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Sir Isteval

Sir Isteval is a former adventurer and Purple Dragon Knight


of Cormyr. Though not an actual member of the Lords’
Alliance, he is present at the Council of Waterdeep as the
alliance’s nominal representative for Daggerford. That small
settlement can contribute little to the effort to defeat the Cult
of the Dragon, however, and in truth, Isteval has been drafted
by Cormyr to gain insight into what looks to be a war brewing
on its western border. Isteval has too much respect for the
other delegates to hide this information from them.

Oath of Devotion
binds a paladin to the loftiest ideals of justice,
virtue, and order. Sometimes called cavaliers, white
knights, or holy warriors, these paladins meet the
ideal of the knight in shining armor, acting with
honor in pursuit of justice and the greater good.
Honesty, Courage, Compassión, Honor and Duty.

Sir Isteval Lay on Hands (1/day). Sir Isteval can heal wounds. As an
action, Sir Isteval can touch a creature and draw power
Medium humanoid (human), lawful good
from the pool to restore a number of hit points equal
Armor Class 19 plate armor to 45.
Hit Points 84 Divine Smite. When he hits a creature with a melee
Speed 30 ft. weapon attack, he can expend one spell slot to deal
radiant extra damage to the target. The extra damage is
2d8, plus 1d8 for each spell level higher than 1st, up
STR DEX CON INT WIS CHA to 5d8. The damage increases by 1d8 if the target is an
16 (+3) 10 (+0) 15 (+2) 14 (+2) 16 (+3) 18 (+4) undead or a fiend.
Aura of Protection. Whenever he or a friendly creature
Saving Thors Wis +6, Cha +7 within 10 fts. makes a saving throw, the creature gains
Skills Athletics +6, Medicine +6, Persuasion +7, a +4 to the saving throw.
Religion +5
Condition Immunities disease Aura of Devotion. He and friendly creatures within 10
Senses passive Perception 13 fts. ccan't be charmed.
Languages Common Aura of Courage. He and friendly creatures within 10 fts.
Challenge 3 (700 XP) can't be frightened.
Channel Divinity (1/day). As an action, he imbues one
Spellcasting. Sir Isteval is a 5th-level Paladin. Its his weapon. For 1 minute he can adds his Charisma
spellcasting ability is Charisma (spell save DC 15, +7 to modifier to attack rolls. The weapon also emits bight
hit with spell attacks). Sir Darfin has the following light in a 20-foot radius. It becomes magical for the
wizard spells prepared: duration.
Cantrips (at will): cure wounds, light, shield of faith, Or, as an action, he present his holy symbol and speak
spare the dying a prayer censuring fiends and undead that must make a
1st leveJ (4 slots): blass, divine favour,protection from Wisdom saving throw. If the creature fails its saving
evil & good, purify food and drink, searing smite, throw, it is turned for 1 minute or until it takes
thunderous smite, wrathful smite damage.
2nd level (3 slots): branding smite, lesser A turned creature must spend its turns trying to move
restoration,magic weapon, spiritual weapon as far away from you anda can't take reactions.
3rd level (2 slots): speak with dead
Actions
Divine Sense (5/day). Until the end of the next turn,
Isteval knows the location of any celestial, fiend, or Multiattack. As an Action he can attack twice with his
undead within 60 feet that is not behind total cover. greatsword.
You know the type of any being whose presence he Greatsword. Melee Weapon Attack: +7 to hit, reach 5ft.,
senses, but not its identity. Within the same radius, one target. Hit 13 (2d6 + 7)
also detect the presence of any place or object that has
been consecrated or desecrated, as with the hallow
spell.

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