Cyber Dash Boost (Recharge 5/6). Whenever the Warforged Cyber Angel takes a Dash Action; the Warforged Cyber Angel can expend as many Cyber Feather Ammunition to increase the following Dash Action by 10 ft. per spend Cyber Feather Ammunition.
Cyber Feather Ammunition (20). This ammunition is used by the Warforged Cyber Angel's for their abilities and attacks. Can use an Action to reload to regain ammunition back to maximum.
Cyber Feather Overload. If the Warforged has Cyber Feather Ammunition over their maximum amount; at the start Warforged Cyber Angel's turn, take 1 point of damage pre Cyber Feather Ammunition over the maximum amount.
Legendary Resistance (2/Day). If the Warforged Cyber Angel fails a saving throw, it can choose to succeed instead.
Warforged Resilience. The Warforged Cyber Angel has advantage on saving throws against being poisoned, is immune to disease, and magic can't put him to sleep.
Multiattack. Makes three weapon attacks.
Cyber Arm Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 12 (1d12 + 4) slashing damage. Before the attack; the Warforged Cyber Angel can expend 1 Cyber Feather Ammunition to add an additional d12. The Warforged Cyber Angel can expend more Cyber Feather Ammunition to add more d12s (maximum 3).
Cyber Feather Shot. Ranged Weapon Attack: +13 to hit, range 50/100 ft., 1 target. Hit: 12 (1d8 + 7) Piercing damage. Uses 1 Cyber Feather Ammunition. Can expend another Cyber Feather Ammunition before the attack to gain this effect after damage is dealt; in a 5 ft. sphere with the hit target as the center, all creature(s) in the affected must make a DC 18 Dexterity Saving throw, on fail take half the damage dealt from the attack in Force damage.
Cyber Father Rain (Recharge 6). Fire a barrage of cyber feathers that pursues it until they make impact on their targets. Expend 2 or more Cyber Feather Ammunition then target that many creature(s) and/or have the expended Cyber Feather Ammunition target the same target that is within 150 ft. Then spawn Swarm of Cyber Feather Rain(s) equal to the number of selected target(s) within 10 ft. around the Warforged Cyber Angel. Each Swarm of Cyber Feather Rain has AC 25 and 8 hit points pre Cyber Feather Ammunition expended on the each of their chosen target(s). All Swarm of Cyber Feather Rain have fly speed of 30 ft. and are immune to all statues effect, if the Swarm of Cyber Feather Rain is subjected to a saving throw that would deal damage, they fail instantly. Before each of Warforged Cyber Angel's turn after using this ability and Swarm of Cyber Feather Rain(s) have hit points. Swarm of Cyber Feather Rain(s) take the Dash action towards their targets; but the Swarm of Cyber Feather Rain must move in a 10 ft. line before they can move in a different direction. If a Swarm of Cyber Feather Rain move into the same space as they target, the creature then takes force damage equal to the Swarm of Cyber Feather Rain's current hit points, then the Swarm of Cyber Feather Rain's hit points becomes 0. Swarm Cyber Feather Rain lost 1 hit point pre 5 ft. they move. If the Swarm of Cyber Feather Rain moves into a space where an object is: tiny object(s) are immediately destroyed, but if the object is small or greater; the Swarm of Cyber Feather Rain loses an extra 1 hit point from small object, an extra 2 hit point from medium object, an extra 3 hit point per 5 ft. by 5 ft. of a large or greater object and destroying those object and/or sections of that object. When the Swarm of Cyber Feather Rain's hit points become 0 they disappear.
Cyber Boom. Expend as many Cyber Feather Ammunition (maximum 4). After using this Bonus Action if the Cyber Angel moves up 30 ft. or higher; the next Cyber Arm Blade attack after that movement gains the following effect. After damage is dealt the damaged creature must make a DC 18 Strength Saving throw; on fail the creature is then pushed 5 ft. per Cyber Feather Ammunition expended in the Warforged Cyber Angel chosen direction.
Re-Overload. Roll 1d10+2 to regain the number rolled in Cyber Feather Ammunition. The Cyber Feather Ammunition gain from this ability can go over the maximum amount.
Cyber Parry and Counter. When attacked by a melee weapon or spell attack: the Warforged Cyber Angel can expend as many Cyber Feather Ammunition (maximum 3) to increase their AC by the Cyber Feather Ammunition expended (this increase in AC remains until the end of the round); and then can make one Cyber Arm Blade attack, but the Warforged Cyber Angel can not use Cyber Arm Blade's effect on this attack.
Cyber Feather Counter. When attacked by a ranged weapon or apell attack: the Warforged Cyber Angel can expend as many Cyber Feather Ammunition (maximum 4). Then reduce the hit by 1 pre Cyber Feather Ammunition.
Speedy Reload. Roll 1d4 to regain the number rolled in Cyber Feather Ammunition. The Cyber Feather Ammunition gain from this ability can go over the maximum amount.
The Warforged Cyber Angel 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. The Warforged Cyber Angel regains spent legendary actions at the start of its turn.
Attack (Cost 1 Action). Makes one Cyber Arm Blade.
Cyber Tackle (Costs 2 Actions). Expend as many Cyber Feather Ammunition (maximum 4); then move 5 ft. per Cyber Feather Ammunition spend. If moved into a creature's space; the creature must make a DC 18 Strength Saving throw, on fail the creature is then pushed 10 ft. in a direction of the Warforged Cyber Angel chooses but not behind the Warforged Cyber Angel.
Cyber Wing Beat (Costs 3 Actions). Expend as many Cyber Feather Ammunition (maximum 4); then in a sphere with the Warforged Cyber Angel as the center. The sphere is 5 ft. per Cyber Feather Ammunition spend. All the creature(s) in the affected must make DC 18 Dexterity Saving throw; on success the creature(s) take only half damage and no effect. On fail, the creature(s) take 30 (4d12+5)Thunder damage and then are pushed 5 ft. outside of the affect of area.
Description
A Warforged build in the appearance of female angel. The Warforged Cyber Angel unit was built as an aerial unit been to dominate the sky with it speed and advance weaponry. Armed with an arm blade to combat melee aerial units or strike from above, but it's wings are the deadest part of this constructed angel. The wings are lined with magical cannon like thrusters allowing the Warforged Cyber Angel to fly with great speed and precision, but these thrusters are also weapons allowing the Warforged Cyber Angel ranged attacks to bring down air ships or bombard a city.
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