Sunreet Maskar
Medium Elf Shy Soldier turned Protector , Neutral Good
Armor Class 17 (studded leather, shield)
Hit Points 62
Speed
30ft
Saving Throws Strength +3, Dexterity +6
Skills Athletics +4, Perception +4, Survival +4
Senses Darkvision, Passive Perception 14
Languages Seraphi (low)
Description
A timid, quiet young Seraphi man previously employed by the Black's Company. He was taken on by Samantha/Sammael as her protector.
Elven Heritage
Maskar has advantage on saving throws against being charmed, and magic can't put him to sleep.
Extra Attacks
Maskar makes two attacks as part of an attack action.
Sentinel
You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:
- When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn. If you can make more than one attack of opportunity, you can only use this feature one time per round.
- Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Awakened Mind
You have gained the ability to use psionics. Your Psi Limit is 1 and your Psi Point pool maximum is 2.
Telepathy, Limited
You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic message.
Divine Oath
Maskar has taken a binding oath to Samantha/Sammael as her sworn protector. In turn, she grants him some limited divine powers.
Aura of Protection
Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
Actions
Maskar's Sword
Melee Weapon Attack: +6 to hit, one target or object. Hit: 8 (1d8+3) slashing damage.
Maskar's Bow
Ranged Weapon Attack: +6 to hit, one target or object. Hit: 7 (1d6+3) piercing damage.
Divine Smite
When Maskar hits a creature with a melee weapon attack, he can expend one use of this ability to deal psychic or radiant damage. He can do this 3 times per day for 1d8 damage, twice per day for 2d8 damage, and once per day for 3d8 damage. The dice are doubled if the target is actively threatening Samantha.
Vow of Emnity (1/day)
As a bonus action, Maskar can utter a vow of enmity against a creature he can see within 10 feet of him. He gains advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Reactions
Fighting Style, Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. If the attack would still hit the intended target, you may choose to have it hit you instead.