{"name":"Naeven Dandrisar","race":"High Elf","profession":"Paladin","challenge_rating":"9","proficiency_bonus":"+4","size":"Medium","languages":"Common, Elvish, Infernal","alignment":"Lawful Good","description":"\"Where this place once stood, now only ashes remain. I will forge them into cities of silver and gold.\"\r\nYou witnessed a terrible war that wrecked your home when you were still new to this world. While you could have gone down a road of vengeance and fury, you were instead given the chance to channel your hurt into healing. When you strike, you strike without mercy or hesitation, but you know violence is always the last resort.\r\n\r\nYou spend your life trying to prevent the ruin you witnessed from befalling another soul. You also spend your life dedicated to preventing yourself and others from falling down the path that will lead to destruction. Still, you grapple with questions of whether or not your efforts are enough. You have still witnessed ruin and pain since you started down this path. You have invited the wretched to sit at your table and have been repaid with both thanks and betrayal in kind.\r\n\r\nOne question rings in your mind: \"Was this the right path?\" You have lost friends due to your refusal to spring for the obvious solution because it involved taking a life you could not justifiably cut short. Still, you walk this path of redemption. Someone has to believe others can change in the face of so much devastation. You still believe in your cause. You know it must be good for something, or you would not have witnessed others change for the better in the face of your patience.","ideals":"Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful) Everyone deserves a second chance until they prove they have squandered it. (Good)","bonds":"I try to see the best in life, in people, and the world around me. I believe hope can come from the smallest acts of kindness.","flaws":"I try to see the good in others, no matter how far gone they may be. This has led me to give one too many chances to those who didn't deserve the first chance at redemption.","suggested_environments":"Urban, forest, plains, coast","armor_class":"16","hit_points":"64","strength":"13","dexterity":"14","constitution":"10","intelligence":"14","wisdom":"16","charisma":"16","movement_units":"ft","base_movement":"30","fly_movement":"","burrow_movement":"","hover_movement":"","swim_movement":"","climb_movement":"","senses":"Darkvision: 60ft\r\nBlindsight: 10ft","skills":"Animal Handling: +7\r\n[br]\r\nMedicine: +7\r\n[br]\r\nPerception: +7\r\n[br]\r\nPersuasion: +7\r\n[br]\r\nSurvival: +7","saving_throws":"Wisdom, Charisma","damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"Diseased, Frightened, Magical Sleep","spellcasting":"[h3]Spellcasting[\/h3]\r\n[b]\r\n[br]Ability: [\/b]Charisma\r\n[br]\r\n[b]Modifier: [\/b]+3\r\n[br]\r\n[b]Attack Bonus:[\/b] +7\r\n[br]\r\n[b]Save DC:[\/b] 15","cast_at_will":"[b]Truestrike[\/b]:\r\nCasting Time: 1 action\r\nRange\/Area: 30ft.\r\nComponents: S\r\nDuration: Concentration, up to 1 round\r\nYou point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.","cast_one_per_day":"[b]Remove Curse[\/b]:\r\nCasting Time: 1 action\r\nRange\/Area: Touch\r\nComponents: V, S\r\nDuration: Instantaneous\r\nAt your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner\u2019s attunement to the object so it can be removed or discarded.","cast_twice_per_day":"","cast_thrice_per_day":"[b]Ceremony[\/b]:\r\nCasting Time: 1 hour\r\nRange\/Area: Touch\r\nComponents: V, S, M\r\nDuration: Instantaneous\r\nYou perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.\r\nAtonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.\r\nBless Water. You touch one vial of water and cause it to become holy water.\r\nComing of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.\r\nDedication. You touch one humanoid who wishes to be dedicated to your god\u2019s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.\r\nFuneral Rite. You touch one corpse, and for the next 7 days, the target can\u2019t become undead by any means short of a wish spell.\r\nWedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.\r\n\r\n[b]Sanctuary[\/b]:\r\nCasting Time: 1 bonus actionRange\/Area: 30ft.\r\nComponents: V, S, M\r\nDuration: 1 minute\r\nAttack\/Save: WIS 15\r\nYou ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.\r\nIf the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.","special_abilities":"[b]Fighting Style[\/b]:\r\nNaeven has adopted a fighting style as a specialty.\r\nBlind Fighting: You have blindsight with a range of 10ft.\r\n\r\n[b]Fey Ancestry[\/b]:\r\nYou have advantage on saves against being charmed, and magic can\u2019t put you to sleep.\r\n\r\n[b]Aura of Courage[\/b]:\r\nWhile you are conscious, you and friendly creatures within 10 ft. can\u2019t be frightened.\r\n\r\n[b]Aura of the Guardian[\/b]:\r\nWhen a creature within 10 ft. of you takes damage, you can use your reaction to magically take that damage instead.\r\n\r\n[b]Divine Sense[\/b]:\r\nAs an action, you can detect good and evil. Until the end of your next turn, you 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.\r\n","actions":"[b]Actions in Combat:[\/b]\r\nAttack, Cast a Spell, Dash, Disengage, Dodge, Grapple, Help, Hide, Improvise, Ready, Search, Shove, Use an Object\r\n\r\n[b]Unarmed Strike[\/b]:\r\n+5 to hit. 2 dmg on success.\r\n\r\n[b]Glaive[\/b]:\r\nThis weapon has reach and is two-handed. +5 to hit. [roll:1d10+1] on a successful hit. \r\n\r\n[b]Extra Attack[\/b]:\r\nYou can attack twice, instead of once, whenever you take the Attack action on your turn.","bonus_actions":"","reactions":"[b]Aura of the Guardian[\/b]:\r\nWhen a creature within 10 ft. of you takes damage, you can use your reaction to magically take that damage instead.\r\n","legendary_actions":"","lair_description":"","lair_actions":"","regional_effects":"","image_gallery_id":"","source":"","tags":"Major Arcana, Arcana Series, The Tower, W.I.P.","isShared":"on","templateId":"3087","blockId":"1358089","world":"5e6cabb4-1561-4b2a-97a7-00f76fec2122","folder":"25072"}