Tremaine
Medium Human, Hired Guard/Bounty Hunter, Lawful Good
Armor Class 19 (21 with Shield)
Hit Points 72 (8d8)
Speed:
30 ft
Saving Throws Str +6, Con +6
Skills Athletics +6
Senses Passive Perception 12
Languages Common, Celestial
Challenge Rating 6 (2,300)
Proficiency Bonus 2
Description
Devoted, but skeptical paladin of Pelor. He works as a mercenary to make ends meet, and enjoy the delicacies of fine wine and finer women, but he truly believes that he can use his power for good, and never takes a contract he believes to be malicious.
Ideals
Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)
Bonds
I will never trust a Red Wizard; I fight for those who cannot fight for themselves.
Flaws
My piety sometimes leads me to blindly trust those that profess faith in my god; I'm a sucker for a pretty face.
2/day:
Searing Smite. (Concentration) As a bonus action, sheathe your blade in flame. The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.
At the start of each of its turns until the spell ends, the target must make a Constitution saving throw (DC 15). On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
3/day:
Irresistible Challenge. As an action, you can select a target that you can see and begin taunting them. The target must make a Wisdom Saving Throw (DC 15). On a failure, the target must use their next turn to attack you directly, or forgo their action. The target must remake the save at the end of each of their turns, until they have succeeded or the duration has run out. The duration is 1 minute.
Divine Smite. When you hit a creature with a melee weapon Attack, you can deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8
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 (3). You must be conscious to grant this bonus.
Actions
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9/11 (1d8+ 4/1d10+4) slashing damage.
Helping Hand. Your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to 50. As an action, you 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 your pool.
This feature has no Effect on Undead and Constructs.
Reactions
Parry. Tremaine adds 2 to hit AC against one melee attack that would hit it. To do so, he must see the attacker and be wielding a melee weapon.