Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Red Mage:
- Fire: Deal 2d8+12 fire damage to one enemy.
- Blizzard: Deal 2d8+12 cold damage to one enemy.
- Thunder: Deal 2d8+12 electricity damage to one enemy.
- Water: Deal 2d8+12 water damage to one enemy.
- Cure: Heal one ally 2d8+12 hit points.
- Protect: Grant one ally resistance to weapon attacks for 6 rounds.
- Shell: Grant one ally resistance to any damage from spells for 6 rounds.
- Dispel: Remove a beneficial effect from your target.
- Libra: You scan a target, learning all of its abilities and weaknesses.
- Quickcast: When you use an action to cast a spell, you may instead cast two spells. They do not have to be same spell.
- Chainspell: Once per day, you may spend a full round action to focus your energies to produce a burst of magical power. You may cast up to 10 spells this round.
- Dragoon:
- Jump: As an attack action, you may jump exceedingly high into the air. If there is a ceiling in your way, you avoid hitting it. Instead, you use is as a springboard. You remain in the air until the beginning of your next turn. While you are in the air, you cannot be the target of any weapon attack, spell, or ability; however, you are still affected by any ongoing effect currently on you. On the beginning of your next turn, you make an attack roll with advantage against a target. You do critical damage to that enemy. If you roll a critical attack, you roll damage dice three times. If your target is a flying enemy or a dragon, you roll damage dice three times on a normal hit and four times on a critical hit.
- Rei's Wind: As a action, you may grant yourself and all allies hit point regeneration for 8 rounds. When this ability is used and at the start of each of your subsequent turns, you and all allies regain 2d4+2 hit points. Cooldown: 1d6 rounds.
- Lancet: As an attack action, you may make a single melee attack against a target. If the attack hits, you damage the target as normal, but you regain a number of hit points equal to three times the damage dealt.
- Spear Mastery: As a bonus action, you may make a single melee attack.
- Dragon’s Breath: Once per day, you channel the magical energies of a dragon, breathing destruction upon your enemies. Your enemies must make a DC 17 Dex save. If they fail, they take half of their maximum hit points in force damage. If they save, they take one quarter of their maximum hit points.
- Black Mage:
- Unless a saving throw is specified, you must succeed at a spell attack to do damage.
- Fire: Deal 4d8+12 fire damage to one enemy. If your target is weak to this element, it takes critical damage.
- Fira: Deal 4d8+12 fire damage to all enemies. Enemies weak to this element take critical damage. Cooldown: 1d4 rounds
- Blizzard: Deal 4d8+12 cold damage to one enemy. If your target is weak to this element, it takes critical damage.
- Blizzara: Deal 4d8+12 cold damage to all enemies. Enemies weak to this element take critical damage. Cooldown: 1d4 rounds
- Thunder: Deal 4d8+12 electricity damage to one enemy. If your target is weak to this element, it takes critical damage.
- Thundara: Deal 4d8+12 electricity damage to all enemies. Enemies weak to this element take critical damage. Cooldown: 1d4 rounds
- Water: Deal 4d8+12 water damage to one enemy. If your target is weak to this element, it takes critical damage.
- Watera: Deal 4d8+12 water damage to all enemies. Enemies weak to this element take critical damage. Cooldown: 1d4 rounds
- Bio: You attempt to poison all enemies. They make a Con save DC 17. If they fail, they take 2d4+6 poison damage per round until the end of combat.
- Flare: You cause one enemy to spontaneously combust, dealing 4d10+24 damage. Cooldown: 1d8 rounds.
- Summon Odin: Once per day, you may summon Odin. All enemies must make a DC 17 Con save or die.
- White Mage:
- Cure: Heal one ally 4d8+12 hit points.
- Cura: Heal all allies 4d8+12 hit points. Cooldown: 1d4 rounds.
- Curaga: Heal one ally 8d8+24 hit points. Cooldown: 1d4 rounds.
- Protect: Grant one ally resistance to weapon attacks for 6 rounds.
- Protectra: Grant all allies resistance to weapon attacks for 6 rounds. Cooldown: 1d8 rounds.
- Shell: Grant one ally resistance to spell attacks for 6 rounds.
- Shellra: Grant all allies resistance to spell attacks for 6 rounds. Cooldown: 1d8 rounds
- Dia: Deal 2d8+6 damage to all undead.
- Haste: Grant all allies the ability to use a bonus action to make a one attack, cast one spell, or use one item for 6 rounds. Cooldown: 1d12 rounds.
- Summon Phoenix: Once per day, you may summon the mighty Phoenix. It deals 4d10+24 fire damage to all enemies, revives all fallen allies, and restores all allies to full hit points.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement