Legendary Resistance (5/day). If Rudeus fails a ability check or save he can choose to succeed instead.
Fountain of Youth. Rudeus is immune to any effect that would age him, and he can't die from old age. Rudeus also gains (3d10) hit points at the end of his turns as long as he has 1 hit point remaining. If he were to fall to 0 hit points he can choose to fall to 1 instead (1/day).
Boon of Irrisistable Offense. Rudeus’s attacks bypass through all resistances. Rudeus attacks are considered magical.
Boon of Recovery. You can use a bonus action to regain a number of hit points equal to half your hit point maximum. Once you use this boon, you can't use it again until you finish a long rest.
Boon of Resilience. Rudeus has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Master Attuner. Rudeus can attune to up to seven magic items, and he can attune to magic items that normally require attunement by a sorcerer, warlock, paladin, monk, and wizard
Use Magic Item. Rudeus ignores all class, race, and level requirements on the use of magic items.
Blindsense. If Rudeus can hear, he is aware of the location of any hidden or invisible creature within 30ft. Of him.
Elusive. No attack has advantage on Rudeus if he isn’t incapacitated
Evasion. When Rudeus is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Master of Evasion (3/day). When Rudeus is struck with a critical hit it becomes normal.
Fancy Footwork. If Rudeus makes a melee attack against a creature during his turn that creature cannot make opportunity attacks against him.
Skirmisher. Rudeus can move up to half his movement speed as a reaction when an enemy ends its turn 5ft. Within himself. This movement does not provoke opportunity attacks.
Supreme Reactions. Rudeus can take a reaction once after every turn in combat. He has 3 reactions per round but can only use 1 per turn.
Bara Bara no Mi. Rudeus can seperate his limbs from his body at will and is granted resistance to bludgeoning and piercing.
Kat Koin. Rudeus can choose to activate the coin and get a nat 20 on any roll he chooses at the detriment of the DM deciding at random when he will roll a Nat 1.
Moon Cutter Trait. Rudeus is immune to both Frightened and Charmed and emits a aura around him to 30ft. that gives him and his allies advantage on all spells and magical effects made against them.
Magic Items: Rudeus has and is attuned to the following magical items: Cloak of the Bat, Ring of feather falling, Boots of Elvenkind, Hat of Disguise, Ring of Spell Turning
Amulet of the King. Rudeus is always under the effect of Mind Blank
Sith Lord. Rudeus has mastered the art of lightsabers almost instantly focusing his hatred into the force. Rudeus Has (40 Sith Points)/Day
Multi Attack. Rudeus can attack 3 times with any weapon.
Red Lightsaber. +19 to hit, 5ft., one target. Hit: (4d12 + 12) Damage (See Lightsaber Item for list of Sith Powers)
Dimension Severer. +19 to hit, 5ft., one target. Hit: (2d12 + 18) Slashing Damage and (3d8) damage.
Supreme Sneak Attack. Once per turn, you can deal an extra (20d6 + 20) damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. If the Sneak attack is a critical hit he does triple instead of double.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Misty Step. As a bonus action Rudeus can use misty step to teleport up to his walking speed. This has no charges. Granted by Moon Cutter.
Cunning Action. As a bonus action Rudeus can Disengage, Dash or Hide.
Boon of Recovery. Rudeus can use a bonus action to regain a number of hit points equal to half his hit point maximum. Once he uses this boon, he can't use it again until he finish a long rest.
Mage Slayer Attack. When a creature within 5ft. Of Rudeus casts a spell, he can use his reaction to make a melee attack against that creature.
Uncanny Dodge. When a attacker that Rudeus can see hits him with an attack, he can use his reaction to halve the attacks damage against him.
Skirmisher. Rudeus can move up to half his movement speed as a reaction when an enemy ends its turn 5ft. Within himself. This movement does not provoke opportunity attacks.
Parry. If an attack hits Rudeus he can use his reaction to add +4 to his AC for that attack.
Rudeus 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. Rudeus regains spent Legendary Actions at the start of his turn.
Attack. Rudeus makes one weapon attack.
Misty Step (Costs 2 Actions). Rudeus uses Misty Step.
Kingly Strike (2/day). (Costs 3 Actions). Rudeus makes a weapon attack, gains advantage and applies sneak attack to the attack wether or not he loses the advantage and runs back his movement speed. This move ALWAYS cries.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/24/2022 7:13:47 PM
|
5
|
0
|
1
|
Coming Soon
|
Comments