Freedom of Energy. Due to being composed of mostly Light, Valo has the Freedom of Movement as a passive.
Legendary Resistance. If Valo fails his saving throw, he can choose to succeed. 3/day.
The All Seeing Light. Valos attacks and spells bypass Radiant Resistance and Immunities.
Being of Light. Valo sheds 300 feet of Bright Light, and 600 feet of Dim Light, which can be controlled and shaped by him. Melee Attackers have to make a Constitution saving throw. Upon a failure, they are Blinded for an hour and take 32 (7d8) Radiant Damage. They talk half as much on a Success.
Radiant Destruction. Valo's weapons, being composed of Light, deal an extra (25) 3d10 radiant damage on hit. They also have to make a DC 20 Con save or be Blinded.
Divine Awareness. The solar knows if it hears a lie.
Innate Spellcasting. The solar's spellcasting ability is Charisma (spell save DC 27). It can innately cast the following spells, requiring no material components:
At will: Daylight, Sunbeam, Modify Memory
3/day each: Heal, Holy Aura, resurrection
1/day each: Prismatic Wall, Mass Heal
Magic Resistance. The solar has advantage on saving throws against spells and other magical effects.
Multiattack. The solar makes One Sword attack followed by a Gun Attack
Greatsword. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 10) slashing damage plus 25 (5d10) radiant damage.
Holy Blast. Ranged Weapon Attack. +17 to hit, Reach 300 ft. One Target. Hit: (2d8+10). If the target has 100 hit points or fewer, they make a Constitution Saving Throw of 18 or be disintergrated.
Bend Light. Bend the Fabric of Light itself, twisting the battlefield to your benefit. Every Creature of your choosing has to make a Intelligence Saving throw or be caught up in your illusion.
Blinding Reality. Light is Blinding, and Valo is light. Each Creature of Valos choice within 120 feet of him must make a DC 23 Constutiton Saving Throw or be Blinded for 1 minute. A creature can remake this saving throw on each of it's turns. If a saving throw is succesful or the effect ends, it is immune to Blinding Reality for 24 hours.
Ray Of Hope. (Recharge 5-6). Blast forth the hope of monsters, people, everywhere who are counting on you, in a 40 foot wide and 80 foot long beam of Light, dealing 20 d6 Radiant Damage, and Targets hit have to make a DC 30 constitution save or be Blinded.
Healing Touch (4/Day). The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Raise Shield. Valo Raises his Shield, granting him resistance against Magical Damage and increasing his AC by 8 Until the start of his next turn.
The Light Shall Burn Your Insolence
Counterspell but if succesfull, they take 5d8 radiant damage and 5d10 fire damage. Level 8.
The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The solar regains spent legendary actions at the start of its turn.
Celestial Command. Valo speaks at a Target, attempting to overwhelm their complete sense of Self. The Target must make a Charisma Saving throw of 28 or follow his Command until the start of his next turn.
Sword Swing. Valo makes a Sword Attack.
Angels of Radiance (Costs 2 actions.) Valo raises his hands in the air and pure constructs of light attacks each creature of Valos choice in a 30 foot cone, dealing 8d8 Radiant damage and 3d10 Fire Damage.
Blinding Gaze (Costs 3 Actions). The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 28 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
Previous Versions
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Coming Soon
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