Angelic Weapons. The virtue's weapon attacks are magical. When the virtue hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack).
Zealous Onslaught. The virtue has advantage on attacks against creatures without all of their hit points.
Limited Divine Awareness. The virtue has advantage on perception (insight) checks to see through lies.
Innate Spellcasting. The virtue's spellcasting ability is Charisma (spell save DC 17). The virtue can innately cast the following spells, requiring no material components:
At will: ceremony, detect evil and good
3/day each: gentle repose, Prayer of Healing, dispel magic
1/day each: Death Ward, commune
Magic Resistance. The virtue has advantage on saving throws against spells and other magical effects.
Multiattack. The virtue makes two melee attacks.
Maul. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 13 (3d8) radiant damage.
Healing Touch (2/Day). The virtue touches another creature. The target magically regains 16 (3d8 + 3) hit points and is freed from any poison, blindness, or deafness.
Description
Celestial foot soldiers of the angelic host, Virtues are humanoid in appearance, with pale blue skin and white, feathered wings. Their pupil-less eyes can see through lies more easily than most, and they are fervent in their desire to stamp out evil.
As front line troops, they are naturally zealous in battle, refusing to cease battle until their foes have been felled and good has prevailed.







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