When you hit a creature with a weapon attack, you can spend 1 to 3 points of Malice to magically teleport 10-feet per point into an area of shadows in an unoccupied space that you can see. The Deadeye is a rogue who stalks their targets with patience, brutal accuracy and dark powers. You also take one point of exhaustion after you use this skill. Their bond is so powerful that they can become one in spirit. Create a mirage of a shining gem that's surface act like a mirror. Age Tengu reach maturity by age 3. As an action hurl your weapon at your target you can see within 40 feet. Quick Reference; Physic damage from this pistol cannot be reduced. Creatures brought to 3 or lower intelligence by this weapon cannot cast spells. As an action shoot a volley of ice arrows at a creature or object you see within 100 feet. Fire. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. The scepter has 8 charges and regains 1d4 + 1 expended charges daily at dawn. The wielder also gains advantage on survival and stealth checks in savannah and jungle areas. The longest recorded age of an Asura was 100,000 years. As a bonus action you can Dash (flying) with your wings. As a bonus action you can automatically tell if a gem has an enchantment, but not what the enchantment does and how much worth in gold the gems are. Non-magical arrows fired from this bow now deal 1d12 damage. As you deal damage, you deal an additional 1d6 fire damage until the end of your turn. 5e SRD > Creatures > Asura, Upasunda Family: Asura Medium fiend, lawful evil Armor Class 17 (natural armor) Hit Points 229 (27d8+108) Speed 50 ft. A legend last as long as you focus on it, or until another one is applied. They suffer 3d6 fire damage (half if succeeded). The Quaggan spirit can ritual cast Create or Destroy Water at 1st level. Their graceful, swirling hand weapons and prismatic mirrors are as deceptively beautiful as they are deadly. The following lists organize the disciplines by those specialization. The armor doesn't cause disadvantage on stealth checks. You can use this ability a number of times equal to your intelligence modifier per long rest. Kudzu is a green longbow covered in flowers. Select a race from the list to view it here: Manage Homebrew . While ragging you cannot be restrained or grappled by non-magical means. Natural Diplomat You can speak, read, and write two extra languages of your choice. The number of evergy points you have can't go below 0 or over your maximum. Enemies inside the circle must make a Constitution saving throw taking 4d10 force and being knocked prone on a failed save a half damage a successful save. When the wielder summons the tiger to battle it takes the stats of a Saber-Toothed Tiger. At 10th level you learn how to shatter your illusions upon taking damage or as a bonus action after moving the illusion(s) into melee range of the target. It can only be poison or fire, rather then the other damage types. Some sylvari closely resemble humans but with a fey cast to their features such as tilted eyes and pointed ear tips; most display plant like features such as hard wood for bone structure, have foliage and petals for hair, and bark acting as flesh. In addition, whenever you gain a level in this class, you can replace one Legend you know with a different one of your choice. Wind Stream (1-7 pp). When you place a trap you must decide who is your Allies and Enemies. There are many stories of their origins and motivations - who they answer to or why they do what they do - but all of them point back to the gods, and a divine purpose for their existence. at a target you can see within 120 feet. They also venerate their parents, and grandparents. Wind Gliding If you are not wearing heavy armor and you are falling, you descent slows to 60 feet per round and you land safely on your feet. Enemies they must make a constitution saving throw taking a -1 to their AC until the end of their next turn and become revealed if invisible on a failed save and only become revealed on a successful one. Now when you use your second wind ability you can also remove one of the following conditions: Blinded, Charmed, Deafened, Frightened, Incapacitated, Poisoned, or 1 point of exhaustion. Eventually they were forced out and have lived and adapted to life on the surface. An aura's effect that reproduces a spell is an exception to this rule. Some options let you spend additional power points to increase a disciplines potency. When you hit a creature with a weapon attack, you can spend 1 point of Malice to distract the creature, giving your allies an opening. The elemental damage type is determined by what aura you have. At 10th level your mastery over Life Force allows you to turn into a Reaper. Firey Aura As a bonus action you can summon a magical flame to surround your body that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). What and how these meditations work can be found at the end of this section. Allies inside the circle can spend a number of hit dice equal up to your Wisdom modifier to heal themselves, while at the same time they are cured of the poisoned, burning, fatigued, or stunned condition. Add Scrapper and Holosmith as Artificer subclasses when the Artificer officially comes out later this year and I get a copy of the new book. They are known for their prowess in traditional battlefield combat. They suffer 6d6 fire damage (half if succeeded) . While concentrating you regain 1d4 health upon hitting your target. Emotions and tact, in particular, are difficult for them to grasp, so often a sylvari will state out loud something which would normally be politely avoided by other races. Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. The bonus equals +1d6 fire damage per power point spent. Until the end of the creature's next turn they have Disadvantage on all Attack Rolls and Ability Checks. Teleport and unleash an attack that blinds your target and nearby foes. They use energy to power their legends and terrestrial weapon skills, rules for which appear at the end of this document. For 3 Life Force, shout "You Are All Weaklings!" Once you use this trait, you can't use it again until you move O feet on one of your turns. The wear can cast the Scrying spell through the trinket once a day, the spell has a DC of 17. The Oath of the Firebrand is that of Paladin thats are zealous lorekeepers skilled in conjuring magical fire. The critical range for the axe becomes 18-20. At 14th level you have figured out to fuse your own Life Force and turn yourself into a Sand Shade. Keeper of Secrets You are proficient with the deception skill. Kobolds are a common enemy fought in low-level combat encounters. The wielder can swim their normal walking speed underwater. You ignite the air around a target of your choice that you can see within 20 feet dealing 8d10 fire damage on a failed constitution saving throw and half as much on a successful save. Water Arrow (2 pp). The Iron Legion is one of the charr's four High Legions. Frost Volley (4 pp). Your size is Medium. Enemies must succeed on an Intelligence (Investigation) check against your Spell DC, on a failed save they treat the closest illusion as if it were you. She put into motion a legacy that would one day unit all the races of the world in and stop the world cycle of destruction and rebirth. Additionally, a target that is hit with this weapon takes an additional 1d6 cold damage. An inexorable force on the battlefield, the reaper empowers itself enough to wield a cleaving greatsword to harvest its foes. The staff has 8 charges and regains 1d4+1 expended charges daily at dawn. Whenever you use a shade ability, your sand shades strike nearby enemies. As an action, you create a fiery explosion at a point you can see within 120 feet of you. Protective Solace (3 ep; conc., 1 min). Since Elemantalists are extremely reclusive, it's hard to classify different ones in groups. The anthro race is a general umbrella term for a variety of humanoids that have animal traits, most commonly distinguishable on the head and maybe a tail. But that's as far as I got. Starting at 9th level, as a reaction when a creature marked by your Deadeye's Gaze dies, you may trigger a burst of shadow energy against each creature within 5-feet of the marked creature forcing them to make a Dexterity save. The asura take many forms, all of them humanoid, and their most distinct feature is their six arms. While some of the Tempest auras are damage dealing, the majority of them are supporting oneself or allies and controlling elements and the terrain around yourself. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide. Facet of Light (1 ep per round ; conc.). As a bonus action, summon a projected image of Ventari's tablet into an empty space you can see within 30 feet or move the tablet 60 feet. The wielder gains resistance to thunder damage. releasing chaotic winds damaging and knocking back foes. The first time on your turn that you hit the marked creature with a weapon attack, you gain a point of Malice. Yet unlike the warlock, these "patrons" don't sign any pacts with the revenant. Starting at 6th level, your elemental energy grants you resistance. You gain additional malice every time you get a critical hit or you reduce your marked target to 0 hit points. when setting the saving throw DC for the spells you cast and when making an attack roll with one. For a Revenant the astral sea acts as nexus of power that the Revenant invokes their magic from. If the target creature is poisoned they take an additional 2d6 poison damage. ACTIONS. While you will cause destruction in your path, leave behind the seeds to start anew like fire. An asura is almost always chaotic.Size. When the target of the attack is concentrating on a spell they have disadvantage on maintaining it until the end of there next turn. This metallic armor never dulls, rust, and erodes, however it always gives of a ghostly steam. If you hit with them, you deal slashing damage equal to ld4 + your Dexterity modifier. Given distinctions based on which god they served, or reviled for their strange powers and disturbing figures, asura were perpetually divided and used by those more composed than they. If you dont have enough energy points left, or the cost is above your energy limit, you cant use the option. An armored tabaxi with a longbow looks Each legendary stance comes from a different legend allowing the Revenant to be one of the most versatile combatants out there. Once you reach 3rd level, you can cast the Tensers floating disk spell once per day. Mother nature can be cruel and punishing one second, then caring and apologetic the next. While holding the book, the wielder can expend some of its charges to cast one of the following spells from it, using their spell save DC and spellcasting ability: The books charges increase to a maximum of 10, and it regains 1d6+1 charges at nightfall. At 15th level you have figured out how to cast some fire based cantrips that Paladons normally can't cast. Until the start of your next turn, you gain a +2 to your AC. They use mantras in close combat to rebuke enemies and protect allies. Once youve used this trait you cant use it again until you finish a short or long rest. Nimbleness You can move through the space of any creature that is of a size larger than yours. The Claw's handle is made out of gold, with four gems set at the base of each handle; red, black, gray, and gold, for each of the children of the first Khan-Ur, Xiuquatl was crafted for an ancient civilization that worshiped some type of flying snake deity. The description for the traps and how they work can be found on the next page. The limit is based on your Revenant level, as shown in the Energy Limit column of the Revenant table. Hidden Stalker As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. After the melee attack you go unconscious. Starting at 6th level, your elemental weapons now ignore damage resistance and damage immunity. Once attuned the wearer gains advantage to all perception checks. First, children learn in small groups in labs within Metrica Province. You must have one free hand to reload a firearm. It is a symbol of this races unity, signifying the last time when they were fully united. While focused on this your aura, your handaxe deals fire damage rather than slashing damage. This allows you to + your charisma modifier any time you heal an ally. Focuses on this aura makes the fire elemental energy in your. To cast one of these spells, you must expend a slot of the spell's level or higher. At 6th level you