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==Combat== '''AC''' 16 | '''HP''' 11 | '''Hit Dice''' 1d10 | Initiative +0 {| class="wikitable" |'''Weapon''' !To Hit |Damage |Range/Reach | |'''Weapon''' !To Hit |Damage |Range/Reach |- |scope="row" colspan="9"| |- | Greatsword ! +5 | 2d6+3 | 5' | | Flail ! +5 | 1d8+3 | 5' |- | Javelin ! +5 | 1d6+3 | 30/120 | | XX ! +X | XX | XX |- | XX ! +X | X | N/A | | XX ! +X | XX | XX |- |} *Common Action: Lay on Hands: 15/15 *Common Action: Divine Sense: 4/4 (detect fiend, celestial, undead 60') *Common Action: Animal Friendship (snakes) DC 13 *Common Action: Misty Step 1/long rest (no spell slot needed) *Common Action: Bless 1/long rest (no spell slot needed) * Fighting Style: Defense (+1 AC when wearing armor) * Divine Smite: Starting at 2nd Level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an Undead or a fiend. * Emissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes. * Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage. Spellcasting (Divine, Charisma): Protection from Evil and Good, Bless, Sanctuary
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