Elemental Crasher Allow The red Knight/ Pvt. Geriald to use and create any Elemental and control it to combine with his weapons/body.
Elementals List:
Rock: Increase Defense (AC) like +1, Dc: 15 Roll Dex to avoid getting stunned from the attack (unarmed strike/ Kai/ weapons)
Fire: Increase Attack (Advantage), Dc: 15 Roll Dex to avoid getting advantage damage.
Water: Wet Effect on the target can't avoid. *Wet effect will increase the Thunder damage
Thunder: Caught Paralyzed effect and Stun on target for 1 turn
Wet plus Thunder: make Advantage for thunder
Light: Blind the target, harmless
Shadow: Caught strong psychic damage
Wind: More Dex and advantage when missed
Special Elemental: Combine (Use both Elemental) Wind and Water at once to unlock Ice
Ice: Slow: Disadvantage for target next attack
Special:
The Dance of Fire and Ice: Roll 1d20 +(Str) then attack 2d5 a strong combo of Fire+Water+Wind
Hyzomath: Special Thunder: Dash and make a quick cut to enemy, roll 1d20 + DEX and 1d10
Last Resort: Armageddon - N.O.V.A: Full Elementals skills combo, roll 1d20 with advantage and 3d9 damage (Can use only at low HP)
Max Elemental to use: 3
Last Resort effect: (Low HP): all Elementals.
Level
Cantrip
Casting Time
1 No Action
Range/Area
Self
Components
None
Duration
Until Dispelled
School
Divination
Attack/Save
None
Damage/Effect
Comments