| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 16 | +3 | +3 |
| CON | 18 | +4 | +20 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 20 | +5 | +22 |
| CHA | 18 | +4 | +20 |
Tri‑Symbol Attunement: The Champion channels the three forces of the Harmonic Order:
- Tiamat (Claw): Advantage on Strength checks and saves.
- Bahamut (Sun): Advantage on saving throws against spells.
- Amerystar (Scales): When the Champion takes damage, reduce it by 5.
These effects are always active.
Harmonic Balance Aura (30ft.): Creatures of the Champion's choice within 30 ft. gain:
- Advantage on saves vs. charm, fear, and stun
- Resistance to radiant and force damage
Prismatic Soul: When the Champion is reduced to 0 HP, they instead drop to 1 HP and emit a burst of refracted energy. Each creature within 20 ft. must succeed on a DC 18 Dex save or take 20 radiant damage and be blinded until the end of their next turn. (1/day)
Multiattack: The Champion makes two attacks: two with Prismatic Blade or Radiant Bolt.
Prismatic Blade. Enter the description for your action.
Action Melee Attack. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 15 (2d8 + 6) slashing + 9 (2d8) radiant damage.
On a critical hit, the blade refracts light: the garget must succeed on a DC 18 Con save or be blinded until the end of its next turn.
Radiant Bolt. Ranged Weapon Attack: +10 to hit, range 120 ft., 1 target. Hit: 14 (3d6+4) radiant damage.
If the target casts a spell before the start of the Champion's next turn, it takes 10 psychic damage as harmonic backlash disrupts its focus.
Harmonic Burst (Recharge 5-6)
The Champion releases a tri-colored shockwave.
Creatures of choice within 30 ft. must make a DC 18 Dex save (half for success) or take:
- 3d10 radiant damage
- 3d10 force damage &
- 3d10 psychic damage
Balance Step. The Champion teleports up to 30 ft. One creature within 5 ft. of the destination must succeed on a DC 18 Con save or be blinded until the start of its next turn.
Refractive Guard. Until the start of their next turn, the Champion gains:
- +3 AC
- Resistance to all damage
- Movement does not provoke opportunity attacks
Tri-Symbol Judgment. When a creature hits the Champion with an attack, the Champion chooses one judgment:
- Claw: The attacker takes 10 force damage
- Sun: The attacker must make a DC 18 Con save or be blinded
- Scales: Reduce the damage taken by 20
The Champion has 2 legendary actions per round.
Radiant Step. Teleport 20 ft. without provoking opportunity attacks.
Force Pulse (Costs 2 Actions). Creatures within 10 ft. must succeed on a DC 18 Str save or be pushed 10 ft. and take 10 force damage.
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