Magic Resistance. Courage has advantage on saving throws against spells and other magical effects.
Magical Weapon. Courage's weapon attacks are magical for the purpose of overcoming resistances.
Infectious Courage. Allies who are aware of Courage have advantage against being frightened.
Indomitable. If Courage is required to make a save against being frightened, he regains 50 (8d8 + 14) hit points and is cured of all conditions. Furthermore, he has advantage against being grappled, paralyzed, and restrained.
Mighty Leap. If Courage takes the Dash action, he may run up to 20 ft. then jump up to 100 ft. in length and 60 ft. in height.
Multiattack. Courage makes two attacks: two with his fist, and one with his mighty fist.
Fist. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 48 (6d8 + 12) bludgeoning damage plus (4d8) radiant damage.
Mighty Fist. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 80 (16d8 + 8) bludgeoning damage plus (4d8) radiant damage. Target must make a DC 20 Strength saving throw or be knocked back 40 ft. and knocked prone (20 ft. less for each size above large).
Courage 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. Courage regains spent legendary actions at the start of its turn.
Attack. Courage makes one fist attack.
Imbue. Courage's fists are bathed in a radiant aura, his next three attacks deal an additional (4d8) radiant damage.
Invigorate. Courage shouts divine encouragement at an ally, they are immune to becoming frightened as long as they are aware of him, they regain 30 (6d8 + 3) hit points and their next attack, check, or saving throw has advantage.
Description
"You needn't fear, mortal. Sora has blessed my fists to be able to fell any foe."
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