While your kind does not typically possess extensive arcane power or expertise, as a hunter, you've acquired simple incantations that supplement your fighting technique. These modest but effective magical invocations are known as Flares, as they briefly create bright runic sigils when used, characterizing their namesake. Because they are somatic incantations, you must have at least one free hand to cast a Flare. You have a number of Flare charges equal to your proficiency bonus, and you regain all expended charges when you finish a short or long rest. As a bonus action, you can use these charges to cast the following Flares, which you have memorized (if a Flare requires a target to make a saving throw to resist the Flare's effects, the DC equals 8 + your proficiency bonus + your Wisdom modifier):
- Ajus. You spend 2 Flare charges to sheath yourself in shielding energy. Until the start of your next turn or until you are hit by three attacks, you gain a +2 bonus to AC.
- Divis. You spend 1 Flare charge to create an invisible 5-foot-radius, 10-foot-high cylindrical trap centered on a point within 30 feet of you. When a Large or smaller creature enters the trap's area, it must make a Dexterity saving throw. On a failed save, the creature's speed is reduced to 0 until the end of your next turn. The trap is destroyed if a creature triggers the trap (whether it succeeds on the saving throw or not), the trap is not triggered within 1 minute of its creation, or you use this Flare again while the trap is still active.
- Halken. You spend 2 Flare charges to attempt to briefly charm one creature that you can see within 30 feet of you. The target must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn or until you do anything harmful to it.
- Igna. You spend 2 Flare charges to create a burst of flames that shoot forth from your hand. Each creature in a 15-foot cone originating from you must succeed on a Dexterity saving throw or take 3d6 fire damage. The fire ignites any flammable objects in the area that aren’t being worn or carried.
- Pulvar. You spend 1 Flare charge to cause a disembodied force to slam against two targets that you can see within 30 feet of you. If a target is a Large or smaller creature, it must succeed on a Strength saving throw or be pushed 15 feet away from you in a straight line. If a target is a Large or smaller nonmagical object that isn’t being worn or carried, it takes 3d6 force damage.
Previous Versions
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8/11/2023 7:01:35 AM
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v1
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Coming Soon
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