Infernal Action. On Your Turn, you can take two actions and a Bonus Action. You can only do this once per transformation.
Water running. Kinecelerans can move over water as easily as on land, but will sink when they stop moving.
Claw Jabs. You reach out and unleash relentless claw jabs against a creature. Make a melee attack roll d20+6(DEX), doing 1d4 + 6(DEX) piercing damage on a hit. After a successful hit, roll a d4. On a result of 3 or 4, you may immediately hit again for an additional 1d4 piercing damage. Continue this process until you fail to roll a 3 or 4 on the d4 roll, up to a maximum of four additional hits.
- Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d8 at level 9, 2d6 at level 13, and 2d8 at level 17.
Slender Build. Your Dexterity score increase by 2. (locked until level 2)
Bladed Tail. Melee Attack: +4 to hit, reach 10 ft., one target. Hit: 10(2d6+4) slashing damage. (locked until level 3)
Blade of the Bay. As an action on your turn, you spin your bladed tail like a flail, creating a 15ft. radius area of attack. Anything caught within the area of effect must make a DC16 Dexterity Saving throw at disadvantage or take 13(1d12+6) slashing damage. You can move in your turn with this effect active, and the effect ends at the end of your turn. (locked until level 3)
Description
Kinecelerans were initially believed to be invisible, due to their ability to move faster than most other beings can see.







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