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Nov 18th, 2017
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  1. Red Mage:
  2. Fire: Deal 2d8+12 fire damage to one enemy.
  3.  
  4. Blizzard: Deal 2d8+12 cold damage to one enemy.
  5.  
  6. Thunder: Deal 2d8+12 electricity damage to one enemy.
  7.  
  8. Water: Deal 2d8+12 water damage to one enemy.
  9.  
  10. Cure: Heal one ally 2d8+12 hit points.
  11.  
  12. Protect: Grant one ally resistance to weapon attacks for 6 rounds.
  13.  
  14. Shell: Grant one ally resistance to any damage from spells for 6 rounds.
  15.  
  16. Dispel: Remove a beneficial effect from your target.
  17.  
  18. Libra: You scan a target, learning all of its abilities and weaknesses.
  19.  
  20. Quickcast: When you use an action to cast a spell, you may instead cast two spells. They do not have to be same spell.
  21.  
  22. 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.
  23.  
  24. Dragoon:
  25. 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.
  26.  
  27. 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.
  28.  
  29. 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.
  30.  
  31. Spear Mastery: As a bonus action, you may make a single melee attack.
  32.  
  33. 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.
  34.  
  35. Black Mage:
  36. Unless a saving throw is specified, you must succeed at a spell attack to do damage.
  37.  
  38. Fire: Deal 4d8+12 fire damage to one enemy. If your target is weak to this element, it takes critical damage.
  39.  
  40. Fira: Deal 4d8+12 fire damage to all enemies. Enemies weak to this element take critical damage. Cooldown: 1d4 rounds
  41.  
  42. Blizzard: Deal 4d8+12 cold damage to one enemy. If your target is weak to this element, it takes critical damage.
  43.  
  44. Blizzara: Deal 4d8+12 cold damage to all enemies. Enemies weak to this element take critical damage. Cooldown: 1d4 rounds
  45.  
  46. Thunder: Deal 4d8+12 electricity damage to one enemy. If your target is weak to this element, it takes critical damage.
  47.  
  48. Thundara: Deal 4d8+12 electricity damage to all enemies. Enemies weak to this element take critical damage. Cooldown: 1d4 rounds
  49.  
  50. Water: Deal 4d8+12 water damage to one enemy. If your target is weak to this element, it takes critical damage.
  51.  
  52. Watera: Deal 4d8+12 water damage to all enemies. Enemies weak to this element take critical damage. Cooldown: 1d4 rounds
  53.  
  54. 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.
  55.  
  56. Flare: You cause one enemy to spontaneously combust, dealing 4d10+24 damage. Cooldown: 1d8 rounds.
  57.  
  58. Summon Odin: Once per day, you may summon Odin. All enemies must make a DC 17 Con save or die.
  59.  
  60. White Mage:
  61. Cure: Heal one ally 4d8+12 hit points.
  62.  
  63. Cura: Heal all allies 4d8+12 hit points. Cooldown: 1d4 rounds.
  64.  
  65. Curaga: Heal one ally 8d8+24 hit points. Cooldown: 1d4 rounds.
  66.  
  67. Protect: Grant one ally resistance to weapon attacks for 6 rounds.
  68.  
  69. Protectra: Grant all allies resistance to weapon attacks for 6 rounds. Cooldown: 1d8 rounds.
  70.  
  71. Shell: Grant one ally resistance to spell attacks for 6 rounds.
  72.  
  73. Shellra: Grant all allies resistance to spell attacks for 6 rounds. Cooldown: 1d8 rounds
  74.  
  75. Dia: Deal 2d8+6 damage to all undead.
  76.  
  77. 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.
  78.  
  79. 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.
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