Legendary Resistance (5/day). If Ajani fails a saving throw, he can choose to succeed instead.
Planeswalk (5/day). Ajani can cast Plane Shift on himself at will. This cast cannot be countered.
Magic Weapons. Ajani's attacks are considered magical.
Magic Resistance. Ajani has advantage on saving throws made against spells and other magical effects.
Champion. Ajani's attacks critically hit on a roll of 18-20.
White Mage.
-1st Point: White Magic Savant.
The save DC of any non-necromancy spell you cast that does not deal damage is increased by 2.
-2nd Point: Gift.
As an action, you can expend a spell slot to give an ally within 60ft of you two spell slots of that level. You regain the ability to do so after you finish a short rest. An ally cannot gain more spell slots than they started the day with, and they must finish a long rest before they can benefit from this feature again.
-3rd Point: Force of good.
You have advantage on Persuasion and Intimidation checks made to dissuade a creature from committing an act you deem unlawful or evil. As an action, and up to 5 times per long rest, you know the alignment of one creature you can see within 60ft of you. Finally, evil creatures have disadvantage on saving throws made against your spells.
-4th Point: Supreme White Mage.
The first Divination or Abjuration spell you cast per long rest does not consume a spell slot. You gain an additional use of Gift per rest.
Spirit Warrior.
-1st Point: Beyond the Veil.
Once per long rest, and using your action, you can activate this feature. You assume a spectral form for the duration. You can pass through objects and creatures unharmed and you are immune to non-magical damage (not including silvered weapons). This feature lasts for 2 minutes or until you use an action to dismiss it.
-2nd Point: Soulbrand.
While Beyond the Veil is active, all attack rolls against you have disadvantage and all your attacks deal an extra 1d8 Radiant damage. This damage applies on every attack roll made, even if the attack does not hit.
-3rd Point: Veil Burst.
Up to twice per long rest and using your action you can activate this feature. You release a burst of spiritual energy in a 15ft cone in front of you. Creatures in range must make a Constitution saving throw. The Dc equals 8 + your proficiency bonus + your Wisdom modifier. On a failed save, creatures in range take 4d6 force damage and are pushed to the maximum range of this ability. On a successful save creatures are not pushed and take half damage. This ability deals double damage to spirits. If beyond the veil is active when you use this ability and it kills a creature, the creature's soul is absorbed and beyond the veil's timer is refreshed. Creatures killed by this ability cannot be resurrected, but they can still be raised as undead.
-4th Point: Blessing of the Veil.
While Beyond the Veil is active, You have resistance against force, necrotic and radiant damage and advantage on saving throws made against spells. Additionally, you can make an extra attack on each of your turns, and your movement speed is increased by 10ft.
Fighting Spirit. Your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 15 temporary hit points.
Focused. Ajani can concentrate on up to 3 spells at once.
War Caster.
- You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Great Weapon Master.
- On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
- Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Sentinel.
- When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
- Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Prophet of Radiance. When a creature makes a successful melee attack against Ajani, that creature takes 10 points of Radiant damage.
Purity of Spirit. Ajani is constantly under the effects of the Protection from Evil and Good spell.
Aura of Warding. You and allies within 30ft of you have resistance to damage from spells.
Undying Sentinel. Once per long rest, when Ajani is reduced to 0 hit points, he can expend his use of this feature to be reduced to 1 hit point instead.
Unyielding Spirit. Ajani has advantage on saving throws made against being Paralyzed or Stunned.
Vigilant Rebuke. You’ve learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.
Master Combatant. Ajani can reroll any 1's or 2's on damage dice.
Lay on Hands.
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of 140 hit points.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Divine Smite. When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Divine Health. Ajani is immune to disease.
Aura of Protection. Ajani and allies within 30ft of him, add +10 to their saving throws.
Land's Stride. Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
Spell Breaker. When you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
Potent Cantrips. Ajani adds his Charisma modifier to damage dealt with cantrips.
Attuned Spellcasting. Ajani is unaffected by harmful effects or damage from his own spells. Ajani's spells are not affected by the target's size category. Ajani's spells have an increased Range and Radius of 20ft.
Vigilance. When Ajani makes an attack roll, the next attack roll made against him has disadvantage.
Shroud. Spell attack rolls made against Ajani have disadvantage. Ajani is immune to the effects of spells designed to detect him or reveal his location.
