Analyze Weakness. By spending a bonus action Rick may make an Intelligence check against a DC equal to the CR or Level of a creature he is able to see or hear. On a success, he learns the attacks, immunities, features, and resistances granted by the target’s race or type. Rick can only use this feature against an individual target once every 24 hours.
Master Blaster. Rick has advantage on spell attacks using his technological weapon.
Overcharged Shot (6/long rest). When Rick has advantage on a spell attack using his technological weapon, he may choose to lose advantage but deal an extra (25) 10d4 lightning damage on a successful hit.
Spellcasting. Rick is a 20th-level mad scientist. His spellcasting ability is Intelligence (spell save DC 24; +16 to hit with spell attacks). Rick can cast the following spells from the wizard spell list, though only when his technological weapon (usually some kind of ray gun) is on his person:
Cantrips (at will): fire bolt, light, prestidigitation, ray of frost, shocking grasp
1st level (4 slots): detect magic, magic missile, shield, thunderwave, unseen servant
2nd level (3 slots): blur, enlarge/reduce, flaming sphere, scorching ray
3rd level (3 slots): counterspell, fireball, hold person, lightning bolt, slow
4th level (3 slots): confusion, dimension door (at will), fabricate
5th level (2 slots): [spell[conjure elemental[/spell], polymorph, wall of fire, wall of force
6th level (1 slot): chain lightning, disintegrate
7th level (1 slot): project image, reverse gravity, teleport (at will)
8th level (1 slot): control weather, maze, power word stun
9th level (1 slot): prismatic wall, gate (at will)
Multiattack. Rick makes three attacks: one with his ray gun and two with his multi tool. He can make an additional ray gun attack in place of his two multi tool attacks.
Multi-Tool. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 12 (1d8+8) magical bludgeoning, piercing, or slashing damage plus 13 (3d8) elemental damage (of the GM’s choice).
Ray Gun. Ranged Weapon Attack: +16 to hit, range 150/600 ft., one target. Hit: 35 (6d8+8) elemental damage (of the GM’s choice).
Deadly Terrain (6/long rest). Rick can spend a bonus action throwing down a device within 30 feet of him (saw-toothed steel ring, bag of goo, electricity-generating mine) that activates when a creature steps on a pressure plate in the center. The trap blends in with its surroundings by immediately becoming invisible. A creature that steps in the same square as the trap must succeed on a DC 19 Dexterity saving throw or take 15 (6d4 ) piercing damage and gain the restrained condition. A creature can use its action to make a DC 19 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 15 (6d4) piercing damage to the trapped creature.
Arcodivinus Negator (1/long rest). Rick's belt automatically casts counterspell at 5th level on the first spell of first level or higher cast on him. This does not use his reaction.
Description
The Citadel's militia is responsible for protecting The Citadel and its leaders, the Council of Ricks and President Morty after the Council's downfall.
The militia is mostly composed of Ricks, but there are some Mortys in its ranks. One sub-unit of the militia was SEAL Team Ricks. After President Morty rose to power, the militia's uniform was changed to omit the Sam Browne belt.
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