Aura of Divinity. All creatures that enter within sight of this being must succeed a charisma saving throw 17 or be forced into prayer until they take damage or succeed a saving throw at the end of their turn. Creatures under this effect are stunned and incapacitated until the status ends.
Sacrifices.
Forced sacrifices occur on a mythic action. Targets all beings within 1 mile (including itself) to make a major sacrifice of its choosing.
Chosen sacrifices target one creature within 1 mile on this creatures turn. The target creature must choose one of the following to permanently change on their character sheet. Once the choice has been made the avatar gains the sacrificed value. (Hidden rule, another creature can use its reaction to "shoulder the burden" and reduce the value of the sacrifice requirement, at the cost of incurring the halved value)
Sacrifice Talent. -2 to the highest ability score.
Sacrifice Vitality. -16 to max hit point value.
Sacrifice Mobility. -10ft of max movement speed.
Sacrifice Endurance. -2 to highest saving throw modifier.
Sacrifice Knowledge. Removes 2 skill proficiency bonuses.
Sacrifice Precision. -2 to all attack modifiers.
Mortal Manifest. The avatar begins combat with a mythic action, then one at half health, and one final upon dying.
(Sacrifice Memory, lose one core memory which they narrate before losing it)
(Sacrifice Possessions, lose all items and equipment in inventory leaving all bare and exposed)
(Sacrifice Mortality, lose all death saving throws, when they drop to 0 they die)
Divine Authority. This creature has 3 actions and 2 bonus actions on its turn. One action will always be used to cause a Chosen Sacrifice. The Avatar cannot repeat any of its actions once it has been used that turn. Additionally has 3 legendary reactions it can use at anytime regardless of turn sequence.
Sacrificial sword Multiattack. 3 attacks, +9 to hit, 3d6+10 magical slashing damage.
Call for Blood. One living creature with an intelligence of 5 or higher must succeed a charisma saving throw 17 or become charmed. While charmed in this way they must spend their action inflicting 2d4 damage on themselves. Reroll save upon taking damage.
Consecration. Up to 70ft in a 20ft circle all creatures within must succeed a constitution saving throw 17 or take 2d12 radiant damage and reduce movement by half. Half damage on success, and no speed reduction.
Cast Judgment. Target one creature within 120ft is marked for death for 3 rounds, and after 3 rounds elapsed the target drops to 1 hit point at the end of their turn. Can be dispelled by remove curse or dispel magic, or if the target is incapacitated before the effect activates.
Ruination. All creatures within 60ft must succeed an intelligence saving throw 17 or take 3d8 psychic damage and become paralyzed until the end of their next turn. Half damage and no effect on success.
Chosen Sacrifice. One creature in initiative must make a sacrifice of their choosing. The sacrifice in turn is added to the Avatars stat sheet.
Cripple the Foolhardy. Up to 3 target within 40ft have halved movement until the start of the avatars next turn.
Corporeal Shift. Teleports up to half its movement. Creatures within 5ft of the Avatar during its teleportation must succeed a constitution saving throw 17 or become blinded.
Ever seeking Light. One target within 30ft must make a dexterity saving throw 17, on a fail the target takes 2d8 radiant damage and the light jumps to another target in 30ft if possible. No damage on success.
Greater Force. All targets within 15ft must succeed a strength saving throw 17 or be forced back by 15ft.
Divine Measures. Gains one of the following bonuses; +5 AC, +10 to a chosen saving throw modifier, or Immunity to a chosen damage type. Bonus last until the end of the next creatures turn in initiative.
Divine Vengeance. Makes a multiattack (3)
Overturn Ruling. Dispels all magic 3rd level or lower, and can be used as a counterspell.
At the start of combat (Sacrifice Memory, lose one core memory which they narrate before losing it)
At 100 HP (Sacrifice Possessions, lose all items and equipment in inventory leaving all bare and exposed)
Upon death (Sacrifice Mortality, lose all death saving throws, when they drop to 0 they die)
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