Perseverance. Tenna has a Perseverance Soladge, and he gains spells from it. All the following spells have the Perseverance ability trait and use the Magic action.
Mind Sliver (8% Tension Points, Cantrip, Enchantment). As an action, Tenna drives a disorienting spike of psychic energy into the mind of one creature he can see within range. The target must succeed on a DC 27 Intelligence saving throw or take 4d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of his next turn.
Twin Sparks (8% Tension Points, Cantrip, Transmutation). As an action, Tenna forces a creature within 30 ft. of him to make a DC 27 Constitution saving throw. On a failure, both Tenna and the creature are Paralyzed for 1 round. While Paralyzed this way, attacks against the original target do not auto-crit, but they do against him.
Zephyr Strike (20% Tension Points, 1st Level, Transmutation). As a bonus action, Tenna moves like the wind. For the duration (up to 1 minute with concentration), his movement doesn’t provoke opportunity attacks.
Once before the spell ends, he can give himself advantage on one weapon attack roll on his turn. That attack deals an extra 1d8 force damage on a hit. Whether Tenna hits or misses, his walking speed increases by 30 feet until the end of that turn.
Prickled Pear (20% Tension Points, 1st Level, Conjuration). As a bonus action, Tenna conjures a Small sized pear with needles within it. If it is attacked, automatically splits into 2 pears that are equally as big as the original that both have an AC of 5 and HP of 1, actually destroying when damaged. When moving through its space for the first time in a turn, it deals 1d6 piercing damage, and it triggers the Soladge's TP damage taken increase ability. Stay fresh for 9 hours before turning rotten.
Razor Diamonds (32% Tension Points, 2nd Level, Conjuration). As an action, Tenna creates 2 Medium sized Circle diamonds within 20 ft. of him that last up to 1 minute with concentration. During his turn, Tenna can move them up to 10 ft. each, forcing a DC 27 Dexterity saving throw when they move through a creature's space (a creature can take damage from these razors once per turn.) They take 2d6 Slashing damage on a failure and half damage on a success. Each diamond has 6 hit points and can be used as a shield, taking damage before it goes to the wielder when used this way. This spell can be upcast, increases the damage by 1d6 and hit points by 4.
Multiattack. Tenna makes 4 actions, and he cannot make the same action more than 2 times in the same Multiattack.
Haymaker (Fight). Melee Attack Roll: +16 to hit, reach 5 ft., one target. Hit: 25 (5d6 + 7) bludgeoning damage.
Slam (Fight, Ant Tenna). Melee Attack Roll: +16 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) bludgeoning damage.
Rat Spray (Perseverance, Item). Tenna takes out an air horn. Or fire extinguisher. Then sprays it in a 10 ft. Cone in front of him. Creatures in that area must make a DC 24 Strength saving throw or be Restrained for 1 round but also heal 4d4 hit points. Creatures have disadvantage on the saving throw if they are Deafened. Because it's ice cream. Or foam. The foam/ice cream is reflavored (not literally) to be silk during Ant Tenna.
Smash Cut (Patience, Act). Tenna creates a 10 ft. Wide, 5 ft. Long, 20 ft. Depth cut on a flat surface within 10 ft. of him, then pushing it 10 ft. away from the surface it was cut from.
All-Star Contest (Perseverance, 40% Tension Points, Divination, 3rd Level, Magic). Tenna creates 3 stars within 5 ft. of him that activate when someone moves within 10 ft. of him. When activated, 1 dissapears, forcing the triggering creature to make a DC 27 Charisma saving throw. On a failure, they lose 13% of their Tension Points, or 6% on a success. A creature cannot trigger multiple stars within a single round.
Tenna can take 2 legendary actions, choosing from the options below, and he cannot use the same Legendary/Mythic Action more than 2 times before regaining spent Legendary Actions. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Tenna regains spent legendary actions at the start of his turn.
Loose Wires (Integrity, Act). Tenna creates a Line of electricity that stretches between 2 surfaces within 15 ft. of each other, lasting until the start of his next turn. It deals 65 (10d10 + 10) lightning damage the first time a creature moves into it during a round.
Rimshot (Perseverance, Magic, 8%, Cantrip, Transmutation). If Tenna has All-Star Contest active, Tenna duplicates the remaining stars and spreads them out as Medium-sized objects within 10 ft. of him. When a creature moves into a star's space, the star dissapears and they take 21 (3d6 + 10) radiant damage.
Master Acting (Unusable during Ant Tenna). Tenna makes a Performance check, doing one of the following on a 38 or higher (10 or higher roll).
Distract; One of the affected creatures gain -3 on their next skill check or attack roll. (Stacks)
Inspiration; BOTH Tenna and the affected creatures gain 5% Tension Points.
Convince; One of the affected creatures MUST make a Charisma roll their next turn.
Ant Tenna. When Tenna reaches below 50% his maximum hit points, above 50% Mercy gauge, or any other thematically/lore relevant gauge, his mythic trait activates. Once Tenna's mythic trait activates, he gains 4 extra spider-like limbs, gaining 2 extra Legendary Actions, loses the ability to use Lair Actions, gains 10 extra movement speed, and a 40 ft. climbing speed for the rest of the combat encounter.
Kitchen Gun (Item, Bravery). Tenna swiftly forms a pistol made of silk in his hand, shooting it into the sky. Next round, a 15 ft. Wide, 60 ft. Tall Cylinder of fire falls from the sky on a space Tenna can see within 60 ft. Creatures in the area must make a DC 24 Dexterity saving throw, taking 72 (16d8) Fire damage on a failure or half on a success.
Torsion Roar (Act, Bravery). Tenna scratches his silk limbs together, creating a piercing sound that affects creatures within 15 ft. of him. Creatures within that range must make a DC 24 Constitution saving throw or take 32 (7d6 + 7) Thunder damage and be Deafened for 3 rounds. While Deafened this way, creatures have -2 to AC.
Description
Used for a Deltarune/Undertale homebrew 5e system. That's why the moves have Tension Points, Soladges, Tags, and Soul traits.
Lair and Lair Actions
Tenna's Lair is a Live TV stage or any display for Live entertainment, which the Mike's always follow him to.
Lair Actions
On initiative count 20 (losing initiative ties), Tenna takes a lair action to cause one of the following effects; Tenna can’t use the same effect two rounds in a row:
Mike! Tenna calls for Mike to change the stage up a little, the effect changing depending on which one is available.
- Battat; 4 Medium-sized mics appear on the stage, which make regular talking deal 1d6 Thunder damage to the closest person to the closest mic once per turn and screaming or loud speaking deal 1d8 Thunder damage once per turn. Actions that already deal Thunder damage deal 20% extra Thunder damage.
- Pluey; An amount of cats equal to the amount of creatures on the stage appear, being able to be pet as a bonus action. If all cats are not pet until the next Lair Action, they create a cloud of smoke that heavily obscures the entire stage for 1 round.
- Jongler; Pillars of (aesthetic) flame arise from the stage, giving 4d4 temporary hit points that last 3 rounds to anyone who makes a DC 20 Charisma skill check. A creature can gain the temporary hit points once per round.
Previous Versions
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1/16/2026 9:50:46 PM
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