One Mind. Whenever Yara is reduced to 0 hitpoints, Revo takes half the damage she took when reduced to 0 in psychic damage. She can't be manifested until Revo spends ten minutes to manifest her again and spends eight Psychic energy dice.
Manifest Avatar. Revo can spend three Psychic energy dice to fully manifest Yara which sustains her for 10 minutes as an action before requiring an additional Psychic energy die each minute to remain corporeal. For Yara to take her turn, Revo must use a bonus action on her turns to focus her avatar. Yara takes her turn on the same initiative as Revo.
Incorporeal Movement. Yara can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends its turn inside an object.
Evasion. If Yara succeeds on a Dexterity saving throw and would take half damage, she takes none instead. If she fails, she takes half instead.
Unusual Nature. Yara doesn’t require air, food, drink, or sleep.
Clouddancer. Whilst manifested, Yara and Revo are immune to fall damage and can choose to walk across liquids and dense gases, such as mist. In addition, Revo is immune to being grappled or restrained
Psionic Avatar. Yara can't take actions or move unless spurred by Revo using Manifest Avatar unless she is out of 30 ft of it's user, where she will move up to her movement to the user on it's turn.
Deadly Waltz. Whenever Revo would deal Sneak Attack damage, she deals an additional 1d6 damage and scores a critical hit on a roll of a 19 or a 20 if she is heavily obscured.
Hail. Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 19 (2d6 + 6) bludgeoning damage.
Sculpt Cloud. Yara casts fog cloud requiring no components. Revo is unaffected by the spell and can see through it normally.
Inkblot. Yara colours a gas or liquid with a vibrant colour of her choice. Revo can imbue a gas with an effect for 2 Psychic Energy dice or a liquid for 1 Psychic Energy die. Whilst imbuing a gas this way, Yara must concentrate to maintain the effect. If the liquid is adhered to a person, only one effect can be applied per person and only up to proficiency bonus amount of tattoos can be active at the same time.
Green - If applied to a gas, each nonhostile creature in the area of the gas regains 1d4 plus proficiency bonus hitpoints at the start of their turn, lasting for 1 minute. If applied as a tattoo, the user gains resistance to poison damage and 5 temporary hitpoints.
Yellow - If applied to a gas, each hostile creature in the area of the gas is deafened and is highlighted through the fog, lasting for 1 minute. If applied as a tattoo, the user's AC is increased by one.
Red - If applied to a gas, each nonhostile creature applies their proficiency bonus to damage rolls and their movement is doubled towards hostile creatures whilst in the gas, lasting for 1 minute. If applied as a tattoo, the user increases their movement speed by 10 ft and deals an additional 1d4 extra damage on the first attack they make in a turn.
Playful Trickster. Immediately after a creature moves within 5 ft of Yara or makes an attack against her, she can use her reaction to teleport to an unoccupied space within 30 ft.
Previous Versions
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11/28/2024 9:38:07 PM
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10
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1
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Coming Soon
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