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  1. -----SUPPORT GEMS-----
  2.  
  3. -----MELEE-----
  4.  
  5. Melee Splash Support
  6.  
  7. This gem may only support melee attacks and abilities. You must declare you are using Melee Splash before the attack. If your attack hits the primary target, make an attack roll against each hostile creature within 10 feet of the primary target. Your regain use of this gem if your original attack misses. This may only be used once per long rest.
  8.  
  9. Onslaught Support
  10.  
  11. This gem may support any non-magical melee attack or ability that causes damage. You may declare an attack against an enemy within 45ft. You move towards that enemy and may strike it an additional time, stacking with Extra Attack and Multiattack features. This skill may only be used once per long rest.
  12.  
  13. Maim Support
  14.  
  15. This gem may only support abilities and attacks that deal physical damage. Before attacking, declare you are attempting to Maim the enemy. If the attack is succesful, the target's movement speed is halved for 12 seconds (2 rounds). Additionally, all physical attacks against that enemy deal an additional 1d4 physical damage while it is maimed. This may only be used twice per short rest.
  16.  
  17.  
  18.  
  19. -----SPELLS-----
  20.  
  21. Spell Echo Support
  22.  
  23. This gem may only support spells or Intelligence-based (blue) gems. "Channeling" spells such as Incinerate or spells that require Concentration cannot be supported by Spell Echo. Upon casting, the spell is automatically repeated a second time immediately after the first cast, and does not consume an additional spell slot. New targets are chosen randomly for the second cast, with harmful effects always targetting hostile creatures, and beneficial effects always targetting allies. This may only be used once per long rest.
  24.  
  25. Blood Magic Support
  26.  
  27. This gem may only support spells. When casting a spell, you may choose to enchance it via Blood Magic. In doing so, you suffer 3x the spell's level as physical damage to yourself, but does not consume a spell slot. This may only be used up to twice per short rest.
  28.  
  29. Arcane Surge Support
  30.  
  31. This gem may only support spells. The turn after you cast a spell or use an Intelligence-based skill gem, you may cast an additional spell or use a skill gem as a free action, consuming spells slots as usual. This may only be used twice per short rest.
  32.  
  33.  
  34.  
  35. -----PROJECILES-----
  36.  
  37. Chain Support
  38.  
  39. This gem may support any spell, ability, or attack that involves projectiles. This gem may not support a projectile attack if the projectile pierces the target naturally, such as Incinerate. On hit, the projectile will ricochet off the target, and randomly target an additional hostile creature within the projectile's range. The maximum range is determined as though you had casted or attacked from the point of the first impact. This effect may occur up to two times maximum, hitting a total of three targets. The projectile may hit the same target multiple times, but will not retarget the same foe twice in a row. You roll for the attack and damage on each foe. If the attack misses, the chain stops. This may only be used once per long rest. This feature is regained if only one target is hit by the chain.
  40.  
  41. Lesser Multiple Projectiles Support
  42.  
  43. This gem may support any ability, attack, or spell that fires a projecile. That ability now fires +2 additional projectiles that may hit up to two additional creatures in a cone in front of the user. Make sepreate attack rolls for each projectile. The projectiles may not hit the same target more than once. This may be used up to 3 times per long rest.
  44.  
  45. Iron Grip Support
  46.  
  47. This gem may only affect physical-based projectile attacks. When making a ranged attack, you may add your Strength modifier in addition to your Dexterity modifier for both the attack roll and the damage roll. This may be used up to twice per short rest.
  48.  
  49.  
  50.  
  51. -----MULTIPLE-----
  52.  
  53. Blind Support
  54.  
  55. This gem may support any ability, attack, spell, or skill that damages a target. On hit, the creature must make a Consitution saving throw (DC: 8+Primary Stat+Prof). On a failed save, the creature is blinded for 1 round (6 seconds). This may be used up to twice per short rest.
  56.  
  57. Increased Area of Effect Support
  58.  
  59. This gem may support any spell or ability that affects an area. The area of the spell or ability is incFreased by 10 feet. This additional effect may only be used one per short rest.
  60.  
  61. Added Fire Damage Support
  62.  
  63. This gem may support any spell, ability, or attack that deals damage. Add an additional 2d6 fire damage on top of the spell or ability's normal damage. This additional affect may only be used twice per short rest.
