Starfolk Presence. Gravity within 45 feet of the Virtue works strangely. The Virtue may choose an effect at the start of each of its turns. Creature and objects may only be affected once per round by this feature.
- Attraction. Creatures and objects of the Virtue's choice in the area that are medium or smaller are drawn 20 feet towards the Virtue. A creature can make a DC 23 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 30 feet away from the Virtue. A creature can make a DC 23 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 23 Strength saving throw or be knocked prone and have their speed become 0 until the end of their next turn. As a reaction, the Virtue can deal 28 (5d10) force damage to a single creature that fails this saving throw.
- Levity. Gravity is reversed within the area. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area. A creature can make a DC 23 Dexterity saving throw to grab onto a fixed object it can reach, thus avoided the fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly. The Virtue is not affected by the gravitational change.
The Final Line of Defense. As the Keepers of Justice, the Virtue of Amethyst cannot allow themselves to fail their duty. When the Virtue reaches 0 hit points, its Black Hole action automatically recharges, and the Virtue can immediately use its movement and take the action as a reaction before perishing.
Immortal's Gem. The Virtue regenerates 10 hit points at the start of each of its turns.
Magical Resistance. The Virtue has advantage on saving throws against spells and other magical effects.
Multiattack. The Virtue makes four attacks: two with its wings (it can choose between Wing Bash and Amethyst Feather Throw) and two with its claws.
Amethyst Feather Throw. Ranged Weapon Attack: +14 to hit, range 90 ft., one target. Hit: 14 (2d6 + 7) piercing damage plus 12 (1d6 + 8) force damage. If the target of this attack is within 10 feet, this attack is considered a critical hit on a 19-20.
Wing Bash. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 12 (1d6 + 8) force damage. A creature hit by this attack must succeed on a DC 23 Strength saving throw or be knocked 15 feet away from the Virtue.
Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 5) slashing damage plus 15 (2d6 + 8) force damage.
Of Amethyst (2/day). The Virtue ends one condition or spell that is affecting it, then immediately make the creature responsible for the effect roll a DC 23 Charisma saving throw. On a failure, the creature suffers the effects of the condition or spell it affected the Virtue with.
Black Hole (Recharge 6). Overpowering violet energy flashes in a point 90 feet of the Virtue. Gravity in a 20-foot radius of that point pulls towards its center. All creatures within the area must succeed on a DC 23 Strength saving throw or be pulled 10 feet towards it. A creature that fails this saving throw and is within 5 feet of the origin is dealt 55 (10d10) force damage. This black hole persists in the world for one minute, and a creature that finds itself in the center of it for two consecutive turns must succeed on a DC 23 Charisma saving throw or be disintegrated.
Cosmic Fate. The Virtue adds or subtracts (1d8) to a single roll within 60 feet of it that it can see.
Previous Versions
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Coming Soon
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