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Maïr Beartooth in Dungeons & Dragons 5e

Maïr Beartooth

Medium Half elf, Patrol group leader, Hadarian Expeditionary Guild, Lawful Good

Armor Class 18 (Chain Mail, Shield)
Hit Points 76 (9d10+27)
Speed: 35 ft Swim: 20 ft

STR

18
( +4 )

DEX

8
( -1 )

CON

16
( +3 )

INT

10
( +0 )

WIS

13
( +1 )

CHA

16
( +3 )

Saving Throws WIS +4, CHA +6
Skills Athletics +7, Persuasion +6, Religion +3
Senses Passive Perception 11
Languages Common, dwarvish, celestial
Challenge Rating 5
Proficiency Bonus +3

Maïr's spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks).

1/day: Bless Command Dispel Magic See Invisibility Shield of Faith

3/day: Healing Touch. Maïr touches a creature and restores 15 hit points to that creature or neutralises a disease or poison affecting that creature.


Protective Aura. Maïr and friendly creatures within 10 feet gain a +3 bonus to saving throws. Divine Strikes. Once per turn, when Maïr hits a creature with a melee weapon attack she can deal an extra 3d8 radiant damage. Dueling. When Maïr is wiedling a melee weapon in one hand and no other weapons, she gains a +2 bonus to damage rolls with that weapon.

Actions

Multiattack. Maïr makes two weapon attacks. Longsword. Melee Weapon Attack: +7 to hit, target one creature. Hit: 10 (1d8 +6) slashing damage. Javelin. Melee or Ranged Weapon Attack: +7 to hit, range 30/120, target one creature. Hit: 8 (1d8 +3) piercing damage.


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