Divine Sense. Barmir knows the location of all celestials, fiends and undead within 60 ft. of him that are not behind total cover. Creatures immune to divination magic are not revealed to this.
Aura of Devotion. Barmir emits an aura of devotion to his allies around him. All allied creatures within 30 feet of Barmir gain a +7 to their saving throws, are immune to being charmed and frightened, and have advantage on saving throws against magical effects.
Divine Protection. Fiends, celestials, undead, fey, aberrations and elementals have disadvantage on attack rolls against Barmir.
Devoted Connection. Barmir may use his charisma in place of strength when making attack and damage rolls with his starsteel spear.
Amulet of Proof againts Detection and Location. Barmir is hidden from divination magic. He can't be targeted by such magic or perceived through magical scrying sensors.
Starsteel Spear. Barmir wields the Starsteel Spear of Das, a divine artifact forged from a Godstone granted to him following a celestial duel. The spear grants Barmir the following effects:
Versatile Might. Whilst wielding the spear, you can use a bonus action to turn it into a Lance or vice versa.
Glorious Purpose. Grants a bonus to attack and damage rolls equal to your charisma modifier
Powerful Blows. Deals an additional die of weapon damage on hit (2d6 / 2d12).
Faithful Weapon. When thrown the spear returns to your hand immediately after the attack is resolved.
Calculated Vigor. When the wielder defeats an enemy, or for every 10 points of damage they take, they gain 10 temporary hit points. Temporary hit points granted by this feature multiple times can stack on top of eachother when gained repeatedly, as opposed to resetting any pre-existing temporary hit points back to 10.
Channel the God of War. Attacks with this weapon deal an additional 22 (5d8) radiant damage.
Know your enemy. Whilst the spear has charges, you can cast legend lore and scrying once per long rest.
Multiattack. Barmir makes either: two starsteel spear or holy avenger attacks; two dual flurry attacks; or four divine blast attacks.
Starsteel Spear. Melee weapon attack. +20 to hit, one target, reach (5ft. in spear, 10ft. in lance), thrown (20/60 feet in spear). Hit. 21 (2d6 + 14) piercing damage if in spear form, or 23 (2d8 + 14) piercing damage when used with two hands, or 27 (2d12 + 14) piercing damage when in lance form. In addition the target takes 22 (5d8) radiant damage. If the spear was thrown, it returns to Barmir's hand.
Holy Avenger. Melee weapon attack. +13 to hit, one target, reach 5 ft. Hit. 11 (1d8 + 7) slashing damage and 9 (2d8) radiant damage.
Dual Flurry. Melee weapon attack. +20 to hit, one target, reach 5 ft. Hit. 21 (2d6 + 14) piercing damage, 11 (1d8 + 7) slashing damage, and 31 (7d8) radiant damage.
Divine Blast. Ranged spell attack. +13 to hit, one target, range 120 feet. Hit. 9 (2d8) radiant damage.
Healing Hands (3/day). Barmir can restore 50 hit points to a creature, and cure it of all diseases and poisons.
Spellcasting. Barmir is capable of casting divine spells, with a +13 to spell attacks and spell save DC 21. He can cast the following spells at will: command, sanctuary, shield of faith, hex
He can also cast the following spells twice a day each: zone of truth, aura of vitality, spirit shroud, lesser restoration
He can also cast the following spells once a day each: freedom of movement, banishment, flame strike, geas, summon celestial, destructive wave.
Animate Shield (1/day). Barmir causes his shield to start floating around him, allowing him to draw his holy avenger to dual wield alongside his starsteel spear, or to wield his starsteel spear in two hands. The animated shield can float for 1 minute.
Mould Weapon. Barmir switches his starsteel spear from spear to lance, or vice-versa.
Consume Shield. If Barmir has temporary hit points from his starspeel spear, he can use a bonus action to consume them, gaining half the consumed hit points' total (rounded down) as hit points.
Stone's Endurance. When Barmir takes damage, he can reduce it by 11 (1d10 + 6).
Shield (3/day). When an attack would hit Barmir, he can increase his AC by 5 until the start of his next turn, potentially causing the attack to miss.
Description
Barmir
Comments