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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'rellDisciple 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 NightsongNightsong 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 SmiteBranding 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 InvisibleInvisible.
CleaveCleave (Action)   –  Halberd
Damage
1/2 Normal weapon damage
Swing your weapon in a large arc to attack up to 3 enemies at once. They each take half the damage your weapon usually deals.
Divine SmiteDivine Smite (Action + Level 1 Spell Slot)   –  Halberd
Damage: 8~38
1d10 + 4SlashingSlashing
+ 2d8RadiantRadiant
+ 1d8RadiantRadiant
Your weapon deals an additional 2d8RadiantRadiantDRS damage, increased by 1d8RadiantRadiant damage when attacking Fiends or Undead.
LacerateLacerate (Action)   –  Halberd
Damage: 5~14
1d10 + 4SlashingSlashing

Slash at your target's vital points to make it BleedBleed.

Undead and constructs can't bleed.

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 AttackMain Hand Attack (Action)   –  Halberd
Damage: 5~14
1d10 + 4SlashingSlashing
Make a melee attack with your equipped weapon.
Rush AttackRush Attack (Action)   –  Halberd
Damage: 5~8
1d4 + 4PiercingPiercing
Charge forward and attack the first enemy in your way, possibly pushing them Off BalanceOff Balance.
Thunderous SmiteThunderous 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 ProneProne.

Tactician only[edit section | visual editor]

Abjure EnemyAbjure Enemy (Action + Channel Oath Charge)

FrightenFrighten an enemy. They have DisadvantageDisadvantage on ability checks and Attack RollAttack Rolls, and they cannot move.

Fiends and undead have DisadvantageDisadvantage on this Saving Throw.

Loot[edit section | visual editor]