gain the ability to reap the life force of a foe on every hit. You have a total of six arms granting you several benefits. Elemental Focus (R: Wearing at least one gem). Each well has a different effect as well as a temporal point cost. The Auras Known column of the Elemental table shows the total number of auras you know at each level. You range from 5 to 7 feet tall. describes the benefit you gain when you choose that aura for your elemental focus. The wielder can cast scrying through the shield once per long rest. The dagger emits dim light in 10 feet radius circle centered on the dagger. The number of power points you have is based on your Elementalist level as shown in the Power Points column of the Elementalist table. The wielder gains a +1 bonus to attack and damage rolls made with this weapon. The wielder cannot be blinded by normal means. Languages You can speak, read, and write Common and Charr. For 4 Life Force, blast a target with Life Force you see within 120 feet. Reload. Elemental auras use the same rules as spells for determining targets and areas of effect, as presented in chapter 10, Spellcasting, of the Players Handbook. Once a creature touches the mirage they take 1d10 physic damage and the mirage disappears. The wear gains resistance to physic damage. Once you are knocked unconscious by an attack or spell, blast of healing flame surrounds them. That target must make a Wisdom saving throw against your spell DC, on a failed save they are frightened of you. Although the group of adventures spent a small fortune hiring their guide. The bonus to attack and damage rolls increases to a +2. It is also recommended that you use these rules alongside Xanathar's Guide to Everything and Tasha's Cauldron of . While invoking Kalla Scorchrazor, if a melee attack brings you to 0 hit points, instead of going unconscious immediately, you can make one melee attack as a reaction. As a bonus action the wielder can attack with the underside of the blade as an additional strike with the dagger. The attacker must make constitution saving throw taking 3d8 lightning damage on a failed save or half as much on a successful one, Lightning Form (5 pp; conc., 1 min.). Misfire. Roll initiative for the elemental, which has its own turns. When making an Elementalist, consider why your character has close bond with the elemental planes. First, Wisdom should be your highest ability score, followed by Strength or Dexterity. While drawn, the book on the front as well as the arm holding it and much of the shield's surface glows blue. The circle increases an additional 5 feet per power point you spend beyond 3. Command your sand shades to explode in necrotic energy. You learn to mend your ceramic skin. After spending your bonus action to complete the Imminent Threat meditation you unleash a horrible roar. Sorry about the false page, the writer doesn't know how to make a proper Table of Contents using the GMBinder. Facet of Chaos (3 ep per round; conc.). You can't discern color in darkness, only shades of gray. Cat's Claws, Cat's Talents, Darkvision, Feline Agility. Facet of Strength (1 ep per round; conc.). I was working on classes, but I couldn't find the right place to start. different specialization and tend to reflect their creators specialties. Courage. You focus the elemental force of air around your body. The raven lasts for the duration of the spell. At 1st level, you learn two additional elemental auras of your choice. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. Ability Score Increase Your Intelligence score increases by 2 and your Dexterity score increases by 1. Once per turn, half the damage dealt to a single target gets turned into your Life Force. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You can overload an aura once per short or long rest. Feel free to point them out, just realize there will be a lot of them. The bonus to attack and damage rolls increases to a +3. This mind set often leads them into fights with Druids that see Elementalist actions as breaking the balance of nature. Likewise, different options from a elemental aura combine if they are active at the same time. Rumor has it that Twilight and Sunrise can be fused together to create an even more powerful greatsword known as Eternity. The wielder base speed becomes 35 feet per round. The blindfold helps them differentiate between what they see in their current plane and what is in the astral sea. As an action the wielder can cast Daylight through the great sword as a 5th level spell. On a failed save the target must keep attacking you until they make the wisdom save, you are knocked unconscious, or the magic ends. Intelligence is your spellcasting ability for these spells. Toxic Advance You are proficient with the Poisoners kit. As an action the wielder can cast one of the following cantrips through the dagger: Primal Savagery (The dagger damage increases to 2d10 until until the end of the attack.). Revenant's that invoke the legendary dragon stance, often called Herald's, invoke the power of a legendary Crystal Dragon Glint. Elemental Focus (R: Greatsword). On a failed dexterity saving throw everyone takes 3d8 piercing damage and are knocked prone and half as much on a successful save. A Legend provides different options for how to use your energy points. On a failed save they are knocked prone. For example, if an option says conc., 1 min., you can concentrate on its effect for up to 1 minute. As a reaction form taking damage from a melee attack you can spend 2 illusion points to evade backward up to 15 feet, leaving behind a Mirage Mirror where you once stood. As an action embrace the power of Mallyx gain the following traits, the energy points are taken at the beging of your turn after this turn. Some options require concentration to maintain their effects. Alchemical Inventors All Asura are trained in magic, alchemy and engineering from a young age, they value intellect above all. The force damage dealt by attacks with this weapon increases to 1d6. Asura lifespan is mostly a mystery, but it can be assumed that they mature at the same rate as humans and live much longer.Alignment. Until the end of your turn, it does necrotic damage rather then it's normal damage. 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