The player deducts a D4 hp. That Hp is then used to make a monocolor clone. It is unable to attack or cast spells. All stats are 10, AC, speed, and movement available are the same as the caster. The caster becomes monocolor, like the clone. If cast in combat, roll initiative for each clone. Color Clone can't be re-cast while there is at least one clone active, the DM controls the clones.
At Higher Levels -
- Character Level: At 10th level: the clones can attack, but only deal 1D4 of damage, which the attacks are magical for overcoming resistances.
At 20th level the clones have abilities based on their color, which is determined by by a D8.
1 - Red: The Clone can cast the Fire Bolt Cantrip every other turn.
2 - Orange: The clone gains +25 to speed.
3 - Green: The clone can merge with allies or the caster, returning or giving it's Hp to whomever it merges with.
4 - Yellow: The clone uses a D12 for it's Hp and attacks instead of a D4
5 - Blue: The clone can cast Magic Missile using the caster's spell slots, but on the clone's turn and the slot used for Magic missile can not exceed the slot used to cast Color Clone.
6 - Indigo: The die used for attacks becomes a D10.
7 - Violet: The clone can cast the Eldritch Blast cantrip once per three turns.
8 - White: The clone has an AC of 20 instead of 10
- Spell Scale: At every higher spell slot that Color Clone is cast at, make another clone.
Previous Versions
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9/13/2019 11:30:02 PM
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Coming Soon
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