Erik Malmann
Sir Erik Malmann
Aura of Protection. While Malmann is conscious, he and friendly creatures within 10 feet of him gain a +3 bonus to all saving throws. This bonus is not included in Malmann's listed saving throw bonuses.
Divine Health. Malmann is immune to disease.
Lay on Hands (30 HP/Day). Malmann has a pool of 30 hit points. As an action, he can touch a creature and restore any number of remaining points from the pool. Alternatively, he can spend 5 points to cure one disease or neutralize one poison affecting the target.
Divine Smite. When Malmann hits a creature with a melee weapon attack, he can expend one spell slot to deal an extra 9 (2d8) radiant damage for a 1st-level slot or 13 (3d8) radiant damage for a 2nd-level slot. The damage increases by 4 (1d8) against a fiend or undead.
Channel Divinity (1/Short or Long Rest). Malmann can use either Peerless Athlete or Inspiring Smite. He regains the expended use when he finishes a short or long rest.
Spellcasting. Malmann is a 6th-level paladin. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). He has the following paladin spells prepared:
1st level (4 slots): blessBlessLevel 1 · Enchantment1 action · 30 ft. · 1 minuteV, S, MYou bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save. You can target one additional creature for each spell slot level above 1., commandCommandLevel 1 · Enchantment1 action · 60 ft. · InstantaneousVYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. The target drops whatever it is holding and then ends its turn. The target spends its turn moving away from you by the fastest available means. The target has the Prone condition and then ends its turn. On its turn, the target doesn't move and takes no action or Bonus Action. You can affect one additional creature for each spell slot level above 1., cure woundsCure WoundsLevel 1 · Abjuration1 action · Touch · InstantaneousV, SA creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. The healing increases by 2d8 for each spell slot level above 1., guiding boltGuiding BoltLevel 1 · Evocation1 action · 120 ft. · 1 roundV, SYou hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage. The damage increases by 4d6 for each spell slot level above 1., heroismHeroismLevel 1 · Enchantment1 action · Touch · 1 minuteV, SA willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns. You can target one additional creature for each spell slot level above 1., shield of faithShield of FaithLevel 1 · Abjuration1 bonus · 60 ft. · 10 minuteV, S, M (a prayer scroll)A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
2nd level (2 slots): aidAidLevel 2 · Abjuration1 action · 30 ft. · 8 hourV, S, M (a strip of white cloth)Choose up to three creatures within range. Each target's Hit Points maximum and current Hit Points increase by 5 for the duration. Each target's Hit Points increase by 5 for each spell slot level above 2., enhance abilityEnhance AbilityLevel 2 · Transmutation1 action · Touch · 1 hourV, S, M (fur or a feather)You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target., lesser restorationLesser RestorationLevel 2 · Abjuration1 bonus · Touch · InstantaneousV, SYou touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned., magic weaponMagic WeaponLevel 2 · Transmutation1 bonus · Touch · 1 hourV, SYou touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again. The bonus increases to +2 with a level 3-5 spell slot. The bonus increases to +3 with a level 6+ spell slot.
Actions
Multiattack. Malmann makes two Longsword or Javelin attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage, including Malmann's Dueling fighting style.
Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Bonus Actions
Peerless Athlete (Channel Divinity). Malmann expends his Channel Divinity. For 10 minutes, he has advantage on Strength (Athletics) and Dexterity (Acrobatics) checks, can carry twice his normal capacity, and the distance of his running long and high jumps increases by 10 feet.
Inspiring Smite (Channel Divinity). Immediately after using Divine Smite, Malmann expends his Channel Divinity and distributes 15 (2d8 + 6) temporary hit points among creatures of his choice within 30 feet, including himself.
