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Thrice

Random Powers

Sep 10th, 2019
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  1. Blood And Fire
  2. [At-Will] [Fire] [Reaction]
  3. Trigger: You take Physical damage
  4. Target: One creature within 3 Squares
  5. Attack: Charisma or Intelligence vs. Dexterity
  6. Hit: The target takes 2d6 + Modifier Fire damage. Blood And Fire may affect a single target only once per Encounter.
  7.  
  8. Verdant Lance
  9. You conjure a lance of earth and wood to pierce your opponents and slowly drain their life.
  10. [Encounter] [Weapon] [Earth] [Piercing]
  11. 2 Actions
  12. Target: One creature within 3 Squares
  13. Attack: Strength vs Armor Class
  14. Hit: 2W Piercing Earth damage, and the target is Seeded.
  15.  
  16. Maiden's Embrace
  17. [Encounter] [Metal]
  18. 2 Actions
  19. Target: One creature within 6 Squares
  20. Attack: Con or Wisdom vs Dexterity
  21. Hit: 3d6+Con Piercing Metal damage, and you encase the target in a spiked iron cage. While inside the cage, the target cannot see outside, and may not move or be moved from the cage until it is broken. The cage has 25 HP and 5 Hardness. Repeat the damage if the target begins its turn inside the cage.
  22.  
  23. Waning Moon's Curse
  24. [Encounter] [Weapon] [Shadow]
  25. 1 Action
  26. Target: One creature within Weapon Range
  27. Attack: Charisma vs. Will
  28. Hit: The target is Frightened 1. Once during the Encounter, as a 1 Action Immediate Interrupt before the target makes any roll, you may cause the target to take 2W + Charisma Shadow damage and gain Disadvantage on that roll.
  29.  
  30. Waxing Moon's Gift
  31. [Encounter] [Aura] [Light] [Restoration]
  32. 1 Action
  33. Target: One Ally within 5 Squares
  34. Effect: You impart an Aura to the target. This counts as an active Aura for you, not the target. This Aura grants its bearer 3 Damage Reduction and the ability to spend a Healing Surge once a Round as 1 Immediate Interrupt Action. Additionally, the target may expend this Aura when making any roll to gain Advantage on that roll.
  35.  
  36. Icy Grip
  37. [At-Will] [Water]
  38. 2 Actions
  39. Target: One creature within 5 Squares
  40. Attack: Dexterity or Charisma vs AC
  41. Hit: 4d6+Modifier Water damage, and the target is Slowed 1. If the target willingly Shifts from its space before the end of its next turn, it takes 2d6 Water damage.
  42.  
  43. Purifying Flame
  44. [Daily] [Fire]
  45. 2 Actions
  46. Target: 3-Square Burst within 10 Squares
  47. Attack: Charisma +2 vs Dexterity
  48. Hit: 8d6 + 2xCharisma Fire damage, and you Dispel all Auras and Spell Effects on all targets.
  49.  
  50. Cauterize
  51. [At-Will] [Fire] [Restorative]
  52. 1 Action
  53. Target: One creature within 5 Squares
  54. Attack: Cannot Miss
  55. Hit: 1d6 + Charisma Fire damage, and the target is cured of one Affliction affecting them. Cauterize may cure any single target only once per Encounter.
  56.  
  57. Wilting-Leaf Lunge
  58. [At-Will] [Weapon] [Earth]
  59. 2 Actions
  60. Target: One creature within 4 Squares
  61. Attack: Strength or Dexterity vs. Armor Class
  62. Hit: 2W + Modifier Earth damage, and the target is Poisoned 1. After the attack, you may Shift to a square adjacent to the target as a Free action.
  63.  
  64. Sunflower Sword
  65. [Encounter] [Weapon] [Earth] [Light] [Slashing]
  66. 2 Actions
  67. Target: All creatures in a Cone 4
  68. Attack: Strength or Dexterity vs. Armor Class
  69. Hit: 2W + Modifier Earth Light damage, and you coat the affected terrain in writhing vines that persist for a number of rounds equal to your Modifier. All creatures that begin their turn in the affected area are Ensnared 1.
  70. Miss: No damage, but the Ensnare effect is still applied
  71.  
  72. Snowblinding Slash
  73. [Daily] [Weapon] [Water] [Slashing]
  74. 2 Actions
  75. Target: All creatures in a Burst 3
  76. Attack: Strength or Constitution vs. Armor Class
  77. Hit: 3W + Modifier Water damage, and the area is enshrouded in a blizzard that persists for a number of turns equal to your Modifier. The area completely obscures sight, and foes that begin their turn within it take 2d6 Water damage and are Slowed 1.
  78.  
  79. Jetstream Ram
  80. [Encounter] [Water]
  81. 2 Actions
  82. Target: One creature within 10 Squares
  83. Attack: Strength or Dexterity vs. Armor Class
  84. Effect: You may move up to 10 Squares toward the target as part of this attack. During this movement, you ignore Difficult Terrain and Marks.
  85. Hit: 6d6 + Modifier Bludgeoning Water damage, and the target gains 1 Undertow. Then you may attempt a Push 3 maneuver against the target.
  86.  
  87. Phoenix Wing Wind Dash
  88. [Encounter] [Utility] [Restoration] [Fire] [Wind]
  89. 2 Actions
  90. Target: Self
  91. Effect: You may spend a Healing Surge. Until the end of the Round, you gain a Fly speed equal to your Speed + 2. You may pass through enemies as though they were normal terrain, and enemies you pass through this way take 2d6 + Charisma Fire or Wind damage. An enemy may take this damage only once per Round.
  92.  
  93. Features:
  94.  
  95. Mantle of Superiority
  96. [Encounter] [Aura]
  97. Prerequisites: 2 Charisma
  98. 1 Action
  99. Effect: While this Aura is active, you gain a +2 bonus to damage, damage reduction, and movement.
  100.  
  101. Even Further Beyond!
  102. [Daily]
  103. Prerequisites: Level 3, 1+ Powers with the [Aura] tag
  104. 1 Action
  105. Trigger: You begin your turn with an active Aura
  106. Effect: Increase all numerical bonuses to damage, evasion, movement, damage reduction, and accuracy granted by the triggering Aura by +2 until the end of the encounter.
  107.  
  108. You're Not Dealing with The Average Warrior
  109. [Encounter]
  110. Prerequisites: 1+ Powers with the [Aura] tag
  111. No Actions
  112. Trigger: You activate an Aura on your turn
  113. Effect: This turn, increase all numerical bonuses granted by the Aura by your proficiency modifier. Then, Taunt one enemy within 6 spaces of you.
  114.  
  115. Get Back In There!
  116. [At-Will] [Support]
  117. Prerequisites: Hero, 1+ Powers with the [Restorative] tag
  118. Trigger: You restore HP to a single Ally using a Power
  119. Effect: The Ally gains Advantage on one roll of their choice before the end of their next turn. This may affect a single Ally only once per Encounter.
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