Wing of wind. As an action the zord create a gust of wind that have a range of 60ft cone centered from the zord. Each Target creature within the range must makes a dexterity saving throw DC 18. On a Failure, the target is pushed back 30 ft and is prone. On a success the target is only pushed back 30ft.
Sorcery Points. You have 10 sorcery points; you regain all spent sorcery points when you finish a long rest:
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Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
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Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
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Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
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Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Stinger Attack. Melee Weapon Attack: +8 to hit, reach 5 ft., 1target. Hit: 1 (1d8 + 8) piercing damage.
Shooting Sting. Ranged Weapon Attack: +8 to hit, range 30/60 ft., 3 target. Hit: 3 (1d10 + 8) piercing damage.
Telepathic Speech. You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.
Trance of Order. You gain the ability to align your consciousness to the endless calculations of Mechans. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can’t benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you spend 5 sorcery points to use it again
Secondary Reaction. The Wasp zord has Two reaction per a turn. One reaction can be used during your turn to cast a spell. The other has to be used as a normal reaction.
Spellcasting. The Wasp Zord is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +6 to hit with spell attacks). The Wasp Zord has following spells prepared:
Cantrips (at will): Shield, Hellish rebuke, [Tooltip Not Found], [Tooltip Not Found], Sanctuary
1st level (6 slots): Feather Fall, Absorb Elements, Silvery Barbs, Compelled Duel
2nd level (5 slots): Gift of Gab, Dragon's Breath, Shadow Blade
3rd level (4 slots): Counterspell, Lightning Arrow
Description
This Construct is comprised of the energy from the Grind Force as a centering point. In cased in an Adamantium power cell. With an outer casing of Vibranium. These Construct are built for fighting and defending those who are inside them. These can alter their size from Large to tiny at will. These Construct are sentient, and each have their own personality.
The Wasp Zord Goes by Asterix and she's seen as the princess of the zords. Where if anyone or anything say something or does something bad towards Her. It'll be the last thing they say or do. Knowing how the other Zord are with her, she is constantly trying to prove to them that she can handle things on her own. So sometimes she comes off as menace to society.
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