Asherd

Inquisitor Asherd is an inquisitor of the Ordo Infernalis, a secretive order of demon hunters sworn to the will of Vaelor.

Personality
Personality Traits:

Ideals:

Bond:

Flaw: I am inflexible in my thinking. I am suspicious of strangers and expect the worst of others.

Statistics
Medium humanoid (infernal tiefling), lawful evil AC: 19 (21 with haste, shield of faith, or shield); HP: 143 (11d10 + 33); Speed: 30 ft.

Saving Throws: Strength +8, Dexterity +4, Constitution +7, Intelligence +6, Wisdom +7, Charisma +12

Skills: Arcana +6, Athletics +8, Insight +3, Investigation +6, Religion +6 Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of red.

'Hellish Resistance. 'You have resistance to fire damage.

Infernal Legacy. You know the thaumaturgy cantrip. In addition, once per long rest, you can cast the following spells: hellish rebuke (as a 2nd-level spell), darkness. Charisma is your spellcasting ability for these spells.

'Divine Sense. 'As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

'Lay on Hands. 'You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to 55. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.

'Great Weapon Fighting. 'When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Great Weapon Master.

'Divine Smite. 'When you hit a creature with a melee (or ranged) 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.

'Improved Divine Smite. 'Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.

'Channel Divinity. 'Asherd has the following Channel Divinity options available to him. Once he uses Channel Divinity, he must finish a short or long rest before he can use Channel Divinity again. 'Divine Health. 'You are immune to disease.
 * Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.  On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.  On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.
 * Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

'Aura of Protection. 'Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

'Aura of Courage. 'You and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

'Relentless Avenger. 'By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.

'Spellcasting. 'Asherd is an 11th-level paladin. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Asherd has the following paladin spells prepared:

Actions
Multiattack. Asherd makes two weapon attacks.

+1 Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2d6+4 bludgeoning damage + 1d8 radiant damage.

'Warhammer. 'Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d8 (or 1d10 if wielding two-handed) +4 bludgeoning damage + 1d8 radiant damage.