Ending Ran Perfection: You have awakened your Demonic heritage. Your creature type is now fiend and subtype of Demon but you are immune to effects that specifically harm fiends and demons. Your ability score and ability score maximums increase by 2. Your Darkvision range becomes sight and you can see through magical darkness.
Ending Together: When you use your strength before death all creatures of your choice within 60 ft also take a turn. When you use your omega immortality or second wind to regain hit points each creature of your choice within 60 ft regain that much hp.
The Good Ending (1/day): When combat ends (as in initiative) all creatures of your choice in the combat gain the benefits of a short rest. Once you use this ability you cannot use it until you take a long rest.
The Ending Reaction (1/day). As a reaction at anytime you may end the current turn (end of turn abilities can triggered and legendary actions can still be taken). Once you use this ability you cannot use it again until you take a long rest.
The Ending of Endings (Lair Actions): At the end of initiative (0 or less) you can take a lair action to cause one of the following magical effects that must be taken in the following order
1. End a condition or spell on an ally within 60 ft (including yourself)
2. End a effect, aura, or ongoing ability (if the ability is passive the originating creature must spend an action to re-apply the effect such as a paladin aura)
3. End the encounter in a meaningful way (DM discretion). If not, take a turn and reset the set lair actions to start at 1 next round
Legendary Endings (Legendary Actions): You can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. You regain spent legendary actions at the start of your turn.
* Attack. You may make one attack
* Teleport. You teleport up to 100 ft
* Unending. You may cast the death ward spell
* Surge (3 actions). You may make up to four attacks.
* End. (3 actions). You reduce target’s maximum hp by 100. If their hp cannot be reduced they take 500 damage instead
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