  64.  
  65. Added Cold Damage Support
  66.  
  67. This gem may support any spell, ability, or attack that deals damage. Add an additional 2d6 cold damage on top of the spell or ability's normal damage. This additional affect may only be used twice per short rest.
  68.  
  69. Added Lightning Damage Support
  70.  
  71. This gem may support any spell, ability, or attack that deals damage. Add an additional 2d6 lightning damage on top of the spell or ability's normal damage. This additional affect may only be used twice per short rest.
  72.  
  73.  
  74.  
  75.  
  76. -------------------------------------------------------------
  77.  
  78. -----MELEE SKILLS-----
  79.  
  80. Blade Flurry
  81.  
  82. As a main action, sacrifice your bonus action and all remaining movement. Target a creature within 15ft. Make a standard melee attack against the creature. At the start of your next turn, you may re-cast Blade Flurry by sacrificing all actions and movement. This may be repeated up to 6 turns in a row. After you stop channeling Blade Flurry, spectral copies of yourself fly towards the target, each one making a melee attack equal to the number of turns you had channeled. (IE: If you used Blade Flurry 4 turns in a row, the target will get hit 4 additional times.) If no valid targets are within a 15 feet of yourself as your turn begins, Blade Flurry cannot be channeled any further. This may only be used once per short rest.
  83.  
  84. Sweep
  85.  
  86. As a main action, you swing your weapon in a 360 degree arc around you. Make a melee attack against each creature within range of your weapon. You may use this up to twice per short rest.
  87.  
  88.  
  89. Cyclone
  90.  
  91. As a main action, sacrifice all remaining movement. Target an area you can see and reach within your remaining movement speed. You spin at blinding speeds while traveling to the selected location. You do not provoke attacks of opportunity and may move through hostile creatures this way. Make two melee weapon attacks against all creatures within 10 feet of your selected path. This ability does not stack with Multi-attack of Extra-attack features. You may only use this once per long rest.
  92.  
  93. Leap Slam
  94.  
  95. As a bonus action, target an area you can see within 30 feet. You swing your weapon and use the momentum to leap to the area. Make a melee attack against each creature within 5 feet of the area you land on. You may use this up to twice per short rest.
  96.  
  97. Molten Strike
  98.  
  99. As a main action, make a melee attack against a creature. On hit, four fireballs erupt out of the ground, spreading out around the area. Each creature within 5 feet of the target takes 4d4 fire damage. You regain the use of this if the attack misses. This may be used up to twice per long rest.
  100.  
  101. Lightning Strike
  102.  
  103. As a main action, you slam your weapon on the ground, sending out 3 lightning tendrils shooting into the ground. One tendril fires directly in front of you, while the other two fire at 45 degree angles. The tendrils continue in a straight line, unhindered by rough terrain or other obstacles, other than solid walls. All creatures hit by the tendrils must make a Dexterity saving throw (DC: 8+prof+Int mod), or take 2d8 lightning damage. Damage is halved on a successful save. This may only be used once per short rest.
  104.  
  105. Earthquake
  106.  
  107. As a main action, you slam the ground with your primary weapon. At the start of your next next, the ground quakes beneath you, sending dull rocks and debris flying in all directions. Make a melee attack for each creacture in a 10ft radius (5x5 squares). On hit, deal your normal weapon damage plus an additional 2d6 bludgeoning damage. This may only be used once per long rest.
  108.  
  109. Dual Strike
  110.  
  111. This may only be used while dual-wielding one-handed melee weapons. As a main action, make a single attack with both weapons against a single target. You will only roll once to hit, but roll both damage dice as per usual.This is treated as a only one attack, and stacks normally with Extra Attack and Multi-Attack features. This may only be used once per short rest. This feature is regained if the attack misses.
  112.  
  113. Double Strike
  114.  
  115. As a main action, make two quick melee attacks against a target. This is treated as a single attack, and stacks normally with Extra Attack and Multi-Attack features. This may only be used once per short rest.
  116.  
  117. Infernal Blow
  118.  
