Blessed Strikes. When a creature takes damage from one of Brooks' cantrips or weapon attacks, he can also deal 1d8 radiant damage to that creature. Once he deals this damage, Brooks can’t use this feature again until the start of his next turn.
Divine Lightning. Brooks' attacks deal an additional 1d8 lightning damage on a hit, and critical hit effects take place on an 18, 19, or 20.
Channel Divinity. Brooks can channel divine energy to fuel magical effects two times per short rest.
Second Sight. Once per long rest, Brooks may use this blessing to gain advantage on all attack rolls (including spell attack rolls) for one turn. During this turn, he may move up to double his movement speed and may take an additional attack action.
Spellcasting. Brooks is an 20th-level spellcaster. His spellcasting ability is wisdom (spell save DC 25, +15 to hit with spell attacks). Brooks has following cleric spells prepared:
Cantrips (at will): Guidance, Light, Mending, Sacred Flame, Spare the Dying, Thaumaturgy
1st-level spells (4 slots): Cure Wounds, Guiding Bolt, Sanctuary, Shield of Faith
2nd-level spells (3 slots): Aid, Lesser Restoration, Spiritual Weapon
3rd-level spells (3 slots): Beacon of Hope, Dispel Magic, Revivify
4th-level spells (3 slots): Death Ward, Guardian of Faith, Stoneskin
5th-level spells (3 slots): Mass Cure Wounds, Flame Strike, Raise Dead
6th-level spells (1 slot): Heal, Word of Recall
7th-level spells (1 slot): Divine Word, Resurrection
8th-level spells (1 slot): Earthquake, Holy Aura
9th-level spells (1 slot): Mass Heal, True Resurrection
Eclipse (Electric Warhammer). Melee/Ranged Weapon Attack: +18 to hit, reach 5 ft., range 30/60 ft., one target. Hit: 22 (1d20 + 12) bludgeoning damage. On a successful attack, Brooks may roll an additional 44 (10d8) lightning damage. This electric ability may be used 10 times per recharge or per battery pack replacement.
Projected Barrier. As an action, Brooks may extend two charges to make a projected barrier directly in front of him, which extends 5ft on either side of Brooks and lasts for 10 minutes. Any allied creature behind the shield is considered within full cover, but can attack through the shield without penalty. Enemies cannot attack or pass through the shield. All allies within 10ft of Brooks (including himself) regain 4d4 hit points on Brooks' turn while this ability is active.
Channel Divinity: Twilight Haven. As an action, Brooks may present his holy symbol, and a sphere of twilight emanates from him. The sphere is centered on Brooks, has a 300-ft. radius, and is filled with dim light. The sphere moves with Brooks, and it lasts for 1 minute or until he is incapacitated or dies. All attacks against Brooks or his allies within this zone are made at disadvantage, and allies within the sphere gain +2 to AC and have advantage on saving throws. Whenever a creature ends its turn in the sphere, Brooks can grant that creature one of these benefits:
- Brooks grants it 1d6+8 temporary hit points.
- Brooks ends one effect on it causing it to be charmed or frightened.
In addition, while Twilight Haven is active, Brooks has a flight speed equal to twice his walking speed.
Summon Eclipse. As a bonus action, if Brooks' hammer is up to 60 ft. away, he may summon it back to his hand with the internal electromagnet.
Harness Divine Power. Brooks can expend a use of his Channel Divinity to fuel his spells. As a bonus action, he regains one expended spell slot of up to level 2. Brooks regains all expended uses when he finishes a long rest.
Lightning Rod. If an electric/lighting attack would hit an ally within 30ft, Brooks will use his reaction to absorb the attack into his hammer. Brooks will take no damage, and Eclipse will become fully charged. This ability cannot be used if eclipse is already fully charged.
Brooks may use a legendary action at the end of any turn that he or any of his allies take damage. Brooks has 3 legendary actions per long rest, and may also use them to pass a failed save.
Eclipse Mechanism (Costs 1 Action). After a turn where one of Brooks' allies take damage, Brooks may make an attack against any creature that harmed them. On a hit, Brooks may use any of the following features:
Eclipse Cage. Brooks hammer emits electrified cables that wrap around the target, rendering it grappled and restrained. At the end of each turn this status remains in effect, the target takes 1d8 lightning damage.
Eclipse Shove. With great strength, Brooks pushes the attacker 10 ft. in the direction of his choice. The target must make a DC 25 strength saving throw or be knocked prone.
Eclipse Stun. The extended prongs on Brooks' hammer electrify their target, who must make a DC 25 constitution saving throw. On a success, the target looses their reaction, and on a failure, the target is stunned.
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