Divine Resistance. Whenever Yeshua fails a saving throw, he can choose to succeed instead. Whenever Yeshua succeeds on a saving throw in this manner, he regains two less legendary actions at the start of his next turn.
Divine Spellcasting. Yeshua’s innate spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). He does not need to concentrate on a spell he casts innately, and can innately cast the following spells, requiring no material components:
constant: water walk (can’t be dispelled, Yeshua can activate or deactivate the spell as a free action), telekinesis (no weight limit)
At will: detect thoughts, detect magic, legend lore, lesser restoration
4/day: fireball (20d12), greater restoration, dispel magic (9th level), heroes feast (100 times the amount of food)
3/day: commune (contacts the Heavenly Father and the Comforter), cone of cold, control weather, dispel evil and good
2/day: divine word (hp thresholds are multiplied by 5), power word heal, power word stun, sunbeam (20d12)
1/day: mass heal (5,000 hp), plane shift (self only), obliteration beam, true resurrection (no time limit)
Holy Flight (Spiritual Condensation only). Yeshua has a flying speed of 60 feet in addition ot his walking speed (he can hover). This benefit works only while Yeshua concentrates (as if concentrating on a spell); Yeshua falls if he ends his turn in the air and nothing else is holding he aloft.
Holy Light (Spiritual Condensation only). Yeshua gives off bright light in a 30-foot radius and dim light for an additional 30 feet. Fiends and undead in the area have disadvantage on saving throws.
Legendary Aid (3/Day). If an ally within 30 feet of Yeshua fails a saving throw and Yeshua isn't incapacitated, Yeshua can let it succeed instead (no reaction required).
Legendary Vigor. Yeshua gains 10 temporary hit points at the start of each of his turns.
Magic Resistance. Yeshua has advantage on saving throws against spells and other magical effects, and his weapon attacks are magical.
Prophesied Revival. When Yeshua dies, his body is destroyed, but his essence travels back to Mount Celestia, and he is unable to take physical form for 1d4 - 1 days.
Purifying Strikes. Whenever Yeshua deals damage with one of his attacks, he regains an amount of hit points equal to half the damage dealt. If he takes more than 30 points of psychic damage in a round, this trait doesn’t function until the start of Yeshua’s next turn.
Timeless Senses. Yeshua has the following senses:
Foresight. Yeshua can’t be surprised, and he has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against him.
Hindsight. Yeshua has perfect memory, and knows the detailed history of any creature he sees.
Multiattack. Yeshua makes three attacks: one with his soul punisher, and two with his unarmed strikes.
Soul Punisher. Yeshua targets a creature within 120 feet of him. The target must make a DC 22 Charisma saving throw, with disadvantage if it is a creature of non-good alignment. On a failure, the target feels the weight of it’s sins, of the suffering and cruelty it has done to other creatures, and is both frightened and charmed by Yeshua at the same time for one minute. If a creature fails the saving throw by 5 or more, it instead is stunned for the duration. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
In addition, if an evil-aligned creature fails the saving throw, it is incapacitated for 1 minute. While incapacitated in this way, the target can’t regain hit points, and it takes 220 (40d10) radiant damage at at the start of each of its turns. The incapacitated target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
An evil-aligned creature that is reduced to 0 hit points is purified - and any sin or evil is removed from its soul. The creature is then resurrected as an idealized version of itself is then freed of all evil, causing its alignment to shift one step towards good.
Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 105 (40d6) bludgeoning damage. Instead of damaging the creature, Yeshua can cause the target to regain 105 (40d6) hit points.
Blessed Stride. Yeshua takes the Dash or Disengage action.
Approach. Yeshua moves up to his speed without triggering opportunity attacks or teleports, along with any equipment he is wearing and carrying, up to 30 feet (60 feet if his mythic trait is active), to an unoccupied space he can see.
Cleanse. Yeshua makes one Soul Punisher attack.
Invoke Protection. Yeshua shields one ally within 30 feet of it. The target gains 27 temporary hit points.
Awe-Inspiring Miracle (Costs 2 Actions). Yeshua casts a spell with a casting time of 1 action or bonus action.
Meteor Explosion (Costs 2 Actions). Yeshua chooses a non-good creature within 120 feet of him. The creature must succeed on a DC 22 Strength saving throw or be restrained by an energy bind, and at the start of each its turns while restrained in this way, the creature takes 110 (20d10) force damage. A restrained creature can repeat the saving throw at the end of each of its turns, escaping on a success. A evil-aligned creature has disadvantage on the saving throw.
Spiritual Condensation (Mythic Trait; Recharges after a Short or Long Rest). If Yeshua is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he regains 276, and for 1 hour, his strength becomes 48 (+19), his Dexterity becomes 22 (+6), his Constitution becomes 48 (+19), his Wisdom becomes 48 (+19), his AC becomes 20, and he regains 20 hit points at the start of each of his turns.
If Yeshua’s mythic trait is active, he can use the following as Legendary Actions for 1 hour after using Spiritual Condensation.
Tesseract. Yeshua teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space that he is aware of.
Mass Protection. Each ally within 30 feet of Yeshua gains 27 temporary hit points.
Divine Armor (Costs 2 Actions). Yeshua gains advantage on all saving throws until the end of his next turn.