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Mar 31st, 2020
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  1. Magic Initiate - Grants him access to a first level spell and two cantrips
  2. Eldritch Blast - Send forward four beams up to 120 feet that deal intense amounts of kinetic damage (1d10 per beam if you can think of how that would work in a WWC setting)
  3. Shocking Grasp - Upon a melee attack, you can cast this and do extra lightning damage, if the target is wearing metal armor the damage increase even more.
  4. Cure Wounds - Able to heal the wounds of a target, usable once per short rest.
  5. Alert - Can't be surprised, sneak attack's attempted upon the user can be intercepted.
  6. Skulker - You can try to hide when you are only lightly obscured from the creature from which you are hiding.
  7. When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
  8. Mage Slayer - Able to disrupt spells from casters, and deal extra damage upon them with his Ki-Empowered fists and weapons.
  9. Charger - When you dash (move double speed) and move forward for a small moment, you can make a melee attack that carries the momentum behind you and does more damage.
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