Astral Bond. You can add your proficiency bonus to any ability check or saving throw that the spirit makes.
Stellar Affinity. Each Trine is associated with an ability score; zodiac spirits connected to that Trine use your spellcasting ability score in place of the the default spirit ability score. Fire: Strength. Earth: Constitution. Air: Dexterity. Water: Wisdom.
Cosmic Awareness. When not inside or underground, the spirit cannot be surprised.
Incarnate. The spirit gains either a passive effect, an action, a bonus action, or a reaction from the zodiac sign you choose for the day.
Multiattack. The Spirit makes a number of attacks equal to half your Proficiency Bonus rounded down.
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit (1d8 + 1 + PB) radiant damage.
Description
Armor Class. 14 + PB (natural armor)
Hit Points. 6 + (6 x your stargazer level)
Proficiency Bonus (PB). equals your bonus.
Incarnate. You can use an action to summon the zodiac sign's incarnation. The [Tooltip Not Found] disappears if it is reduced to 0 hit points or if you die.
In combat, the spirit acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another available action. You can command it to use a bonus action at the same time if it has one available. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
You choose the appearance of the spirit when you summon it; its appearance has no effect on its stats or abilities.
Once you use this feature, you must finish a short or long rest before you can do so again.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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5/12/2024 4:14:03 AM
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2
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0
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1.0
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Coming Soon
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