Might of the Cathedral. Cathedral Guardians can Smite to deal additional (+4) damage to any Beast or Monstrosity.
Iron Will. Will never stand down from duty, and cannot be persuaded from combat once a fight has begun. The only way to peacefully end a battle with a Cathedral Guardian is to roll a perfect Intimidation check (NAT 20).
Bless Thy Weapon. The knight shrouds it's weapon in a mist of light. Grants advantage on attacks for 2 turns.
Reveal Thy Truth. One random party member will have their AC reduced by 5 for 2 turns, or until they are damaged, which will return it to normal.
Stand Down. The Cathedral Guardian lets out a groan, compelling entities nearby (Up to 30 ft.) to lay down their weapons and stop fighting. May be avoided by a successful CHA check (>14). If a creature is affected, they may be assisted by another creature so long as they are not suppressed.
Guardian's Gauntlet. Melee Weapon Attack: +2 to hit, reach 10 ft., 1 target. Hit: 5 (1d8 + 3) [Bludgeoning] damage.
Strike. Melee Weapon Attack: +4 to hit, reach 15 ft., 1 target. Hit: 5 (1d10 + 3) [Bludgeoning] damage.
Strength of the Communion. Cathedral Guardians gain bonus actions when they are in groups. For every additional Cathedral Guardian within 50 ft. they gain 1 bonus action.
Description
Guardians of the streets of the First Citadel, these great knights fought bravely to hold against Klaathe. Whilst they succeeded, the darkness seeped into their minds, corrupting their souls. All that may remain in their suits of armor is a soul of hollow humanity, yet just as the knights outside their walls, they will fight until their duty be fulfilled, or their bodies be broken to their core.
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