Conductor. Whenever a spell that deals lightning damage includes you in its area of effect, you can choose to amplify it. Amplifying a spell in this way causes the spell to deal an additional 2d8 lightning damage to every other target affected by the spell.
Keen Hearing and Smell. The Arc Wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The Arc Wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bolt Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d20) lightning damage.
If the target is a creature, it must succeed on a Dexterity saving throw against your spell save DC or become stunned until the start of its next turn.
Static Surge (Recharge 5-6). The Arc Wolf releases a pulse of electricity in a 20-foot-radius sphere centered on itself. Each creature in the area must make a Dexterity saving throw against your spell save DC.
- Failure: Takes 2d12 lightning damage and is stunned until the start of your next turn.
- Success: Takes half damage and isn't stunned.
- Fails by 5 or more: The creature is paralyzed instead of stunned.
Grounded (1/Day). Whenever an attack that deals lightning damage hits you and other creatures, you may absorb the attack, halving the lightning damage.
Comments