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Brinn

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Zealot Brinn is on the ground floor of Moonrise Towers, and greets newcomers there.

“
Welcome, True Soul. The Disciple will have work for you, I expect. So much to be done.
„
— Brinn

Involvement[edit section | visual editor]

Act Two[edit section | visual editor]

Moonrise Towers[edit section | visual editor]

Brinn greets the party when they enter Moonrise Towers, remarks on their being True Souls, and adds that Disciple Z'rell Disciple Z'rell would want to see them. If he is spoken with, he nudges them towards the audience chamber and throne room, where Z'rell is. He mentions Z'rell will find work for the party.

Defending Moonrise Towers[edit section | visual editor]

If the Nightsong Nightsong is freed and the Harpers launch their assault on Moonrise Towers, Brinn is part of the remaining forces defending Moonrise Towers. He remains in the ground floor hall standing behind Z'rell.

Combat[edit section | visual editor]

Attacks and actions[edit section | visual editor]

Branding Smite Branding Smite (Action + Bonus Action + Level 2 Spell Slot)   –  Halberd
Damage: 7~26
1d10 + 4Slashing⁠Slashing
+ 2d6Radiant⁠Radiant

Your weapon gleams with astral radiance as you strike and possibly mark your targets with light, preventing it from turning Invisible Invisible.

Divine Smite Divine Smite (Action + Level 1 Spell Slot)   –  Halberd
Damage: 8~38
1d10 + 4Slashing⁠Slashing
+ 2d8Radiant⁠Radiant
+ 1d8Radiant⁠Radiant (If the target is undead or a fiend)

Your weapon deals an additional 2d8⁠Radiant⁠RadiantDRS damage, increased by 1d8⁠Radiant⁠Radiant damage when attacking Fiends or Undead.

Healing
4 × (Paladin level)Healing⁠Healing

Imbue your hands with divine power to heal an ally.

Healing
2 × (Paladin level)Healing⁠Healing

Imbue your hands with divine power to heal an ally.

Main Hand Attack Main Hand Attack (Action)   –  Halberd
Damage: 5~14
1d10 + 4Slashing⁠Slashing

Make a melee attack with your equipped weapon.

Thunderous Smite Thunderous Smite (Action + Bonus Action + Level 1 Spell Slot)   –  Halberd
Damage: 7~26
1d10 + 4Slashing⁠Slashing
+ 2d6Thunder⁠Thunder

Your melee weapon rings with thunder as you strike, pushing your target 3 m (10 ft) away and possibly knocking them Prone Prone.

Tactician only[edit section | visual editor]

Abjure Enemy Abjure Enemy (Action + Channel Oath Charge)

Frighten Frighten an enemy. They have Disadvantage Disadvantage on ability checks and Attack Roll Attack Rolls, and they cannot move.

Fiends and undead have Disadvantage Disadvantage on this Saving Throw.

Loot[edit section | visual editor]