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Hellrider Paladin

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The Hellrider Paladin is a summonable ally during Confront the Elder BrainConfront the Elder Brain, if ZevlorZevlor survives Act One and Act Two.

Involvement[edit | edit source]

The Hellrider Paladin is possibly an exile from ElturelElturel who was discarded by the city following their descent into Avernus, due to his tiefling heritage, and despite his service as a Hellrider.[1]

The Hellrider Paladin can be summoned with the Gather Your AlliesGather Your Allies variant Hellrider PlatoonHellrider Platoon if ZevlorZevlor has been rescued throughout both Act One and Act Two, and joins the party as an ally in Gather Your AlliesGather Your Allies.

Combat[edit | edit source]

Attacks and Abilities[edit | edit source]

BackbreakerBackbreaker (Action)   –  Maul +1
Damage: 5~8
1d4 + 4BludgeoningBludgeoning

Put extra force behind your strike to possibly knock your enemy Prone Prone.

STR SaveSTR Save
Range: Normal weapon range Range: Normal weapon range
Recharge: Short rest Recharge: Short rest
Concussive SmashConcussive Smash (Action)   –  Maul +1
Damage: 7~17
2d6 + 5BludgeoningBludgeoning

Hit an enemy with all your might to deal damage and possibly Daze Daze them.

CON SaveCON Save
Range: Normal weapon range Range: Normal weapon range
Recharge: Short rest Recharge: Short rest
Divine SmiteDivine Smite (Action + Level 1 Spell Slot)   –  Maul +1
Damage: 10~41
2d6 + 5BludgeoningBludgeoning
+ 2d8RadiantRadiant
+ 1d8RadiantRadiant

Your weapon deals an additional 2d8RadiantRadiantDRS damage, increased by 1d8RadiantRadiant damage when attacking Fiends or Undead.

Range: Normal weapon range Range: Normal weapon range
Lay on Hands: Greater HealingLay on Hands: Greater Healing (Action + 2 Lay on Hands Charge)
Healing:
4 × (Paladin level)HealingHealing

Imbue your hands with divine power to heal an ally.

Melee: 1.5 m / 5 ft Melee: 1.5 m / 5 ft
Main Hand AttackMain Hand Attack (Action)   –  Maul +1
Damage: 7~17
2d6 + 5BludgeoningBludgeoning

Make a melee attack with your equipped weapon.

Melee: 1.5 m / 5 ft Melee: 1.5 m / 5 ft
Misty StepMisty Step (Bonus Action + Level 2 Spell Slot)
Surrounded by silver mist, you teleport to an unoccupied space you can see.
Range: 18 m / 60 ft Range: 18 m / 60 ft
TenacityTenacity (Reaction)   –  Maul +1
Damage: 4

When you miss an attack, deal BludgeoningBludgeoning damage equal to your Strength modifier anyway (minimum of 1).

Thunderous SmiteThunderous Smite (Action + Bonus Action + Level 1 Spell Slot)   –  Maul +1
Damage: 9~29
2d6 + 5BludgeoningBludgeoning
+ 2d6ThunderThunder

Your melee weapon rings with thunder as you strike, pushing your target 3 m / 10 ft away and possibly knocking them Prone Prone.

STR SaveSTR Save
Range: Normal weapon range Range: Normal weapon range
Vow of EnmityVow of Enmity (Bonus Action + Channel Oath Charge)
Gain Advantage Icon.png Advantage on Attack Rolls against an enemy.
Range: 3 m / 10 ft Range: 3 m / 10 ft

Loot[edit | edit source]

References[edit | edit source]