Innate Spellcasting. Ah-Kej's spellcasting ability is Charisma (spell save DC 24, spell attack bonus +16). He can innately cast the following spells, requiring no material components:
At Will (spells that may be cast at higher levels are always cast at 5th level): bless, cure wounds, guiding bolt, healing word, heroism, searing smite, shield, aid, enhance ability, gentle repose, pass without trace, prayer of healing, spiritual weapon, aura of vitality, beacon of hope, crusader's mantle, dispel magic, haste, mass healing word, revivify, spirit guardians, aura of life, aura of purity, banishment, death ward, dimension door, guardian of faith, staggering smite, awaken, dawn, destructive wave, greater restoration, hold monster, holy weapon, mass cure wounds, steel wind strike
5/day each: blade barrier, find the path, fizban's platinum shield, globe of invulnerability, heal, heroes' feast, wind walk, crown of stars, mordenkainen's sword, regenerate, resurrection
3/day each: holy aura, power word stun
1/day each: blade of disaster, imprisonment, mass heal, true resurrection
Eternal Rage. Ah-Kej is considered raging as soon as combat begins, without having to activate it as a bonus action. While raging, Ah-Kej is resistant to all damage and gains a +10 bonus to all melee weapon attacks (already included in the attack's damage).
Divine Fury. The first creature that Ah-Kej hits on his turn is dealt an additional 1d12 + 12 radiant damage.
Born to be Divine. Magic cast upon Ah-Kej to restore hit points or restore life does not consume spell slots or material components to do so.
Fanatical Focus (2/day). If Ah-Kej fails a saving throw, he may choose to reroll it and must take the new result.
Godly Instinct. Ah-Kej cannot be surprised, and has advantage on initiative rolls.
Brutal Critical. Ah-Kej may roll four additional weapon damage dice when determining the extra damage for a critical hit with a melee weapon attack.
Indomitable Might. If Ah-Kej's total for a Strength check is less than his Strength score, he can use that score in place of the total.
Legendary Resistance (3/day): If Ah-Kej fails a saving throw, he can choose to succeed instead.
Multiaction. Ah-Kej can make four attacks with Brizikila, Herald of Eternal Glory. Alternatively, he can make two attacks, and cast an At Will spell, or cast a limited casting spell, and an At Will spell.
Brizikila, Herald of Eternal Glory (5 charges). Melee Weapon Attack: +21 (+16 with Great Weapon Master) to hit, reach 10 ft., one target. Hit: 20 (2d8 + 20) bludgeoning damage (+10 more for Great Weapon Master). This weapon critically strikes on a roll of 18-20 and deals an additional 10 points of damage. It deals double damage to objects and structures. If Ah-Kej misses an attack by 1 or 2, the target's armor class is reduced by 1.
Ah-Kej can choose to use a charge on the weapon upon hitting a creature with a melee attack with Brizikila. Upon doing so, physical manifestations of the giant souls contained within the weapon appear and make identical attacks upon creatures of Ah-Kej's choosing within 30 feet of him, other than his original target. The giant souls deal the damage Ah-Kej dealt with his original attack.
Borne of the Creator (1/day). Ah-Kej's connection to Estenvein empowers his divine form. A concentrated beam of radiant energy blasts out of Ah-Kej at a creature of his choosing within 60 feet, forcing them to make a Constitution saving throw DC 22, taking 12d12 radiant damage on a failure, and half on a success. Creatures who fail are banished to the Void, or their home plane, of Ah-Kej's choosing. Additionally, Ah-Kej can choose a creature within 60 feet, which regains 12d12 health.
Zealous Presence (Recharge 5-6). Ah-Kej unleashes a battle cry and up to 10 other creatures of his choice within 60 feet of him that can hear him gain advantage on attack rolls and saving throws until the start of his next turn.
Great Weapon Master. If Ah-Kej critically strikes with a melee weapon attack or reduces a creature to 0 hit points, he can use a bonus action to make another melee weapon attack.
Spells. healing word, searing smite, spiritual weapon, mass healing word, staggering smite, fizban's platinum shield, blade of disaster
Sentinel. When Ah-Kej hits a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from Ah-Kej even if they take the Disengage action. When a creature within 5 ft. of Ah-Kej makes an attack against a target other than him, he can use his reaction to make a melee weapon attack against the attacking creature.
Spells. shield
Ah-Kej 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. Ah-Kej regains spent legendary actions at the start of his turn.
Attack. Ah-Kej makes one attack with Brizikila.
At Will Spell (2 actions). Ah-Kej casts a spell from his At Will spell list.
Empower Lightened (2 actions). Ah-Kej connects with any number of lightened within 30 feet of him, activating their innate racial ability. The benefits of these abilities lasts until the end of each of those creature's next turns, but does not consume their daily use for the ability.
Sanctuary (3 charges). Ah-Kej exudes an aura that embraces creatures of his choice within a protective light that lasts until the end of Ah-Kej's next turn, granting them 5 temporary hit points. If those enveloped in the light are hit by a melee weapon attack, the attacking creature must succeed on a Constitution saving throw DC 19 or become blinded until the start of their next turn. Additionally, creatures enveloped in the light deal an additional 1d12 radiant damage on weapon attacks. The light vanishes if the creature's temporary hit points are reduced to 0.
Previous Versions
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2/19/2023 1:19:45 AM
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Coming Soon
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