  119. As a main action, make a melee attack against a target. If the attack is successful, the target begins to glow a dull red. If the target dies within the next 30 seconds, it's corpse erupts in a gory explosion upon death, dealing 2d6 fire damage to all creatures within 10 feet (5x5 squares). The attacker and their party are naturally shielded from this effect, taking no damage from the explosion. You regain use of this feature if the attack misses. This may only be used once per short rest.
  120.  
  121. Cleave
  122.  
  123. Cleave may only be used while wielding a weapon with two-hands. You swing your weapon in a wide arc, attempting to make contact with as many tagets as possible. As a main action, make a melee attack against a target. If the attack is successful, your attack also hits all creatures adjacent to the initial target. Repeat your damage rolls for each creature hit. You regain use of this feature if the attack misses. This attack may only be used once per short rest.
  124.  
  125. Wild Strike
  126.  
  127. As your main action, you may attack an enemy within melee range. Before rolling your attack, roll 1d3.
  128.  
  129. On rolling a 1 - Roll a melee attack against the target. If successful, deal your standard weapon damage in addition to causing a small fiery explosion on the target, dealing 2d6 extra fire damage to the target and any adjacent hostile targets.
  130.  
  131. On rolling a 2 - Roll a melee attack agains the target. If successful, deal your standard weapon damage in addition to causing 2d6 additional lightning damage to the target. The lightning can chain to up to 3 additional enemies, so long as each target is within 10 feet of the last.
  132.  
  133. On rolling a 3 - Roll a melee attack agains the target. If successful, deal your standard weapon damage in addition to causing 2d6 additional cold damage. All enemies behind the target, within 20 feet, will be hit with an icy wave, taking the previously rolled cold damage. All targets hit by the cold damage suffer a -10ft movement penalty.
  134.  
  135. This may be used once per short rest. This feature is regained if the attack misses.
  136.  
  137. Whirling Blades
  138.  
  139. This may only be used during your turn. As a free action, target an area up to 20 feet away. Your leap and spin towards that area, brandishing your weapon(s) as you do so. Make a standard weapon attack against all enemies in your path. Enemies in your path may make a Dexterity save to halve the damage. This may be used up to 3 times in a short rest, but only once per turn.
  140.  
  141. Flicker Strike
  142.  
  143. As a main action, target an enemy within 30ft. You teleport adjacent to the targetted enemy and make a melee strike against them. Using your bonus action, you may use Flicker Strike again, however the next target will be chosen randomly between all hostile targets within range. This may hit the same target multiple times. This may be used once per short rest.
  144.  
  145.  
  146. Viper Strike
  147.  
  148. As a main action, make a melee attack against a target. If the attack is successful, your weapon's damage is converted to necrotic damage instead of it's normal damage type. The target must make a Con saving throw against 8+Prof+Str (Or Dex, if you're using a Finesse weapon). If the target fails the saving throw, the target is poisoned, taking 1d4 necrotic damage at the start of their turn. If the save is successful, they resist the poison effect. This poison effect may stack. You may use this ability 3 times per short rest.
  149.  
  150.  
  151.  
  152. -----CURSES-----
  153.  
  154. Elemental Weakness
  155.  
  156. As a main action, target a creature you can see within 60 feet. For the next 3 rounds (18 seconds), that target takes an additional 1d10 damage when struck with an elemental source. For example, if struck with lightning damage, add 1d10 additional lightning damage. You may only use this once per short rest.
  157.  
  158.  
  159. Conductivity
  160.  
  161. As a main action, target a creature you can see within 60 feet. For the next 3 rounds (18 seconds), that target becomes vulnerable to lightning damage, taking 50% more damage from all sources. Creatures that are resistant to this damage type lose this resistance for the duration. You may only use this once per short rest.
  162.  
  163. Flammability
  164.  
  165. As a main action, target a creature you can see within 60 feet. For the next 3 rounds (18 seconds), that target becomes vulnerable to fire damage, taking 50% more damage from all sources. Creatures that are resistant to this damage type lose this resistance for the duration. You may only use this once per short rest.
  166.  
  167. Frostbite
  168.  
  169. As a main action, target a creature you can see within 60 feet. For the next 3 rounds (18 seconds), that target becomes vulnerable to cold damage, taking 50% more damage from all sources. Creatures that are resistant to this damage type lose this resistance for the duration. You may only use this once per short rest.
  170.  
