Action Surge (1/day). Bellatrix takes an additional action.
Aura of the Sentential. When Bellatrix and any creatures of her choice within 30 feet of her roll initiative, they all gain a +5 to initiative.
Aura of Protection. Whenever Bellatrix or a friendly creature within 30 feet of her must make a saving throw, the creature gains a +5 to the saving throw. Bellatrix must be conscious to grant this bonus.
Alert. Bellatrix gains a +5 bonus to initiative, can't be surprised while she is conscious and other creatures don’t gain advantage on attack rolls against Bellatrix as a result of being unseen by her.
Spellcasting. Bellatrix casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks):
1st level (4 slots): alarm, detect magic, bless, compelled duel (BA), wrathful smite (BA), heroism
2nd level (3 slots): aid, branding smite (BA), lesser restoration, moonbeam, see invisibility
3rd level (3 slots): counterspell (RE), spirit shroud (BA), binding smite (BA), nondetection
4th level (3 slots): aura of purity, banishment, staggering smite (BA), death ward, find greater steed (dragonnel).
5th level (1 slots): hold monster, scrying, banishing smite (BA), destructive wave (radiant), holy weapon (BA)
*Bonus Action (BA), Reaction (RE)
Psionic Strike (10/day). Once on each of Bellatrix's turns, immediately after she hits a target within 30 feet of her with an attack and deals damage to it with a weapon, Bellatrix can expend one Psionic Energy die dealing an extra 8 (1d8 + 4) force damage. The target must then make a DC 17 Strength saving throw. If the save fails, Bellatrix can knock the target prone or move it up to 10 feet in any direction horizontally.
Multiattack. Bellatrix makes two weapon attacks. When Bellatrix hits a creature with a melee weapon attack, she can expend a spell slot to deal an extra 8 (2d8) radiant damage for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st. (Maximum of 5d8).
Vigilance. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) slashing damage plus 11 (2d10) radiant damage. In addition, Bellatrix can end a spell that the target is concentrating on or benefiting from.
Promised Purge. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) slashing damage plus 11 (2d10) radiant damage. In addition, Bellatrix can re-roll 1s on her damage die when dealing radiant damage. If the creature is a aberration, undead or fiend she can also re-roll 2s on her damage die.
Watcher's Will. As an action, Bellatrix can choose 6 creatures she can see within 30 feet of her. For 1 minute, Bellatrix and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.
Cleansing Touch (4/day). Bellatrix can use her action to end one spell on herself or on one willing creature that she touches.
Lay on Hands. Bellatrix touches a creature within 5 feet of herself. The target magically regains up to 100 hit points and gains the benefit of a lesser restoration spell. This healing can be split up up to the total hit points.
Attack. Bellatrix can make a melee weapon attack as a bonus action.
Second Wind (1/day). Bellatrix regains 17 hit points.
Psi-Powered Leap. As a bonus action, Bellatrix can propel her body with her mind. Bellatrix gains a flying speed equal to twice her walking speed until the end of the current turn. Once Bellatrix takes this bonus action, she can't do so again until she finish a short or long rest, unless she expends a Psionic Energy die to take it again.
Vigilant Rebuke. Whenever Bellatrix or a creature she can see within 30 feet of her succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, she can use her reaction to deal 13 (2d8 + 5) force damage to the creature that forced the saving throw.
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