Invocation. However it also seems be a weapon made to slay holy or demonic creatures. They may not be trained warriors, but their battle instincts are second to none. Additionally when the wielder hits with an attack using this weapon, the target takes an additional 1d4 radiant damage. At 14th level you have gained Kalla's commander skills. At 3rd level, while not wearing Heavy or Medium Armor when you take the Attack action you can replace one attack to create an illusion of yourself within 5 feet of you that lasts for 1 minute or until you dismiss it as a bonus action. Likewise, different options from a legendary stance combine if they are active at the same time. Asura Rakshasa Your Constitution increases by one. A creature takes 2d6 fire damage per power point spent on a failed save, or half as much damage on a successful one. You can have up to 3 illusions of yourself and the illusions are identical copies of yourself with the same Weapon and Armor Class as you, but only have 1 health and can move up to half your movement speed. The critical range for the axe becomes 19-20. The bonus to AC from this armor increases to a +2. The Eternal Alchemy. Stone Smack (1 pp). You deal an extra 1d8 damage upon hitting a target. The Wisdom saving throw to remove the weapon increases to 19. An upasunda is 7 feet tall and weighs 240 pounds. Being able to use both temporal magic and wells, their skill set focuses on past versus future and fast versus slow as key themes. The wear can cast the Scrying spell through the trinket once a day, the spell has a DC of 17. The asura have quickly established their intellectual and magical superiority over the other races and view them as useful primarily for heavy lifting, taking risks, and asking stupid questions. Elemental Focus (R: Wearing at least one gem). Over the ages, however, after constant upheaval, they now sequester themselves away to be among one another. There are many recorded instances of asura having three faces, or wearing three masks despite having just one face. At 1st level, you start gaining a 5th sense that tells you the following information. While holding the shield, the wielder has a +1 bonus to AC. Empower your your sword so that it slices the air around a target you can see within 40 feet. You use your Charisma whenever a spell refers to your spellcasting ability. The wielder of the greatsword gains advantage on stealth rolls. You use your Wisdom whenever a spell refers to your spellcasting ability. You can use this ability once per long rest. As you deal damage, you deal an additional 1d6 fire damage until the end of your turn. These forms have 1/4 of your max HP and 5 power points that they spend on auras of their element that you know. At 1st level, gain proficiency in in the martial ranged weapons. Elemental abilities and spells are separate effects, and therefore their benefits and drawbacks overlap. While concentrating you regain 1d4 health upon hitting your target. Once you use this trait, you can't use it again until you move O feet on one of your turns. The wielder always knows what plane of existence they are. As a bonus action, you become wreathed in flames until your concentration ends. Their experiments with magic are evident through the impressive floating structures found around and within their cities. The radiant damage dealt by attacks with this weapon increases to 1d6. Not much is known about this legendary item besides that after attunement, this item will take the shape of a amulet, ring or another type of wearable trinket. The talents are listed by what weapon they require. The bonus to attack and damage rolls increases to a +3, and the additional damage taken increases to 1d8 psychic damage. A petrified individual may repeat the saving throw at the end of their turn until they make the save. Your subrace is determined by your sex, and is detailed below. A group of goblins surround an armored man thinking they've found a meal. At 10th level your soul has become so tainted from the harvesting of Life Force that you can use necrotic energy to heal yourself. The ones not included are, Frenzy (Harpoon gun), Howler (Warhorn), Rodgort (Torch), Flames of War (Torch), and Verdarach (Warhorn). Moving or swinging the blade leaves a painterly afterimage that also acts as a window into the morning sky. They only take movement penalty on a successful save. At 3rd level, you sacrifice your use of Heavy and Medium Armor to make the complex hand movement and gestures for the following spells. Spell Slots. Ability Score Increase Your Dexterity score increase by 1. The Quaggan spirit in the shield will warn you of danger it sees while you sleep. Fiery Rush (5 pp). Whenever the Bardic Inspiration feature is used, the wielder gains advantage on attacks until the end of their turn. Your shades takes a bite out of the closes enemy target. Her Earth Elemental was scouting out the land ahead of them completely undetectable by the local creatures. Until the start of your next turn, you gain a +2 to your AC. When you take this oath at 3rd level, you gain the following two Channel Divinity options. Focusing on this aura makes a gems on you give off a much larger gleam in the sunlight, making it shin bright like a diamond. Though some charr leave, change, or lose their warbands, these strong bonds usually leave a deep impact on the charr; charr changing warband must change their name and fit in quickly if they are to survive. One of the small orbs on the trinket projects a celestial body giving you a +1 to any stat of your choice. Each mirage has a different effect as well as a Illusion point cost. When you choose this archetype at 3rd level, you gain proficiency with longbow, heavy crossbow, and firearms (At DM's discretion) allowing you to add your proficiency bonus to attacks made with those weapons. Quick Reference; The HMS Divinity has a base damage of 1d12 + Dex Modifier force damage, with a range of (200/800). Races. Fiery Strike (1-7 pp). While holding this staff, the wielder gains a +1 bonus to spell attack rolls. Firearms are a new and volatile technology, and as such bring their own unque set of weapon properties. This damage increases to d8 at 5th, d10 at 11th, and d12 at 17th level. This means the possibility for new legends is almost guaranteed. The wielder can swim their normal walking speed underwater. At 7th Level your bond is so stong that when you go into beast mode you also gain your beasts resistances, senses (like darkvision, blindsense, or tremorsense), their movement speeds if it more than yours (such as flight, Swim, etc), even if you didn't have it to begin with. You lose all accumulated Life Force after a long rest. This requirement is noted with conc. after the The mirage moves through battle like shifting sand, cloaking