Spellcasting. Ajani's spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). Ajani can cast the following spells;
- Cantrips: Guidance, Light, Primal Savagery, Sacred Flame, Thorn Whip
- 1st Level (5 slots): Hunter's Mark, Bless, Command, Compelled Duel, Cure Wounds, Earth Tremor, Guiding Bolt, Heroism, Shield of Faith.
- 2nd Level (4 slots): Branding Smite, Earthbind, Lesser Restoration, Warding Bond, Zone of Truth.
- 3rd Level (4 slots): Aura of Vitality, Blinding Smite, Call Lightning, Crusader's Mantle, Daylight, Dispel Magic, Erupting Earth, Sending, Tidal Wave.
- 4th Level (4 slots): Banishment, Conjure Minor Elementals, Control Water, Death Ward, Guardian of Faith, Ice Storm, Summon Elemental, Wall of Fire.
- 5th Level (4 slots): Banishing Smite, Circle of Power, Conjure Elemental, Flame Strike, Holy Weapon, Maelstrom, Scrying, Wrath of Nature.
- 6th Level (3 slots): Bones of the Earth, Heal, Move Earth, Sunbeam, Wall of Thorns.
- 7th Level (3 slots): Conjure Celestial, Fire Storm, Temple of the Gods, Whirlwind.
- 8th Level (2 slots): Control Weather, Earthquake, Holy Aura, Sunburst, Tsunami.
- 9th Level (2 slots): Foresight, Storm of Vengeance.
Multiattack. Ajani can make 4 attacks with his Double-bladed Scimitar.
Ajani's Double-bladed Scimitar. Melee Weapon attack: +24 to hit, reach 5ft, 1 target. Hit: (10d4 +16) Slashing damage plus 4d6 Radiant damage. Bonus action attacks made with this weapon deal 5d4 damage. When making a successful attack with this weapon, and while using divine smite, Ajani can release a burst of Radiant energy in a 30ft radius centered on the target. All magical darkness in the area is dispelled and all creatures must succeed a DC 26 Constitution saving throw or take 4d10 +28 Radiant damage and become blinded. Creatures take half the damage on a successful saving throw and are not blinded. Ajani can use this feature up to three times per day.
Pacifism (recharge 4-6). Ajani choose a creature he can see within 100ft of him. Magical shackles lock around the creature and force it to one knee. That creature cannot move or take actions on its next turn. The creature can attempt a Charisma saving throw (DC 26) at the end of each of their turns to end this effect. Ajani cannot use this ability on more than three creatures at once.
Ajani's Maelstrom (recharge 6). Ajani releases a violent twister of magical energies in a 80ft radius centered on himself. All creatures in the area must succeed a DC 26 Constitution saving throw or take 8d6 Fire, 8d6 Force, 8d6 Cold, 8d6 Magical Bludgeoning and 10d6 Radiant damage and suffer one of the following randomly determined effects:
- Sensory Overload. The creature is blinded and Deafened for one minute.
- Radiant Poisoning. The creature is poisoned from extreme Radiant exposure. Creatures immune to poison are unaffected. While poisoned this way, creatures take 1d6 Radiant damage at the start of their turns and cannot regain hit points. This poison lasts for one minute.
- Concussion. The sheer force of magical energies leaves the target Stunned until the end of Ajani's next turn.
- Slow. The creature is under the effect of the Slow spell.
- Confusion. The creature is under the effect of the Confusion spell.
- Magical Dampening. Some lingering energies cling to the target. For the next minute, the creature deals one less damage dice on each of their spells, abilities and attacks.
On a successful saving throw against this ability, creatures take half the damage and do not suffer an additional effect. After using this ability, Ajani is considered Stunned until the start of his next turn.
Warding Flare.
You can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Aura of the Guardian.
You can shield others from harm at the cost of your own health. When a creature within 30 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.
Ajani can take 5 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. Spent legendary Actions are regained at the start of each turn.
Scimitar. Ajani makes an attack with his Double-bladed Scimitar.
Cantrip. Ajani casts a cantrip.
Positioning. Ajani moves up to his full movement speed.
Reactive (2 actions). Ajani regains use of his reaction.
Spell (2 actions). Ajani casts a spell no higher than 6th level.
Recharge (3 actions). Ajani rolls to recharge either his Pacifism or Maelstrom ability.
Spell power regen (3 actions). Ajani regains a spell slot of 6th level or lower.
Bonus action surge (4 actions). Ajani gains 2 extra bonus actions on his next turn.
Master spell power regen (4 actions). Ajani regains a spell slot of 7th or 8th level.
Legendary prowess (5 actions). Ajani regains 1 use of his Legendary Resistance.
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