Professional Documents
Culture Documents
Anvil of Moradin
Anvil of Moradin
Chosen of Moradin
Once per day, you can use your action to become the Aspect of Moradin for 1 hour, or until you are
reduced to 0 HP, at which point you revert to your mortal form. Due to the amount of divine power
infusing your mortal body you gain 1 level of exhaustion when you revert to mortal form. As the
Aspect of Moradin you gain the following traits:
Large celestial
Armor Class 19 (Natural Armor)
Speed 40 ft., fly 120 ft.
STR 26 (+8)
DEX 20 (+5)
CON 24 (+7)
INT 19 (+4)
WIS 22 (+6)
CHA 25 (+7)
Damage Resistance: Radiant; Bludgeoning, Piercing, and Slashing from Non-magical Attacks
Angelic Weapons: The Aspect of Moradin's weapon attacks are magical. When the Aspect of
Moradin hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the
attack).
Innate Spellcasting: The Aspect of Moradin's Spellcasting Ability is Charisma (spell save DC 20). The
Aspect of Moradin can innately cast the following Spells, requiring no material components:
3/day each: Blade Barrier, Dispel Evil and Good, Flame Strike, Raise Dead
Magic Resistance: The Aspect of Moradin has advantage on Saving Throws against Spells and other
magical Effects.
Action
Healing Touch (4/Day): The Aspect of Moradin touches another creature. The target magically
regains 6d8 + 3 Hit Points and is freed from any curse, disease, poison, blindness, or deafness.