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Sildar Summerset

Medium Human Stingblade of the Lord's Alliance , Lawful Good

Armor Class 17
Hit Points 44
Speed 30ft

STR
18 +4
DEX
13 +1
CON
14 +2
INT
11 0
WIS
9 -1
CHA
15 +2

Saving Throws Wisdom 1d20+4 , Charisma 1d20+5
Skills Athletic 1d20+7 , History 1d20+3 , Insight 1d20+3 , Persuasion 1d20+5
Condition Immunities Divine Health (immune to disease)
Senses Proficiency bonus +3
Languages Common, Dwarvish,


Description

A 5-level human paladin [oath of the crown] in his mid thirties, Sildar stands as a beacon for the Lord's Alliance. Sildar is 5'10", bearded with a receding hairline, and carries a strangely crafted sword. Straightforward and a bit naive Sildar tries to help anyone in need. He believes in the good in people and doesn't notice deceit from others. Despite this he is strong and capable and often called upon by the less fortunate or the needy should they need protection.

Ideals

All people are good and need to be protected from the evils of the world.

Bonds

Will serve and be loyal to the Lord's Alliance

Flaws

Naive and trusting to a fault


Spellcasting ability Charisma +2, Attack Bonus +5, Spell Save DC 13   Prepared Spells 1st Level (4 slots): Cure Wounds, Wrathful Smite, Bless, Compelled Duel, Command   2nd Level (2 slots): Branding Smite, Warding Bond, Zone of Truth

At will: Lay On Hands (heal 25 h.p., refresh on long rests)   Channel Divinity: (refresh on short or long rests)   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.

1/day: Divine Sense (sense good, evil 1 / day)


Fighting Style: Great Weapon Fighting. Reroll 1 or 2 on damage dice with two-handed melee weapons.


Actions

Extra Attack. When making an Attack action, you may make two attacks rather than one.   Greatsword Melee Weapon Attack: 1d20+7 to hit, reach 5 ft. Hit: 1d12+4 slashing damage. (Must be used two-handed.)   Javelin Melee Weapon Attack: 1d20+7 to hit, reach 5 ft. Hit: 1d6+4 piercing damage. (If thrown, normal range to 30 ft.; disadvantage long range 31 to 120 ft.)

Reactions

PROFICIENCIES Armor: light armor, medium armor, heavy armor, shields   Weapons: simple weapons, martial weapons   Tools: one type of gaming kit   Carried Gear: chain mail armor, greataxe, five javelins, set of fine clothes, banner of noble house, writ of service to noble, a purse


 

Created by

Nuactna.

Statblock Type

NPC

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