Squeekie
1/Encounter. They can choose to succeed a saving throw, doing so will leave them vulnerable to the next attack
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
1/Encounter. They can choose to succeed a saving throw, doing so will leave them vulnerable to the next attack
Starts with Heavy Armor, on crit degrades to Medium, then to none.
- Righteous Blow.
6d8+11. On Crit. Knocked back 4 spaces
1/Encounter. They can choose to succeed a saving throw, doing so will leave them vulnerable to the next attack
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
1/Encounter. They can choose to succeed a saving throw, doing so will leave them vulnerable to the next attack
As long as the Priest is praying all allies within range have armor increased with one step
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
Has advantage on attacks against Bloodied targets.
- Bite.
2d8+4
- • Gore.
3d8+10
- • Charge.
3d8+12. if moved 4 spaces in a line, on hit Knocked back primary die spaces
- • Gore.
3d8+12
- • Charge.
4d8+10. if moved 4 spaces in a line, on hit Knocked back primary die spaces
- • Skull shove.
2d8+6. Reach 2, on crit. Target is thrown 2 spaces up in the air
- • Clobbering Charge.
2d8+6. Move up to speed, for each space moved knock target back the same amount