Volatile Garb. If the martyr takes 7 or more damage at once or receives a critical hit, the corrosive liquids they are wearing explode, killing the martyr instantly and forcing all creatures within a 10-foot radius to make a DC 14 Dexterity saving throw (creatures more than 5 feet away have advantage on this save). Creatures take 22 (5d8) acid damage on a failed save, or half as much on a successful one.
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.
Explode. The martyr smashes the corrosive liquids they are wearing, causing them to explode and killing the martyr instantly and forcing all creatures within a 10-foot radius to make a DC 14 Dexterity saving throw (creatures more than 5 feet away have advantage on this save). Creatures take 22 (5d8) acid damage on a failed save, or half as much on a successful one. A creature within reach can use its reaction to try and stop the martyr from setting off its explosives. This initiates a Dexterity contest between the martyr and the intervening creature; if the other creature wins, the martyr does not explode.
Description
Among the most devoted (or gullible) members of a cult, the Cult Martyr is a cultist willing to sacrifice their own life for the cause. Wrapped in flasks carrying volatile liquids (usually some combination of explosive, flammable or corrosive), they bravely (or stupidly) run directly towards their target and set off their dangerous cargo, ending their own life and hopefully that of their targets as well.
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