Magic Items. Aisha is currently attuned to the bracers of defense and a staff of striking.
Evasion. When Aisha is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
Danger Sense. Aisha has advantage on Dexterity saving throws against effects she can see while not blinded, deafened, or incapacitated.
Mobile. Difficult terrain doesn't cost Aisha extra movement and when she makes a melee attack against a creature, she doesn't provoke opportunity attacks from that creature for the rest of the turn, whether she hit or not.
Unarmored Movement. While not wearing armor or wielding a shield, Aisha can move along vertical surfaces and across liquids on her turn without falling during the move.
Legendary Resistance (3/day). If Aisha fails a saving throw, she can choose to succeed instead.
Multiattack. Aisha makes four attacks with her unarmed strike or staff of striking, or eight if her astral arms are summoned.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft. (10 ft. while her astral arms are summoned), 1 target. Hit: 12 (1d8 + 9) bludgeoning damage (+ 5 (1d8) force damage while her astral arms are summoned).
Staff of Striking. Melee Weapon Attack: +14 to hit, reach 5 ft., 1 target. Hit: 12 (1d8 + 17) bludgeoning damage. The staff has 12 charges. When she hits with a melee attack using it, Aisha may expend up to 3 of its charges. For each charge she expends, the target takes an extra 1d6 force damage.
Stunning Strike. When Aisha hits with a melee weapon attack, she can force the target to make a DC 19 Constitution saving throw or be stunned until the end of her next turn.
Rage. Aisha enters a rage for up to 1 minute. She gains advantage on Strength checks and saving throws, +2 melee damage (included in damage), and resistance to all damage (included in resistances).
Her rage ends early if she is knocked unconscious or if her turn ends and she hasn't attacked a hostile creature since her last turn or taken damage since then. She can also end her rage as a bonus action.
Flurry of Blows. Aisha makes two unarmed strikes, or four if she has summoned her astral arms.
Awakened Astral Self. Aisha unleashes the full potential of her astral self, forcing each creature of her choice she can see within 10 ft. of her must succeed on a DC 19 Dexterity saving throw or take 4d8 force damage. She summons her astral arms, visage, and body, gaining the following benefits:
- Armor of the Spirit. She gains a +2 bonus to Armor Class (included in AC)
- Astral Barrage. She gains additional attacks when she uses her multiattack action, Flurry of Blows bonus action, or Unarmed Strikes legendary action (noted in descriptions)
- Astral Sight. She can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
- Empowered Strikes. When she hits a target with an unarmed strike, she deals an additional 1d8 force damage (included in damage)
- Deflect Energy. Aisha gains the Deflect Energy reaction
Deflect Missiles. When hit by a ranged weapon attack, Aisha uses her reaction to reduce the damage by 1d10 + 19. If she reduces the damage to 0 and has a free hand, she can make a ranged attack with range 60/180 that deals 1d8 + 5 damage of the appropriate type as part of the same reaction.
Deflect Energy. While her astral arms are summoned, if Aisha takes acid, cold, fire, force, lightning, or thunder damage, she can use her damage to reduce the damage by 1d10 + 19. If she reduces the damage to 0 and has a free hand, she can make a ranged attack with range 60/180 that deals 1d8 + 5 damage of the appropriate type as part of the same reaction.
Aisha Sunbrace 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. Aisha regains spent legendary actions at the start of its turn.
Step of the Wind. Aisha moves up to her movement speed without provoking opportunity attacks and her jump distance is doubled for the turn.
Unarmed Strikes (Costs 1 action). Aisha makes one unarmed strike, or two if she has summoned her astral arms.
Patient Defense (Costs 2 actions). Aisha takes the Dodge action.
Description
Aisha Sunbrace, once a simple mercenary in the Tenebric Vanguard, is now the Green Knight's Champion in the Summer Court's Colosseum. Though thought to be the same age as her peers, it would appear that she has spent far more time in the Colosseum than has passed outside. Or is the Colosseum in a space further in the timeline than that which is outside its walls?
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