Lycomedes is a polite and formal half dwarven man clad in clean and tidy armor. He has dark skin, dreadlocks, and a braided beard, and is heavily armed with swords, axes, and darts.
http://dnd5e.wikidot.com/paladin
10th level cleric of Mystra
- Glory Subclass
- Interception fighting style - reduce damage to ally by 1d10 + 4
- Sentinel - AOO immobilizes target, no disengage
- Mage slayer - AOO when someone casts a spell
Half Plate + shield = 19 AC HP = 115
Stats
- Str: 18 (4)
- Dex: 12 (1)
- Con: 14 (2)
- Int: 8 (0)
- Wis: 10 (0)
- Cha: 16 (3)
Actions
Attack: +8 to hit Spell: +7 to hit, DC 15
Longsword (bastard sword): 1d8 + 4 Dart: 1d4 + 1 Handaxe: 1d6 + 4 (20/60) Shortsword: 1d6 + 4
Lay on Hands = 50
Spells: http://dnd5e.wikidot.com/spells:paladin Up to 3rd Tier
Aura of Protection: whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier
Aura of Courage: Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.
Aura of Devotion: you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
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Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
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Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
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