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False Champion Brimguard CR: 7

Medium dwarf, humanoid, lawful neutral
Armor Class: 20 (Plate + Shield) (22 (Plate + Shield + Shield of Faith))
Hit Points: 96 (12d8 + 48)
Speed: 30 ft.

STR

18 +4

DEX

11 +0

CON

18 +4

INT

12 +1

WIS

9 -1

CHA

17 +3

Saving Throws: Wis +2, Cha +6
Skills: Athletics +7, Deception +6, Persuasion +6, Intimadation +6
Damage Resistances: poison
Condition Immunities: Disease
Senses: Passive Perception: 13
Languages: Common, Dwarvish, Draconic, Primordial
Challenge Rating: 7 ( 2,900 XP)
Proficiency Bonus: +3

Brimguard is a 9th level Paladin, and 3rd level sorcerer

Spell Save DC: 14

Spell attack: +6

Paladin Spells

1st Level Spells). Command, Compelled Duel, Cure Wounds, Searing Smite, Shield of Faith

2nd Level Spells). Aid, Find Steed, Lesser Restoration, Warding Bond, Zone of Truth

3rd Level Spells). Aura of Vitality, Remove Curse, Revivify, Spirit Guardians

Sorcerer Spells

1st Level Spells). Absorb Elements, Feather Fall

2nd Level Spells). Levitate, Shatter

Spell Slots

1st). 4

2nd). 3

3rd). 3

4th). 2


Divine Sense
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.
Uses: 4

Lay on Hands: 45 HP

Fighting Style
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Divine Smite
when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Channel Divinity
Uses: 1
Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

Extra Attack

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 (with a minimum bonus of +1). You must be conscious to grant this bonus.

Divine Allegiance
Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.

Wind Speaker
The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Tempestuous Magic
you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Font of Magic
Sorcery Points: 4

Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
Meta Magic

Extended Spell. When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.


Equipment

Toa'Kard / The Champion's Longsword:

Toaror / The Champion's Helm:

Actions

Multiattack. The False Champion makes Two attacks with its glaive, its Champion longsword, or its shortbow.

Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage.

Champion Longsword. Melee Weapon Attack:

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

False Champion Brimguard was the son of the previous Champion. Their family tree has held many champions in their line, however, when False champion Brimguard lied about being the Champion, when none had truly been chosen upon the passing of his father, he had been elivated to the seat of Lord's Champion almost on name alone. When an outsider who was brought into the Obsidianforge clan began to show signs of being the true champion, Brimguard became parinoid for his families honor, as well as his personal power. His Pen and right hand at the time, Denra Telra, did not ease his paranoia, and slowly and subtly convinced Brimguard into getting rid of the once outsider. This outsider, Boreman, was drugged, and had illigal materials planted in his home. The plan was to have him imprisoned, and then killed while detained, however, when Boremans adopted uncle walked in on the plan while at Boreman's home, he was killed in a panic, and Boreman instead was blamed for the murder. Brimguard did not want to kill the uncle, and still feels great shame for what he had done.

Created by

DandDhunter117.

Statblock Type

Monster

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