Elven Accuracy. This trait is the showing of an Elves ability to land hits, this makes it so that Aranseer can reroll one dice on any dexterity, intelligence, wisdom, charisma attack rolls he has advantage on.
Legendary Resistance (1/Day). If Aranseer fails a saving throw, it can choose to succeed instead.
Queller of Faith. Any person whos abilities come from deep faith deals only half damage against Aranseer and Aranseer has advantage to the saving throws cause by them taking no damage or effects if they succeed and half the damage but usual effects if he fails.
Trained Martial Arts. Aranseer can bonus action for an unarmed strike, dodge action, disengage action, dash action.
Spellcasting. The Aranseer is a 20-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 25, +19 to hit with spell attacks). The Aranseer has following Wizard spells prepared:
Cantrips (at will): Firebolt, Acid spray, Frostbite, Lightning Lure, Shocking Grasp
1st level (5 slots): Burning Hands, Chromatic Orb, Feather Fall, Ice Knife, Magic Missile, Shield
2nd level (4 slots): Blur, Hold Person, Invisibility, Misty Step, Scorching Ray
3rd level (4 slots): Animate Dead, Bestow Curse, Counterspell, Fly
4th level (3 slots): Fire Shield
5th level (3 slots): Arcane Hand, Hold Monster, Legend Lord, Telekinesis
6th level (2 slots): Chain Lightning, Disintegrate
7th level (2 slots): Plane Shift, Teleport
8th level (1 slot): Sunburst
9th level (1 slot): Wish(Broke)
Multiattack. This feature allows Aranseer to attack three times in an attack action however they must be from the same attack.
Unarmed Strike. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 14 (2d4 + 8) bludgeoning damage.
Zeit, blade of time. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 21(2d8 + 11) slashing damage. and every time this hits a target they must make a constriction saving throw(DC 20) or de-age by 8(2d6) years.
Platz, blade of space. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 21(2d8 + 11) slashing damage. and every time this hits a target they must make a constitution saving throw(DC 18) or have apart of them erased, starts with limbs by rolling a d4 and removing the appropriate one.
Aranseer 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. Aranseer regains spent legendary actions at the start of its turn.
Vicious Strike (Costs 1 Actions). Aranseer takes an unarmed strike on a nearby target and then the target must make a constitution saving throw(DC 25) or be stunned for one round.
Quick Casting (Costs 2 Actions). Aranseer uses one spell removing any need of preparation.
Den Durchfluss Umkehren (Costs 3 Actions). Aranseer using a combination of space and time magic via Zeit and Platz he reconstitutes his body of any damage and regains uses of spells as long as they were casted in-between now and the start of Aranseer's last turn. He heals 3d12+8
Description
A powerful dark elf from a time where gods walked the earth and thought battles for dominance before the world reset itself.
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