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Arborus

ek

Sep 10th, 2017
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  1. You weave elemental energies into your melee attacks. Granting you two elemental bonuses to attacks. When you take a Short or Long Rest you may change the elements of your weapon. You may switch between which of your two chosen elements is active as a bonus action.
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  3. Frost. Your attacks deal cold damage. You have unlimited use of the Shape Water Cantrip.
  4. Fire. Your attacks deal fire damage. You have unlimited use of the Control Flames Cantrip.
  5. Lightning. Your attacks deal lightning damage. You have unlimited use of the Gust Cantrip.
  6. Force. Your attacks deal force damage. You have unlimited use of the Mage Hand Cantrip.
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  8. You empower your armor with elemental energy. When you take a Short or Long Rest you may change the element of your armor. This element can be different from your weapon's.
  9. Frost
  10. Fire
  11. Lightning
  12. Force
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  14. You may spend Eldritch Mana to fuel abilities.
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  16. Weapon Effects:
  17. Frost: When you make a melee attack, you may spend 1 point to attempt to freeze your foe. DC 17 Constitution save or disadvantage, no reactions, half movement for next round.
  18. Fire: When you make a melee attack, you may spend 1 point to stoke the flames of your weapon to deal splash damage to foes near to your primary target. Half damage on DC 17 Dexterity save.
  19. Lightning: When you make a melee attack, you may spend 1 point to unleash a burst of electrical energy dealing damage to foes in a 20ft line directly behind your primary target. Half damage on DC 17 Dexterity save.
  20. Force: When making a melee attack, you may spend 1 point to evoke pure arcane energy, to sever your foe's armor from reality. DC 17 Constitution save or lose AC bonus from Armor until your next turn. Dex bonus, natural armor and Shield AC still apply.
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  22. Eldritch Smite: When you hit with a melee attack, you may spend up to 5 points to add an additional 1d8 damage dice per point to the attack. For a maximum of 5d8 + weapon damage.
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  24. Eldritch Retribution:
  25. Frost: As a reaction to being attacked, you may spend 1 point to cover yourself with a thick layer of ice. Until the beginning of your next turn, you have resistance to bludgeoning, piercing, and slashing damage. You may spend 4 points to instead gain immunity.
  26. Fire: As a reaction to taking acid, cold, fire, lightning, or thunder damage, you may spend 1 point to bathe yourself in warding flames. You gain resistance to the triggering damage type until the start of your next turn. You may spend 4 points to instead gain immunity. Additionally, after being triggered your next melee attack does an additional 2d6 damage of the triggering type.
  27. Lightning: As a reaction to being hit by an attack, you may spend 1 point to shock your foes in retribution. All creatures within 5ft of you take 3d8 damage or half as much on a DC 17 Dexterity save. You may spend additional points to increase the area by 5ft, up to maximum of 20ft for 4 points
  28. Force: As a reaction to being attack, you may spend 1 point to create a shield of energy which blocks and repels attacks. Until the beginning of your next turn your AC increases by 5. You may 3 additional points to cause all ranged attacks against you to have disadvantage and all foes who attack you in melee to be knocked back 10ft. This knockback occurs after damage.
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  30. Eldritch Charge: You may spend 2 points to gain short range teleportion. You can jump a combined distance of 30 feet and must be able to see your destination. By spending 2 additional points, you can take 1 willing creature with you. This movement does not provoke attacks of opportunity. Additionally, if you attack two different creatures during this turn, you may make a third attack against another creature as a bonus action.
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