Paulu of Dukehaven

Paulu of Dukehaven is the Prior of Kells, the leader of an important see in the Church of Alysia.

Background
Paulu was born thirty years before. His parents abandoned him shortly after he was born for being too small. He was taken in by a group of traveling monks attempting to proselytize the Sylvan Elves.

With a carefree exterior, Paulu of Dukehaven is an enthusiastic figure who lives for the sheer love and experience of it, craving open spaces and natural things. Thriving on the activity of righting wrongs, Paulu is a direct, sympathetic and emotionally accessible individual, but these traits are balanced by his occasional feelings of self-doubt and weariness of his endless battles to maintain order.

Class- Warrior
Saving Throws: Strength, Constitution, Wisdom

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.

Second Wind
At first level, on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge
Starting at second level, on your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Bonus Proficiency
At 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Fighting Spirit
Starting at 3rd level, as a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. You can use this feature three times, and you regain all expended uses of it when you finish a long rest.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Elegant Courtier
Starting at 7th level, whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier. You also gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Tireless Spirit
Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

Traits and Proficiencies
number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.
 * Stone's Endurance: When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the


 * Partial Magic Resistance: You have advantage on all Strength, Constitution, and Wisdom saving throws against magic.
 * Shorten Height: You may shorten your tremendous height to Medium at will.
 * Proficiencies: Athletics, Perception, Persuasion (Expertise)