Grand Magistrate: Telos Deicide
Soma. Through years of intense training, severe conditioning, and healthy regulation; you broke your body and mind's limitation as it evolves into a much more advanced state where in you gain the following benefits.
• Enforcer: You and your equipment and items are immune to anti-magic field or no-magic places, as your items and magical ability work normally in those conditions. Whenever you are affected by an ability that reduces your speed, the reduction is halved instead. Additionally, regardless of any ability or effect, you may always use your action. if you are at 0 hit points and still conscious you may choose to regain half of your hit points.
• Ran: Your mind is like a fortress, undergoing strain but remaining strong and resilient. Your mind can not be controlled and you are immune to effects that would dictate or force you to do something against your will. Furthermore, your superiority over all other kinds reigns supreme, as you can sense the presence of any and all creatures within 120ft of you. Lastly, you've incorporated your Ran Armor into your physical being, allowing you to still benefit from Unarmored Defense whilst attuned to the Armor.
• Origin: Your body generates its own energy called oracle cells equal to your barbarian level; These cells can power you, your weapons, and your abilities, you replenish oracle cells on a short rest or twice per long rest you may consume an energy cell as a bonus action to replenish 10 charges.
• Mantle Fury: Due to finally forming your mantle, your divine fury can now be applied to all of your weapon attacks and now deals double the amount. Furthermore, your experience and your drive to be perfect led you to achieving perfect rage. At the start of initiative you may enter your perfect rage, as this gives you immunity to psychic and your normal resistance to physical damage.
• Zenith Regeneration: Your hyper regeneration now gives you 20 hit points per turn and if you are damaged by fire or radiant you may only regain hit points on your turn, as well as regenerate missing limbs instantly.
Telos Arc. As a part of a short rest, you may fuse your bonded weapons together. If you do so, pick one of those weapons to maintain its form whilst the others get absorbed into it, losing their properties whilst within this state. The chosen weapon has the same properties and deals the same damage as its base plus the damage bonuses (if any) from the other bonded weapons. As a bonus action, you may change the form of the chosen weapon to another bonded weapon, taking on the new properties instead.
When making a weapon attack you can select a damage type (slashing, piercing, bludgeoning, radiant, necrotic, psychic) and all damage you do deals that specific damage type.
Modes:
• Quarry: This Ran designed Antimatter Rifle has a range of 200/800 ft. When you hit a target you may make it your Quarry until you choose another quarry. (You can only have one quarry at a time) Adds your Enforce Mode's weapon damage. This does not use energy charges anymore, and abilities from this mode uses oracle cells instead.
• Enforce: This Ran designed Glaive has a reach of 20 ft. Adds your Quarry Mode's weapon damage, abilities from this mode uses oracle cells instead and can be used as a free action instead.
• Armory: you gain a passive ability that grants you +3 to your ac as well as your saving throws, and as a reaction you may cast shield at will which isn't prevented by rage.
Telos Mastery: You have mastered every weapon that exist and you did for your telos arc a weapon uniquely yours.
• Before you make an attack with your telos arc, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
• When you take the Attack action and attack with your telos arc you can use a bonus action to make an attack with the telos arc again.
Deicide. You are an enforcer through and through; you are built to kill gods and mages, and this solidified and personified as your mantle in which you gain and improved some of your abilities regarding this part of you. With power comes responsibility, and that is your responsibility to hunt your foes, and deny them of their spark as well as authority with this in mind you gain the following abilities or improve your existing ones.
• Magical Adaptation: As you gained your mantle you became more resilient to magic obtaining a set amount of knowledge on how to use them, when a creature casts a spell you may cast it as well which isn't prevented by rage this uses a reaction and expend an oracle cell, whilst spending time with a person whose at the pinnacle of magic you also learn to differ and see magic with your own eyes.
• Denial Pulse: As part of your mantle you gain an aura of 20 ft. that serves as a deterrent to your quarry as you expend an oracle cell you pulse it to work as an antimagic field that cannot be negated or avoided, and magic items up to artifacts are sealed and can not be used until the pulse stops unless dismissed as a free action; this pulse only affects the magic of gods and their items excluding yourself. You may expend an oracle cell as a reaction to reflect a harmful spell casted towards you; as the caster must make a save against the spells save DC or use the same attack roll against their AC. If the spell automatically takes effect then they are effected by the spell's effects. If the spell would hit an area the area is now centered on the caster.
• Divine Sealing: Once per turn when you attack with a melee weapon, you may expend an oracle cell to try bite into a target. Make a contested athletics check against the targets acrobatics or athletics check. On a success, and if the creature is a god, you may choose to seal away one ability of theirs for a minute. If the creature is not a god, they instead lose and expend their highest level spell slots if they have any.
• God Killing: You gain advantage on your attacks for you are always knowledgeable with your hunt, and with your expertise you are able to destroy a god’s power when killing them. (mostly for killing realm gods DM discretion, but Twilight Gods automatically believe you can really kill them.)
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 regains spent legendary actions at the start of your turn.
Cleave/Shoot. You make one melee/range weapon attack.
Steroid Shot.(costs 2 actions) You shoot a creature with an unknown injection as that creature will regenerate 10 hit points on their turn for 5 rounds.
Severance/Fusillade.(cost 3 actions) You make four melee/range attacks, all hostile creatures within 20 ft. of the attacks get hit too as you sunder them or bombard them.
Lair Actions
As an action, you may place down a beacon on an open sky area, granting you the following lair on initiative 20 (losing initiative ties) for one minute:
At the beginning of the lair action roll a 1d6, on a 6 all hostile creatures within 120ft of the beacon become marked as your quarry and must make a dexterity saving throw (DC 11 + strength modifier + proficiency bonus) as a beam of energy is sent down from your station. On a failure, the creatures take damage (force, necrotic, radiant or psychic your choice) equal to 5x times your hit point maximum. On a success the creature takes damage equal to your current hit points. If this damage reduces a creature to 0 hit points, you can choose to either reduce them to ash as if Disintegrate was cast on them, or have them become Incapacitated and sent to your station as a prisoner (awarded in quest records, message @kingdomamerica#3963 )
Previous Versions
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