Natures resilience: ac+1
Dispelling field: you have a 10ft radius of anti magic. All enemies cannot create or target this field with magic. All spells under 8th automatically fail and spells 8th and 9th must make a contested arcana check vs your spell attack. This last for 1d4 turns. This ability restores after a long rest.
Enchanting Nature Eco: I choose an object or limb that I enchant with Nature eco. Until I have released my sage mode the target has an extra 1d10 force to damage.
Nature eco: eco gained by sage mode that allows me to double the area of effect of a spell or impose advantage on attacks on targets or disadvantage on target saving throw.
Eco Detection: As a bonus action I can tap into all nature eco within a 30ft cone. Dc 14 arcana to detect You see a faint outline around the detected eco source and what school of magic or eco nature the magical effect was created from, or one that the creature can use if any, can be discerned by you. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Body Flicker (2 Charges). Your movement speed doubled, and your movement does not provoke attacks of opportunity.
Health touch (2 charges)One creature You can touch regains a number of hit points equal to there level up plus your level.
Wood Dome (3 Charges). You creates a 10 ft. radius wooden dome that lasts for 1 minute. This dome provides total cover from the front. It has 20 hit points and an AC of 16. It is vulnerable to fire and magical slashing damage. At the start of each of Your turns, it regains 3 (1d6) hit points, unless it has taken fire damage since his previous turn.
Cell Activation (3 charges ). Touching one creature, you either reduces their levels of exhaustion by 1, removes 1 condition of her choice, or one curse (including attunement to cursed items).
Deep Forest Emergence (4 charges ). Trees grow in a dense 20 ft radius, 10 ft high forest around You, raising any creatures of his choice to the top of this area. All other creatures in the area must make a DC 15 Dexterity saving throw, taking (2d12 + 2) damage, or half as much damage on a success. The forest is difficult terrain to all creatures but you. As a bonus action, you can spend 1charge to make a large branch from the forest to attack one creature. Make a melee spell attack. On a hit, it takes (1d10) piercing or bludgeoning damage.
Toad Spying/ Cost: 4 eco /Duration: Concentration, up to 1 minute
As a bonus action, you link your vision with one creature you have summoned. You can see, hear, and receive any other sensory information as if you were in their place in addition to your normal senses. You must spend 1 chakra at the end of each of their turns to maintain this effect.
Syrup bullet Cost: 7 eco Range: 30/60 feet
As a bonus action or action , you launch a senjutsu-infused ball of spit. Make a ranged spell attack against one creature within range. On a hit, they are restrained for 1 minute. The target or a creature touching them may attempt a Strength saving throw as an action, ending this effect early on a success
Sage Transformation: Adamantine Staff /Cost: 5 eco
As bonus action, you enchant a weapon with woven ironwood vines . Any creature wielding this weapon , gains a +2 bonus to attack and damage rolls, an additional 15 ft. of reach.
Sage Wood Dragon (10 eco). you create a huge wooden dragon anywhere within 60 ft. for 1 minute. The dragon has 60 hit points. If destroyed, as a reaction, he can perform the hand signs to reform it with 60 hit points. As a reaction, when a creature targets you with an area of effect or attack, you can move the dragon in the way, targeting it instead. The dragon acts on his initiative count and you can use your bonus action to command it. If he does not command it, it will not act in any way other than defensively. It has the following statistics and the same ability scores and save DC as you:
- Speed 60 ft fly
- Multiattack. It can make one bite attack and two claw attacks.
- Bite deals 4 (1d8) piercing damage
- Claw deals 3 (1d6) slashing damage
- Grapple The dragon uses the grapple attack.
- Breathe Weapon (5-6 recharge). Each creature is a 20 ft cone must make a DC 17 Dexterity saving throw. On a failure, it takes 9 (2d8) bludgeoning damage.
- Self Destruct. The wood dragon can be sacrificed, ramming itself into a target at high speeds. Make a ranged spell attack. The target is pushed 40 ft away and takes 18 (4d8) bludgeoning damage. Once this feature is used, the dragon is destroyed.
Sage seal art (10 Chakra). You attempt to seal away a fey, Angel, demon , or devil within a vessel of choosing for 1d4 years. every day the creature must make a con saving throw against my spell save+the creatures charisma mod. To seal a creature they must be bloodied and I must have advantage on the creature.
Sage Great Spear Tree /(32 eco)(last for 10 mins):Every creature other than Hashirama in a 50 ft radius, 60 ft high area must make a DC 17 Dexterity saving throw. On a failure, it takes 27 (6d8) + your Intelligence modifier piercing damage and is restrained for 1 minute. On a success, they take half as much damage. If a creature is reduced to 0 hit points by this damage, it dies instantly as their body is crushed. A creature may use its action to make a DC 17 Strength saving throw. On a success, the target escapes and is no longer restrained. As bonus action at no additional chakra cost, Hashirama can make a spell attack against a creature in the area, on a hit the target is affected by one of the following effects of his choice:
- Vine: On a hit, the target is knocked prone and takes 9 (2d8) + your Intelligence modifier bludgeoning damage.
- Branch: On a hit, the target takes 14 (4d6) + your Intelligence modifier piercing damage.
- Log: The target must make a DC 17 Dexterity saving throw, taking 27 (6d8) + your Intelligence modifier bludgeoning damage. Half as much damage on a success. This can only be used once every other round.
Previous Versions
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6/23/2024 9:24:42 PM
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6/24/2024 3:46:58 AM
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