Angelic Weapons, The solar"s weapon attacks are magical" /> Angelic Weapons, The solar"s weapon attacks are magical" />

Solar 5E D&Amp;D

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Angelic Weapons.

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The solar"s weapon attacks are magical. When the solar hits with any type of weapon, the weapon deals an additional 6d8 radiant damage (contained in the attack).

Divine Awareness. The solar knows if it hears a lie.

Innate Spellspreading. The solar"s spellspreading ability is Charisma (spell conserve DC 25). It can innately cast the complying with spells, requiring no material components:

At will: detect evil and excellent, invisibility (self only)

3/day each: blade barrier, dispel evil and good, resurrection

1/day each: commune, control weather

Magic Resistance. The solar has advantage on saving throws versus spells and also other magical impacts.


Actions

Multiassault. The solar makes 2 greatsword attacks.

Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one targain. Hit: 22 (4d6 + 8) slashing damages plus 27 (6d8) radiant damage.

Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one taracquire. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damages. If the tarobtain is a creature that has actually 100 hit points or fewer, it should succeed on a DC 15 Constitution conserving throw or die.

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Flying Sword. The solar releases its greatsword to float magically in an unlived in room within 5 feet of it. If the solar deserve to view the sword, the solar can mentally command it as a bonus activity to fly as much as 50 feet and also either make one attack versus a taracquire or go back to the solar"s hands. If the hovering sword is targeted by any kind of impact, the solar is thought about to be holding it. The hovering sword falls if the solar dies.

Healing Touch (4/Day). The solar touches one more creature. The tarobtain magically regains 40 (8d8 + 4) hit points and also is freed from any type of curse, illness, poikid, blindness, or deafness.


The solar can take 3 legendary actions, selecting from the alternatives listed below. Only one legendary action option can be offered at a time and just at the finish of an additional creature"s rotate. The solar regains invested legendary actions at the start of its rotate.

Teleport. The solar magically teleports, together with any kind of devices it is wearing or carrying, up to 120 feet to an unoccupied area it can check out.

Searing Burst (Costs 2 Actions). The solar emits magical, magnificent power. Each creature of its alternative in a 10-foot radius need to make a DC 23 Dexterity conserving throw, taking 14 (4d6) fire damages plus 14 (4d6) radiant damage on a failed conserve, or fifty percent as much damages on a successful one.

Blinding Gaze (Costs 3 Actions). The solar targets one creature it can check out within 30 feet of it. If the targain can check out it, the taracquire need to succeed on a DC 15 Constitution conserving throw or be blinded till magic such as the lesser restoration spell clears the blindness.


A solar is godprefer in its glory and power. On the battlearea, the solar’s sword flies into the fray on its own, and a single arrow from a solar’s bow have the right to strike a tarobtain dead on contact. So excellent is a solar’s celestial might that also demon princes shrink at its resonant regulates.

It is said that just twenty-4 solars exist. The few solars that are recognized are stewards of specific divine beings. The others rest in a state of contemplation, waiting for the time as soon as their services are necessary to stave off some cosmic risk to the reason of good.