Arundel, chief Inquisitor of the priest of Justice
An infamous priest of Justice, apparently capable of getting to the truth of any matter
A very tall and powerful man, with a pleasant smile and friendly demeanor
AC HP 225
Attack - Attacks 1 at +12, with Hammer of Justice - +3, 1d8 +7, also 2d8 damage blessed
Very high level, and has access to various magics and strange contacts
Str 18 +4
Dex 14 +2
Con 16 +3 (+5 ST)
Int 18 +4
Wis 20 +5 (+9 ST)
Chr 20 +5 (+7 ST)
Skills History +6, Insight +9, Perception +9, Religion +6, Intimidation +9
Spells
cantrip - guidance, light, thaumaturgy, resistance
1 Devine favour, shield of faith, bane, command, detect magic, detect g/e, spiritual weapon, sacred flame
2 aid, augury, blind/deaf, calm emotion, gentle repose, hold person, locate object, silence, zone of truth, Beacon of Truth(hope)
3 bestow curse, clairvoyance, dispel magic, glyph of warding, magic circle, speak with dead, mass healing word
4 banishment, divination, guardian of truth***
5 commune, dispel evil/good***, geas, hallow****, legend lore, planar binding, mass cure, scrying
6 find the path, forbidance, harm, heal, planar ally, true seeing, word of recall
7 conjure celestial***, divine word, symbol
8 antimagic field, holy aura,
9 Gate*** limited
- Channel Divinity (3/Short Rest). Choose one of the following effects: Guided by the Gods. The epic cleric can use their Channel Divinity to gain a +10 bonus when making an attack roll (they can choose after seeing the roll and before the GM declares whether it is a hit or a miss).
- Turn Undead. As an action, the epic cleric presents their holy symbol and speaks a prayer censuring the undead. Each undead within 30 feet that can see or hear the epic cleric must make a DC 20 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. An undead that fails its saving throw is instantly destroyed if its challenge rating is 5 or below. A turned creature must spend its turns trying to move as far away from the epic cleric as it can, and it can’t willingly move to a space within 30 feet of them. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Disciple of Life. Whenever the epic cleric uses a spell of 1st-level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
- Divine Intervention (1/Week). Using an action, the epic cleric asks deities to intervene. The GM chooses the nature of the intervention; the effect of any epic cleric spell or epic cleric domain spell would be appropriate.
- Divine Strike (1/Turn). When the epic cleric hits a creature with a weapon attack, they can cause the attack to deal an extra 9 (2d8) radiant damage to the target.
- Resilience. The epic cleric has advantage on saving throws against charm types.
- Make War (5/Long Rest). The epic cleric can use a bonus action to make one weapon attack when they take the Attack action.
- Otherworldly Ally (1/Long Rest). The epic cleric can use an action to innately cast conjure celestial without the need for concentration, summoning a celestial of a challenge rating 7 or less.
- Prestige. Commoners and other NPCs recognize the cleric or at the very least know their name, and they are treated as an equal (or nearly as much) by empresses, monarchs, and other heads of state. Even rival religions seek the cleric out for sermons or important observances. They have access to everything but the most sacred relics and texts kept by religious orders that are not hostile to them, and advantage on Charisma checks made against their clergy members.
- Spellcasting. The epic cleric is a 18/19th-level spellcaster that uses Wisdom as their spellcasting ability (spell save DC 18; +10 to hit with spell attacks). They have the following spells prepared:
- Aura of Clarity. While within 10 feet of a conscious inquisitor judge, creatures of the judge’s choice can’t be blinded or frightened, and creatures and objects can be invisible only if the judge allows it.
- Brand Heretic (Recharges after a Short or Long Rest). As a bonus action, the inquisitor judge chooses one creature the judge can see within 30 feet of it. The judge marks the target as a heretic. For 1 minute, the judge’s weapon attack rolls against the heretic score a critical hit on a roll of 19 or 20. At the start of each of the heretic’s turns, the judge can use a reaction to make one weapon attack against the heretic.
- Smite. When the inquisitor judge hits with a melee weapon attack, it can expend one spell slot to deal extra radiant damage. The extra damage is 9 (2d8) for a 1stlevel spell slot, 13 (3d8) for a 2nd-level one, and 18 (4d8) for a 3rd level slot.
- Aura of Truth - All will tell the truth within 120 foot radius as per zone of truth, and if fail by 5 will tell all truths about them and their friends/family including any lies/deciept that they are aware of....
Children
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