Angelic Weapons. Zariel's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 (8d8) radiant damage (included in the attack).
Ascension. When Zariel casts plane shift to teleport herself to Mount Celestia, all evil creatures within a 30-foot radius of her who have 100 hit points or fewer, must succeed a DC 26 Constitution saving throw, or be disintegrated in a pillar of holy light.
Divine Awareness. Zariel knows if she hears a lie.
Holy Light. Zariel's sword sheds bright light in a 15-foot radius, and dim light for an additional 15 feet. Fiends within this light have disadvantage on all attack rolls.
Innate Spellcasting. Zariel's spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components:
At will: alter self (can become Medium sized when changing her appearance), blinding smite, detect evil and good, guiding bolt (3rd level only), invisibility (self only), wall of light
3/day each: blade barrier, dispel evil and good, plane shift
1/day each: commune, gate, resurrection
Legendary Resistance (3/day). If Zariel fails a saving throw, she can choose to succeed instead.
Lightborn. Unless she is slain on the plane of Mount Celestia, Zariel's body vanishes in a burst of blinding light before reforming on her home plane 1d6 + 1 days later, leaving her equipment behind. All who see this burst of light must succeed on a DC 26 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness. Evil aligned creatures have disadvantage on this saving throw.
Magic Resistance. Zariel has advantage on saving throws against spells and other magical effects.
Shard of Zeal. The celestial steel used to forge the Sword of Zariel was infused with one of her feathers. When casting the plane shift spell, Zariel may teleport directly to her sword.
Multiattack. Zariel makes three Sword of Zariel attacks. She may substitute Healing Touch for one of these attacks.
Sword of Zariel. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) slashing damage plus 36 (8d8) radiant damage. An evil creature struck by this weapon must succeed a DC 17 Constitution saving throw or be Blinded until the end of its next turn.
Celestial Smite. Ranged Spell Attack: +16 to hit, range 120 ft., one target. Hit: 36 (8d8) radiant damage. If the target is an evil creature that has 100 hit points or fewer, it must succeed on a DC 26 Constitution saving throw or become Stunned until the end of it's next turn. A creature killed by this attack has its body disintegrated.
Healing Touch (4/Day). Zariel touches a creature. The target magically regains 70 hit points and is freed from any curse, disease, poison, blindness, or deafness. An undead or fiend type creature touched by this ability must succeed a DC 26 Constitution saving throw, or suffer 70 radiant damage, instead of healing.
Teleport. Zariel magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.
Zariel 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. Zariel regains spent legendary actions at the start of her turn.
Teleport. Zariel uses her Teleport action.
Cast a Spell (Costs 2 Actions). Zariel casts one of her at will spells.
Blinding Gaze (Costs 3 Actions). Zariel targets one creature she can see within 30 feet of her. If the target can see her, the target must succeed on a DC 26 Constitution saving throw or suffer 22 (4d10) radiant damage, and be blinded until magic such as the lesser restoration spell removes the blindness.
Previous Versions
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9/20/2019 7:08:24 AM
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9
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1
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1
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9/22/2019 6:56:14 AM
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96
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6
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1.1
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3/16/2024 3:09:00 PM
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1338
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303
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Coming Soon
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Updated Celestial Smite to stun an evil target instead of outright killing them. Also updated the wording of her Teleport legendary action to be more concise. Thank you for the suggestions!