Angelic Weapons, +1d6 radiant damage per attack, attacks are considered as magical.
Stellar Ward, When the ward is intact, on a 1d4, 3+ the attack is damage is negated on a pass, on a fail the damage is halved and the barrier breaks, reforms after 1d4 turns.
Innate spell casting. 3/day, detect evil, repel evil, blade ward, 1/day, haste.
Astral Fury (bonus action), 1d6 bolts of light streak down form the heavens in a 25ft radius, 80ft away, the stars cause 1d12+4 fire damage. Damage is halved after passing DC 17 Dexterity saving throw
Slayer Glaive, 1d6 slashing damage melee weapon, 10ft reach, +2 to hit, roll 1d4 on a 3+ a maximum of 4 times.
Star fire bow, 1d8 fire damage ranged weapon, 65ft range, +2 to hit, 1d4 fire damage for 1d4+1 turns on a failing a DC 16 dexterity check.
Star Light Wings (action), moves 60ft +1d20+4ft for 1 turn.
Blessed ward (bonus action), shield check is reduced to a 1+ for 1 turn, causes 1d10 radiant damage in a 20ft radius after the shield is broken.
Can make 3 legendary actions per day.
Astral after strike (1 legendary action), Repeats the last attack but the damage is converted to radiant
Surge of blade and fire (2 legendary actions), After flying to a target, make one slayer glaive attack, inflicts 1d10 fire damage in a 20ft radius after landing
Divine Rapid strike (1 legendary action), make 1d6 slayer glaive attacks but the stellar ward dosent block any damage.
Previous Versions
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