Cabal Bravery. The Cabal Incendior has advantage against being Frightened
Aversion to Fire. Despite being wielders of a Magma Launcher, excess heat caught inside may risk a violent meltdown of the weapon. If the Cabal Incendior takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Fiery Deathblow. When the Cabal Incendior is reduced to 0 HP, it explodes, and any creature within 10 feet of it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 14 (4d6) fire damage and is set alight. On a success, the creature takes half as much damage and isn’t set alight. A creature set alight will take 1d6 fire damage on the start of their turn for 1 minute, or spend an Action to douse themselves.
Unarmed Attack. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: [roll]2d4+3[/roll] bludgeoning damage.
Magma Launcher Spray. In a 15ft cone, the Cabal Incendior ignites the trigger to jet out globs of scalding hot magma within it's wake. The globs will remain there until the start of the Cabal Incendior's next turn. Make a Dexterity Saving Throw (DC 13) or take 21 (6d6) Fire Damage, being set alight in the process. Those who succeed the Dex Save takes half damage instead without being set alight. A creature set alight will take 1d6 fire damage on the start of their turn for 1 minute, or spend an Action to douse themselves.
Compression Blast (Recharge 4-6). The Cabal Incendior releases excess air pressure out of their Magma Launcher, shooting the rest of it out of the nozzle with enough force to crush stone. Those caught in the 10ft Cone must make a Strength Saving Throw (DC 13), or be pushed back by 10ft. Additionally, they take [roll]3d6+3[/roll] bludgeoning damage.
Jetpack Jump. The Cabal Incendior can choose to use their bonus action to activate their Jetpack to Dash. Alternatively, they can use their Jetpack to gain the effects of Jump instead.
Description
(Any and all information regarding the Cabal are based upon the same faction from the video game series Destiny 2. This is all done for good fun. I am not affiliated with Bungie, and only done this for entertainment. This goes to the token in use and the picture associated to it as it belongs to Bungie)
From the deepest reaches of the Cosmos, the Cabal are known to destroy worlds, conquer empires, and lay waste to countless crowds who dare defy them. Thanks to this, they are one of the hardiest races due to their militaristic history, and their extremely resilient biology. They have wrinkled, leathery tan-grey skin, a tall skull, dark wide-set eyes with slit pupils, and a very high, inverted-V-shaped upper lip that exposes the Cabal's upper gums and fangs. They come from a warm, humid climate, so they have to be constantly hydrated within their suits. Therefore, while a resilient species, Cabal cannot survive in arid environments without climate-controlled gel suits. Cabal have long lifespans, in one case having lived well over a thousand years without any apparent infirmity. A sign of infirmity is ossification, and a common form of death by old age is being completely petrified. Most Cabal are towering, usually averaging about 500 pounds of muscle and 7ft in height.
Cabal Incendiors are specialized Pyrotechnic frontline enforcers, usually sent in to begin scorching both infrastructure and infantry. Their unique Magma Launchers are nothing to scoff at, able to level the battlefield by their creeping march forward. Subtly was never their specialty anyways.
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