Divine Sense. Chance can sense anything affected by the hallow spell or know the location of any celestial, fey, fiend, or undead within 120 ft.
Reaper. Chance scores a critical hit on a roll of 19 or 20, and regains 20 HP when he reduces a creature to 0 hp. In addition, they have advantage on attack rolls against frightened creatures.
Spellcasting. Chance's spellcasting ability is Charisma (spell save DC 20, +12 to hit) for the following spells:
At will: cure wounds, gentle repose, revivify, speak with dead
Once per short rest: plane shift, soul cage, resurrection
Multiattack. Chance uses Abjure or Casts a Spell. He then makes two attacks with the Queen's Blade.
Queen's Blade. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 29 (3d10+13) slashing damage, 11 (2d10) radiant damage, 11 (2d10) force damage, and 5 (1d10) necrotic damage, and the target must make a DC 20 Strength save or be knocked prone.
Abjure. Chance chooses one creature within 60 ft. of him that he can see to make a WIS saving throw (DC 20). Fiends and undead have disadvantage on this saving throw. On failure, the creature is frightened and its speed is reduced to 0 (and it can't benefit from bonuses to speed) for 1 minute or until it takes any damage. On success, the creature’s speed is halved for 1 minute or until the creature takes any damage.
Relentless Vow. Chance teleports up to 300 ft. and gains advantage on their next attack roll.
Chance can take up to three reactions per round but only one per turn.
Dark Defense. If a creature deals damage to Chance, roll a d6. On a 4 or higher, he takes no damage, and on a 3 or lower, he only takes half the damage.
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