(Inspired by BLEACH!!!)
Quincy's are able to use Mana to enforce their skin, raising their AC, they are also able to summon bows and saber's made of Mana.
Leistung: Quincy Capitans are bestowed unique powers given to them by the Unknown King. These abilities can be minor or major depending on the captain's base level of strength.
Schneller Schritt: Quincy's are able to move incredibly fast in short bursts. It's so fast it's as if they were teleporting. When in reality, they are just using Mana on their feet.
Blut Viene: Quincy Capitans are able to push mana into their veins, raising their natural AC by 4.
Quincy Technik: Quincy's above Soldier rank are able to use their own form of spells, in the form of "Technik", a way to use mana with their own signature of abilities.
Double Attack: Asnodt can attack twice in one turn
Bow. RangedWeapon Attack: +7 to hit, range 5/50 ft., 1 target, Hit: 14 piercing damage.
Giant White Cell Sword. Melee Weapon Attack: +12 to hit, reach 2 ft., 1 target, Hit: 12 slashing damage
Blue Kugel. Jugram can eject his Blut Viene into the air to create a sphere barrier around him. It can be cast out of thin air and has a 40ft sphere. The sphere is indestructible
This takes 1 action
Commander: Jugram is able to command multiple Quincy Soldiers/specialists to attack for him against the enemy he chooses.
Schneller Schritt. As a reaction, Quincy Seargents may use mana on their feet to avoid damage. A Quincy must roll a normal d20 and MUST get higher than what the attacker rolled to fully dodge. Otherwise, they are hit anyway.
For Jugram, he gets a +8 to his D20 rolls when dodging.
The Bloodcell Leistung. The blood cell Leistung is the power to manipulate blood cells.
Asnodt is able to add additional blood cells that can affect his targets. He cannot take or remove blood cells, he can only add new ones. He has 4 primary new blood cells.
Green
Purple
Blue
Yellow
Only 1 of these 4 colors can be applied each time his blade connects with a target.
Each use of a blood cell addition costs 1 action. This can allow him to add blood cells after using a normal attack on an enemy. For the actual colors...
Green :Sickness:- The target must roll a CON saving throw above 15 or they will violently throw up, causing them to lose a turn.
Purple :Weakness:- The target must roll a STR saving throw above 18 or they will become incredibly weak for 2 turns. Giving them disadvantage on every roll made within those 2 turns.
Blue :Brain Fog:- The target must roll an INT saving throw above 18 or their thoughts will become scattered, making them unable to properly attack for 1 turn. "they can do any other action other than attack during that turn"
Yellow :Sleep Inducement:- The target must roll a WIS saving throw above 14 or they will fall asleep for 12 hours unless woken up by another person/Thing.
Description
Elf, long white hair, violet eyes, wears glasses.
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