  171. Despair
  172.  
  173. As a main action, target a creature you can see within 60 feet. For the next 3 rounds (18 seconds), that target becomes vulnerable to necrotic damage, taking 50% more damage from all sources. Creatures that are resistant to this damage type lose this resistance for the duration.
  174.  
  175. Vulnerability
  176.  
  177. As a bonus action, curse a creature you can see within 60ft of you. For the next round (6 seconds), that creature takes an additional 2d6 damage whenever they are struck by any physical damage source. This may only be used once per short rest.
  178.  
  179. Temporal Chains
  180.  
  181. As a bonus action, curse a creature you can see within 60ft of you. For the next two rounds (12 seconds), that creature's movement speed is halved, cannot take bonus actions, reactions, and may not attack more than once per round. You may only use this once per long rest.
  182.  
  183. Assassin's Mark
  184.  
  185. As a bonus action, curse a creature you can see within 60ft of you. For the next round (6 seconds), that creature has -2 Critical Threshold. Critical strikes add an additional damage die. This may only be used once per long rest.
  186.  
  187. Punishment
  188.  
  189. As a bonus action, curse a creature you can see within 60ft of you. For the next round (6 seconds), that creature takes 50% more damage from all physical sources (rounded up). Magical and elemental damage is not affected. Additionally, when declaring an attack against a cursed creature, you may strike it one additional time as a free action. This stacks normally with Extra Attack and Multi-Attack features. This may only be used once per long rest.
  190.  
  191.  
  192.  
  193. -----AURAS-----
  194.  
  195. Determination
  196.  
  197. As a main action, you let out a battlecry, invigorating up to 6 targets of your choice within 20ft, including yourself. Each affected target gains +1AC for the next 12 seconds (2 turns). Additionally, whenever you are struck by physical damage, reduce the damage taken by 1d6. This may only be used once per long rest.
  198.  
  199. Grace
  200.  
  201. As a main action, you let out a battlecry, invigorating up to 6 targets of your choice within 20ft, including yourself. Each affected target gains +1AC and +10 movement speed for the next 12 seconds (2 turns). This may only be used once per long rest.
  202.  
  203. Vitality
  204.  
  205. As a main action, you let out a battlecry, invigorating up to 6 targets of your choice, including yourself. each affected target heals for 1d6+Con at the start of their turn, for the next 12 seconds (2 turns). This may only be used once per long rest.
  206.  
  207. Blessing of Speed
  208.  
  209. As a main action, yourself and all party members within 20ft gain an additional main action and +10 base movement speed on the start of their next turn. This may only be used once per long rest.
  210.  
  211. Purity of Elements
  212.  
  213. As a main action, yourself and all party members within 20ft gain resistance to all elemental damage for the next 6 seconds (1 round). If any affected party member already has resistance due to a different effect or item, that player becomes immune to that damage type instead for the duration. This may only be used once per long rest.
  214.  
  215.  
  216. Purity of Ice
  217.  
  218. As a main action, yourself and all party members within 20ft gain resistance to cold damage for 18 seconds (3 rounds). If any affected party member already has resistance due to a different effect or item, that player becomes immune to cold damage instead for the duration. This may only be used once per long rest.
  219.  
  220. Purity of Lightning
  221.  
  222. As a main action, yourself and all party members within 20ft gain resistance to lightning damage for 18 seconds (3 rounds). If any affected party member already has resistance due to a different effect or item, that player becomes immune to lightning damage instead for the duration. This may only be used once per long rest.
  223.  
  224. Purity of Fire
  225.  
  226. As a main action, yourself and all party members within 20ft gain resistance to fire damage for 18 seconds (3 rounds). If any affected party member already has resistance due to a different effect or item, that player becomes immune to fire damage instead for the duration. This may only be used once per long rest.
  227.  
  228. Anger
  229.  
  230. As a main action, let loose a savage battlecry. All allies within 20ft of you deal 1d6 additional fire damage whenever they next land a damaging attack or spell, after which Anger loses effect on that character. This effect expires after 30 seconds, regardless of whether or not the damage has been used. This may be used twice per short rest.
  231.  
  232. Wrath
  233.  
