Parry (3/day). The initiate can deal 2 extra damage to a creature it hits on a melee attack if the target is with in 5 ft. of an ally of the operative that isn't incapacitated.
Multiattack. The initiate makes two dagger attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., 1 target. Hit: 4 (1d4+2) piercing damage.
Light Crossbow. Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Parry (3/day). The initiate adds its proficiency bonus to its AC against one melee attack that would hit it.
Description
The noble adventuring party known as Valor’s Call was founded by Strongheart, a resolute human paladin committed to destroying evil wherever it rears its ugly head. Strongheart alone determines who can become a member of this prestigious group, which has more members than those described here. (The other members, who do not appear in this adventure, are busy elsewhere.) Strongheart is always on the lookout for courageous heroes who are willing to devote themselves to a good cause. Only good-aligned characters are allowed to join Valor’s Call. This stat block represents a lesser member of the group.
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