Prerequisite: Be lvl 1
After mastering melee combat and magic you have gained the power to interweave them together in combat.
Elemental Imbuement
- Take a turn to imbue your weapon with magic counts as a bonus action, 1d6 1st level, 2d6 5th Level, 3d6, or 2d10 10th level, 4d6 or 3d10 15th level, 6d6 or 4d10 20th level, At 10th level, you will choose to have higher average damage or more max damage this will be stuck with you for the rest of the campaign. This damage will be the same type of damage as the spell used to imbue the weapon will last for 24 hours and if you use a spell it will cost a spell slot.
- Fire when hit will light the enemy on fire dealing 1d4 per turn last for 8 turns it will also stack indefinable and can be used as a torch.
- Poison Will deal 1d6 damage per turn last for all the fight and will stack up to 3d6.
- Acid Gain a +4 to hit and lowers the AC by 4, and if a magic ward will break in 2 turns after hit.
- Cold Gives you disadvantage for 1 turn and any enemy attacked disadvantage for 2 turns.
- Necrotic Deal a extra 1d12 against plants, undead or demons
- Lightning If enemy can pass a condition check of 14 they are stunned for their next turn.
- Thunder Blind and defends everyone your sword is pointing at in a 45 foot cone if they cant pass a condition check of 17 or else they are blinded and deafen for 6 turns and uses the charge.
Dash n smack
Gives an action that allows throw then teleport to your weapon dealing 2d12 but you take 2d4 damage and the enemy can doge if they make a dex saving throw of 18. Works with elemental imbue, then if you hit the enemy with your teleport you have a bonus action to attack with your normal weapon.
Upward smack
After an successful attack with melee weapon you can strike using a bonus action to attack dealing 2d6+8, and at level 10 deal 2d12+8. Does not work with Dash n Smack.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/23/2022 10:43:30 PM
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2
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0
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5e
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Coming Soon
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