Starfolk Presence. Gravity within 30 feet of this creature works in mysterious ways. The Virtue may choose an effect at the start of each of its turns. Creatures and objects may only be affected once per battle round by this feature:
- Attraction. Creatures and objects of the Virtue's choice in the area that are medium or smaller are drawn 15 feet towards the Virtue. A creature can make a DC 20 Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding falling towards the Virtue.
- Repulsion. Creatures and objects of the Virtue's choice in the area that are large or smaller are pushed 15 feet away from the Virtue. A creature can make a DC 20 Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding falling away from the Virtue. Ranged attacks made against the Virtue while this effect is active have disadvantage.
- Force. Creatures in the area must succeed on a DC 20 Strength saving throw or be knocked prone and have their speed become 0 until the end of their next turn.
Moonlight Affinity. The Virtue of Azure regenerates 5 hit points at the start of each of its turns while under direct moonlight. In addition, when below half its maximum hit points, the Virtue's spells have a casting time of 1 bonus action instead of 1 action while under direct moonlight.
Trick of the Light. The Virtue of Azure can us an illusion to change its appearance to look like a Cleric of Selune as an action. The illusion is dispelled if the Virtue makes an attack or casts a spell.
Of Azure (2/day). The Virtue may shift into the Ethereal Plane as a reaction to an attack or spell that would have affected it, causing the attack to miss or the spell to be wasted. It may come back as an action on its turn in an unoccupied space within 60 feet of its previous location.
Spellcasting. The Virtue of Azure is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). The Virtue has the following spells prepared:
Cantrips (at will): guidance, light, mending, sacred flame, spare the dying
1st level (4 slots): bless, cure wounds, guiding bolt, moonbeam
2nd level (3 slots): hold person, misty step, spiritual weapon
3rd level (3 slots): mass healing word, [Tooltip Not Found]
4th level (3 slots): banishment, death ward, greater invisibility
5th level (3 slots): flame strike, mass cure wounds, wall of force
6th level (2 slots): globe of invulnerability, heal
7th level (2 slots): divine word, fire storm
8th level (1 slot): holy aura
9th level (1 slot): mass heal
Magic Resistance. The Virtue has advantage on saving throws against spells and other magical effects.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) slashing damage plus 14 (2d6 + 6) radiant damage.
Moonburst (recharge 5-6). A beam of radiant moonlight blasts from the Virtue forming a 100-foot long, 5-foot wide line. Each creature in the line must make a DC 20 Dexterity saving throw. A creature takes 55 (10d10) radiant damage on a failed save, or half as much on a successful save. A shapechanger makes its saving throw at disadvantage and instantly reverts to its original form and can't assume a different form for the next minute if it fails. Creatures that fail this saving throw lose any damage resistances for 3 rounds, and have damage immunities downgraded to resistances for the same duration. The virtue is considered under direct moonlight for (1d4) rounds after using this ability.
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