Racial Abilities:
Darkvision: You can see in darkness (shades of gray) up to 60 ft.
Innate Spellcasting: You know the poison spray cantrip. You can cast animal friendship (2nd) (snakes only) at will. [3rd] You can cast suggestion once per long rest. CHA is your spellcasting ability. Poison Spray(Cantrip) Animal Friendship(1st) Suggestion(2nd)
Magic Resistance: You have advantage on saving throws against spells and other magical effects.
Poison Immunity: You are immune to poison damage and the poisoned condition.
Equipment
Armor of Invulnerability, Shield of the hidden lord, winged boots
Spellcasting. Benedict is a is a 20thlevel spellcaster. Its spellcasting ability is [Wisdom] (spell save DC 23, +13 to hit with spell attacks). Benedict has following Cleric/Paladin spells prepared:
Cantrips (at will): Poison Spray, sacred flame, spare the dying, thaumaturgy, thorn whip, toll the dead, word of radiance
1st level (4 slots): animal friendship, bless, compelled duel, divine favor, fog cloud, inflict wounds, shield of faith, thunderous smith, thunderwave
2nd Level (3 slots): gust of wind, hold person, shatter, spiritual weapon, suggestion
3rd level (3 slots): call lighting, fireball, motivational speech, sleet storm, spirit guardians.
4th Level (3 Slots): Banishment, control water, death ward, freedom of movement, ice storm, wall of fire
5th Level (3 Slots): Dispel good and evil, flame strike, greater restoration, holy weapon, insect plague, mass cure wounds
6th Level (2 slots): Blade Barrier, Harm, Heal, True Seeing
7th Level (1 Slot): Fire storm
8th Level (1 Slot): Earthquake, Sunburst
9th Level (1): Mass Heal, Gate
Class Abilities:
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a WIS saving throw (DC 19). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Destroy Undead: When an undead fails its saving throw against your Turn Undead feature, it is instantly destroyed if its CR is lower than the threshold for your level.
Divine Intervention
As an action, request your deity's aid and roll percentile dice. If the number rolled is equal to or less than your cleric level, your deity intervenes. If successful, you can't use this feature again for 7 days, otherwise, you can use it again after a long rest. At 20th level, your request succeeds automatically.
Divine Sense
As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 3 times per long rest
Lay on Hands
As an action, Benedict can heal himself or an ally up to 100 HP per long rest. He is able to spend 5 of those points to remove any disease or poison.
Channel Divinity: Destructive Wrath: You can use Channel Divinity to deal maximum damage instead of rolling for lightning or thunder damage.
Thunderbolt Strike: When you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
Divine Strike: Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 2d8 thunder damage.
Benedict can make 3 weapon attacks.
Action Melee Attack. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 22 (3d8 + 7) Magical Slashing damage + 10 (2d8 lighting damage).
Magical Slash (Recharge 5-6): Benedict can make a melee sword attack targeting the magical connection between a magic item and its wielder.
Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 22 (3d8 + 7) Magical Slashing damage + 10 (2d8 lighting damage).
On a hit the target must make a CON saving throw (DC 23) and all creatures within 10 ft of the target DEX saving throw (DC 23). If the target fails the CON saving throw, Benedict severs the connection of a magical item of his choice from the wielder. The magic item uses its attunement abilities for 24 hours not being able to activate its magic. If he selects a non-attunement item, that item is not able to active its magical abilities for 24 hours. On a Save nothing happens. All creatures within 10 ft of Benedict take 30 (5d10) force damage and is pushed back 10 ft. Those who save take half damage and are not pushed back.
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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Sword Attack (1 Action): Make 1 sword attack against an enemy in range
Health Word (2 actions): Heal your or ally within range for 40 points of health
Spell (3 actions): Cast a spell using its normal spell slot.
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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
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Lair and Lair Actions
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Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
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Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
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If the [monster name] dies, these effects fade over the course of #d# days.
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