Paladin (5e Creature)

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Paladin[edit]

Medium humanoid (any race), any good alignment


Armor Class 20 (plate, shield)
Hit Points 52 (8d8 + 16)
Speed 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 16 (+3)

Saving Throws Str +5, Con +4, Cha +5
Skills Athletics +5, Insight +2, Persuasion +5, Religion +4
Proficiency Bonus +2
Senses passive Perception 10
Languages Common plus any one other
Challenge 4 (1,100 XP)


Brave. The paladin has advantage on saving throws against being frightened.

Spellcasting. The paladin is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The paladin has the following paladin spells prepared:

1st level (4 slots): bless*, cure wounds, detect evil and good, heroism*, protection from evil and good
2nd level (2 slots): aid, lesser restoration, magic weapon*, protection from poison

*The paladin casts these spells on itself before combat.

ACTIONS

Multiattack. The paladin can use its Turn Unholy. It then makes two melee attacks.

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands.

Turn Unholy. Each fiend or undead that can see or hear the paladin within 30 feet of it must make a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the paladin's Turn Unholy for the next 24 hours.

BONUS ACTIONS

Divine Smite. The paladin expends a spell slot to cause its melee weapon attacks to magically deal an extra 9 (2d8) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the paladin expends a spell slot of 2nd level or higher, the extra damage increases by 1d8 for each level above 1st. The damage increases by 1d8 if the target is an undead or a fiend.

REACTIONS

Parry. The paladin adds 2 to its AC against one melee attack that would hit it. To do so, the paladin must see the attacker and be wielding a melee weapon.

A paladin, the bulwark of all that is good and right, Source

Knights of their respective orders and conduits of their grand deity; paladins stand in front of the enemy of their religion without any fear or care for death. Every paladin holds a code of honor or ethics that is dear to them, to break this code is to lose everything they stand for in life.
A paladin is often chosen by other respectable members or leaders to lead a small group or a contingent of warriors on a holy quest. They are often the best chosen for such a task due to them being more responsible than others.

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