{"name":"Sildar Summerset","race":"Human","profession":"Stingblade of the Lord's Alliance","cr":"","size":"Medium","languages":"Common, Dwarvish, ","alignment":"Lawful Good","description":"A 5-level human paladin [oath of the crown] in his mid thirties, Sildar stands as a beacon for the Lord's Alliance. Sildar is 5'10\", bearded with a receding hairline, and carries a strangely crafted sword. Straightforward and a bit naive Sildar tries to help anyone in need. He believes in the good in people and doesn't notice deceit from others. Despite this he is strong and capable and often called upon by the less fortunate or the needy should they need protection.","ideals":"All people are good and need to be protected from the evils of the world.","bonds":"Will serve and be loyal to the Lord's Alliance","flaws":"Naive and trusting to a fault","suggested_environments":"","ac":"17","hitpoints":"44","strength":"18","dexterity":"13","constitution":"14","intelligence":"11","wisdom":"9","charisma":"15","movement":"30","fly":"","burrow":"","hover":"","swim":"","climb":"","senses":"Proficiency bonus +3","skills":"Athletic [roll:1d20+7], History [roll:1d20+3], Insight [roll:1d20+3], Persuasion [roll:1d20+5]","savingthrows":"Wisdom [roll:1d20+4], Charisma [roll:1d20+5]","damagevulnerabilities":"","damageresistances":"","damageimmunities":"","conditionimmunities":"Divine Health (immune to disease)","spellcasting":"Spellcasting ability Charisma +2, Attack Bonus +5, Spell Save DC 13\r\n\r\nPrepared Spells\r\n1st Level (4 slots): [blocklink:1310], [blocklink:12496], [blocklink:646], [blocklink:97693], [blocklink:1286]\r\n\r\n2nd Level (2 slots): [blocklink:652], [blocklink:1427], [blocklink:365]","atwill":"Lay On Hands (heal 25 h.p., refresh on long rests)\r\n\r\nChannel Divinity: (refresh on short or long rests)\r\n\r\nChampion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.\r\n\r\nTurn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.","onceperday":" Divine Sense (sense good, evil 1 \/ day)","twiceperday":"","thriceperday":"","specialabilities":"[b]Fighting Style[\/b]: Great Weapon Fighting. Reroll 1 or 2 on damage dice with two-handed melee weapons.","actions":"Extra Attack. When making an Attack action, you may make two attacks rather than one.\r\n\r\n[b]Greatsword[\/b] Melee Weapon Attack: [roll:1d20+7] to hit, reach 5 ft. Hit: [roll:1d12+4] slashing damage. (Must be used two-handed.)\r\n\r\n[b]Javelin[\/b] Melee Weapon Attack: [roll:1d20+7] to hit, reach 5 ft. Hit: [roll:1d6+4] piercing damage. (If thrown, normal range to 30 ft.; disadvantage long range 31 to 120 ft.)","reactions":"[b]PROFICIENCIES[\/b]\r\nArmor: light armor, medium armor, heavy armor, shields\r\n\r\nWeapons: simple weapons, martial weapons\r\n\r\nTools: one type of gaming kit\r\n\r\n[b]Carried Gear:[\/b] chain mail armor, greataxe, five javelins, set of fine clothes, banner of noble house, writ of service to noble, a purse ","legendaryactions":"","lairdescription":"","lairactions":"","regionaleffects":"","image":"","tabledata":"","tags":"","isShared":"1","templateId":"22","blockId":"97318"}