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Wednesday 30 September 2020

Prior Mordrin, Moravin Friar

 


PRIOR MORDRIN

Medium human
  • Armor Class 10 (unarmoured) or 20 (Plate & Shield))
  • Hit Points 32 (5d8+10)
  • Speed 30 ft.
STR
16 (+3)
 
DEX
10 (+0)
 
CON
14 (+2)
 
INT
12 (+1)
 
WIS
16 (+3)
 
CHA
12 (+1)
  • Skills Medicine +5, Persuasion +3, Religion +3 History +3
  • Senses passive Perception 13
  • Challenge 3 (700 XP)
  • Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its next melee weapon attack to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
  • Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:

    • Cantrips (at will): light, sacred flame, thaumaturgy
    • 1st level (4 slots): cure wounds, sanctuary
    • 2nd level (3 slots): lesser restoration, aid (+5 hp to three targets for 8 hours, +10 hp at level 3), spiritual weapon (Sword of Sollars, ATT +5/d8+2)
    • 3rd level (2 slots): dispel magic, spirit guardians (WIS DC 13, 3d8 radiant/save half)

Actions


  • Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8+3) slashing damage, +3d6 radiant with Divine Eminence.
  • Unarmed ATT +5 dam: 4 (+3d6 with divine eminence)

Aid

2 abjuration
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V S M (A tiny strip of white cloth)
  • Duration: 8 hours
  • Classes: Cleric, Paladin
  • Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
  • At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

Spirit Guardians

3 conjuration
  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V S M (A holy symbol)
  • Duration: Concentration, Up to 10 minutes
  • Classes: Cleric
  • You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
  • At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

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