Stand of Power. Cartel has an indestructible humanoid force that he can control completely.
Dodging Finesse. Cartel takes half of all incoming damage and is immune to any damage from a weapon being used with the ranged property.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 15 ft., 1 target. Hit: 7 (2d4 + 5) [force] damage. If the attack lands you may roll the attack again until it misses.
Careening Blow. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 21 (5d6 + 6) [bludgeoning] damage. The target must succeed a DC18 Strength Save or be stunned until the end of Cartels next turn.
Leg Sweep. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: 11 (3d4 + 5) [bludgeoning] damage. The target must succeed a DC15 Dexterity Save or be knocked prone.
Rewind Time. If Cartel fails a save, he can choose to succeed instead.
Like Clockwork. If an enemy strikes a near-death partner Cartel can reverse the damage on their partner and inflict the wounds on himself.
Restoration of Balance. Cartel can reset an entire foe or partner to a neutral state, full health, full spell slots, and no buffs or debuffs.
Cartel can use one Legendary action per round of combat.
Invisible Flurry. A flurry of blows are sent outwards are everyone around Cartel in a 5-foot radius. Make 3 Unarmed strikes on all surrounding enemies. This legendary action does not allow success chaining like the original Unarmed strike attack.
Comments