Light hammer dnd 5e roll20 compendium12/10/2023 ![]() ![]() If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.įlying Sword: The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. ![]() Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. Slaying Longbow: Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage. Greatsword: Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Magic Resistance: The solar has advantage on saving throws against spells and other magical effects.Īctions Multiattack: The solar makes two greatsword attacks. It can innately cast the following spells, requiring no material components:Īt will: detect evil and good, invisibility (self only)ģ/day each: blade barrier, dispel evil and good, resurrection Innate Spellcasting: The solar's spell casting ability is Charisma (spell save DC 25). When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).ĭivine Awareness: The solar knows if it hears a lie. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Angelic Weapons: The solar's weapon attacks are magical. Subclasses, backgrounds, feats, items, monsters, spells, and otherĬontent available on Roll20. These D&D 5E Free Basic Rules only contain a fraction of the races,
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