Mythic Resistance. When War fails a saving throw, he can spend one of his unspent legendary actions to succeed instead.
Regeneration. War regains 100 hit points at the start of his turn. If he takes damage from Death’s scythe or Brand, this trait doesn’t function at the start of his next turn. This trait cannot be suppressed by any other means. He only dies if he starts his turn at 0 hit points and doesn’t regenerate.
Limited Magic Immunity. Unless he wishes to be affected, War is immune to spells of 3rd level or lower. War has epic advantage on saving throws against spells and other magical effects.
Overwhelming Offense. War ignores resistance and immunity to damage. He also treats absorption as resistance. Additionally, he scores a critical hit on an 18-20.
Opportunist. War can make an opportunity attack even when an effect would normally prevent him from doing so. Additionally, War can take a reaction on every turn in combat.
Titan Grip. War can wield heavy weapons in one hand and can can use the larger damage die for versatile weapons when wielding them in one hand. Additionally, War cannot be disarmed by any means.
Tactical Genius. War can add his intelligence bonus to his initiative rolls. Also, when War would have both advantage and disadvantage on a single roll or both Epic advantage and Epic disadvantage on a single roll, he instead has advantage or Epic advantage on that roll. Additionally, when War would have advantage or Epic advantage on an attack roll, he rolls three d20s instead of two. War uses the highest of the three rolls to determine the result of the roll.
Spellbreaker. When War damages a creature that is concentrating on a spell, that creature has epic disadvantage on the saving throw to maintain its concentration.
Aura of Dread. If a creature within 300 feet of War is immune to the frightened condition, it is instead not immune to that condition and has Epic advantage on saving throws against effects that cause the frightened condition. Additionally, whenever War scores a critical hit on an enemy creature, that creature must succeed on a Wisdom saving throw (DC 33) or become frightened. If the creature ends its turn in a space where War is not within its line of sight, the effect ends.
Adrenaline Surge (3/Day). War can choose to take an additional action on his turn. (No action required)
Innate Spellcasting. War’s innate spellcasting ability is Intelligence (spell save DC 33, +25 to hit with spell attacks). He can innately cast the following spells, requiring no components:
At will (9th level): hunter’s mark, searing smite, fireball, wall of fire, hellish rebuke, immolation, blade of disaster, dream, meteor swarm, major image, ravenous void, illusory dragon, dark star, mighty fortress, mirage arcane, fire storm, blade barrier, programmed illusion, delayed blast fireball, incendiary cloud, dominate monster, cloud of daggers, charm monster, mirror image, tenser’s transformation, antagonize, destructive wave (thunder and fire damage), spiritual weapon, hold monster, flame strike, infernal calling, summon fiend, modify memory, steel wind strike, searing smite, wall of fire, geas, power word pain, weird, holy weapon (fire damage)
At will (Tier 3): traumatize, pyroclastic cannon, malevolent fists of spite, kinetic control, implode, caldera, crimson winds of havoc, enslave, enigma masque, hideous mandate, magic bullet, mortifying apparition, night terror, infinity room, planar eviction, phoenix pyre, sonic boom, silent scythe of slaying, storm of torment, translocation, demecius’s divine intercession, celestial tempest, sphere of ultimate destruction, affair of honor, legacy of steel, call of the lance (as an action)
Multiattack. War makes seven attacks. He can replace 2 of these attacks with a non-epic spell or 3 of these attacks with an epic spell or cleaving flame.
Brand, the Burning Cataclysm. Melee Weapon Attack: +30 to hit, reach 5 ft., one target. Hit: 37 (4d10 + 15) slashing damage plus 27 (8d6) fire damage.
Unarmed Strike. Melee Weapon Attack: +25 to hit, reach 5 ft., one target. Hit: 30 (3d12 + 10) bludgeoning damage.
Searing Bow. Ranged Weapon Attack: +25 to hit, range 500 ft., one target. Hit: 42 (5d12 + 10) fire damage.
Cleaving Flame. War sends a superheated burst of flame at a target within 30 feet of him. The target must succeed on a DC 33 Dexterity saving throw or suffer 70 (20d6) fire damage, or half as much on a success.
Change Shape. War polymorphs into a small or medium humanoid of his choice. His statistics other than his size do not change in the new form.
Second Wind (Recharges after a Short or Long Rest). War regains 1000 hit points.
Invoke Weakness (Recharge 5–6). War uses his magic to weaken the defenses of a creature he can see within 120 feet of himself. The target must succeed on a DC 33 Wisdom saving throw or become cursed until the end of the War’s next turn. The next time War hits the cursed target with an attack, the target takes an extra 27 (6d8) fire damage.
Parry. War adds 11 to his AC against one attack that would hit him.
War can take 6 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. War regains spent legendary actions at the start of his turn.
Attack. War makes two attacks.
Spellcasting. War casts a non-epic spell.
Pursuit. War moves up to his speed or commands his mount to move up to its speed. This movement doesn’t provoke opportunity attacks.
Tactical Edge (Costs 2 Actions). Roll a d12 for War. The number rolled on the die is subtracted from the next attack roll made against War or an ally of his choice within the next minute.
Epic Spellcasting (Costs 3 Actions). War casts an epic spell.
On initiative count 20 (losing initiative ties), War takes a mythic action to cause one of the following effects. War can’t use the same effect twice in a row.
Induce Violence. War targets one creature he can see within 60 feet of himself. The target must succeed on a DC 33 Wisdom saving throw or immediately make one melee weapon attack against another creature of War’s choice that is within the target’s reach. This attack is made with epic advantage and gains a +11 bonus to the damage roll. If no creature is within the target’s reach or if the target has the incapacitated condition, the target instead takes 33 (6d10) psychic damage.
Impale. War makes one attack with Brand, the Burning Cataclysm. If it hits, it deals piercing damage instead of slashing and the target is grappled (DC 33). While grappled in this way, the target is restrained, moves with War, and takes 22 (4d10) piercing damage at the start of its turns and when this grapple ends. War cannot make attacks with Brand while he has a creature grappled in this way. Additionally, War can only have one creature grappled in this way at a time.
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