Protector - Creature has advantage on Attack rolls against creature that attacks their allies.
Un-assisted flight - Creature has a flying speed of 60ft movement a turn and can fly indefinitely.
Master of Self - Once per long rest creature may shrug off effects and damage of one attack.
Unarmed Strike - melee - 6d12 bludgeoning damage. Plus 10 to hit.
Ki blast - range 20/60 ft - creature releases a 8 rays of energy from their each dealing 5d10 damage. Plus 8 to hit.
Healing Hands - Can transfer permanent hit points to another creature, but may not drop their hp under 30% max.
Wave of Force - all creatures who fail a str saving throw of dc 19 are pushed back 20 feet.
Energy Blast - Creature releases a beam of energy in one direction that deals 10d20 damage for any creature that fails a dex saving through of 18. Area is difficult terrain afterward. 120ft range.
Power up - Creature may use their action to increase the damage of all attacks made in the next turn by double the original damage.
Instant transmission - Can shift up to 60ft in any direction, must move into an unoccupied space.
Assentation - Creature can ascend as a bonus action up to 3 times. Each assignation doubles the hit dice and adds 250 temporary hit points. Assentation 2 the creature also radiates an fearful aura, all within mele must make a wisdom saving throw of dc16 or become frightened. Upon the 3rd assignation all creatures within 15ft must make a strength saving throw or be pushed back 30ft with a con saving throw of dc18. Creature can only maintain this form for a total of 6 rounds between short rests, and takes 1 plus level ascended of exhaustion. Temporary hit points are lost after descending and creature takes 3d8 damage.
Counter Strike - when attacked creature my make an unarmed strike, automatically failing to dodge but also automatically landing its unarmed strike.
Block - creature may choose to block strike if able to make a dex saving throw of dc 23.
Deathly Grip- Creature may grab an enemy attempting to flee and must grapple.
Tireless combatant - Creature can remove 5 levels of exhaustion 3 times per long rest.
No Escape - when enemy attempts to disengage or flee creature teleports enemy to place of its choosing that is in an unoccupied space.
Radiant Blast - all creatures within a 100ft for 15d12 damage make a con or dex saving throw of dc 23, but takes 5d10 and one level of exhaustion.
Godhood - Creature ascends past the power of the god's themselves by reaching into their own rage. All attack rolls are multiplied by twelve and all creatures of lower strength are forced into a prone kneeling position before the might of a god.
Ultra Instinct - Creature ascends past godhood and becomes untouchable for two turns, automatically dodging all attacks and spells, its attacks however are at its first level. Creature takes two levels of exhaustion.
Description
This tribe of fighters have came from the stars above to find strong advercarise in this plain, although they look for a fight they also protect the people of this realm, mostly out of coincidence. Overtime other Tribes allied to kill these fearsome warriors leaving only 3 left in all of existence, the gods among their people. These warriors have no racial alignment, varying for individuals.
Previous Versions
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8/24/2023 2:48:25 PM
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Coming Soon
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