Escanor's attacks as spells

Search GM Binder

Escanor's Sunshine as spells

Cruel Sun

4th-level evocation


  • Classes: Cleric, Paladin
  • Casting Time: 1 action
  • Range: Self (line)
  • Components: S, V, M (A stone which matches the color of the sun)
  • Duration: Instantaneous

Holding up your arm, making a gesture as if you're pointing up, a miniature sun appears at the tip of your index finger as you utter the words, "Cruel Sun." You then launch the 5 foot wide miniature sun in a line moving from you. Each creature within it's path must make a Dexterity saving throw. On a failed save, a target takes 5d8 initial fire damage or half as much on a successful one.

Not only that, on a failed save, the creatures caught in it's path also get pushed by the miniature sun and get pushed along with it until it dissapears. Creature being pushed by the Sun are incapacitated. Any interactions with pushed creatures are made with disadvantage.

It travels for 30 feet on your turn every round. The amount of feet it travels gets reduced by 10 feet every round on your turn. Once it gets reduced to 0 feet, it dissapears. Creatures caught in the fireball can roll another Dexterity saving throw to escape on their turn, once per round. On a failed save, they take another 1d8 fire damage, on a sucessful one, they take half as much and are no longer being pushed by the fireball.

It ignites flammable objects along it's path that aren’t being worn or carried. It also melts through iron and softer materials that aren't being worn or carried, less than 5 feet thick, but you can choose for it not to melt through walls. It dissapears when it can no longer move.


At Higher Levels: When you cast this spell using a spell slot of 5th level or higher the initial damage of Cruel sun increases by 1d8.

The One

9th-level transmutation


  • Classes: Cleric, Sorcerer, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S, V, M(A 1000gp gemstone which matches the color of the sun, A symbol of the Sun)
  • Duration: Concentration, 1 minute

A flame that rivals Pelor's courses through your veins, your size turns to large, turning you into a hulking mass of muscle and fire, as if you have become the sun itself. You can't cast this spell if you have an evil alignment and you can only cast this spell during daytime. For the duration of this spell, you gain the following effects:

  • All damage you take is reduced by 100 and you are immmune to all conditions except being restrained, prone, grappled, blinded and deafened.
  • You gain temporary hit points equal double to your hit point maximum.
  • Having 0 hit points doesn’t knock you unconscious. You don't have to make death saving throws, and you don't suffer the normal effects of taking damage while at 0 hit points. When The One ends, you immediately suffer two failures and you must keep making death saving throws as normal.
  • Your Strength Score becomes 24 if it already isn't 24 or greater.
  • You have advantage on Strength checks and Attack Rolls.
  • Your unarmed strikes become like fireballs. If you make an unarmed strike, a 10 foot flaming sphere centered from the point of contact of the unarmed strike appears, creatures in the area must make a Dexterity saving throw. On failed save they take 2d12 radiant damage and 2d12 fire damage, or half as much on a successful one. The unarmed strike itself deals 5d12 bludgeoning damage.
  • Your skin becomes as tough as diamond, allowing your Armor Class to become 20 + dexterity.
  • Any creature that touches you must do a fortitude save. On a failed save they take 2d12 fire damage and 2d12 radiant damage, or half as much on a successful one. They take this damage every start of their turn if they stay touching you. This damage does not get activated when you make unarmed strikes.
  • You are able to cast Cruel Sun as a 6th level spell at will.
  • Your size turns to large.
  • An aura of flame in the form of a 30 foot cylinder centered on you appears. When a creature enters the area for the first time on a turn or starts its turn there, it is engulfed in flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage and 2d10 fire damage on a failed save, or half as much damage on a successful one. It ignites flammable objects that aren’t being worn or carried. It also melts through iron and softer materials that aren't being worn or carried.
  • You cannot cast spells and every attack you make is with killing intent, though the effects of spells casted on you before casting The One is kept.

Like Wish, the stress of casting this spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast The One ever again if you suffer this stress.

Credits

Cruel_Sun_Image https://joeschmo1of3.blogspot.com/2018/06/omake-gif-anime-nanatsu-no-taizai_22.html The_One_Image https://www.deviantart.com/hedaox/art/Nanatsu-no-Taizai-Escanor-THE-ONE-form-776292096

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.