AC 19 (breastplate, heavy shield, fighting style)
HP 153 (18d8+72; bloodied 76)
Speed 30 ft (60 ft. mounted)
Proficiency +4; Maneuver DC 15
Saving Throws Str +7, Con +8
Skills Animal Handling +6, Athletics +7, Intimidation +6, Perception +6; gaming set, land vehicles
Senses passive Perception 16
Languages English
Action Surge (1/ short rest ). On his turn, Saint George can take an additional action on top of his regular action and a possible bonus action.
Blessed Healer. When Saint George casts a spell of 1st-level or higher that restores hit points to a creature other than him, he regains hit points equal to 2 + the spell’s level.
Channel Divinity (2/ short rest ). Saint George can channel his divine energy to fuel one of two magical effects.
◆ Divine Protection. As an action, Saint George chooses an ally within 30 feet that he can see. Within the next minute, the first time the target is hit by an attack, the creature that attacked the target takes 2d10+8 radiant damage.
◆ Turn Undead. As the cleric feature (action, 30-foot radius, DC 15 Wisdom saving throw , on a failure undead of CR 1 or less are destroyed).
Divine Smite. When Saint George hits a creature with a melee weapon attack, he 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 3d8. The damage increases by 1d8 if the target is an undead or a fiend.
Lay on Hands (10 points/ long rest ). As an action, Saint George can touch a creature and restore a number of hit points to it, up to the maximum amount remaining in this pool. Alternatively, he can expend 5 hit points to cure the target of one disease or neutralize one poison affecting it.
Mark of Challenge. Saint George may choose to mark a creature when he hits it with a melee weapon attack. This mark lasts until the end of Saint George’s next turn, he dies, becomes incapacitated , or another creature marks the target. A marked creature has disadvantage on attack rolls targeting creatures other than Saint George while it is within 5 feet of him. In addition, Saint George can use a bonus action on his turn to make a melee weapon attack with advantage when a marked creature deals damage to someone other than him. On a hit, he deals 2 extra damage to the marked creature. Once Saint George has made this special mark and used it to hit creatures a total of three times, he cannot do so again until he finishes a long rest .
Saddleborn. Saint George mounts or dismounts a creature with only 5 feet of his movement (not half his speed), has advantage when making a saving throw to avoid falling from his mount, and lands on his feet when he falls off his mount and falls less than 10 feet as long as he’s not incapacitated .
Spellcasting
. Saint George is a 9th level spellcaster that uses Wisdom or Charisma as his spellcasting ability (spell save DC 15; +7 to hit with spell attacks). Saint George has the following spells prepared from the cleric and paladin spell lists:
Cantrips:
guidance
,
light
,
sacred flame
,
spare the dying
1st-level (4 slots):
cure wounds
,
divine favor
,
guiding bolt
,
shield of faith
,
protection from evil and good
2nd-level (3 slots):
augury
,
enhance ability
,
spiritual weapon
,
aid
,
protection from poison
3rd-level (3 slots):
daylight
,
dispel magic
,
revivify
,
protection from energy
,
slow
4th-level (3 slots):
death ward
,
divination
, guardian of faith,
resilient sphere
5th-level (1 slots):
hallow
SPECIAL TRAITS
Charge. After Saint George uses his action to Dash, so long as he moves 10 feet or more in a straight line he can use a bonus action to immediately either shove a creature or make a single melee weapon attack. On a hit he either pushes the target up to 10 feet away from him or deals +5 extra damage.
ACTIONS
Extra Attack. Saint George attacks twice when he takes the Attack action.
Lance. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d12+3) piercing damage plus 4 (1d8) radiant damage. This attack roll has disadvantage if the target is within 5 feet.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d8+3) slashing damage plus 4 (1d8) radiant damage or when wielded with two hands 8 (1d10+3) slashing damage plus 4 (1d8) radiant damage.
BONUS ACTIONS
Second Wind (1/ short rest ). On his turn, Saint George can use a bonus action to regain 1d10+6 hit points.
REACTIONS
Devoted Shield. Saint George can use his reaction to disrupt the attack of a creature he can see when it attacks a target other than him that is within 5 feet of Saint George and that he can see. The attacker has disadvantage on the attack roll .
What tome of legends would be complete without a bona fide dragonslayer? This entry in Mythological Figures is the martyr and patron saint of England, Saint George!
Saint George is a myth with fans all over the western world and beyond. There’s argument over where and when he originated, and on top of that there are multiple cultures with different interpretations of him. He’s the patron saint not just of England, but of Ethiopia, Georgia, and a dozen other cities and organizations. He’s best known for two particular things, however: slaying a dragon, and being martyred.
The legend of St. George and the dragon tells of a fierce fire-breathing reptile terrorizing a town in Libya. The townsfolk gave the dragon two sheep a day to placate it, but when the sheep ran out, the dragon demanded humans! The town chose the sacrifices by lottery, and one day the king’s daughter was chosen. Enter George. He slew the dragon with a lance named Ascalon, and then gave his reward to the poor.
The other half of St. George’s legend had him tortured by the Persian emperor over a period of years, before being beheaded. Other versions of the legend place the blame on a Roman emperor. Either way, he was persecuted as a Christian before being executed.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.