Garrick
Garrick
Sheet
AC 16 · HP 44 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
15 featuresAction
- Lay on HandsLevel 1
Garrick has a pool of healing power that restores a total of 25 hit points per long rest. As an action, he can touch a creature and restore hit points from this pool, or spend 5 points to cure one disease or neutralize one poison. This healing has no effect on undead or constructs.
Bonus action
- Divine SenseLevel 1
When As a bonus action
As a bonus action, Garrick can sense celestials, fiends, and undead within 60 feet until the end of his next turn.
Always on
- Divine SmiteLevel 2
When Garrick hits with a melee weapon attack
After hitting a creature with a melee weapon attack, Garrick can expend a spell slot to deal radiant damage in addition to the weapon's damage.
- Extra AttackLevel 5
When Garrick takes the Attack action
Garrick can make two attacks when he takes the Attack action.
- Fighting Style, Great Weapon FightingLevel 2
Garrick rerolls a damage die result of 1 or 2 when using a versatile or two-handed melee weapon, accepting the new result. He must use the new result.
- SpellcastingLevel 2
Garrick can cast prepared paladin spells using Charisma as his spellcasting ability. He can use a holy symbol as a spellcasting focus.
- Divine HealthLevel 3
Garrick is immune to disease.
- Sacred Oath, Oath of VengeanceLevel 3
Garrick gains the Oath of Vengeance, dedicating himself to punishing grave wrongdoing. His oath spells are always prepared and do not count against his number of prepared spells.
- Channel DivinityLevel 3
Garrick can use Channel Divinity once per short or long rest. Abjure Enemy forces one creature within 60 feet to make a Wisdom saving throw or become frightened for up to 1 minute, with its speed reduced to 0 while frightened. Vow of Enmity grants advantage on attack rolls against one creature within 10 feet for 1 minute.
- TraitHalf-ElfDarkvision, Garrick can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though he cannot distinguish color in darkness.
- TraitHalf-ElfFey Ancestry, Garrick has advantage on saving throws against being charmed, and magic cannot put him to sleep.
- TraitHalf-ElfSkill Versatility, Garrick is proficient in Persuasion and Religion.
- TraitHalf-ElfAbility Score Increase, Charisma increases by 2, and Strength and Constitution each increase by 1.
- TraitHalf-ElfLanguages, Garrick can speak, read, and write Common, Elvish, and one additional language, Infernal.
- Military RankSoldier
Garrick can find the basic hospitality and support of soldiers, mercenaries, and other people familiar with military life. He can secure simple shelter and food for himself and his companions when among such people.
Spells
7 spellsSpellcasting. Garrick casts with Charisma (spell save DC 14, to hit with spell attacks).
1st level (4 slots): , , , , ,
2nd level (2 slots):
Gear
9 itemsWeapons
- GreatswordA massive two-handed martial weapon that deals 2d6 slashing damage.
- LongswordA one-handed martial weapon that deals 1d8 slashing damage.
Armor
- Chain MailA suit of interlocking metal rings worn over padded clothing, providing an Armor Class of 16.
Tools
- Gaming SetA set of bone dice and painted wooden pieces for playing Three-Dragon Ante and similar military games.
Gear
- Holy SymbolA holy symbol of Garrick's faith, used as a spellcasting focus.
- Insignia of RankA brass insignia of rank from the garrison where Garrick served.
- Trophy from a Fallen EnemyA trophy taken from a fallen enemy, a broken cult medallion wrapped in black cord.
- Common ClothesA set of common travel clothes suitable for a soldier on campaign.
Purse
- 10×Gold PiecesMoney saved from military service and current travels.
Appearance
Garrick is a broad-shouldered half-elf who presents more human than elven, with a smooth bald head, a large carefully maintained brown beard, and a stern, square-jawed face. His eyes are dark and steady, his features carrying only a subtle sharpness at the ears and cheekbones. He wears practical chain mail beneath a weathered tabard bearing the symbol of Tyr, and carries a greatsword across his back. His voice is deep and measured, with a quiet intake of breath before difficult statements. When angered, that controlled breathing becomes slow and deliberate, as though he is forcing judgment to arrive before wrath.
Mannerisms
Garrick pauses and takes one slow breath before answering accusations, issuing commands, or naming a suspected villain. He keeps his beard meticulously combed with his fingers during tense conversations, and when preparing for battle he quietly recites the names engraved inside his sword hilt.
Personality
Garrick is disciplined, direct, and protective. He speaks little during ordinary travel, preferring to observe the road, the people, and the exits from every room. He is unexpectedly patient with frightened civilians and inexperienced recruits, but becomes cold and uncompromising when facing cruelty or deliberate betrayal. He believes a paladin's anger is useful only when mastered, not indulged.
Ideals
Justice must be strong enough to frighten the wicked. Laws that protect evil rather than the innocent have forfeited their authority.
Bonds
The names of the dead from the destroyed border settlement are written inside the plates of his sword hilt. Garrick will risk anything to uncover the cult that ordered the massacre and bring its leaders to judgment.
Flaws
Garrick is quick to assume that compromise is the first step toward corruption. Once he identifies someone as a serious threat, he struggles to see evidence that he might be wrong. He can also mistake restraint for weakness, especially when innocent people are being endangered.
Quirks
Background
Garrick was raised between two worlds, though neither ever fully claimed him. His human father served as a sergeant in a border garrison, while his elven mother came from a woodland community that distrusted the fort and everything it represented. Garrick learned discipline from the barracks and patience from the forest, but he became most comfortable among soldiers, where usefulness mattered more than ancestry. He earned his place through endurance, battlefield judgment, and an instinct for standing between danger and those unable to face it themselves. His devotion began after a border settlement was destroyed by a cult that had infiltrated the garrison command. Garrick survived because he was ordered away on patrol, returning to find the town burned and its defenders betrayed from within. He swore that evil would not be allowed to hide behind rank, law, faith, or respectable faces again. As a paladin of vengeance, he now hunts the greater evils behind smaller crimes, following rumors of corruption from battlefield to battlefield. He believes mercy belongs to the frightened and the ignorant, but those who knowingly prey upon the helpless must be purged before they can harm anyone else.
“He earned his place through endurance, battlefield judgment, and an instinct for standing between danger and those unable to face it themselves.”
- Background
- Soldier
Connections
Species
Half-Elf
Media
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