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NPC Paladin, 18th level

Medium Human, Paladin, Lawful Good

Armor Class 27
Hit Points 202 (17d10+90)
Speed: 30 ft

STR

20
( +5 )

DEX

14
( +2 )

CON

20
( +5 )

INT

12
( +1 )

WIS

18
( +4 )

CHA

20
( +5 )

Saving Throws Str +11, Dex +8, Con +11, Int +7, Wis +10, Cha +11
Condition Immunities Disease, Frightened, Charmed
Languages Common, Celestial

The paladin is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The paladin has the following spells prepared:

At will: 1st level (4 slots): heroism, shield of faith, thunderous smite, wrathful smite 2nd level (3 slots): branding smite, magic weapon, zone of truth 3rd level (3 slots): aura of vitality, blinding smite, revivify 4th level (3 slots): aura of purity, death ward, staggering smite 5th level (1 slot): circle of power, destructive wave   Divine Smite. When the paladin hits a creature with a melee weapon attack, they can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell slot higher than first, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or fiend, to a maximum of 6d8.

1/day:

Channel Divinity

Sacred Weapon. As an action, the paladin can imbue one weapon that they are holding with positive energy, using their Channel Divinity. For 1 minute, they add their Charisma modifier (5) to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. The paladin can end this effect on their turn as part of any other action. If they are no longer holding or carrying this weapon, or if they fall unconscious, this effect ends.   Turn the Unholy. As an action, the paladin presents their holy symbol and speaks a prayer censuring fiends and undead, using their Channel Divinity. Each fiend or undead that can see or hear the paladin within 30 feet of them must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from the paladin as it can, and it can’t willingly move to a space within 30 feet of the paladin. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.


Aura of Protection. Whenever the paladin or nonhostile creatures within 30 feet of the paladin must make a saving throw, add the paladin's Charisma modifier (+5) to the saving throw. The paladin must be conscious to grant this bonus.   Aura of Courage. The paladin and nonhostile creatures within 30 feet of the paladin cannot be frightened while the paladin is conscious.   Aura of Protection. The paladin and nonhostile creatures within 30 feet of the paladin cannot be charmed while the paladin is conscious.   Purity of Spirit. The paladin is protected against certain types of creatures- Aberrations, Celestials, Elementals, fey, Fiends, and Undead. These creatures have disadvantage on attack rolls against the paladin. The paladin also can't be charmed, frightened, or possessed by them.

Actions

Multiattack. The paladin makes two attacks with their longsword.   Longsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (1d8+8) slashing damage and an additional 4 (1d8) radiant damage).   Cleansing Touch. The paladin can use their action to end one spell on themself or on one willing creature they touch. The paladin can use this ability a number of times equal to their charisma modifier (5). The paladin regains all expended charges after finishing a long rest.   Divine Sense. As an action, the paladin can open their awareness to detect forces of good and evil. Until the end of their turn, they know the location of any celestial, fiend, or undead within 60 feet of them that is not behind total cover. The paladin knows the type (celestial, fiend, or undead) of any being whose presence they sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, the paladin also detects the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. The paladin can use this feature a number of times equal to 1 + their Charisma modifier (5). When the paladin finishes a Long Rest, they regain all expended uses.   Lay on Hands The paladin has a pool of healing power that replenishes when they take a Long Rest. With that pool, they can restore a total number of Hit Points equal to their Paladin level x 5 (90). As an action, the paladin can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in their pool. Alternatively, they can expend 5 Hit Points from their pool of Healing to cure the target of one disease or neutralize one poison affecting it. The paladin can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending Hit Points separately for each one. This feature has no effect on Undead and Constructs.


Created by

Kittria.

Statblock Type

NPC Sheet

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