From 5e
Jump to: navigation, search

John


John.jpg D&D Logo.png D&D Title Callout.png D&D Cover Logo.png

Sir John Crownshield
Vigilant Guardian of Helm
1
John, Vigilant Eye of Helm
Paladin 3, Knight of the Order
Medium humanoid (human), Lawful Good

Armor Class 19
Hit Points 33 (3d10)
Speed 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 9 (-1) 13 (+1) 15 (+2)

Saves Wisdom +3, Charisma +4
Skills Persuasion +4, Religion +1
Languages Chondathan, Damaran, Elven

Channel Divinity. John has the following channel divinity options.

Divine Challenge. As a bonus action, John compels a creature within 30 feet to focus its attack upon him. The creature makes a Wisdom saving throw (DC 12). If it fails, it has disadvantage on any attack that doesn't include John as a target for 1 minute, and takes 5 Radiant damage each time it makes an attack that doesn't include John.
Divine Ward. When an adjacent ally is hit by an attack, as a reaction John is able to interpose himself. The attack hits John instead.

Defensive Style. John gains a +1 to AC while he is wearing armor.

Divine Health. John is immune to disease.

Divine Smite. When John hits a creature with a weapon attack, he can expend one paladin spell slot to deal radiant damage equal to 2d8, plus 1d8 for each level higher than 1st to a maximum of 5d8.

Knightly Regard. John receives shelter and succor from Temples of Helm and other Helmites in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of citizens rallying to his aid or smuggling him out of town if he is being hunted unjustly.

Spellcasting. John is a 1st-level spellcaster. His primary spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). John has the following spells prepared:

1st-level (3 slots). Compelled Duel, Shield of Faith

Actions

Divine Sense (3/day). John can know the location and type (but not identity) of any celestial, fiend, or undead within 60 feet of him that is not behind total cover. He can also detect the presence of any place or object that has been consecrated or desecrated.

Greatsword. melee weapon attack: +5 to hit, reach 5 ft., one target, On Hit: 2d6+3 slashing damage.

Lay on Hands (15 points). John can touch a creature to restore hit points equal to the amount points spent. Alternatively he can expend 5 points from this pool to cure the target of one disease or neutralize one poison affecting it.

Equipment

Greatsword, Plate armor

Played by  Kevin
2
Retrieved from "https://5e.writh.net/w/index.php?title=John&oldid=3118"

Navigation menu