Divine Aspects of War
In comparison to other divine domains, a divine aspect of war can represent a variety of concepts such as battle, heroism, strength, or victory. In some realms, a divine aspect of war may simply represent a single fragment of a god's true nature, one that is awakened only in times of great conflict.
Divine Warbringers
As their name suggests, the divine aspect of war only appears when the strength of the divine is required in a conflict. When these avatars arrive in battle, they are typically found leading legions of angels and other celestial allies in their wake. However, war gods only battle in this manner if the fate of creation is at stake as they typically remain impartial between sides of most mortal conflicts. The only exception is when another god decides to intervene on behalf of a mortal conflict. In such a case, many war gods will not pass up an opportunity to challenge their divine kin.
Embodiment of Might
Because of their role and what they represent, the divine aspects of war typically tend to be much more involved with mortal affairs. The strength of their followers is often the primary concern for these beings and they can often be found indirectly influencing mortal events through war and conflicts started by their worshippers. The motives for their meddling are often seen as selfish and irresponsible, especially in the eyes of other gods; however, many war gods believe that conflict is necessary for their creations to learn to protect themselves against the terrors of the multiverse.
War God's Challenge
However, ancient myths have suggested that divine aspects of war have also been known to directly challenge the strength of mortals. When these avatars appear, the mightiest champions of mortal kind are challenged to prove their worth to the divines by facing an avatar of war itself. Typically, the purpose of such a challenge in to ensure that mortals are able to defend themselves against otherworldly threats. This does not mean the god of war will not come to the aid of their worshippers in a truly dire threat; however, such an encounter is a test to determine if their worshippers are worthy of their god's favor.
Facing the War Gods
The very presence of these divine avatars represents the very spirit of war itself. Only those with the strongest of wills can withstand the waves of bloodlust emanating from these divine beings. Despite their focus on strength and might, mere power is not enough to defeat them. Only those who with a indomitable will can hope to resist the uncontrollable urge for violence that emanates from these beings. One must be sure to hone their mind and wits when facing these avatars; otherwise, they will be swept into a war frenzy, striking down their own allies in a bloody fury.
Aspect of War
Gargantuan Celestial, varies
- Armor Class 25 (Natural Armor)
- Hit Points 615(30d20+300)
- Speed 60ft., 60ft. swim, 120ft. fly
STR DEX CON INT WIS CHA 30 (+10) 21 (+5) 30 (+10) 30 (+10) 30 (+10) 30 (+10)
- Saving Throws Str+19, Dex +12, Con +19, Int +19, Wis +19, Cha +19
- Skills Insight +19, Intimidation +19, Perception +19, Religion +19
- Damage Resistances bludgeoning, piercing, and slashing damage from non-magical attacks
- Damage Immunities necrotic, radiant, poison
- Condition Immunities blinded, charmed, frightened, exhausted, paralyzed, poisoned, stunned, unconscious
- Senses truesight 300ft., passive Perception 29
- Languages all, telepathy 300ft.
- Proficiency Bonus +9 Challenge 30(165000)
Divine Nature The Aspect of War does not require air, food, or drink.
Divine Weapon The Aspect of War's weapon attacks are magical for the purpose of overcoming resistance and immunity.
Divine Soul When the Aspect of War is reduced to 0 hitpoints, it can make a Charisma saving throw equal to half the damage dealt. On a successful saving throw, the Aspect of War only drops to 1 hitpoint instead.
Divine Weapon The Aspect of War can deal a critical hit on a18-20. When the Aspect of War deals a critical hit, it can triple the damage die instead of doubling it.
Legendary Resistance(5/day) If the Aspect of War fails a saving throw, it can choose to succeed. Upon using this feature, the Aspect of War can make an attack with its Godsword or Godbow
Magic Resistance The Aspect of War has advantage on saving throws against spells and other magical effects.
Mortal Turning Any creature of the Aspect of War's choice that starts its turn within 60ft. of the Aspect of War must succeed a DC 28 Charisma saving throw. On a failed saving throw, the target is turned until the end of its next turn. If a creature's saving throw is successful, the creature is immune to the Aspect of War's Mortal Turning for the next 24 hours.
