Medium humanoid (
human), Lawful Good
Cisgender male, he/him
Armor Class 15 (blue dragon scale mail)
Hit Points 116
Speed 30 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
18 (+4) |
13 (+1) |
15 (+2) |
9 (−1) |
11 (+0) |
18 (+4) |
Skills Athletics +9, Insight +5, Medicine +5, Religion +4
Damage Resistances lightning (when wearing armor)
Senses passive Perception 10
Languages Celestial, Common, Draconic, Elvish
Challenge 14 (11,500 XP)
Spellcasting. Orrelius is a 14th-level spellcaster. His spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Orrelius has the following paladin spells prepared:
1st level (4 slots): Protection from Evil and Good, Sanctuary
2nd level (3 slots): Lesser Restoration, Zone of Truth
3rd level (3 slots): Beacon of Hope, Remove Curse
4th level (1 slots): Freedom of Movement, Guardian of Faith
Aura of Courage. While Orrelius is conscious, he and friendly creatures within 10 ft. can’t be frightened.
Aura of Devotion. While Orrelius is conscious, he and friendly creatures within 10 ft. can’t be charmed.
Aura of Protection. While Orrelius is conscious, he grants all friendly creatures (including himself) within 10 ft. a +4 bonus to all saving throws.
Channel Divinity. Orrelius’s oath allows him to channel divine energy to fuel magical effects. When he uses his Channel Divinity, he chooses which option to use. He must then finish a short or long rest to use his Channel Divinity again. Some Channel Divinity effects require saving throws (DC 17).
Channel Divinity: Sacred Weapon. As an action, Orrelius can imbue a weapon with positive energy. For 1 minute, the weapon is considered magical, adds +4 to Orrelius’ attack rolls, and the weapon emits bright light for 20 ft. and dim light for 20 ft beyond that. Orrelius can end the effect either as part of any other action, if he is no longer holding the weapon, or if he falls unconscious.
Channel Divinity: Turn the Unholy. As an action, Orrelius can censure (mark with his holy symbol) fiends and undead. Each fiend or undead that can perceive him within 30 ft. must make a Wisdom saving throw (DC 17). On failure, the fiend or undead is turned for 1 minute or until it takes damage.
Cleansing Touch. Orrelius can use his action to end one spell on himself or on one willing creature that he touches, up to 4 times per long rest.
Divine Sense. As an action, Orrelius can detect good and evil. Until the end of his next turn, he can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. Orrelius can use this feature 5 times per long rest.
Improved Divine Smite. When Orrelius hits with a melee weapon attack, he can expend one spell slot to deal 3d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total).
Fighting Style: Great Weapon Fighting. Orrelius can reroll a 1 or 2 on damage dice with melee weapons wielded with two hands.
Lay on Hands Pool. Orrelius has a pool of healing power that can restore 70 HP per long rest. As an action, he can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.
Actions
Multiattack. Orrelius can attack twice, instead of once, whenever he takes the Attack action on his turn.
Greatsword, +2. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Staff of Healing. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if used with two hands.
This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: Cure Wounds (1 charge per spell level, up to 4th), Lesser Restoration (2 charges), or Mass Cure Wounds (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.
Traits
Blindness [IE 4, Chronic]. Orrelius’s vision is absent completely, and he has learned to navigate the world with no reliance on his eyes, depending on other senses instead. Because he has grown accustomed to this condition, he has a −4 on sight-related attack rolls, ability checks, and saving throws, including ranged combat beyond 10 ft., but a +4 bonus when using other senses to compensate, not because they’ve become stronger, but because he’s learned to use them more effectively.
Orrelius does not have disadvantage to hit invisible creatures.