Zauns streets. You know things that relates to zaun and the thought life on the streets here. You have advantage on every related check to "call back infomation" about zaun.
Hamer Attack. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 4) bludgeoning damage.
StunBola. RangedWeapon Attack: +4 to hit, range 30/60 ft., 1 target. Hit: 5(1d6 + 2) lightning damage. The target have to take an dexterity saving throw of 14. If the target fails the save the target falls prone and have to make a strength saving throw of 13 to losen the StunBola. If the target has more than than 2 legs the target succeds automatically.
Blinding powder. Ranged Attack: range 10ft., 5ft. radius. You throw a powder that reacts to the air and begins to shine a small blinding light. If the targets fails a con save of 16, the targets that fail is blinded until the player next turn and the targets drop everything they have in their hands.
Command the little spider
Flash. If someone is making an ranged attack of any kind you can throw a kind of flashbang that gives disadvantage on ranged attacks and effects everyone until the end of your next turn.
Description
Though the majority of troublemaking gangs form in the lower reaches of Zaun, their members come from every level of the city, and Piltover too.
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