Not Interested. Cloud cannot be charmed, and Persuasion (Charisma) checks against him have disadvantage.
Limit Charge. Cloud has a Limit Gauge. It is used for certain attacks and can be charged in multiple ways:
- Deal Damage. If Cloud deals 75 Hit Points of Damage by his next turn, he gains 1 Limit Gauge point.
- Charge. Cloud can expend a turn to charge his limit break. This takes up a turn, and his movement speed becomes 0 during this. However, on Cloud's next turn, Cloud gains 3 Limit Gauge points.
- Take Damage. If Cloud takes 50 Hit Points of damage by his next turn, he gains 2 Limit Points.
Idle. Cloud's Limit Gauge charges automatically. Every 1d4 turns, Cloud gains 1d4-1 (Minimum of 1) Limit Gauge Point.
Limit Gauge Traits. When Cloud has 5 Limit Gauge Points or higher, he gains the following benefits:
- Increased Speed. Cloud's movement speed is raised up to 45.
- Magical Attacks. All of Cloud's weapon attacks are magical.
- Improved Reflexes. Cloud's DEX and STR are raised by 2, and Parry has advantage, provided it is not used multiple times in a row.
Spellcasting/Materia. Cloud is a 10th-level spellcaster. Its spellcasting ability is WIS (spell save DC 20, +4 to hit with spell attacks). Cloud has the following spells prepared:
Cantrips (at will): True Strike (Sense Materia)
3rd Level (2 Slots): Call Lightning (Bolt Materia)
5th level (2 slots): Immolation (Fire Materia)
Multiattack. Cloud makes three attacks in one turn, using Buster Sword and one spell in any order.
Buster Sword. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 17 (5d6 + 7) Slashing damage.
Charge Limit. Cloud charges his Limit Gauge. During this, his movement speed becomes 0, and all attacks against him have advantage. However, Cloud gains 3 Limit Gauge Points on his next turn, provided he is not incapacitated or unable to act via a similar condition.
Limit Break Attacks. Once Cloud has at least 1 Limit Gauge Point, he can make a Limit Break Attack. He must have an amount of points equal to however many the attack he is using costs. All of Cloud's attacks with Limit Break become magical. He can preform one of the following:
- Braver (Costs 2 Points). Cloud runs up to 20 ft. towards a target and leaps 15 ft. He then brings his sword down upon the creature. The creature then must make a DC 17 DEX saving throw or take 32 (3d12 +8) Slashing damage.
- Cross-Slash (Costs 2 Points). Cloud dashes towards a target creature. The target must make a DC 15 DEX saving throw or take 14 (2d6 +5) Slashing damage and make a DC 18 CON saving throw. Upon a failure, the target is paralyzed. They can repeat the saving throw on their next turn until they succeed.
- Meteorain (Costs 4 Points). Cloud summons 6 (1d6 +4) meteors. Cloud can choose as many targets as there are meteors. The targets then must make a DC 17 DEX saving throw (Which raises by 2 for each extra meteor that targets them) or take 11 (2d6 +8) Bludgeoning damage for each meteor that lands on the creature.
- Climbhazzard (Costs 3 Points). Cloud gets a free movement bonus action. He then lunges up to 20 ft. upwards with a special Buster Sword attack. (Melee Weapon Attack: +9 To Hit, reach 10 ft., 1 target. Hit: 28 (3d12 +5) Slashing damage).
- Blade Beam (Costs 3 Points). Cloud shoulders his sword and then swings it. A sliver of green light cascades towards a target, which then must make a DC 19 DEX saving throw. Upon a failure, it takes 32 (6d6 +4) slashing damage, and the green light moves on to another 2 targeted creatures, which must make a DC 17 DEX saving throw or take half of the damage the initial target took.
- Finishing Touch (Costs 12 Points). Cloud creates a massive tornado with the Buster Sword. If the target creature has 90 Hit Points or fewer, it dies. If it has more than 90 Hit Points, Cloud simply makes a Buster Sword attack and the damage is multiplied by 3, ignoring resistance.
- Omnislash (Costs 45 Points). Cloud chooses up to 3 targets. They all must make a DC 25 DEX saving throw . Upon a failure, Cloud makes 15 Buster Sword attacks. If there are multiple targets, he splits the amount of strikes among the targets. This attack ignores any resistance.
Parry. Trigger: Cloud is hit with a melee attack roll from a creature that is large or smaller. Reaction: Cloud raises his AC by 4, possibly causing it to miss.
Counterstrike. Trigger: An attack roll from a creature as far away as Cloud's movement speed misses an attack roll, not counting attacks that were blocked by Parry that missed by less than 2. Reaction: Cloud moves up to his movement speed towards the target creature and makes one Buster Sword attack.
Summon Bahamut (Costs 1 Actions, 1/day). Cloud summons Bahamut, who then makes an explosive attack on any target in a 30 ft. circle from above ground 200 ft. All creatures make a DC 21 DEX saving throw, or take 53 (7d10+40) Fire damage on a failure, or half damage on a successful one (Rounding down). All creatures within 20 ft. of the radius must make a DC 14 CON saving throw or become blinded. They can repeat this saving throw at the end of each of their turns. The blinded effect ends after a maximum of four turns.
Description
(Note: This is based off of the original Final Fantasy Seven, not Rebirth or Intergrade. I've also got info that I haven't reached in-game (Like Meteorain or Bahamut Summon) from other sources. If anything is wrong, please correct me!)
Previous Versions
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