Favored Foe (4/day). When America hits a creature with an attack roll, she can mark the target as her favored enemy for 1 minute or until she loses concentration.
The first time on each of her turns that she hits the favored enemy and deals damage to it, including when she marks it, she can increase that damage by 1d6.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Abjure the Extraplanar (1/short rest). As an action, America can cause each aberration, celestial, elemental, fey, or fiend within 30 ft. of her must make a WIS saving throw (DC: 14). On a failed save, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from America as it can, and it can’t willingly end its move in a space within 30 feet of you. 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 take the Dodge action.
Watcher’s Will (1/short rest). As an action, America can choose up to 2 creatures within 30 ft of her. For 1 minute, America and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.
Detect Portal (1/short rest). Once per short rest, as an action, America can detect the distance and direction to the closest planar portal within 1 mile of you.
Divine Sense (3/long rest). As an action, America can detect good and evil. Until the end of her next turn, she can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover.
Radiant Soul (1/long rest). Once per long rest as an action, America can transform, gaining a glimmering appearance. For 1 minute or until she ends it with a bonus action, America has a flying speed (30 ft.) and once per turn she can have one attack or spell deal 10 in additional radiant damage to one target.
Crusher. Once per turn, when America hits a creature with an attack that deals bludgeoning damage, she can move it 5 ft. to an unoccupied space, provided the target is no more than one size larger than her.
Crusher: Critical. When America scores a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of her next turn.
Star-Spangled Smite. When America hits with an attack, she can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends.
Spellcasting. America is a first-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). America has the following spells prepared:
Cantrips (at will): light, resistance, thunderclap
1st level (4 slots): absorb elements, alarm,detect magic, hunter's mark, protection from evil and good,searing smite, thunderous smite, wrathful smite, zephyr strike
2nd level (3 slots): absorb elements, hunter's mark, misty step, pass without trace, protection from evil and good, searing smite, summon beast
Multiattack. America makes two melee attacks each round.
Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 bludgeoning damage.
Description
Any critical hit against America becomes a normal hit. In addition, when she is subjected to a magical effect that allows her to make a Strength or Constitution saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw.
Previous Versions
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Coming Soon
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