Legendary Resistance (3/day). If Constantine fails a saving throw, she can choose to succeed instead.
Celestial Body. Constantine has advantage on saving throws against spells and other magical effects.
None Escape the Night. The DC for Constantine's abilities is 21.
Multiattack. Constantine can make 2 attacks with his (melee) and one with Celestial Royalty. Alternatively he can make use of his Stellar Lattice.
Void Sever. Melee Weapon Attack: +11 to hit, reach 10 ft., # target. Hit: 22 (4d6 + 6) force damage.
Celestial Royalty. Constantine can fire a mote of light, as if under the Crown of Stars spell. The mote has a range of 120 feet and deals 4d12 radiant damage.
Stellar Lattice (Recharge 5-6). Constantine creates an arcane ring on the ground, primed with potent celestial energy. Anyone within a 20-ft radius of the ring makes a Charisma saving throw. On a failure they take 10d8 force damage,
The Witching Hour. When a spell is cast within 60 feet, Constantine can spend a reaction to attempt to Counterspell it, adding his charisma to the check. If he succeeds by 5 or more he can redirect the spell, still using the caster's modifiers for any saves or attack rolls. He can use this ability three times per day.
Constantine has 3 legendary actions.
Demonstrably Royal. Constantine makes a Celestial Royalty attack.
Bestow Constellation (2 actions). Constantine imposes the burden of bearing a constellation, with one of the following effects:
- The Wanderer: Your body becomes restless and full of adrenaline. During your next turn you must expend all movement, and due to your constant motion you have disadvantage on all attacks.
- The Scholar: Your mind is filled with far more information than it can handle. Make a DC 21 Intelligence saving throw. On a failure, take 6d8 psychic damage. On your next turn you can only take an action or a bonus action, and until then you can't take reactions. On a success take half damage, and you cannot take reactions.
- The Creator: The target feels their flesh begin to warp and shift, becoming more unwieldy and imprecise. They make a DC 21 Constitution saving throw, and make another saving throw at the end of each turn. On each subsequent failure, the effect worsens, but on a success the effect lessens. Stage 1: The targets muscles tense up, giving disadvantage on all attack rolls as they fight to control their movements. Stage 2: The targets skin becomes weak and vulnerable, reducing their AC by 2. Stage 3: The targets flesh envelops them, forming a prison. They are petrified until they're able to succeed on their saving throw. The effect also ends if Constantine's concentration is broken.
- The Tragedy: Your very soul is stricken with misfortune. For 1 minute, each time the target makes an attack roll or saving throw, they must roll 1d6 and subtract the number rolled from the result. They make a DC 21 Charisma saving throw at the end of each turn to end the effect.
- The Devoted: The target feels a need in the very core of their being to serve Constantine. Make a DC 21 Wisdom saving throw. On a failure, they must spend their reaction to move to their closest ally, and attack them, as many times as their action would typically allow.
- The Lux: Con save, blinded and make a save at the end of each turn
- The Interloper: You don't believe yourself to fit in with any group. Make a DC 21 Wisdom saving throw. On a failure, you no longer consider any creature to be an ally for the purposes of flanking or sneak attack. Additionally, you must spend your reaction to make an opportunity attack against the first creature to leave your melee range.
- The Catalyst: Con save, 4d8 necrotic damage or half as much on a success. On a failure, they can attack one extra time per turn, but for each attack beyond their first they take 2d8 damage.
- The Scourge: The targets blood fills them with strength, at a cost. Make a DC 21 Constitution saving throw. On a failure, gain an addition d6 of damage any time they deal damage, but they take half of the damage they deal themselves. They can attempt to save again at the end of each turn.
- The Bastion: The target's very force of being is compelled to protect their Constantine. The next instance of damage Constantine takes is instead taken by the target. After each instance of damage they make a DC 21 Wisdom saving throw. On a success the effect ends.
- The Bound: Dark tendrils, made of the very night itself coil and wreathe around you. Make a DC 21 Strength saving throw. On a failure, take 4d4 force damage and become restrained. As an action they can attempt to break the restraint, and can also do so without an action at the end of their turn. Each subsequent failure, the damage dice goes up by 1 size.
- The Umbra: A smoky haze coils around the fabric of your very being. For one round, you become imperceptible to your allies. You cannot be targeted by any non-aoe effects for the duration.