  234. As a main action, let loose a savage battlecry. All allies within 20ft of you deal 1d6 additional lightning damage whenever they next land a damaging attack or spell, after which Wrath loses effect on that character. This effect expires after 30 seconds, regardless of whether or not the damage has been used. This may be used twice per short rest.
  235.  
  236. Hatred
  237.  
  238. As a main action, let loose a savage battlecry. All allies within 20ft of you deal 1d6 additional cold damage whenever they next land a damaging attack or spell, after which Hatred loses effect on that character. This effect expires after 30 seconds, regardless of whether or not the damage has been used. This may be used twice per short rest.
  239.  
  240.  
  241.  
  242. -----WARCRIES-----
  243.  
  244. Enduring Cry
  245.  
  246. As a bonus action, you let loose a savage waycry and reinvigorate yourself. At the end of your turn, roll a hit dice plus your Constitution modifier. You heal that amount. Additionally, you gain +2 AC for the next 12 seconds (2 rounds). You may use this once per long rest.
  247.  
  248. Immortal Call
  249.  
  250. Once per short rest, as a reaction to taking non-magical damage, you may use Immortal Call to become immune to all non-magical damage until the end of the current creature's turn. This must be used after the attack is successful, but before the damage values have been announced.
  251.  
  252.  
  253.  
  254. -----SPELLS-----
  255.  
  256. Summon Skeleton
  257.  
  258. As a main action, target an area you can see within 30 feet. A skeleton emerges from the ground. The skeleton is controlled by the DM and lasts for 3 rounds (18 seconds). The skeleton fights for you and acts at the end of your turn. You may use this up to five times per long rest.
  259.  
  260. Etheral Knives
  261.  
  262. As a main action, you swing your hand out, causing a cloud of small, etheral daggers to pelt targets in front of you. Make a ranged spell attack against all creatures in a 15 foot cone. On hit, each target takes 2d8 piercing damage. You may use this up to twice per long rest.
  263.  
  264. Summon Raging Spirits
  265.  
  266. As a main action, you extend your hand, causing two flaming skulls to erupt into being. You cannot directly control the skulls - they act on their own accord and will automatically attack any hostile creatures they can see. If they cannot see an enemy, they will simply follow the caster. The skulls act at the end of your turn. Each skull as a lifetime of 12 seconds, disappearing in a puff of red smoke after it's second action. The skulls make an attack roll with 1d20 + half your level, rounded up. On hit, they deal 1d8 blunt damage and 1d8 fire damage. They have an AC of 14. They may critically strike as usual. The skulls magically float 5 feet off the ground, are unhindered by rough terrain, and are etheral. Creatures will almost always ignore the skulls, but they may be killed in area-of-effect damage. Any damage taken is enough to kill the skulls. At the start of your next turn, you may continue channeling Summon Raging Spirits causing an additional two skulls to appear with their own independent lifetimes. This feature may be used up to twice per long rest.
  267.  
  268. Shock Nova
  269.  
  270. As a main action, a ring of lightning circles around you twice - once within 5 feet, and again within 10 feet. All creatures within this area must make a Dexterity check (DC: 8+prof+Int mod). On a failed save, each creature takes 3d6 lightning damage within the first ring, and 2d6 damage within the second ring. Creatures that fit into both rings may be hit twice. The damage is halved on a successful save. This may only be used once per short rest.
  271.  
  272. Freezing Pulse
  273.  
  274. As a main action, a 10-foot wide wave of pure cold energy fires forward, blasting anyone in front of it with an icy chill. The wave travels for 15 feet, dealing 3d6 cold damage in the first 5 feet, 2d6 cold damage within 10 feet, and 1d6 cold damage within the final 15 feet. Creatures within this area of effet may make a Dexterity saving throw to attempt to dodge the blast, taking half damage on a successful save. This may be used once per short rest.
  275.  
  276. Blade Vortex
  277.  
  278. As a main action, you summon a spectral dagger that circles around you at high speeds. The blade will continue to circle you for 30 seconds, however recasting the ability resets the duration while adding another blade. Hostile creatures that come within melee range of you get caught in the vortex, suffering 1d6 slashing damage per currently active dagger. This may be used up to 3 times per short rest.
  279.  
  280. Animate Weapon
  281.  
