Medium Helf-elf Paladin , Lawful Evil
CHA based, +15 total
Well prepared: Bram comes equipped with 1d6+1 “Counterspell” Scrolls written at fifth level. He carries 1d4 vials of Alchemist’s fire. Additionally, he has 2d4 Potions of Supreme Healing (10d4+20). He carries 1d6 “Shield” spell scrolls. He carries 1d6+1 “Dispell Magic” Scrolls of fifth level. Smite: Bram can add a smite to his weapon attacks. Add 4d8. do this up to 6 times Lay on Hands: Replace two attacks with a heal equal to 120 health
Multiattack: Bram Bashes with his shield to knock a target prone, then makes 2 Attacks with his Spear Shield Bash: A Creature must contest Bram’s Shield Bash’s Athletics check (+16) with an athletics or acrobatics check (their choice). If the creature’s result is equal to or lower than Bram’s, the target is knocked prone and takes 2d4+7 (11) bludgeoning damage Spear Attack: range of 10 feet, +17 to hit 3d6+9 (19) Pierce + 2d12+10 (22) Force damage Life Drain: If Bram succeeds in dealing damage with Spear Attack, he can forgo his second attack to perform Life Drain.The Target must make a Charisma saving throw DC 24. On a fail the target is afflicted by one level of exhaustion and takes 8d6+5 (30) Necrotic Damage. Bram heals half of the damage taken. On a success, the target takes half damage and is not exhausted. Blindness: Everyone within a 60 foot sphere of Bram must make a Wisdom Saving throw DC 24. On a fail, They are affected with the blindness condition. Bram also uses Divine shield.
He can react this way All player actions are viable, including a spell
Legendary Muscles: 2/day, whenever Bram is subjected to a saving throw, he can treat it as a STR saving throw instead Legendary Resistances: 2/day, if Bram fails a saving throw, he can choose to succeed instead Legendary Actions- Bram can take up to 3 Legendary actions during turns that aren’t his. This is separate from his reaction. Legendary Actions reset at the start of Bram’s Turn. Use Items (costs 2 actions)- Bram uses up to 3 items at once Stab - Bram makes a weapon attack Parry& Disarm (Costs 2 actions) - Bram makes a weapon attack roll. On a hit, he and the target enter a Strength Contest. If Bram wins, the weapon scatters 15 feet away and the attack does not do any damage I Really don’t want that spell to be cast (costs 3 actions) - Bram uses misty step and teleports behind a player casting a spell and makes a weapon attack. Regardless if the spell is concentration or not, the spellcaster makes a constitution save as though it were. On a failure, the spell does not get cast. After Bram drops below half health and has expended his use of Lay on Hands Divine earthquake: Recharge (5-6): Everyone within 30 feet of Bram must make a Dexterity saving throw (DC 24) or be knocked prone. Bram makes two spear attacks against all who fail in an order he chooses. Aura of hopelessness: all (except Bram) within 40 feet of Bram receive 6 less points of healing from all sources, but no less than 1 Bram can make an unlimited number of attacks of opportunity Bram regains a use of legendary resistance or another legendary action per turn, his choice