When you have the innate feeling of the Weave, but you only amplify your physical appearance in the world by gaining resonance with surrounding world. Each level you will learn more and more about Weave structure and how to imply your art onto unseen fabric of the universe. This manipulation can touch even the Fabric weaved by a spellcasters, breaking their concentration on the spells and strategic ideas of an experienced warriors.
At free will you summon the gauntlets, greaves, and shoulder pads created with the sealed power of the king of Fire Hell.
You summon two exquisitely crafted hand-crossbows called Luce and Ombra. These weapons can only be fired when used in conjunction, this means you can shoot both of them one after another as a ranged attack. Luce deals 5d4 piercing damage and Ombra deals 2d12 Force damage. Their range is 30 / 120.
- 2 in 1!
Balrog consists of 2 different fighting modes: Blow Mode, and Kick Mode. You may use a bonus action to swap between Blow Mode or Kick Mode.
- Blow Mode
Flurries of punches followed by insanely powerful killer blows, this mode strikes fear into even the most hardened demons.
Each blow deals 1d2 per punch. As an attack action make up to six attack rolls. But there’s a trick up your sleeve, after 4 successfully landed punches, flames engulf your arms, trigger Ignition Mode, enhancing the power of your punches!
- Kick Mode
Intense strings of mighty kicks characterize this style!
Each kick deals 1d4. As an attack action make up to three attack rolls. Ready to kick things up a notch? Use your action to violently breakdance and heat up the battle! Doing so will, trigger Ignition Mode, “Ignite the Flame” and enhancing the power of your kicks!
- Ignition Mode
Powers up your attacks with Balrog attacks in both modes! When in Ignition Mode and in Blow Mode, Balrog deals a total of 1d2 bludgeoning + 1d4 fire damage! When in Ignition Mode and in Kick Mode, Balrog deals a total of 1d4 bludgeoning + 1d8 fire damage! This effect lasts for 2 turns before the flames dissipate.
- Trickster
Air Trick: As a bonus action, after Ground Trick you may teleport to an enemy you can see within 20ft.
Dash as a bonus action
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