Tawrich: A claw-like weapon wielded by Angra Mainyu. This weapon gains +6 to hit. Deals 2D6+6 slashing damage. Throwable (20ft/60ft). If Tawrich is lost, it will return to Angra Mainyu after a short rest. Additionally, while the weapon is in his possession he can materialize and dematerialize it at will. When wielded with Zarich, Angra Mainyu suffers no penalty for dual wielding.
Zarich: A claw-like weapon wielded by Angra Mainyu. This weapon gains +4 to hit. Deals 2D4+3 slashing damage. Throwable (20ft/60ft). The wielder of this weapon gains +1 to their armor class.
When a creature fails a melee weapon attack against Zarich’s wieldier, Angra Mainyu can use his reaction to “catch” the weapon. If the caught weapon is a natural weapon, the creature is considered grappled (normal rules apply). If it’s not a natural weapon, the following situation happens.
The target creature is unable to use that weapon. On Angra Mainyu’s turn, he can enter a strength contest with the target as an action, if he wins, he disarms the target, throwing the weapon 10 ft away (twice as much if the weapon is “light”, half of much if the weapon has the “heavy” property). Furthermore, on the target creature's turn, it can enter a strength contest against Avenger to try to break it’s weapon free from Zarich.
If it wins, he breaks the weapon free and the condition ends. When grappling or catching a weapon, Zarich cannot be used for attacks. If Zarich is lost, it will return to Angra Mainyu after a short rest. Additionally, while the weapon is in his possession he can materialize and dematerialize it at will.When wielded with Tawrich, Angra Mainyu suffers no penalty for dual wielding.
Avenger (A): Class skill of avengers. A skill that allows a servant to draw the hatred of others into themselves, turning it into power. If Angra Mainyu takes at least 50 damage from hostile creatures during a battle, he receives the effects of a short rest after the battle. Furthermore, if he receives at least 100 damage from hostile creatures during a battle, he receives the effects of a long rest after the battle. This value is tracked separately from Angra Mainyu’s hit point maximum.
Oblivion Correction (A): Class skill of avengers. Grants the following effects.
- Avenger can never forget information nor can he have his memory magically modified.
- Angra Mainyu’s flawless memory improves his attacks. When Angra Mainyu lands a critical hit, he deals an additional 1D12 damage.
Self-Replenishment (Mana) (E): Class skill of avengers. A slow recovery of mana fueled by burning hatred. Every eight hours, Angra Mainyu receives the benefits of a short rest, even if he hasn’t rested.
Unlimited Raise Dead (EX): An ability granted to Angra Mainyu by the Holy Grail. Angra Mainyu cannot truly die as long as his contract with his master exists. If Angra Mainyu fails his death saves, a new body forms at the last place he completed a long rest, and his consciousness is transferred to this body. Unlike most servants, Angra Mainyu leaves behind a corpse. This corpse transforms into a shadow horror.
Unarmored Defense: While Avenger is not wearing any armor, his armor class equals 10 + his Dexterity modifier + his Constitution modifier. He can use a shield and still gain this benefit.
Extra Attack: Avenger can attack twice, instead of once, whenever he takes the Attack action on his turn.
Rage: In battle, Avenger fights with primal ferocity. On his turn, he can enter a rage as a bonus action.
While raging, he gains the following benefits if he isn't wearing heavy armor:
- He has advantage on Strength checks and Strength saving throws.
- When he makes a melee weapon attack using Strength, he gains a +5 bonus to the damage roll.
- He has resistance to bludgeoning, piercing, and slashing damage.
Avenger can't cast spells or concentrate on them while raging.
Avengers’s rage lasts for 1 minute. It ends early if he is knocked unconscious or if his turn ends and he hasn't attacked a hostile creature since his last turn or taken damage since then. He can also end your rage on his turn as a bonus action. Avenger can use rage as much as he likes.
Infectious Fury: When Avenger hits a creature with his natural weapons while he is raging, he can curse his target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + his Constitution modifier + his proficiency bonus) or suffer one of the following effects (your choice):
- The target must use its reaction to make a melee attack against another creature of his choice that you can see.
- Target takes 2d12 psychic damage.
He can use this feature a number of times equal to your proficiency bonus, and he regains all expended uses when he finishes a long rest.
Claw. Angra slashes forward dealing 2d6+6 slashing damage. +3 on hit.
Claw Throw: Angra throws his Tawrich, dealing 2d6+7 slashing damage. +3 on hit. 20/60ft range.
Annihilation Wish (A): Personal skill of Angra Mainyu. A lack of the fear of death that allows Angra Mainyu to push himself to the absolute limits of his body. He mainly chose to enter this stat as a bonus action. Until the beginning of his next turn, he gains the following perks.
- Avenger’s speed is doubled.
- Avenger can take two actions per turn.
- Avenger gets an additional reaction
- Avenger gains all the benefits of his rage state.
- Avenger has advantage on attack rolls.
- Avenger has advantage on strength, dexterity, and constitution checks and saving throws.
- Angra Mainyu get’s +2 to his armor class.
After the ability ends, Angra Mainyu takes 6D12 necrotic damage, ignoring immunity or resistance to necrotic damage. After this ability has been used, it cannot be used again until he completes a long rest.
Verg Avesta: Angra Mainyu’s Noble Phantasm. A primal cursed that shares pain. Angra Mainyu can select one creature he knows about that’s on the same plane as him and cast Verg Avesta upon them. While the curse is active, whenever Angra Mainyu takes damage, the cursed creature takes psychic damage equal to that damage. This effect lasts up to five minute. However, Angra Mainyu must maintain concentration and be able to speak in order to maintain the spell. Once Angra Mainyu uses this skill, he cannot use it again until he completes a long rest.
Form of a Beast: When Angra Mainyu enters his rage, he can transform, revealing the bestial power within him. Until the rage ends, he manifests various natural weapons. It counts as a simple melee weapon for him, and he adds his Strength modifier to the attack and damage rolls when he attacks with it, as normal. His weapons are as follows:
- Bite: Avenger’s mouth transforms into a bestial muzzle. It deals 2d8 piercing damage on a hit. Once on each of his turns when he damages a creature with this bite, he regains a number of hit points equal to his proficiency bonus, provided he has less than half his hit points when he hits.
- Claws: Each of Avengers hands transforms into a claw, which he can use as a weapon if it’s empty. It deals 2d6 slashing damage on a hit. Once on each of his turns when you attack with a claw using the Attack action, he can make one additional claw attack as part of the same action.
Claw. As a Bonus Action, Angra slashes with his other Claw, Zarich. Deals 1d4+3 slashing damage.
Previous Versions
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1/3/2023 5:10:14 AM
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