themselves rather than dodging attacks. Their mind sets tend to be that of; I have power, therefore I use it. You gain an additional +1 to your AC per power point you spend beyond 2. Sylvari awakened at night are secretive and cautious with information. At 3rd level you learned how to absorb part of the next attack against you, allowing you to counterattack a near by foe. While invoking the power of Glint, you have advantage on all constitution saving throws that involve making concentration checks for facets. The Quaggan spirit can ritual cast Create or Destroy Water at 1st level. At 15th level you have figured out how to cast some fire based cantrips that Paladons normally can't cast. Not all Metallic Dragons are good, so don't let their color mean anything. In their transformed shape they take on an upright half- norn half-animal form, taking after one of the animals of the Spirits of the Wild. Bolt (1-7 pp). Additionally when the wielder hits with an attack using this weapon, the target takes an additional 1d4 poison damage. However, a specific option from an elemental aura doesnt combine with itself if the option is used multiple times. The bonus to AC from this armor increases to a +3. Any creature in that area when you use this ability and any creature that ends its turn there takes 5 fire damage. You are proficient with your claws, which are a melee weapon that deals 1d4 + your Strength modifier slashing damage. Some options let you spend additional power points to increase a disciplines potency. Name Ability Size. However, a specific option from a legendary stance doesnt combine with itself if the option is used multiple times. Where you always an adventure or did you spend a good portion of your life guiding people through some of the harsher natural areas. At 10th level, you have gained the ability to siphon energy off a target once per turn on hit. The wearer gains a +1 bonus to AC while wearing this armor. At 8th level, you gain the ability to infuse your weapon attacks with elemental energy. Deep Freeze (5 pp). you came here for 2:54subscribalso follow me at https://www.twitch.tv/gudoltumfor 2 more inches of heightDiscord - https://discord.gg/MN4ZcW52MN -pls go play. Magic Sense You may cast the detect magic spell with this trait. After emergence a sylvari is guided by older sylvari to understand what they have dreamed and ensure they have a clear understanding of the tablet, their history and the world. You have a total of six arms granting you several benefits. Again, you must abide by your power limit, and you must spend all the points when you first use the aura; you cant decide to spend additional points once you see the aura in action. As an Elementalist, you gain the following class features. As an action whirl your greatsword around yourself. Norn are quick to anger but quicker to forgive and most tend to be Good hearted. Given distinctions based on which god they served, or reviled for their strange powers and disturbing figures, asura were perpetually divided and used by those more composed than they. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Male: Shukra, Vritra, Sambara, Madhu, Kaitabha, Female: Holika, Durga, Simhika, Diti, Mandodari. Creates a well that rends time, damaging, weakening and crippling foes in the area. At the start of your next turn the mirage fades leaving behind a Mirage Mirror inside the earlyer circle. Ability Score Increase Your Charisma score increases by 1. Kobolds are a common enemy fought in low-level combat encounters. Invoking the powers of individuals of past can be a risky endeavor, which is why even though a Revenant can learn several legends, they can only pick two to have prepared at the same time. We are intimately connected with our surroundings and markedly empathic toward all, even other races. On your turn, you can verbally command the beast where to move (no action required by you). Until the end of your next turn enemies within a 10 feet diameter circle have disadvantage on concentrating on spells. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. After attunement the wielder can change the blade to any form of two handed weapon. ammunition. at a target you can see within 120 ft. That target must make a Wisdom saving throw against your spell DC, on a failed save they take 3d6 necrotic damage and half as much on a successful save. Search by name on the left, click race name to display on the right. Charr view the deities as beings to fight and strive to kill. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn. As a bonus action, channel the power of the Rite of the Great Dwarf to you and your allies next to you turning your skin into stone giving resistance to all damage type, but physic damage until the end of the next turn. You can't discern color in darkness, only shades of gray. The number of power points you have can't go below 0 or over your maximum. Burning Retreat (2 pp). Spell Slots. On a failed save the target is paralyzed until the end of your next turn. Bolt is a golden lightning sword with dragons twisting up the blade. Induce fear in enemies around your sand shades. You regain all expended spell slots when you finish a long rest. The wielder reads three times faster then they normally would. Reflect (5 pp). They will never give up on their battle, quarry or friends, even if it means years spent tackling a strong enemy or difficult task. Dragons Bane As a bonus action, you can call upon you or your god's hatred of dragons to help you deal more damage. The attack roll uses your elemental ability. Chromatic Bane. For 1 hour, you gain the following benefits: Once you use this feature, you can't use it again until you finish a long rest. Eventually they were forced out and have lived and adapted to life on the surface. These bird like wings are made of a fine enchanted gold and glass. When you are the target of a melee weapon attack, you can spend 1 point of Malice to have the attacker make a Strength saving throw, or else they are pushed five feet away from you. Norn have a broad range of skin colors, and light-skinned norn living in Oceanrim have their skin tanned by the sun. Sparkling stars emanate from the center glow. At 18th level you have mastered time manipulation to the point you can cast the 9th level spell Time Stop once per long rest. While focused on this aura your spear hit with the psionic energy in the gems around the spear make it deal an extra 1d4 psychic damage. As punishment for his actions was turned into an Envoy upon dying, yet he used his new power to create an army. Warning Signal (2 pp). Once you get a condition this mantra activates cleansing the conditions. See chapter 10, Spellcasting, in the Players Handbook for how concentration works. 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