
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Defense:
You have +1 AC while wearing armor.
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Class: Paladin (Oath of Redemption) |
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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: |
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 |
Spell Slots: 1: 2: 3: |
Subclass Features |
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Armor and Attacks |
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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 |
Boons |
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Peace of Rao |
Marcus can cast Sanctuary without a spell slot a number of times per day equal to his Proficiency Bonus. |