Legendary Resistance (3/Day). If Zanjin fails a saving throw, he can choose to succeed instead.
Magic Resistance. Zanjin has advantage on saving throws against spells and other magical effects.
Fighting Style: Great Weapon Fighting
Hexblade's Curse: Can curse a target, gaining bonus damage and increased crit range.
Eldritch Invocations: Thirsting Blade, Lifedrinker
Samurai Features: Fighting Spirit, Rapid Strike
Pact Magic: 3rd-lvel spell slots, Pact Boon (pact of the Blade)
Multiattack. Zanjin fly's 200ft straight forward making two slashes at all enemy's with in 10ft of straight line. Enemy's are to make a Constitution saving throw of 18, if successful then then only half damage is to be taken.
Heaven's Edge(Greatsword): Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 8) slashing damage, or 13 (2d10 + 8) slashing damage when used with two hands, plus 27 (6d8) radiant damage.
Celestial Retribution: Deals 10d10 radiant damage to all creatures within 30ft of Zanjin.
Celestial Sigil: Grants immunity to charm and fear effects, allows casting of Divine Smite once per Battle.
Parry. Zanjin adds 7 to his AC against one melee attack that would hit him. To do so, Zanjin must see the attacker and be wielding a melee weapon.
Unyielding. When Zanjin is subjected to an effect that would move him, knock him prone, or both, he can use his reaction to be neither moved nor knocked prone.
Zanjin can take 5 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. Zanjin regains spent legendary actions at the start of her turn.
Command Allies. Zanjin chooses up to three creatures she can see within 30 feet of his. If a chosen creature can see or hear Zanjin, it can immediately use its reaction to make one weapon attack, with advantage on the attack roll.
Longsword Attack (Costs 2 Actions). Zanjin makes one longsword attack.
Frighten Foes (Costs 3 Actions). Zanjin targets up to five creatures he can see within 30 feet of him. Each target must succeed on a DC 25 Wisdom saving throw or be frightened of him until the end of her next turn. Any target within 5 feet of Zanjin has disadvantage on the saving throw.
Zanjin can take 4 mythic actions, choosing from the options below. Only one mythic action option can be used at a time and only at the end of another creature's turn. Zanjin regains spent mythic actions upon another creatures death.
Meteor. (Cost 1 Action) Zanjin raises a hand to the sky, asking for heavenly aid. A large portal open up in the sky where it starts to rain down meteors in a 45ft circle in front of you. All creatures within the area must make a succeed on a DC 21 Constitution saving throw or take 8d10 bludgeoning damage and 6d6 fire damage and are knocked prone. A successful saving throw creatures take 2d10 bludgeoning and 3d6 fire damage.
Holy Arsenal(Cost 1 Action) Zanjin uses his Dimensional Katana to open multiple unseen portals behind each enemy. Divine swords, spears, and arrows fly out of the portal into each enemy and disappearing after impact. Enemies are to take 7d10 piercing damage. Each enemy must make roll successful Perception Saving throw of 16 to take half damage.
Summon Allies(Cost 2 Actions) Zanjin blows a war horn that summons up to 2 allies to the battle field, these allies can appear up to 35ft from any where Zanjin can see. Upon appearing can make a suprise attack if within 5ft of enemy creatures.
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