Blackbando

avatar stances

Jan 10th, 2019
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  1. this probably isn't final formatting-wise, just mechanics
  2.  
  3. Template Aspect
  4. With the cool powers of creativity, you write a stance.
  5.  
  6. ***Passive Effect.*** At all times, you have a cool move.
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  8. ***Active Effect.*** You've got a pretty neat move that costs a spirit die
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  10. maybe at 9th or 11th the stances get a new active???
  11.  
  12. Air Aspect
  13. With the grace of the flowing wind, you can leap to the skies, and strike your foes with the fury of a tornado.
  14.  
  15. ***Wind Jump.*** Your jump distance is doubled, and you can use your Dexterity modifier instead of your Strength modifier when calculating your jump distance.
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  17. ***Leaping Tempest.*** When you jump on your turn, you can spend one spirit die, and add the result to the distance of the jump. If you take the Attack action with a melee weapon when falling on a creature after this jump, you also add the die to the damage of the weapon attack.
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  19. Beast Aspect
  20. Empowered by the beast that lies inside us all, you strike like a predator, and flee like prey.
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  22. ***Chasing Predator.*** As a bonus action, you may move up to half of your movement speed, as long as you end your movement closer to a hostile creature than you started.
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  24. ***Fleeing Prey.*** When you make a Strength, Dexterity, or Constitution saving throw, you can use your reaction to spend a spirit die and add it to the result. You can do so after you see the d20 roll, but before you know the result. When you do so, you can also move up to a number of feet equal to 5 times the number rolled on the spirit die, without provoking opportunity attacks.
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  26. Demon Aspect
  27. The Abyss calls to you, your training allowing you to properly control the excessive violence of the lowest plane.
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  29. ***Rampage.*** When you reduce a creature to 0 hit points with a melee weapon attack, you can use your bonus action to move up to half of your movement speed, and make one melee weapon attack.
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  31. ***Abyssal Defiance.*** When you make a saving throw against a spell, you can use your reaction to spend a spirit die and add it to the result. You can do so after you see the d20 roll, but before you know the result.
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  33. Earth Aspect
  34. Empowering the stone's stone stone mountain stone
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  36. ***Mountain's Resilience.*** something like temp hp equaal to prof at start of each turn? alternatively can't be shoved or proned
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  38. ***Unbreakable Wall.*** When you take damage from a melee attack, you can use your reaction to spend a spirit die. You roll the die, and add your avatar level as a bonus, reducing the damage of the attack by the result (a minimum of 0 damage).
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  40. Fire Aspect
  41. The roaring chaos of wildfire is emulated by your body, as you burn and sway violently.
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  43. ***Angery Boy*** not sure
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  45. ***Flame Burst.*** When you hit a creature with a weapon attack, you can spend one spirit die to create an explosion of fire around it. The target, as well as all other creatures within 5 feet of it except for yourself, must succeed on a Dexterity saving throw, or take fire damage equal to the die.
  46.  
  47. Shadow Aspect
  48. You become one with the shadows, like a wraith, and control darkness so that it clouds the eyes of your foes
  49.  
  50. ***Shadowvision.*** You can see normally in dim light and darkness for 120 feet.
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  52. ***Big Boy Punch.*** When you hit a creature with a weapon attack while you are hidden from it, or while the creature is surprised, you can spend one spirit die to add it to the attack's damage roll as necrotic (or maybe psychic?) damage. The creature then has disadvantage on the first attack it makes before the end of its next turn.
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  54. Storm Aspect
  55. Fury of storm you kill me fall down
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  57. ***Uncontrollable Lightning.*** When you make your first attack on your turn, you can decide to attack chaotically. Doing so gives you disadvantage on melee weapon attack rolls during this turn, but instead of rolling for damage, you take the maximum result for your weapon die.
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