Evasion. If Amelia is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
Lucky (3/Day). When Amelia makes an attack roll, ability check or saving throw, or when an attack roll is made against her, she can choose to roll an additional d20 and may choose which of the d20s are used for the roll. She can choose to use this feature after the dice is rolled, but before the outcome is determined.
Temporal Pocketwatch. Amelia's pocketwatch is a magic item that has 5 charges and regains 1d4 + 1 charges at dawn. She can expend 1 charge to cast the haste or slow spell without concentration (spell save DC 19), 3 charges to cast the power word stun spell, or all 5 charges to cast the time stop spell.
Multiattack. Amelia makes three weapon attacks and can use her syringe before or after the attacks.
Pistol. +14 to hit, range: 40/160ft., one target. Hit 12 (1d8+8) piercing damage.
Trick Shot (Recharge 5-6): Amelia uses one of the following trick shot attacks.
Disarming Shot. Ranged Weapon Attack: +14 to hit , range: 40/160ft., one target. Hit 12 (1d8+8) piercing damage. The target must succeed on a DC 21 Strength saving throw, or drop any one held object of Amelia's choice that they are carrying and have that object be pushed 10ft. away from her.
Winging Shot. Ranged Weapon Attack: +14 to hit, range: 40/160ft., one target. Hit 12 (1d8+8) piercing damage. The target must succeed on a DC 21 Strength saving throw or be knocked prone.
Dazing Shot. Ranged Weapon Attack: +14 to hit, range: 40/160., one target. Hit 12 (1d8+8) piercing damage. The target must succeed on a DC 21 Constitution save or suffer disadvantage on attack rolls until the end of their next turn.
Syringe. Amelia draws a random syringe and injects it into herself or throws it at another willing creature within 30 feet. She may choose the target after rolling to determine what its effects are.
1. Antimagic Syringe. All harmful spells and magical effects affecting the target are dispelled, and the target cannot be targeted by spells until the start of Amelia's next turn.
2. Bolstering Syringe. The target has resistance to bludgeoning, piercing and slashing damage until the start of Amelia's next turn.
3. Haste Syringe. The target gains the benefits of the haste spell until the start of Amelia's next turn.
4. Healing Syringe. The target regains 27 (6d8) hit points and gains 27 (6d8) temporary hit points.
5. Restoration Syringe. If the target is blinded, charmed, deafened, frightened, paralyzed, poisoned or stunned, the condition ends. Additionally, the target is immune to those conditions until the start of Amelia's next turn.
6. Strength Syringe. The target gains advantage on weapon attack rolls and deals an extra 9 (2d8) damage with weapon attacks until the start of Amelia's next turn.
Watson's Concoction (3/Day). Amelia injects a creature within 5 feet of her with a crippling toxin. The target must make a DC 19 Constitution saving throw or gain five levels of exhaustion. If the target is incapacitated, it has disadvantage on the saving throw.
Analyse Enemy. As a bonus action on her turn, Amelia can focus on a creature she can see, making an Intelligence (Investigation) or Wisdom (Insight) check contested by the target's Charisma (Deception) check. On a success, she can cause one of the following effects once on each of her turns when she hits the target with a weapon attack for the next minute:
- The target takes an extra 35 (10d6) damage.
- The target must make a DC 19 Constitution saving throw or be incapacitated and have its speed reduced to 0 until the end of Amelia's next turn.
- The target is slowed (as per the slow spell) until the end of Amelia's next turn.
If Amelia uses this trait on another creature, the effect immediately ends on the first creature.
Cunning Action. On her turn, Amelia can use a bonus action to take the Dash, Disengage, or Hide action.
Uncanny Dodge. Amelia halves the damage that she takes from an attack that hits her. She must be able to see the attacker.
Amelia can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Amelia regains spent legendary actions at the start of her turn.
Move. Amelia moves up to her speed without provoking opportunity attacks.
Weapon Attack. Amelia makes a weapon attack.
Timeline Substitution (Costs 2 Actions). After a creature's turn, Amelia rewinds time to the start of that creature's turn and forces it to take its turn again. Afterwards, Amelia chooses which version of the creature's turn happened. No one other than Amelia remembers the discarded timeline.
Syringe Roulette (Costs 3 Actions). Amelia draws three random syringes (rerolling duplicates) and injects them into herself. Any ongoing effects of the syringes last until the end of Amelia's next turn instead.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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5/27/2021 8:14:03 PM
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42
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2
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5
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Coming Soon
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5/27/2021 8:15:40 PM
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41
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1
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Coming Soon
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