Magical Resistance. War has advantage on saving throws against spells and other effects.
Infernal Blade. War's weapon attacks are magical. When War hits with any weapon, the weapon deals an extra 6d8 Force damage.
Master of Chaos. War feeds on chaos and conflict, and in turn feeds back into it, making everyone in his vicinity violent and unwilling to compromise. Persuasion rolls made within 60 ft. of War are made at disadvantage, he regains 20 hit points, and his attacks deal an additional 1d6 Force damage.
Multiattack. War makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft. Hit: 16 (2d6 + 9) Slashing damage. Plus 27 (6d8) Force damage.
Call to Arms. All enemies within 30 ft. must make a DC 18 Wisdom saving throw. On a failed save, the enemies can only spend their next action making melee attacks on War.
War can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. War regains spent legendary actions at the start of its turn.
Greatsword. War makes an attack with his greatsword
Tide of Chaos (Costs 2 Actions). War uses his power over chaos to turn allies against each other. One target must make a DC 18 Wisdom saving throw. On a failed save, the target must attack its closest ally for 1 minute or until its hit points are reduced to 0.
Description
Continually seeking out chaos and destruction, War disguises himself as an old bitter soldier. Finding unrest in small villages or great kingdoms, War feeds fire to the flames of disgruntled serfs or unhappy nobles, driving them to commit acts of violence that quickly escalates to full-fledged battles and sometimes world-covering wars. With every arrow shot and every sword swung, he grows stronger and stronger, feeding off of the world's chaos.
War wields a tremendous greatsword that seems to always glisten with blood. He rides flaming red horse Ruin and is physically the strongest of the four horsemen, capable of defeating almost any warrior in combat.
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