  282. As a main action, target an inanimate melee or ranged weapon you can see within 30ft. The weapon cannot be held, worn, or otherwise in use by a living creature. The weapon glows in a spectral light and floats above the ground, seeking out hostile creatures and attacking them. The animated weapon will move and fight on it's own, cannot be healed or commanded, and expires after 30 seconds. The weapon disappears in a puff of smoke after expiration, and cannot be recovered. The weapon's attack is a flat 1d20, and it's damage is it's normal damage die without any modifiers. It's turn takes place after the caster declares their turn complete. Spectral weapons are immediately killed upon taking any damage. This may be used up to three times per long rest.
  283.  
  284. Detonate Dead
  285.  
  286. As a main action, target a corpse you can see within 50ft. The corpse erupts in a gory explosion upon death, dealing 2d10 fire damage to all creatures within 10 feet (5x5 squares). The caster and their party are naturally shielded from this effect, taking no damage from the explosion. This may only be used once per short rest.
  287.  
  288. Incinerate
  289.  
  290. You may cast Incinerate as your main action. After doing so, you sacrifice your bonus action and any remaining movement. Target an area in a 10ft cone in front of you. Flames wash over the area, dealing 2d6 fire damage. Targets may make a Dexterity saving throw against your spell save DC to halve the damage. At the start of your next turn, you may cast Incinerate again (still sacrificing your movement and bonus action). You may redirect the cone at this time. In doing so, Incinerate grows to Stage 2, where it covers 15ft and increases it's damage to 3d6. You may continue casting Incinerate with a cap of 3 stages, each stage increasing the range by 5ft and the damage by 1d6. This may be used once per short rest.
  291.  
  292. Phase Run
  293.  
  294. As a bonus action, you become invisible and gain +10 movement speed. The invisibility is broken upon making a melee attack or upon the end of your next turn. If you break the invisibility by using a melee attack, you gain advantage on all melee strikes this turn and deal an additional damage die. You may use this only once per long rest.
  295.  
  296. Fire Storm
  297.  
  298. As a main action, target a 5x5 area within 60 feet. You raise your hands up to the sky, after which molten fireballs rain down over the targetted area. Deal 2d8 damage to all targets within the area. Creatures within it's area of effect must make a Dexterity saving throw against your spell save DC. Those that succeed take half damage. This may only be used once per short rest.
  299.  
  300. Flame Surge
  301.  
  302. As a main action, you hold out your hand towards a target within melee range. A quick burst of flame washes over the target, intensifying any burns. Make a spell attack against the target. On hit, the target takes 1d8 fire damage. This is increased to 2d8 fire damage if the creature has taken fire damage within the last turn rotation. This may be used up to twice per short rest.
  303.  
  304. Glacial Cascade
  305.  
  306. As a main action, you extend both hands in front of you, releasing a frozen wave of jagged icicles. The wave extends in a straight line, up to 20ft. On hit, all targets take 2d6 cold damage. The affected area becomes difficult terrain for 1 minute. All creatures in it's path must made a Dexterity save. On success, take half damage. This may only be used once per short rest.
  307.  
  308. Lightning Warp
  309.  
  310. As a bonus action, target an area you can see within 50 feet. A bright blue light shines down on the area. At the start of your next turn, you teleport to the targetted area, dealing 2d6 lightning damage to all creatures within 5 feet. Each creature may make a Dexterity saving throw (DC: 8+prof+Int mod). On a successful save, the damage is halfed. This may be used up to twice per short rest.
  311.  
  312. Molten Shell
  313.  
  314. As a main action, surround yourself with thick molten fire. The shield has 15HP. When taking physical damage, subtract that damage from the shield's HP. When it's HP reaches 0, the shield explodes, dealing 2d8 fire damage to all creatures within 10 feet. All creatures within this area may make a Dexterity saving throw (DC: 8+Prof+Str) for half damage. This may be used twice per day.
  315.  
  316. -----TRAPS-----
  317.  
  318. Conversion Trap
  319.  
  320. As a main action, throw a trap on a targetted space within 20 feet of you. Enemies may see you throwing this trap, but after the trap hits the ground, it is stealthed. You may also throw the trap directly at a target. Any creature that comes in contact with this trap must make a Wisdom save against your Spell Save DC. If the save is successful, no further effects happen. If the save fails, the enemy is charmed by yourself and your party, and will fight for you. At the start of that creature's turn, it may make another Wisdom save to attempt to break the charm. The saving throw is also repeated for each instance of damage caused by yourself or your party. A creature remains under this effect for an amount of turns equal to your spellcasting modifier. This may be used once per short rest.
