Call for an Omen. You spend 1 minute focusing on the energy of the world and are given an omen correlating to an event within the next hour.
Spellcasting. Its spellcasting ability is [charisma] (spell save DC 16, +7 to hit with spell attacks).
Cantrips (at will): guidance, sacred flame, toll the dead, spare the dying
1st level (6 slots): compelled duel, faerie fire, detect evil and good, sanctuary
Divine Intervention (1/day) You call on your deity to intervene, with a specific request that is granted as the GM sees fit.
Channel Divinity (3/day) can choose which effect
Preserve Life: Pool of 60 HP spread as you see fit to allies within 30 ft
Turn the Unholy: Choose a class of creature from the following list: abherrations, beasts, celestials, fiend, fey, monstrosity, undead
Each creature of that type that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes 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.
Moonbow. Ranged Weapon Attack: +4 to hit, range 60/300ft. Hit: 2d6 piercing damage. On a hit the target makes a DC 13 Wisdom saving throw, or falls asleep.
Moonlight Trance. As a moth to the flame you spend your turn moving straight towards the brightest light source. Each creature you pass takes 4d8 radiant damage.
Holy Retribution Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft.. Hit: 1d8+2 slashing damage and 1d8+4 radiant damage
Unholy Revenge Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft.. Hit: 1d8+2 slashing damage and 1d8+4 necrotic damage
Stardust. All creatures within 30ft must make a DC 16 charisma saving throw or be under the effects of the bless or bane spell (your choice)for the next minute.
Aura of Vitality. Heal one creature within 30ft for 2d6 HP
Bend Luck. You can force an opponent to reroll their attack roll against you, and your next roll will be at disadvantage.
Hands of the Martyr. If an ally goes down (unconcious or dead) you can take half of the damage incured. The target takes the other half, but then gains 10 temporary HP.
Teleport. Can teleport up to 60ft to an unoccupied space that you can see.
Description
An unwilling avatar of the god of fate, they always seem to end up in the right place at the right time.
Lair and Lair Actions
Enter a description of your monster's lair here.
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:
- Enter a description for a lair action.
- Enter a description for a lair action.
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:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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