Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Cashguard Captain Faril is the captain of the Counting House's Cashguard.

Involvement[edit | edit source]

Faril can be found guarding the door to the lower levels of the Counting House in the Lower City. She asks for a Vault Pass, and the party can either obtain one from Bloris Meadhoney Head Clerk Meadhoney and present it or attempt to bribe Faril to access the vaults:

  • [PERSUASION] All that gold you guard, and you never get a taste of it yourself? Seems unfair. (5000) (DC 18)
  • [DECEPTION] You've had stranger visitors than me today. I won't be noticed, and you can make a tidy profit. (DC 18) (if spoken to Meadhoney and learned about the cultists)
  • [DECEPTION] My pass was stolen. Truly. This is all the coin I have left. (5000) (DC 20)
  • [INTIMIDATION] You can make some gold, or die guarding someone else's. Choose. (1000) (DC 30)

Combat[edit | edit source]

Attacks and abilities[edit | edit source]

Backbreaker Backbreaker (Action)   –  Maul +1
Damage: 5~8

Put extra force behind your strike to possibly knock your enemy Prone Prone.

STR Save
 Range: Normal weapon range
Recharge: Short rest
Blinding Smite Blinding Smite (Action + Bonus Action + Level 3 Spell Slot)
Damage: 3~24
Normal weapon damage
+ 3d8RadiantRadiant

Evoke a heavenly flare and possibly Blind Blind your target

CON Save
 Range: Normal weapon range
Compelled Duel Compelled Duel (Bonus Action + Level 1 Spell Slot)
Force an enemy to attack only you, giving it Disadvantage Icon.png Disadvantage against other targets.
WIS Save
 Range: 9 m / 30 ft
Concussive Smash Concussive Smash (Action)   –  Maul +1
Damage: 7~17

Hit an enemy with all your might to deal damage and possibly Daze Daze them.

CON Save
 Range: Normal weapon range
Recharge: Short rest
Lay on Hands: Greater Healing Lay on Hands: Greater Healing (Action + 2 Lay on Hands Charge)
Healing:
4 × (Paladin level)HealingHealing

Imbue your hands with divine power to heal an ally.

 Melee: 1.5 m / 5 ft
Main Hand Attack Main Hand Attack (Action)   –  Maul +1
Damage: 7~17

Make a melee attack with your equipped weapon.

 Melee: 1.5 m / 5 ft
Mobile Shot Mobile Shot (Bonus Action)   –  Hand Crossbow +1
Damage: 2~7
1d6 + 1PiercingPiercing

Make a Ranged Attack while moving. Prerequisite: Must have Dashed Dashed or Disengaged Disengaged this turn.

 Range: 15 m / 50 ft
Recharge: Short rest
Piercing Shot Piercing Shot (Action)   –  Hand Crossbow +1
Damage: 3~8
1d6 + 2PiercingPiercing

Deal regular damage and possibly inflict Gaping Wounds Gaping Wounds which cause extra damage on attacks.

Undead and Constructs can't receive Gaping Wounds.

CON Save
 Range: Normal weapon range
Recharge: Short rest
Ranged Attack Ranged Attack (Action)   –  Hand Crossbow +1
Damage: 3~8
1d6 + 2PiercingPiercing

Make a ranged attack with your equipped weapon.

 Range: 18 m / 60 ft
Tenacity Tenacity (Reaction)   –  Maul +1
Damage: 4

When you miss an attack, deal Damage TypesBludgeoning damage equal to your Strength modifier anyway (minimum of 1).

Notable loot[edit | edit source]