Spellguard Shield. While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
Ring of Protecc. You gain a +1 bonus to AC and saving throws while wearing this ring.
Boon of Immortality. You stop aging. You are immune to any effect that would age you, and you can’t die from old age.
Boon of Irresistible Offense. You can bypass the damage resistances of any creature.
Spellcasting. The Avatar of Sordior is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with Spell Attacks)
Cantrips (at will): Sacred Flame
1st level (4 slots): Shield of Faith, Bless, Cure Wounds
2nd level (3 slots): Hold Person, Spiritual Weapon
3rd level (3 slots): Spirit Guardians, Dispel Magic, Glyph of Warding
4th level (3 slots): Death Ward, Guardian of Faith
5th level (3 slots): Raise Dead, Flame Strike
6th level (1 slot): Create Undead, Harm, Heal
7th level (1 slot): Temple of the Gods
8th level (1 slot): Sunburst, Antimagic Field
9th level (1 slot): Power Word: Heal
The Gemstar. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 6) slashing damage plus 7 (2d6) psychic damage.
The Gemstar (1/Day). The Avatar of Sardior casts an alternate version of Guardian of Faith that summons five different guardians, each with a different effect when it hits a target as follows:
- Emerald Guardian. When hit by this Guardian of Faith, the target must make a DC 18 Intelligence saving throw. On a failed save, until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d6 and reduce the total by the number rolled.
- Sapphire Guardian. When hit by this Guardian of Faith, the target must make a DC 18 Constitution saving throw. On a failed save, the creature is incapacitated until the end of the caster's next turn.
- Topaz Guardian. When hit by this Guardian of Faith, the target must make a DC 18 Strength saving throw. On a failed save, the creature is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature’s weapon attacks that rely on Strength deal half damage.
- Crystal Guardian. When hit by this Guardian of Faith, the target must make a DC 18 Constitution saving throw. On a failed save, the Guardian of Faith then regains 10 hit points by absorbing a portion of the radiant energy.
- Amethyst Guardian. When hit by this Guardian of Faith, the target must make a DC 18 Strength saving throw. On a failed save, the creature takes an additional 10 (2d8) force damage, and its speed becomes 0 until the start of the caster’s next turn.
Desiccating Breath (Recharge 5–6). The dragon exhales yellowish necrotic energy in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, the creature takes 21 (6d6) necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature's weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn't weakened.
x3 Javelin of Lightning. Use Magic Item. This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Psychic Step. The Avatar of Sordior magically teleports to an unoccupied space it can see within 15 feet of it.
The Avatar of Sordior 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. The Avatar of Sordior regains spent legendary actions at the start of its turn.
Gemstar. The Avatar of Sordior makes one Gemstar melee attack.
Psionics (Costs 2 Actions). The Avatar of Sordior uses Psychic Step or Spellcasting.
Dragon Call (Costs 3 Actions) (Recharge 5-6). The Avatar of Sordior calls their Dragon to strafe a target area or creature with their Breath Weapon.
Description
The Avatar of Sordior stands nearly 7 ft. tall with scales of five-colored scintillating gemstones and gleaming plate armor made of Mithral. One of five avatars, they typically bond with a Young or Adult Dragon and become fearsome Dragon Riders.
An Avatar of Sordior undergoes the Rite of Gems, seeking out an Ancient Dragon of the five Gemstone Dragon types: Emerald, Sapphire, Topaz, Crystal, and Amethyst, and collecting a single scale from each. Once complete they forge the Gemstar, a magical morningstar made from the fused scales that contain the power of all five Dragons. Each Gemstar ability is unique to the user. When the Rite is complete, they become true Avatars of Sordior and gain the Boon of Immortality, preventing them from dying outside of glorious combat (mostly) and another boon, unique to that avatar.
Comments