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Homebrew/Adaptation of Blackguard from MPMM

Liz Varol

Medium Human, Naval Captain , Lawful Neutral

Armor Class 16 (18)
Hit Points 14d8+56
Speed: 30 Feet Swim: 15 Feet Climb: 15 Feet

STR

18
( +4 )

DEX

11
( +0 )

CON

18
( +4 )

INT

11
( +0 )

WIS

14
( +2 )

CHA

15
( +2 )

Saving Throws Wis +5, Cha +5
Skills Atheletics +7, Deception +5, Intimidation +5
Damage Vulnerabilities None
Damage Resistances None
Damage Immunities None
Condition Immunities Frightened
Senses Passive Perception 12
Languages Common (Trynnien), Celestial, Elvish
Challenge Rating 8
Proficiency Bonus 3

Description

Physical Description: Liz Varol stands at an average height of 5 feet 7 inches, possessing a lean and athletic build indicative of her years of rigorous naval training. Her short, dark hair is neatly trimmed, framing a determined face adorned with sharp features and piercing green eyes that reflect both intelligence and resolve.   Apparel & Accessories: Liz is often seen wearing a practical naval uniform suited for the demands of maritime expeditions, complete with standard insignias denoting her rank and role as captain. She accessorizes with a sturdy leather belt containing various tools essential for her duties aboard the ship.

Ideals

Honor, Glory to the Light,

Bonds

Servant of Nalar'Shate and Osprem, Connected with Siblings and parents back home, along with her admiral Mathis Zaden

Flaws

Always trying to prove something to her superiors.

Suggested Environments

Oceans, Naval Ships, Battle Fields.

Actions

Multiattack. Liz Varol makes three attacks, using Sabre, Shortbow, or both.   Sabre. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage plus 9 (2d8) Radient damage.   Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.   Radient Aspect (Recharges after a Short or Long Rest). Each enemy within 30 feet of Liz Varol must succeed on a DC 13 Wisdom saving throw or be frightened of the blackguard for 1 minute. If a frightened target ends its turn more than 30 feet away from Liz Varol, the target can repeat the saving throw, ending the effect on itself on a success.   Spellcasting. Liz Varol casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13): 2/day each: command, dispel magic, find steed

Bonus Actions

Smite. Immediately after Liz Varol hits a target with an attack roll, Liz Varol can force that target to make a DC 13 Constitution saving throw. On a failed save, the target suffers one of the following effects of the Liz Varol's choice:   Blind. The target is blinded for 1 minute. The blinded target can repeat the save at the end of each of its turns, ending the effect on itself on a success.   Shove. The target is pushed up to 10 feet away and knocked prone.

Reactions

2 Per Round:   Attacks of Opportunity: When a creature moves away using thier movement Liz may make an attack of opportunity.   Paladin Recations: 1. Devoted Assistance: When an ally is struck in battle you may use your reaction to move half your movement speed towards them this movement does not provoke opportunity attacks.    2. One's Creed is Enough: When Bloodied you may use your reaction to recite your Creed filling your body with righteous energy empowering your next smite to deal an extra d8 radiant damage. (Scales with proficiency break points 1d8, 2d8, 3d8 This damage can exceed the smite d8 cap)

Legendary Actions

3 Action Points per Round   Radiant Shield Cost: 2 Legendary Actions Description: As an action, the paladin conjures a radiant shield imbued with holy energy. The shield provides protection to the paladin and allies within 10 feet, granting temporary hit points equal to the paladin's Charisma modifier (minimum of 1) and resistance to radiant damage until the end of the paladin's next turn.   Divine Smite   Cost: 1 Legendary Action Description: Using their divine connection to Na'Lar Sha'Te, the paladin can unleash a powerful smite against a foe. As part of an attack action, the paladin expends 1 point to deal an additional 2d8 radiant damage on a successful melee weapon attack. This damage increases by 1d8 for each additional point expended.   Aura of Resilience   Cost: 3 Legendary Actions Description: The paladin emits an aura of divine resilience, bolstering the resolve of nearby allies. As an action, the paladin can activate this aura, granting all friendly creatures within 30 feet resistance to psychic damage, advantage on saving throws against being charmed or frightened, and temporary hit points equal to 2d6 + the paladin's Charisma modifier. This aura lasts for 1 minute or until the paladin is incapacitated.


Created by

Latte__Games.

Statblock Type

NPC Sheet

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