The Knightly Order of the Angel of Justice - Eastonton Brigade
The Eastonton Brigade of the Knightly Order of the Angel of Justice is a branch of the Holy Paladinate based in Eastonton. of Senera.
The brigade is notable for its part in the Poasan-Apgarian Conflict, where they held firm against Apgarian forces as the Senerans were forced to withdraw from Sanery.
Divine Inquisitor
Aura of Vengeance. Allied creatures within 10 feet of the inquisitor deal an extra 2 radiant damage when they hit with a melee weapon attack.
Divine Smite (2/Day). When the inquisitor hits a creature with a melee weapon attack, the inquisitor can deal an extra 14 (4d8) radiant damage to the target.
Lay on Hands. The inquisitor has a pool of 30 hit points it can restore by touch. As an action, it can restore up to its entire pool to one creature it touches, or spend 5 points to end one disease or poison affecting that creature.
Spellcasting. The inquisitor is a 6th-level paladin. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has the following spells prepared: 1st level (4 slots): bless, command, shield of faith 2nd level (3 slots): hold person, find steed 3rd level (2 slots): spirit guardians
Actions
Multiattack. The inquisitor makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) slashing damage.
Evoker Adept
Sculpt Spells. When the adept casts an evocation spell that affects other creatures it can see, it can choose a number of them equal to 1 + the spell's level to succeed on their saving throws against the spell automatically, and they take no damage if they would normally take half damage on a successful save.
Spellcasting. The adept is a 5th-level wizard (School of Evocation). Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following spells prepared: Cantrips (at will): fire bolt, light, prestidigitation 1st level (4 slots): burning hands, magic missile, shield, thunderwave 2nd level (3 slots): misty step, scorching ray, shatter 3rd level (2 slots): counterspell, fireball In combat the adept favors fireball or scorching ray to punish clustered foes, and uses shield when targeted.
Actions
Fire Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage.
Reactions
Shield. When the adept is hit by an attack roll or targeted by magic missile, it casts shield (1st level). Until the start of its next turn, it has a +5 bonus to AC, including against the triggering attack.
Charmweaver
Spellcasting. The charmweaver is a 6th-level wizard. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following spells prepared: Cantrips (at will): mage hand, minor illusion, prestidigitation 1st level (4 slots): charm person, mage armor, shield 2nd level (3 slots): mirror image, suggestion 3rd level (3 slots): counterspell, hypnotic pattern In combat the charmweaver favors hypnotic pattern to thin the field, charm person to sway priority targets, and mirror image when pressured. While mage armor is active, its AC is 15 (including Dexterity).
Actions
Enchanted Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Wisdom saving throw or be charmed by the charmweaver until the end of the target's next turn.
Bonus Actions
Enchanting Presence (Recharge 5-6). As a bonus action, the charmweaver exudes an aura of charm for 1 minute. Each creature of the charmweaver's choice within 10 feet of it must succeed on a DC 13 Wisdom saving throw or be charmed until the aura ends or the charmweaver is incapacitated. While charmed in this way, a creature cannot willingly attack the charmweaver.
Reactions
Shield. When the charmweaver is hit by an attack roll or targeted by magic missile, it casts shield (1st level). Until the start of its next turn, it has a +5 bonus to AC, including against the triggering attack.
Squire
Actions
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) slashing damage.
Shield Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or be knocked prone.
Bardic Berserker
Reckless Attack. When making its first attack on a turn, the Bardic Berserker can attack recklessly, giving it advantage on melee weapon attack rolls using Strength during that turn. Attack rolls against it have advantage until the start of its next turn.
Spellcasting. The Bardic Berserker is a 6th-level bard. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has the following bard spells prepared: Cantrips (at will): minor illusion, vicious mockery, prestidigitation 1st level (4 slots): healing word, dissonant whispers, thunderwave 2nd level (3 slots): shatter, mirror image, hold person 3rd level (3 slots): hypnotic pattern, counterspell
Unarmored Defense. While the Bardic Berserker is wearing no armor, its AC includes its Dexterity and Constitution modifiers.
Jack of All Trades. The Bardic Berserker adds +1 to any ability check it makes that doesn't already include its proficiency bonus.
Song of Rest. If the Bardic Berserker or any friendly creatures spend Hit Dice to regain hit points at the end of a short rest, each of those creatures regains an extra 1d6 hit points.
Actions
Multiattack. The Bardic Berserker makes two melee weapon attacks.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 3) slashing damage, or 13 (1d12 + 5) slashing damage while raging.
Shatter (2nd-Level Spell; 3 Slots). Each creature in a 10-foot-radius sphere centered on a point within 60 feet must make a DC 14 Constitution saving throw, taking 13 (3d8) thunder damage on a failed save, or half as much damage on a successful one.
Hypnotic Pattern (3rd-Level Spell; 3 Slots). The Bardic Berserker creates a twisting pattern of colors in a 30-foot cube within 120 feet. Each creature in the area who sees the pattern must succeed on a DC 14 Wisdom saving throw or become charmed for the duration. While charmed, the creature is incapacitated and has a speed of 0.
Bonus Actions
Rage (3/Day). As a bonus action, the Bardic Berserker enters a rage for up to 1 minute. While raging, it has advantage on Strength checks and Strength saving throws; it has resistance to bludgeoning, piercing, and slashing damage; and when it hits with a melee weapon attack using Strength, its rage deals 2 extra damage (included in the greataxe line below while raging).
Bardic Inspiration (4/Day). As a bonus action, the Bardic Berserker inspires one creature other than itself that it can see and hear within 60 feet. That creature gains one Bardic Inspiration die (1d8). Within the next 10 minutes, the creature can roll that die and add it to one ability check, attack roll, or saving throw.
Reactions
Counterspell (3rd-Level Spell; 3 Slots). When a creature within 60 feet of the Bardic Berserker casts a spell, the Bardic Berserker can interrupt it with counterspell. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, the Bardic Berserker must succeed on a Charisma ability check (DC 10 + the spell's level) or the spell is not interrupted.