Sneak Attack (1/turn). The warmason deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the warmason that isn’t incapacitated and the warmason doesn’t have disadvantage on the attack roll.
Expert Saboteur. The warmason has advantage on dexterity and intelligence checks made to sabotage anything.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 3) piercing damage.
Satchel Charge (2/day). The warmason hurls an explosive charge dealing damage in an area. Each creature in a 10 feet sphere centered in a point within 30 feet of the warmason must succeed on a DC 13 Dexterity saving throw . A creature takes 11 (3d6) fire damage on a failed save, or half as much on a successful one.
Description
A noxian invasion is often preceded by the preparations of the Warmasons. These individuals are trained to infiltrate enemy cities and sabotage key defense points. If they are caught they always have a couple of tricks up their sleeves.
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