Kryx RPGThemesCreatures

Paladin

Medium humanoid (any species)
Challenge
8

STR
4
DEX
0
CON
4
INT
0
WIS
2
CHA
2

153
18d8+72
21
Soak
2
Fort
+4
Ref
+3
Will
+5
Defense note plate, shield

Speed 5 m.
Skills Athletics +7 (18), Brawn +7 (18), Divinity +5 (16), Insight +2 (13), Perception +2 (13), Persuasion +5 (16)
Languages any one language (usually Common)

Aura of Protection. While the paladin isn’t incapacitated, it and each friendly creature within 5 meters of it who can see or hear it gains a +2 bonus to saving throws.

Divine Smite. When the avenger hits with a weapon, it deals an extra 5 (1d8) damage of a type associated with its deity.

The damage associated with its deity can be acid, cold, concussion, fire, force, lightning, necrotic, poison, radiant, or psychic damage. It might be cold for a god of winter, concussion or lightning for a storm god, fire for a nature or fiendish god, force for a god of magic, necrotic or poison for a god of death, radiant for a sun god, or psychic for a god of madness.

Maneuvers. The paladin uses maneuvers (maneuver save Difficulty 15). It has 11 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: block blow, coordinated movement, covering strike, goading strike, grapple, inspire, lead the attack, rally, sacrifice, shield bash, spring attack, unwavering mark

2 stamina dice: commander’s strike, disarm, guided strike, vengeance

3 stamina dice: battle cry, battle leader

Spellcasting. The paladin uses Divinity (Wis) to cast spells (spell save Difficulty 13, +5 to hit with spell attacks). It has 4 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will, 10th-level spellcaster): bind wounds, soothe, [spare the dying](/spells/spare-the-dying), thaumaturgy

1 mana: aid, bless, ceremony, comprehend languages, conviction, dampen pain, deny death, detect disease, detect evil and good, divine emissary, divine word, find steed, heal, protection from death, protection from evil and good, purify food and drink, sanctuary, shield of faith

2 mana: absorb pain, angelic wings, beacon of hope, commune, create food and water, death ward, gentle repose, guardian of faith, hallow, holy circle, mass heal, neutralize poison, remove curse, restoration, revivify, spirit guardians, spiritual weapon, summon celestial

Actions (2)

Longsword. Melee Weapon Attack: +7 to hit, reach 1 m. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 4 (1d8) extra damage.

Shortsword. Melee Weapon Attack: +7 to hit, reach 1 m. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) extra damage.

Shortbow. Ranged Weapon Attack: +3 to hit, range 10/100 m. Hit: 3 (1d6) piercing damage plus 4 (1d8) extra damage.

Underdark, Urbanvgtm

Maneuvers

As a reaction, which you use when you or a creature that you can see within 1 meter of you is hit by an attack that you can see, you can block the blow with your shield or weapon. Roll a d3 and add the result to your Defense or an adjacent ally’s Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

As an action, choose up to three friendly creatures within 10 meters who can see or hear you. Each of those creatures can immediately use their reaction to move up to half their speed without provoking opportunity attacks.

Enhance

You can maneuver two additional creatures for each additional stamina die expended. The creatures must be within 5 meters of each other.

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to force the creature on the defensive, buying your allies critical seconds. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack in an attempt to goad the creature into attacking you. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Will saving throw or it has disadvantage on any attack roll that doesn’t target you for the duration.

At the end of each of its turns, a goaded creature can repeat the saving throw, ending the effect on itself on a success

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As a reaction, which you use when a creature other than you within 10 meters who can see or hear you makes an attack or saving throw roll, you can inspire it. Roll a d3 and add the result to the roll. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

  • You can inspire one additional creature for each additional stamina die expended. The creatures must be within 5 meters of each other.

As an action, you can make a weapon attack and shout a war cry that victory is at hand, stoking the fires of battle. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 3 additional stamina dice to cause all attack rolls against the target by an attacker other than you to have advantage.

As a reaction, which you use when a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to less than half its health, you can rally an ally to push on. A creature of your choice other than you within 5 meters who can see or hear you gains temporary health equal to your maneuver ability.

Enhance

You can increase the temporary health for each additional stamina die expended.

As a reaction, which you use when a creature within 1 meter of you hits another creature with an attack roll or is hit by an attack roll, you can cause that attack to target you instead.

As an action, you can make a weapon attack and simultaneously bash a creature within 1 meter with your shield. The creature must make a Reflex saving throw.

On a failed save, it can’t take reactions until the end of its next turn. If the creature is your size or smaller, you can push the target up to 1 meter away from you or push it to the side.

On a successful save, it takes half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can add the stamina die as bludgeoning damage if the creature fails the saving throw (half as much on a failed save), target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to menace the creature, foiling its attacks and punishing them for harming others. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Will saving throw or it is marked by you for the duration. While marked, you have advantage on opportunity attacks against the target and the target has disadvantage on any attack roll that doesn’t target you.

The effect ends if you are incapacitated, someone else marks the creature, you attack or damage any other creature, if you cast a spell or use a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 5 meters away from the target.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack, opening a moment of opportunity for a creature within 5 meters who can see or hear. That creature can immediately use its reaction to make one weapon attack against the target of your attack.

Enhance

You can add the stamina die to the attack’s damage (add half if it miss by 4 or less) for each additional stamina die expended.

As an action, you can make a melee weapon attack with a weapon in an attempt to disarm the creature. Add one stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Reflex saving throw or it drops one item of your choice that it’s holding.

If the creature is holding the item with two or more hands it makes the saving throw with advantage.

If the saving throw fails by 5 or more, the object lands in a space within 1 meter of the creature, otherwise the object lands at its feet.

When a creature tries to interact with an object in a space occupied by a hostile creature it must use an action to make an Acrobatics or Brawn (its choice) check contested by the hostile creature’s Acrobatics or Brawn check (its choice). If the creature attempting to interact with the object wins the contest, it can interact with the object.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when a creature within 5 meters of you makes an attack roll, you can grant that creature advantage on attack rolls until the end of its turn. You make this choice after you see the roll, but before the GM says whether the attack hits or misses.

As a reaction, which you use when a creature hits a creature other than you with an attack, you can visit vengeance on the creature. You can make a melee weapon attack against the creature.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As an action, you unleash a zealous battle cry. Each creature of your choice within 10 meters of you that can hear you gains advantage on the next attack roll or Will saving throw made before the end of your next turn.

1 minute/stamina die

As an action, courage radiates from you in an aura shaped as a sphere centered on you, awakening boldness in friendly creatures for the duration or until you are incapacitated. Until the maneuver ends, the aura moves with you. While in the aura, each nonhostile creature in the aura (including you) who can see or hear you deals 1d4 extra damage when it hits with a weapon attack.