Obey: youses the masters attackactions to attack
Divine Puppet Cant die if the hp drops to 0 its falls unconsius for 1 min and stands than back up with full hp
Mage: Bloom hovers 5ft over the ground
Bound: Bloom cant go further than 120 ft away from her master
Damocles : every allay in 5 feet range and the master in 120 feet range of bloom is immun to any dmg or effect from an damocles sword
Level 6: You gain an soulcounter whenever bloom hits an target or takes dmg
Bloom can hold up to 6 soulcounters theycombine to an puppetcoin when cap is reached(you can store up to your monk level equel puppetcoins) the soulpoints rest if bloom falls unconsius or after an long rest, the puppetcoins exist until used
Action Melee Attack. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 10 (1d12 + 4) [Force] damage.
Action Ranged Attack. RangedWeapon Attack: +6 to hit, range 60/180 ft., 1 target. Hit: 10 (1d12 + 4) [Force] damage
Revive loyal black knight: At level 6 you gain the abillity to summon one schwarzer ritter Liverword with 30hp ac 16 for 5 turns to an unocupide sapce bloom can see for every Puppetcoin you use (max one permanent all other exist for 5 turns)
Revive cayde light hunter: At level 6 You offer two puppet coins to summon cayde 20 hp Ac 15 to an unocupide space bloom can see (max one permanent all other exist for 10 turns)
High Risk High Reward: (At level 6) you roll an d20 dc 10 when you succed you deal 2X dmg untill the end of your next turn ,if you fail bloom takes 2x dmg untill the end of her next turn
Oppertunity attack: You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach
Ultimate gambit (1 time use per day)(level 15 ability)
intiligent im gambit ist auf 30 erhöt
You attempt to banish yourself and a creature to an endless demiplane. You touch a creature and the target must succeed on a Charisma saving throw or both you and the target are transferred to a realm of Infinite emptiness, removed from all other planes. A target that succeeds on this saving throw is permanently immune to your casting of this spell.
Within this realm, neither you or the creature age or need to breathe, eat, drink, or sleep and are functionally immortal. If damage would reduce you to 0 hit points, you instead drop to 1 hit point and the spell ends restoring the targets to the poit befor entering. Time Flows as it does in your native plane, but escape through conventional magical means, including teleportation and planar travel, is impossible.
The spell can be ended by the caster as an action. Alternatively, the target of this spell may initiate a contested Intelligence check against the caster after 1 minute since arrival. On a success, the spell ends. On a failure nothing happens. Each failure increases the waiting period before another attempt can be made, from 1 minute to 1 hour, 1 day, 1 year, 1 decade, 1 century, and ultimately capping at 1 millennium. Upon the conclusion of the spell, both you and the target are returned to your original locations or to the nearest unoccupied space.
A creature outside the void may end the spell only the use of a Wish spell or Divine Intervention.
Damokles (1 time use per day)(level 17 ability)
120 ft range
concentartion up to 10 min(master)
A Gigant Sword of etheareal radiance appers, floting in the air above a point you can see on the ground within range. the sword has an leangth of 100feet(90 blade 30 hilt). The blade tip flotes 480 feet above that point and appears to hang by a singel radiant thread that extends to the heavens
when the sword appears each creatur within 1 mile that can see it must make a wisdom savingthrow or become Frighthend of it
You must use your action(1 mater attack action)on each subsequent turns to maintain concentration on the spell. if your concentration ends prematurly the thread of radience holding the blade flowting is servered .your concentration also brakes if you leave the curent plane of existens or move beyond the range of the spell
Once the thread is servered, the sword begins to rapidly decending to the ground, moving at 240 feet per round.when th sword tip reaches the ground its energy is released in a catastrophic energy blast EAch creatur in 120 foot radius around the sword must make a constitution savingthrow. on a faild save a creatur takes 12d12 radientdmg and 12d12 force dmg or half ias much on an sucsessfule save, creaturs within half the spells radius have disatvantage on the saveint throw. buldings and struckturs take doubel dmg, once the sword hilts reaches the grondlevel the blade vanishes, leaving behind a 30 foot long 15 fdoot wide, 90foot deep crater in the ground
the spell power and range increse as long you maintain concentration. for each minute after the first that you maintain concentration, the radius of the impact and the range of the spell increses by 120feet (up to an maximum of 1200 feet range and radius)additionally the dmg increases by an additional 1d12 radiant and force dmg for each minute(up to 24d24 radiant and 24d12 force dmg)
if the spell is activated befor its full power is reached(eighter by losing concentration untill the duration is up or failing to use your action to maintain the spell) the unchannelled energy backlashes onto you you must make an constiitutions savingthrow or take the remaining dmg that the sword would have deald as raidiant and force dmgon sucsessfull half of it
Description
An summon build only vor there divine master
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