Angelic Weapons. Aarin's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 10d8 radiant damage (included in the attack).
Divine Awareness. Aarin knows if she hears a lie.
Innate Spellcasting. Aarin's spellcasting ability is Charisma (spell save DC 28). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, resurrection
1/day each: commune, control weather
Magic Resistance. Aarin has advantage on saving throws against spells and other magical effects.
Multiattack. Aarin makes 6 attacks. Four with her greatsword, two with her Slaying Longbow. She can substitute Healing Touch for one of her greatsword attacks.
Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 30 (6d6 + 10) slashing damage plus 39 (10d8) radiant damage.
Slaying Longbow. Ranged Weapon Attack: +15 to hit, range 150/600 ft., one target. Hit: 24 (4d8 + 8) piercing damage plus 39 (10d8) radiant damage. If the target is a fiend that has 100 hit points or fewer, it must succeed on a DC 18 Constitution saving throw or die.
Flying Sword. Aarin releases her greatsword to hover magically in an unoccupied space within 10 feet of it. If Aarin can see the sword, she can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to her hands. If the hovering sword is targeted by any effect, Aarin is considered to be holding it. The hovering sword falls if Aarin dies.
Healing Touch. Aarin touches another creature. The target magically regains 53 (10d8 + 10) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Radiant Fireball(2/day). Aarin ignites her hand and casts a 9th level fireball. The target must succeed on a DC 28 Dexterity check or take 14d6 fire damage and 14d6 radiant damage.
Parry. Aarin can block a melee weapon attack she can see coming and add +5 to her AC one per attack from a creature.
Flame Shield(3/day). If a creature hits Aarin she has the choice to create a Flame Shield, this will cause the creature that hit her to take 20 (5d8) fire damage.
Radiant Explosion. If Aarin is killed she will emit a godly explosion that covers a radius of 100 feet. Anyone in this radius must make a DC 25 Dexterity saving throw or take 20d12 radiant damage, or half that much on a success.
Aarin 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. Aarin regains spent legendary actions at the start of its turn.
Command. Aarin yells at a friendly creature she can see within 100 feet of her. The creature is compelled to take another attack.
Teleport. Aarin magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Searing Burst (Costs 2 Actions). Aarin emits magical, divine energy. Each creature of her choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 20 (6d6) fire damage plus 20 (6d6) radiant damage on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions). Aarin targets one creature she can see within 50 feet of her. If the target can see her, the target must succeed on a DC 20 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness
Previous Versions
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1/10/2020 6:48:07 PM
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1
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1/10/2020 6:56:24 PM
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1.5
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7/22/2020 7:52:49 PM
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628
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19
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Coming Soon
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I like it
Me to
Why does it not have any legendary resistances?
A little OP but nothing wrong with that.
"aarin makes 6 attacks."
She can make 6 attacks? This lady is strong.
Very cool
That's over 400 average damage with Multiattack alone. Yikes.
Yeah, looking back on it now it's SO OP. Granted I was like 14 or 15 when I made this goddess