Discorporation. When you die, your body is destroyed but your essence travels back to your domain and is unable to take physical form for 1d100 years. If within those years, your followers fail to continue worship, you will permanently die.
Charger. When you use your action to Dash, you can use your bonus action to take the Attack action with melee weapons or to shove. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the damage roll or push the target up to 10 feet.
Fear Aura. Any creature hostile to you that starts its turn within 20 feet of you must make a DC 21 Wisdom saving throw, unless you are incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to your Fear Aura for the next 24 hours.
Great Weapon Master. When you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee attack as a bonus action. Before you make a melee attack with a heavy weapon, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage.
Magical Weapons. All of your weapon or melee attacks count as magical.
Innate Spellcasting. Your spellcasting ability is Charisma (spell save DC 21). You can innately cast the following spells, requiring no material components:
At will: command, compelled duel
3/day each: banishing smite, find greater steed
Multiattack. You make two melee attacks and use infernal command.
Hellish Halberd. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) piercing damage plus 7 (2d8) radiant damage.
Infernal Command. Each ally of yours within 60 feet of you can't be charmed or frightened until the end of your next turn.
Poison. (3/short rest) As a bonus action, you can poison your melee weapon. On a hit, the target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 15 (4d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Shield. (1/short rest) As a reaction when you're hit by an attack, you can use your holy shield to give a +5 bonus to AC which lasts until the start of your next turn.
You 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. You regains spent legendary actions at the start of your turn.
Awaken. You cast major image
Teleport. You magically teleport, along with any equipment you are wearing and carrying, up to 120 feet to an unoccupied space he can see.
Attack (Cost 2 Actions). You attack once with your hellish halberd.
Description
Bane demands martial skill from his followers, many of whom spend hours in drills and practice battles. If they are not hefting a weapon on a battlefield, his most faithful are studying theories of warfare or playing games of strategy to hone the military mind.
Bane commands the domain of war for its aspects of conquest and strict military structures. Ordered battle plans and improvised strategies please Bane, as do masses of troops and tiny tactical units. Bane embraces every aspect of war and sees it as an end in its own right, an outlook shared by many of those devoted to him.
Previous Versions
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