Legendary Resistances (3/day). If a Hand of Valomar fails a saving throw, it can choose to succeed instead.
Unerring Devotion. A Hand of Valomar cannot be frightened or charmed. Additionally, they are immune to being Exhausted.
Blessed. The final rites a Hand of Valomar undertakes to assume their role leaves them permanently imbued with residual holy energy. A Hand of Valomar is immune to radiant damage, and resistant to fire and necrotic damage. Additionally, the brutal rituals they undergo inure them to even the most horrendous of mental afflictions. They are resistant to psychic damage.
Radiant Strikes. A Hand of Valomar surges with divine energy with every strike. All attacks a Hand of Valomar makes are magical. When a Hand of Valomar hits with any weapon, they deal an additional 3d8 radiant damage.
Spellcasting. A Hand of Valomar is an 16th-level spellcaster. Their spellcasting ability is Charisma (spell save DC 20 +12 to hit with spell attacks). The Inquisitor can cast disguise self, misty step, and greater invisibility at will and has the following spells prepared:
Cantrips (at will): ray of light, light, mage hand, prestidigitation,thaumaturgy
1st level (4 slots): charm person,detect magic, identify
2nd level (3 slots): detect thoughts,locate object,suggestion
3rd level (3 slots): counterspell,dispel magic, fear, fireball
4th level (3 slots): banishment,far step,locate creature
5th level (2 slots, 3 with staff**): dominate person,legend lore, scrying
6th level (1 slot, 2 with staff**): guards and wards, valomar's fury
7th level (1 slot): symbol,power word pain]
8th level (1 slot): mind blank*,sunburst
9th level (1 slot with staff**): Weird
*An Inquisitor casts this before battle.
Multiattack. An Inquisitor can take two attacks with their action if they use a weapon.
Versatile: A Hand of Valomar's weapon of choice depends on the individual. Below are several loadouts for various specializations. Inquisitors may cast spells that have somatic components even when both hands are occupied.
Longsword and Shield. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage plus an additional 13 (3d8) radiant damage. An Inquisitor that uses a shield has a +2 to their AC, giving them 20 AC. Furthermore, they can add +2 to Dexterity saving throws, and can use their reaction to take no damage on a successful Dexterity saving throw instead of half.
Dual Wield Longswords: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage plus an additional 13 (3d8) radiant damage. An Inquisitor that dual-wields may make a third attack with their bonus action.
Staff: Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 22 (4d10) radiant damage. A Hand of Valomar that utilizes a Staff is considered a 19th-level Spellcaster. Additionally, their spell DC is raised by 2, to a 22 Spell Save DC.
Relentless Pursuit. A Hand of Valomar is both indefatigable and relentless. As a bonus action on its turn, they can move up to half their movement speed towards a hostile creature they can see. This movement does not prompt opportunity attacks.
Phoenix Shroud. As a bonus action, a Hand of Valomar can create a brilliant set of radiant phoenix wings to wrap around their body. Until the end of their next turn, any creature that hits them with a melee attack takes 13 (3d8) radiant damage as the wings erupt with divine energy at the attacker.
A Hand of Valomar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. A hand of valomar regains spent legendary actions at the start of its turn.
Streak of Light. A Hand of Valomar disappears in a flash of light and magically teleports, along with anything it is wearing or carrying, 60 feet to an unoccupied space it can see. They can then spend an additional legendary action to make one melee or ranged spell attack at advantage against a creature they choose.
Bursting Light (Costs 2 Actions). A Hand of Valomar releases a massive burst of radiant energy in a 10 foot radius around it. Each creature within range must make a DC 20 Constitution saving throw or take 6d6 radiant damage and be blinded until the end of their next turn on a failed save, or take 3d6 damage and not be blinded.
Description
The Hands of Valomar are the most feared and respected of all of the agents of the Coriscan Church. Having dedicated their lives and eternal souls to the service of the Church in Valomar's name, they undergo dangerous and rigorous training to shape their minds and bodies to become the perfect instruments of Corsica. Their final rites imbue them through holy ritual with a blessing that shapes them into embodiments of Valomar's will on Thelia.