Judgement’s Authority (5e Epic Boon)
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One way or another, you have claimed the power of Judgement, the High Prosecutor. This boon cannot be removed by any means.
Elder God. At the start and end of every turn, you regains all lost hit points, heals all wounds, mends all broken and fractured bones, and regenerate all lost body parts. Additionally, you cannot be killed by instead death effects, the Wish spell, or divine intervention, and whenever you fall below 1 hit point, you instead remain at 1 hit point.
Supreme God’s Authority. All creature’s within 10 miles of you with a level less than yours are automatically frightened by you. Frightened creature’s follow your commands out of fear, regardless of the order. This effect lasts until you choose to release them, or after they enter a different plane of existence than you. Additionally, you can choose not to effect a creature.
Supreme God’s Strength. Whenever you make a roll that allows you to add an ability modifier, you may instead add the appropriate ability score to the roll.
There is no Escape From Punishment. All damage dealt bayou deal is treated as though the target had vulnerability to all damage, regardless of preexisting resistances or immunities.
The Weak Strong are Superior Than the Weak. You are immune to all damage and effects from creature’s with a lower level than your’s. Additionally, all damage you deal to creature’s with a level lower than yours is maximized and becomes a critical hit.
Spell Immunity. You are immune to all damage and effects from spells of 9th level or lower, unless you choose to be effected.
Divine Power. All of your attacks deal an extra 20d8 radiant damage.
Innate Spellcasting. You can innately cast any spell 1st - 12th level spell from any spell list requiring no material, somatic, or verbal components (Save DC 90, +90 to hit). Additionally, whenever a creature attempts to dispel or in any way alter one of your spells, they must succeed on a DC 90 Charisma check. If the check succeeds, they successfully dispel or alter the spell. On a fail, the creature takes 223 (20d20) psychic damage. Whether or not the creature succeeds, you becomes aware of their existence and exact location if it didn’t know already.