P2
First of the Fallen - 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 scores and ability score maximums increase by 2. Your Darkvision range becomes sight and you can see through magical darkness. You gain the following legendary abilities:
- Legendary Resistance (3/Day): If you fail a saving throw, you can choose to succeed instead.
- Legendary Defense (3/Day): If you are hit by an attack, you can choose to make it miss instead.
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 grant a creature the effects of Death Ward.
* Surge (3 actions). You may make up to four attacks.
* End. (3 actions). You reduce the target’s maximum hp by 100. If their hp cannot be reduced, they lose 500 hit points instead.
Promised Harbinger - When you use your strength before death, omega immortality, or second wind, all creatures of your choice within 60 feet of you also receive the benefits. Once per long rest, you may end the current turn (end-of-turn abilities can be triggered and legendary actions can still be taken). Creatures cannot suppress, copy, steal, disable, negate, undo, or end one of your effects, items, or abilities you control, though they may be immune to their effects. Lastly, you have a lair action that occurs at the end of initiative (0 or less). With this lair, you may cause one of the following effects that occur in the following order.
Lair Actions
1. 12 Seconds Till Midnight. End any number of effects of your choice on an ally within 60 ft (including yourself).
2. 6 Seconds Till Midnight. End an 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. Midnight. 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.
P4
Abyssal Salvation - Your time spent near Origin and at the End of Time has transformed you into an atemporal being. You can no longer be imprisoned, detained, sealed, restrained, controlled, or confined against your will. You are no longer affected by any magics or abilities that have to do with time unless you allow it. You may traverse Origin freely and are immune to its abilities, effects, and environment. As an action, you may end a creature’s imprisonment or detainment that you know of in a realm you have roots in. If you do so, the creature is taken to your domain.
Master of the End - Attacks you make and damage you deal cannot be ignored, prevented, reduced, undone, negated, or otherwise stopped by any means. If a creature somehow ignores or prevents your attacks or damage you deal, the creature gains stacks of Severance equal to the damage it would have taken. If their stacks of severance exceed their maximum hit points, they fade from reality. While faded, a creature becomes unable to interact with or affect anything by any means. This state lasts until you choose to release it.
P6
World Line Observer - You are capable of seeing all timelines on a given dimension at once and may choose to observe any point on any timeline as you choose. If a creature attempts to alter time around you with an ability that changes or modifies the outcome of a given roll or ability, you can choose to negate that effect.
Apocalypse - As an action, you may instigate an apocalyptic event. The DM may determine what disaster befalls the given individual, target, or area. You are immune to the effects of the resulting apocalypse that occurs. As an action, you may target one creature you can see. That creature must roll a d100 without access to any modifiers or abilities that would alter the roll. If they roll a 50 or less, they are immediately slain, erased, or otherwise have their existence terminated by whatever means are necessary to do it.
P8
Unending Imprisonment - As an action, you may choose any number of creatures within your domain or 200 feet of you. Those creatures become slowed to an infinitesimal crawl. The time required to perform any actions, bonus actions, reactions, or movement is multiplied by a factor of one trillion (So an action that requires six seconds would instead require 6 trillion seconds). This effect only ends if you choose for it to.
Hurtle Through Time - As an action, you may banish any creatures you can see to any point on any timeline. Creatures banished this way become unable to interact and affect the timestream by any means, nor can they travel through time. They lose access to all their abilities, actions, class features, boons, items, and skills. All their ability scores are set to 10. You may also choose to seal that creature within a timeline. Creatures sealed in a timeline cannot leave that timeline by any means except by your permission nor can they impact any timeline beyond their own.
Previous Versions
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3/3/2024 11:27:33 PM
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3/22/2024 2:46:11 AM
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Coming Soon
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