Inquisitor
Inquisitors are trained to resist magic, however resisting the effect of a magical attack leaves them open for an attack
1/Encounter. They can choose to succeed a saving throw, doing so will leave them vulnerable to the next attack
Advantage on attacks when an ally is adjacent to the target.
- •Strike 2x.1d8+3
- •Shoot.2d8+4.
Range 12
As long as the Priest is praying all allies within range have armor increased with one step
Whenever a Knight hit a creature the creature is taunted by the knight, attacking any other creature impose a disadvantage on attack rolls
- •Righteous Strike 2x.1d8+7.
On Crit. Vicious
- •Javelin.2d8+12
Starts with Heavy Armor, on crit degrades to Medium, then to none.
- Righteous Blow.6d8+11.
On Crit. Knocked back 4 spaces
While within 2 spaces of the judge, all allies cannot be frightened, nor blinded
1/Encounter. Brand a creature as heretic, whenever the judge attacks the heretic he will crit on a 7 or 8 against the heretic
- Righteous Strike 2x.3d8+8.
Brutal Smite. All weapon dice can crit