Reactive The Aspect of War can take a reaction at the end of each of its turns.
Rejuvenation If the Aspect of War is destroyed, it returns to life regaining all its hitpoints in 5(1d10) days unless the god's true form is destroyed in its domain.
Terror of War Any creature hostile to the Aspect of War that starts its turn within 60 feet of the Aspect of War must make a DC 28 Wisdom saving throw, unless the Aspect of War is incapacitated. On a failed save, the creature is frightened until the start of its next turn. Frightened creatures drop whatever it is holding. Creatures cannot benefit from being immune to charm or fear. Instead, such creatures have advantage against those effects instead. If a creature's saving throw is successful, the creature is immune to the Aspect of War's Terror War for the next 24 hours.
Spellcasting
The Aspect of War's spellcasting ability is Charisma (spell save DC 28), The Aspect of War can innately cast the following spells
At Will Blade Barrier, Holy Aura, Holy Weapon,, Teleport, Plane Shift
3/day Blade Disaster, Invulnerability, Meteor Swarm
Actions
Multiattack. The Aspect of War can cast a spell and make three attacks with its Godsword or Godbow.
Godsword. Melee Weapon Attack: +19 to hit, 20ft. reach, one target. Hit 45(10d6+10) force+ 35(10d6) radiant damage. If this attack has advantage, this attack deals 65(10d10+10) + 55(10d10) radiant damage.
Godbow. Ranged Melee Attack: +15 to hit, 600ft. range, one target. Hit 55(10d8+10) force damage +45(10d8) radiant damage.
Rage of War(Recharge 5-6) The Avatar of War unleashes a surge of uncontrollable bloodlust. For one minute, creatures within 60ft. of the Aspect of War must succeed a DC 28 Wisdom saving throw. On a failed saving throw, the target is overcome with bloodlust for one minute. While in this state, the affected creature must use its action on its next turn to attack the nearest creature within in range that is not the Avatar of War. Affected creatures can repeat its saving throw at the end of each of its turns to end the effect on a success.
Bonus Actions
Aggressive The Aspect of War can use its bonus action to move up to its movement speed towards a hostile creature it can see. It can only use this movement to move closer to a hostile creature
Reactions
Retaliation When the Aspect of War takes damage, it can use its reaction to make a weapon attack against the attack if it is within range.
War God's Blessing When the Aspect of War or a creature it can see misses on an attack roll, it can use its reaction to all the target to reroll the attack with advantage.
Legendary Actions
The Aspect of War can take 5 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 Aspect of War regains spent legendary actions at the start of its turn.
Attack(2 actions) The Aspect of War can make an Attack with its Godsword or Godbow
Spell(2 actions) the Aspect of War can cast a spell of its choice.
War Lust(Recharge 2 actions) One creature within 60ft. of the Aspect of War can see within 60ft. of it must succeed a DC 28 Wisdom saving throw. On a failed saving throw, the target must move up to its movement speed to attack a creature of the Avatar of War's choice within range.
Divine Resilience(3 actions) The Aspect of War can end one status condition of spell effect on itself.
Divine Actions
On initiative count 20 (losing initiative ties), the Aspect of War can take an Divine Action to cause one of the following effects; the Aspect of War can’t use the same effect two rounds in a row:
Battle Frenzy All creatures within 60ft. of the Aspect of War must succeed a DC 28 Wisdom saving throw. On a failed saving, creatures are overcome with a sense of rage. Until the initiative count 20 on the next turn, affected creatures have advantage on attack rolls and attacks against them have advantage for the duration
Terrifying Presence Creatures within 60ft. of the Aspect of War must succeed a DC 28 Wisdom saving throw. On a failed saving throw, creatures are considered frightened until the end of its next turn
War God's Protection Until the start of initiative count 20 of the next round, the Aspect of War gains resistance to all damage of its choice.
Regional Effects
The region near an Aspect of War is warped by its divine magic, which creates one or more of the following effects:
- Creatures within 6 miles of the Aspect of War are overcome with an overwhelming sense of rage and anger.
- Creatures within 6 miles of the Aspect of War can
- The area within 6 miles of the God of War is filled with a screaming sounds of war If the Aspect of War dies, these effects fade over the course of 5(1d10)days.