Level
Cantrip
Casting Time
Reaction *
Range/Area
Self
Components
None
Duration
Special 20 Rounds
School
Conjuration
Attack/Save
None
Damage/Effect

This ability goes as followed, Spade's spirit will be awakened within your own body, and until all your Ki points are used up you will be able to access all four elements including the sub-elements you have learnt over the course of the campaign. 

As you enter this form, for a brief time the runes on your arms begin to glow a purple hue. along with your pupils glowing ablaze red. 

The moves you gained are as followed, each element you don't have gains a total of 6 moves

You also have the option to drain all your Ki points at once to use the ultimate elemental move known as Fists of Justice, this is a move that does 2D30 of damage to any creature, the damage will be rolled by me. You also lose your ability to use fire for 5 turns after using this. 

The Ki points drain each time a move is used

Earth: Earth wall, Quake, Stone armour, Rock fist, Dome of Dirt, Hammer of Gaia

Water: Water Whip, Drown, Oceanic Pressure, Ice Lance, Blood Mending, Neptune's Pulse

Air: Float, Suffocation, Air punch, Shockwave, Dash of wind, Resuscitation, Wrath of the Sky

Fire: Flame Phieonix Exploding Flame blades

Here's a description for each move

Earth wall: This allows you to summon a wall of earth to protect yourself or your allies

Quake: Quake is as followed the ground beneath your appoints starts to shake, giving them disadvantage on attack hits

Stone armour: Stones surround your body temporarily raising your AC by 2 however if a roll is equal to or higher than your AC the armour is destroyed and cannot be reused

Rock Fist: As it says you create a fist out of rock from a distance to hit your foes, the damage is 1D6

Dome of Dirt: Create a dome of dirt around enemies or allies for protection or trapping

Hammer of Gaia: Create a Hammer out of the Earth itself and use it to destroy your opponents, can only be used twice before the Hammer crumbles, 1D10 is the die for damage

Water Whip: Create a whip of water for midrange attacks, it's not powerful but if rolled over the enemies AC they will be knocked back, hit Die is 1D6

Drown: If you roll above the AC of the target you can surround their head in a sphere of water, causing them to lose oxygen and pass, in other words, you drown your opponents to be out of combat, however, they do not die for the ability dissipates after they lose consciousness.

Oceanic Pressure: if hit, you add pressure to the targets body through the bloodstream making them have a disadvantage on any and every roll for 5 turns

Ice Lance: Form Ice like lances that spew out from your hands in 2-8, depending on a D4 dice for the amount that comes out, to target enemies. 1D8 for each lance for damage

Blood Mending: Heal your allies with their own blood, controlling the regeneration of their cells to an extreme level, roll 2D6 for the amount of health returned

Neptune's Pulse: This move is a multipurpose ability in combat, create an orb of water in your hands, the more turns you take to charge up the bigger and more damage it can do, can only go up to the fourth level. Outside of combat, you can use it to surround you and your allies to pass through underwater trenches without getting wet or feeling the pressure of the water below. 1D6 is the minimum amount of damage but each charge in combat give your another D6 to roll making the max charge 4D6

Float: Like in the name you are given the ability to float in the air, causing a much slower downfall

Suffocation: Give you the ability if the enemy is low enough to suffocate the oxygen out of their lungs killing them instantly. Only can work if health is to the point of that happening, if tried to be used before that, the move breaks and only 1D4 of damage is dealt to the target 

Air punch: Create a concussive force of air to hit targets from medium/long-range, isn't powerful but can knock enemies onto the floor for advantage if ally comes next, 2D4 of damage is given

Shockwave: A blast of air comes out in all directions knocking back anyone and everyone within a 20ft vicinity 

Dash of wind: Brings up your base movement speed 3x

Resuscitation: if an ally is in a death save you can use Resuscitation to give them an advantage on their next death save roll

Wrath of the sky: Have powerful gusts of wind hit your enemies 1D10 of damage 

Flame Pheonix exploding flame blade: the Ultimate Fire-based moved that Spade knew, his Magnum opus, Spirals of flames shoot out from your arms if hit it cause burn damage as well as 2D12, however, this move takes 3 Ki points to use for the amount of power it can contain. 

Fists of Justice NEEDS all 20 Ki points to be used, if you use any moves, you cannot use Fists of Justice. 

 

 

NOTE this is for a specific character who is not any of the classes I selected that can learn this. didn't know how else to do it so yeah, sorry for those who read this long spell

 

 

* - death saves is when this activates in combat, out of combat you take 2d12 of temp health depletion

Available For: Bard (Legacy) - College of Swords Ranger (Legacy) - Monster Slayer Artificer (Legacy) - Alchemist (Legacy)

thecoldheartking

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