Northern Paladin
The term of northern paladin is a catch-all, used to designate the paladins that operate in the frozen and hostile wastes located far from civilization. In these locations evil never abates, seemingly drawn to the darkness and seclusion offered by such places. For this reason, a northern paladin is offered great respect and admiration by the church they serve, for the cause they’ve dedicated their lives to is fraught with constant danger.
Chilling Dedication A northern paladin undergoes the same training as other paladins, learning the ins and outs of their religion before moving on to serve with sword and shield. Living by a strict set of rules, a northern paladin earnestly follows the commands of a single deity. But unlike other paladins, a northern often becomes more stern, more severe as time passes. The freezing winds and harsh landscape of the areas in which they choose to serve often turn them into grim servants of a great good, driven by a single-minded focus to carry out the task they set for themselves. For many of these paladins, evil is a choice that any creature can make when they come between the paladin and their quarry.
Master of the Ice As a northern paladin serves out their holy cause, they grow to become deeply connected with the ice and snow around them. In lands of such deep darkness, a northern paladin must learn to rely less on their divine connection, and more upon the land around them. A northern paladin often uses this connection to master a few basic spells, drawing upon both the guidance of their deity and the natural world to empower their spells. In addition, a northern paladin learns to coat their own weapon in frost and rime, chilling opponents to the bone with each strike. A short number of times per day, a northern paladin may marry their divine empowerment and natural magic into a single powerful blow- but use of this attack is strictly regulated, meant only for use against the most nefarious of creatures. A northern paladin quickly learns that too frequent use of this power leads only to dark temptation, even for those who seek only to use it properly.
Northern Paladin
The term of northern paladin is a catch-all, used to designate the paladins that operate in the frozen and hostile wastes located far from civilization. In these locations evil never abates, seemingly drawn to the darkness and seclusion offered by such places. For this reason, a northern paladin is offered great respect and admiration by the church they serve, for the cause they’ve dedicated their lives to is fraught with constant danger.
Armor Class | 17 (splint armor) | ||
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Hit Points | 12d8+36 | ||
Speed | 30 ft. | ||
Strength | 19 (+4) | ||
Dexterity | 13 (+1) | ||
Constitution | 16 (+3) | ||
Intelligence | 10 (+0) | ||
Wisdom | 12 (+1) | ||
Charisma | 18 (+4) | ||
Saving Throws | Wisdom d20+4 | Charisma d20+7 | |
Skills | Perception d20+4 | Persuasion d20+7 | Religion d20+3 |
Damage Resistances | Cold | ||
Condition Immunities | Charmed | ||
Senses | Passive Perception 14 | ||
Languages | Common | ||
Challenge | 8 (3900 XP) | ||
Special 1 | Chilling Touch | The paladin deals an additional 2d8 cold damage | when it hits with a melee weapon (included in statistics) |
Special 2 | Innate Spellcasting | The paladin's innate spellcasting ability is charisma (spell save DC 15, | d20+7 spell attack bonus.) |
It can innately cast the following spells | |||
Spells 1 | At will | Command | Wrathful smite |
Spells 2 | 3/day each | Detect evil and good | Detect magic |
Shield of faith | Searing smite | ||
Spells 3 | 2/day each | Branding smite | Zone of truth |
Action 1 | Multiattack | The paladin makes three attacks with its longsword | |
Action 2 | Longsword | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 1d10+4 slashing damage | ||
Action 3 | Smite Evil (2/day) | When the paladin hits a chaotic or evil creature with a melee weapon attack, | it can use a bonus action to force the creature to make |
a DC 15 wisdom saving throw. On a failed save, | the target takes double damage from the attack, | and their speed is reduced by 10 feet until the end of their next turn |
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