SS | Heka

16 str (+3), 18 dex (+4), 20 con (+5), 28 int (+9), 24 wis (+7), 22 cha (+6)

 

Saves - INT +15, CON +10

Legendary Saves - 2/day

Spell Attack - +15, Spell DC - 21

300 hp, 17 ac

 

Armature of Anachronism - Heka is Resistant to Scrying, Divination, Insight, and similar effects.

Cloak of Stars - 4/4 Misty Step (Teleport) charges, Resists Low Function Magic

Norn Sorcerer's Wand - Modifies spellcraft to use INT modifier. The wand can capture any Low Function spell that is Resisted by the caster, and charges it for 1 minute.

Grand Magecraft (Architecture) - Heka is adept in constructing architecture and shaping crafts with magic, and uses these to establish an effective Lair if desired. Once complete, the objects may be considered communal or mundane at his discretion. If it is communal, he must maintain that communion as an Ambient or Domain effect. So long as he is alive this communion is second nature, but it can be interjected with certain wards or effects (Domain contest vs +15 (INT). This ability can be used to take control of an existing structure, but not one any larger than 20km.

>>>> Throne of Magic - Heka's current Grand Magecraft that is communally active and considered his Lair. Creatures cannot jump into the domain or scry it without prior knowledge of its existence and beating his Domain contest (+15).

Intercept Duelist  - +15 to hit vs destrructible projectiles coming in to within 10ft of caster when using Wand as a Reaction. Unlimited charges. Obliterates projectiles.

 

Attacks -

Force of Will (Requires Wand) - 30ft projection, +15 to hit, 2d6+15 Force damage, DC 21 STR save vs knock back 50ft (1d6 per 5ft) and knock to prone.

Dragon's Spiral - 3x 300ft +15 to hit 5d10+15 Hgh Function Fire Bolt.

Avalon (Rapier) - +9 to hit, 2d8+2d4+4, 2x, DC 18 INT save vs 8d6 High Function Force damage.

Uchigatana (Maree) - +9 to hit, 1d8+1d4 2x, DC 18 INT save vs Dispel Magic.

> Grants +4 AC when drawn.

 

Spells -

 

Cataclysm - Consumes 2d12 health - Meteor. 1km range, DC 21 DEX save vs 18d6 Fire damage and 6d12 Bludgeoning damage in 50ft. Knock to prone. Heka can summon two meteors at once and hold them without concentration for as long as necessary, releasing them as a Free Action on his turns.

Ice Block - Reaction. Stun self and encase self in ice. +5 AC, physical/fire resist, 80 temporary HP. Lasts until end of turn. Uses Necklace.

Inheritance of Storms - Lightning bolt. Uses element of choice. DC 21 DEX (half) save vs 14d6 damage. Can freeze, stun, or ignite objects on DC 21 CON save.

Shield of Feathers - 2/day - Reaction. Grants +5 AC and 200 Shield health to Heka and any allied unit desired within 15ft.

Crown of Exuberance - Grants Awareness to all allies within 15ft of Heka so long as they remain in 15ft. These units cannot be Blinded, Feared, or Charmed, and are granted Truesight up to 60ft away.

Water Sphere - Trap a unit in a sphere of water up to 30ft in radius. Unit makes a DC 21 Strength save or is Stunned and Suffocates, and takes 12d6 Bludgeoning Damage at the end of each turn for each failure.

Haste EX - Consumes 3d12 health. Grants two Spell Casts each turn, +2 AC, +30ft speed and Advantage on Dexterity saves. Can target up to three units.

 

Lair Actions-

 

Summon Weaponry - Heka can summon up to 4 Cannons or Ballistas as a Lair Action. They operate on his turn.