Divine Awareness. Apollo knows if he hears a lie.
Magic Resistance. Apollo has advantage on saving throws against spells and other magical effects.
Weapon switch: Apollo may switch between weapons at any time without using an action.
longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
fiery longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 9 (3d6) fire damage. If the target is a creature that has 20 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Apollo can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Apollo regains spent legendary actions at the start of his turn.
Teleport. Apollo magically teleports, along with any equipment he is wearing or carrying, up to 900 feet to an unoccupied space he has seen.
perfect aim. As a bonus action, Apollo can add 6 to hit with a fiery longbow attack
sommoning.
Apollo can summon creatures of fire every once per day.
the choices are
1d6 fire elementles
1d4 fire elementles with a plus 5 bonus to saving throws attack rolls and damage rolls.
Description
Apollo earns the domain of "music" because when Hermes was a young god he made the first lyre. Apollo had been ferious at Hermes for steeling Apollos' cattle and mortfying him in front of the other gods. But when he heard the lyre he thaught it was so beutiful he amiediatly asked Hermes if he could have it, Hermes said yes and Apollo forgave him for every thing. Apollo is the sister of Artemis and the son of Leto
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Posted Jan 11, 2025feedback is welcome on this creation