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High Paladin Immeral in Dungeons & Dragons 5e

High Paladin Immeral

Medium Moon Elf, Paladin of the Erlanist Church, Neutral Good

Armor Class 17
Hit Points 64
Speed: 30 ft Fly: 60 ft

STR

14
( +2 )

DEX

20
( +5 )

CON

16
( +3 )

INT

14
( +2 )

WIS

12
( +1 )

CHA

18
( +4 )

Saving Throws Wisdom and Charisma
Skills
  • Religion +5
  • Persuasion +7
  • Acrobatics +7
Damage Resistances Necrotic damage
Senses
  • Darkvision
  • Divine Sense
Languages Common, Elvish, Primordial
Challenge Rating 5

Description

Immeral is a paladin that serves the Erlanist Church. He's a 200+ year old moon-elf that has silver hair and a scar on his right face. He is part of the combative branch of the church, the Blades of Hope, in order to fend off threats that can endanger the land and the church. He wear a pale dark blue robe. Under that is a studded leather vest with silver bars attached to it. Like all soldiers of the Blades of Hope, he wears a pendant with a modified Erlanist symbol. He primarily uses shortswords and daggers, all magically enchanted to overcome resistance. His special ability involves him releasing a storm of blades around him. His most magical item is a special tome that is infused with a thrice-per-day Teleport spell. While he is the most powerful warrior the church has, his own behavior can cause him to put himself into very dangerous situations. Despite him being a paladin of devotion, he fights with the force of a powerful barbarian. Not to mention that his ferocity of combat can send chills down everyone's spines.

Ideals

Protect the church, the land, and those who are in need.

Bonds

The church

Flaws

Can get blindsighted in his missions. Fights with terrifying ferocity that it lands him into a lot of trouble. Mercy is at a premium.

  • Spellcasting Mod: +7
  • Save: 15

1/day:
  • Fly

3/day:
  • Sanctuary
  • Protection from good and evil
  • Teleport


  • Lay on hands: Well: 25. Use an action to heal with the well.
  • Smite: +2D8
  • Blade Blossom (Recharge 5-6): As an action, Immeral can begin to throw multiple daggers in multiple directions. All creatures within 20ft of him must make a DC-13 Dex save or take 5D4+5 piercing damage. 1/2 on a success.
  • Minor Regeneration: Immeral heals by 1D6 every round.

Actions

  • Multi-Attack: Two shortsword swings or two dagger attacks.
  • Shortswords: +8 to hit. 1D6+5
  • Daggers: +8 to hit. 1D4+5 (30/60ft)
  • Wooden Stake: +8 to hit. 5 damage

Reactions

  • Parry: Add 1D8 to his AC for one melee attack.


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