Legendary Resistance (5/Day). If All for One fails a saving throw, he can choose to succeed instead.
Longevity. All For One possesses unnatural longevity through the usage of an as-of-yet unknown Quirk, being older than any other human
Kinetic Boosters/Strength Enhancers. All for One can use these quirks to boost his abilities in combat and use stronger versions. He can also use these to boost his Str or Dex score by 2 on any round he is not using them to enhance an ability.
Air Walk. All for one can use this quirk to give himself flight at the same speed as his movement but cannot exceed 60ft height.
Multiattack. All for one may use up to three Quirks per round and one Enhanced Quirk Attack
Quirk - Forceful Activation (Recharge 5/6). All for one attempts to take control of a creature, One creature within 40ft must make a DC 16 Intelligence saving throw, becoming Charmed for one turn on a failed save. Charmed creatures by this effect will make a melee attack against the closest creature that is hostile to All for One if possible.
Quirk - Warp (Recharge 4/5/6. All for One can Warp 1d4 targets to him or away from him, Creatures within 30ft of All for One can be affected, Warping them within 5ft of All for One or Warping them away from him up to 30ft
Quirk - Springlike limbs. Melee Unarmed Attack: +18 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 8) Bludgeoning damage. All for One coils his arms to build up unrivaled power and releases on his foes. Enhanced - Using his Strength Enhancers he increases his damage by 1d12
Quirk - Air Cannon. Ranged Weapon Attack: +18 to hit, range 30/120 ft., 30 ft line. Hit: 24 (3d12 + 8) Force damage. All for one releases an air shockwave from his arms. Enhanced - Using his Kinetic boosts he adds 2d6 thunder damage
Quirk - Spearlike Bones. Melee Weapon Attack: +18 to hit, reach 10ft, One target. Hit: 32 (5d8 + 8) Piercing damage. All for One protrudes Bones from his limbs with he uses to strike his target. Enhanced - Using hypertrophy he enhances his arm size leading to huge Bone spears, adding 1d8 Piercing damage and incapacitating a Target on a failed DC 18 Con save
Impact Recoil. As a reaction, when being attacked by a Non Spell attack, All for One can Activate his Impact Recoil quirk reducing the damage from the attack by 2d12 + 10, Knocking back melee attackers by 5 ft.
All for One can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. All for One regains spent legendary actions at the start of his turn.
Ultimate Combination (Costs 3 Actions). All for One uses Many of his Boosting quirks to enhance his arm into the ultimate weapon. Melee Weapon Attack: +18 to hit, reach 15ft, One target. Hit 85 (10d12 + 25) Bludgeoning damage Plus 10 (1d8 + 6) Piercing damage. The creature must make a dexterity saving throw DC 20, Taking half damage on a success.
Move. (Costs 1 Action). All for One maybe move up to his full movement without incurring attacks of opportunity
Search. (Costs 2 Actions). All for One uses his quirk to scan the area within 60ft, revealing all creatures in the radius. Creatures must make a DC 30 Stealth check to avoid detection.
Description
Once Japan's most powerful villain and All Mights arch-nemesis, his true motives are unclear and his true identity unknown. All For One's face seems to be made entirely of scar tissue, extending from above his upper lip and covering his entire head and the back of his neck. As such, he has no visible nose, ears, hair, or eyes, though the outlines of eye sockets can rarely be seen. All For One is a megalomaniac and an expedient psychopath
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Posted Jun 4, 2020I LOVE DND AND MY HERO ACADEMIA !!!
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Posted Jun 4, 2020I LOVE DND AND MY HERO ACADEMIA !!!