Heir to the Brothers. Randolph is among the few chosen by the Two Brothers, and as such can manifest their power. He has true sight and whenever he is in combat he gains a flying speed equal to his walking speed.
Gift of Benevolence. Randolph regains 16 hit points at the start of his turn. This effect occurs even if he is downed. He has advantage on Constitution and Charisma saving throws, and once per day, at the beginning of combat, all allies gain the benefits of a short rest.
Gift of Ferocity. Whenever Randolph is hurt, he gains even greater strength. For every 20% of his max health that is missing, his AC, to hit bonuses, and to damage bonuses increase by 1. If he would heal over one of these thresholds, he loses the corresponding bonuses. (At current stats, these thresholds are 167, 125, 84, and 42).
Draconic Battle Aura. Whenever Randolph is in combat, the potential of his draconic abilities are put on full display. At the start of each of his turns, if Randolph has received damage or damaged an enemy in the previous battle round, he can choose to change the color of his battle aura.
- Ferocity. If Randolph channels the color of ferocity, he gains resistance to a damage type of his choice. Additionally, when he first switches to this color, he and one ally of choice can take one additional Action on top of his regular Action and a possible bonus Action. The ally gains their extra Action during their turn. While channeling the color of ferocity, Randolph must use his full movement to move to the closest enemy.
- Benevolence. If Randolph channels the color of benevolence, his allies gain advantage to Constitution saving throw rolls and death saving throws, and their max health increases by 10. Once per channel, if Randolph fails any saving throw, he can choose to have succeeded instead. This effect refreshes each time he channels the color of benevolence.
Multiattack. Captain Randolph can make up to three attacks each turn. These can be done in any combination of available options.
Experimental Mana Shotgun. Ranged Weapon Attack: +10 to hit, range 30 ft., one target. Hit: 14 (1d10 + 9) force damage. Whenever an attack is made with the shotgun, Randolph makes two attacks. If he is within 5 feet of the enemy, he has disadvantage on attack rolls made against that enemy.
Aura Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (1d6 + 12) force damage. When Randolph rolls a 20 on the d20 for an attack roll with this weapon, the target is stunned until the end of its next turn.
Mana Canister Explosive [Recharge 3-6]. As a bonus action, Randolph can either throw or set down a small explosive. If thrown, the explosive has a range of 30 feet and detonates immediately on impact; if set down, the explosive can be detonated remotely from up to 60 feet away as another bonus action.
When detonated, each creature within a 15-foot radius of the explosive must make a DC 17 Dexterity saving throw, taking 12d6 force damage on a failure and half as much on a success.
Captain's Impetus [Recharge 4-6]. As a bonus action, Randolph can issue a challenge that compels other creatures to do battle with him. Each creature he can see within 30 feet of him must make a DC 20 Will saving throw. On a failed save, a creature can't willingly move more than 30 feet away from him, and Randolph gains resistances to all damage they inflict upon him. This effect ends after three turns.
King's Vengeance. If an ally Randy can see loses health more than three times their level, he can use his reaction to grant himself a bonus equal to his Will to all damage rolls against the aggressor until the end of his next turn.
Merry Protector. Whenever a visible ally within 45 feet of Randolph is targeted by an attack, Randolph can choose to spend his reaction to become the target of the attack instead. He launches himself into the air, landing in front of his ally. If the attack has only one target, it is made against his AC. If it deals damage in an area, he makes two saving throws to resist the damage of the attack.
Dragon Fall [Recharge 5-6]. Randolph channels his power into an Overwhelming barrage of attacks. Leaping into the air, Randolph crashes down, turning the impact zone into a molten crater. Randolph chooses a location to land, and every hostile creature within 45 feet must make a DC 18 Will save. If they fail, all damage from this attack is treated as critical damage and all damage they inflict is halved until the end of their next turn; on a success damage is calculated as normal and only the next attack they make has its damage halved. The hostile creatures within range take 5d10 fire damage. Randolph then chooses one creature within 5 feet of him. That creature takes 2d10+18 force damage, and if it failed the Will save, it is knocked [status]prone[/status].
This attack is an Overwhelming action and therefore must adhere to the relevant conditions. Randolph can only use this action when his health is below half his max health or an ally has been downed this combat. In order to use this action again, one of the two conditions must be re-fulfilled.
Previous Versions
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