Medium Humanoid (Half-Orc), Lawful Neutral
Armor Class 16
Hit Points 49 (3d8)
Speed 30 ft.
STR
18 (+4)
DEX
8 (-1)
CON
16 (+3)
INT
8 (-1)
WIS
16 (+3)
CHA
8 (-1)
Saving Throws STR +7, WIS +6
Skills Athletics +7, Insight +6, Intimidation +2, Perception +6
Senses Blindsight 10 ft, Darkvision 60 ft, Passive Perception 16
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Racial Features:

Relentless Endurance (1/long rest). When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

 Class Features.

Cosmic Points. You have 6 cosmic points per long rest.

Technique - Cosmic Infusion. When you hit with an unarmed strike or a cosmos strike you can spend 1 Cosmic Point, if you do, the attack deals additional damage equal to your wisdom modifier of the same type of the attack. Awaken: The extra damage lasts 1 minute.

 

Actions

Extra Attack. You can make two attacks in any combination of unarmed or cosmos strikes..

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Cosmos Strike. Ranged Spell Attack: +6 to hit, range 30 ft., one target. Hit: 6 (1d6 + 3) force damage.

Unarmed Strike (Cosmic Infusion). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage.

Cosmos Strike (Cosmic Infusion). Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 9 (1d6 + 6) force damage.

Technique - Cosmos Wave. As an attack, you can spend 1 Cosmic Points to release a burst of energy in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 14 (4d6) force damage on a failed save, or half as much damage on a successful one.

Technique - Cosmos Wave (Awakened). As an attack, you can spend 1 Cosmic Points to release a burst of energy in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 18 (4d8) force damage on a failed save, or half as much damage on a successful one.

Technique - Rising Dragon (2 Cosmic Points). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage. Awaken: This attack scores a critical hit on a roll of 18-20 for the next minute

Technique - Rising Dragon + Cosmic Infusion (2 Cosmic Points). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage. Awaken: This attack scores a critical hit on a roll of 18-20 for the next minute

 

Bonus Actions

Technique - Last Dragon. As a bonus action, you can spend 1 Cosmic Point to do a jump along any creature you are grappling 50 ft into the air. You then let go of the grappled creature and each of you take the corresponding falling damage. Awaken: You gain resistance to all damage until the start of your next turn.

Reactions

Technique - Rapid Rumble. Whenever a creature moves within 5 feet of you or a creature within 5 feet of you moves, you can spend 1 Cosmic Point to use your reaction to attempt to trip that creature. That creature must succeed on a DC 14 Dexterity saving throw or be knocked prone and have their speed become 0 until the end of your next turn.

Previous Versions

Name Date Modified Views Adds Version Actions
8/9/2023 7:11:58 PM
3
1
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Coming Soon
Cardamne

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