  321.  
  322. Fire Trap
  323.  
  324. As a main action, throw a trap on a targetted space within 20 feet of you. Enemies may see you throwing this trap, but after the trap hits the ground, it is stealthed. You may also throw the trap directly at a target. On contact, the trap erupts into a firey nova, igniting the ground in a 10ft (5x5 squares) area. All creatures that begin their turn within this area take 1d6 fire damage. The fire will continue to burn for 1 minute (10 rounds). This may be used once per short rest.
  325.  
  326. Bear Trap
  327.  
  328. As a main action, throw a trap on a targetted space within 20 feet of you. Enemies may see you throwing this trap, but after the trap hits the ground, it is stealthed. You may also throw the trap directly at a target. On contact, the trap snaps shut and holds the target in place. The target takes 2d6 piercing damage and cannot move. "Huge" creatures and larger are unaffected by the trap's pinning effect and simply rip it out of the ground. At the start of the creature's turn, it may use it's main action and attempt to pry open the jaws with a Strength DC of 13. This may only be used once per short rest.
  329.  
  330.  
  331.  
  332. -----PROJECTILES-----
  333.  
  334. Lightning Arrow
  335.  
  336. As a main action, fire an arrow or bolt at a target with a standard ranged weapon attack. If the attack hits, all creatures within 10 feet of the target are struck with a bolt of lightning, dealing 1d8 lightning damage. This feature is regained if the attack misses. You may use this ability up to twice per day.
  337.  
  338. Spectral Throw
  339.  
  340. As a main action, throw a spectral copy of your weapon. Your real weapon remains in your hand after this action. The spectral copy of your weapon may be thrown up to 30 feet in a straight line. Enemies hit by the weapon must make a Dexterity save, else they take your standard weapon damage. If the save is successful, the damage is halved. When your turn ends when the weapon reaches the designated spot it was thrown at and hovers in the air. At the end of your next turn, the weapon returns to you (wherever your location may be, even if it has changed), dealing the same damage on the way back.
  341.  
  342. Mirror Arrow
  343.  
  344. As a main action, target an area you can see within the maximum range of your bow. You fire an arrow at the location. When the arrow lands, a body double of yourself appears at the location. You cannot control or command this double, however you do roll for it's attacks. It may only use standard ranged attacks, and cannot cast spells or use a melee weapon. The double cannot move or speak, but will attack the closest hostile creature it can see within range. The double has 50% of your maximum health and cannot be healed. The double expires after 30 seconds, or if it is killed. Creatures who are able to see both yourself and the double at the same time roll a Wisdom check versus your Deception check. If the creature surpasses your Deception check, it knows you are the "real" version of yourself. This action may be used once per short rest.
  345.  
  346. Blink Arrow
  347.  
  348. As a main action, target an area you can see within the maximum range of your bow or crossbow. You fire an arrow or bolt at the location. When the projectile lands, you immediately appear at the location, leaving behind a body double at your last location. You cannot control or command this double, however you do roll for it's attacks. It may only use standard ranged attacks, and cannot cast spells or use a melee weapon. The double cannot move or speak, but will attack the closest hostile creature it can see within range. The double has 50% of your maximum health and cannot be healed. The double expires after 30 seconds, or if it is killed. Creatures who are able to see both yourself and the double at the same time roll a Wisdom check versus your Deception check. If the creature surpasses your Deception check, it knows you are the "real" version of yourself. This action may be used once per short rest.
  349.  
  350. Blast Rain
  351.  
  352. As a main action, target three areas within the maximum range of your projectile weapon. You fire three projectiles into the air, and after a moment, they split and crash into the ground, exploding on impact. Each area you target suffers 1d6 fire damage in a 10ft diameter (3x3 squares). The areas may overlap, but you may not target the same area multiple times. Creatures within a targetted area must make a Dexterity saving throw (DC: 8+prof+Dex mod). Those that fail take full damage. Those that succeed take half damage. This may only be used once per short rest.
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