| Icon | Title | Category | Subcategory |
|---|
| Icon | Title | Details | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Aberrant Shape |
This feature grants the user the ability to transform into an Intellect Devourer, a creature known for dealing Psychic damage. The transformed state comes with 21 Hit Points. While in this form, the user cannot speak or cast Spells, and they adopt the Intellect Devourer’s attributes except for Intelligence, Wisdom, and Charisma. If the transformed state’s Hit Points reach 0, the user reverts to their original form for safety.
Cost/Type
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Aura of Courage |
“ When activated, you and nearby allies are immune to the Frightened condition. It’s important to note that the protective aura vanishes if you become Unconscious, underscoring its dependency on the Paladin’s active presence.
Effects/Special Abilities
You and any nearby allies can’t be Frightened. The aura disappears if you fall Unconscious.
Range
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Aura of Devotion |
“ When activated, you and nearby allies are immune to the Charmed condition. The aura ceases to function if you become Unconscious.
Range
Cost/Type
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Blazing Retaliation |
Grants
Used by
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Clench of the North Wind |
Hold a humanoid enemy still. They can‘t move, act or react. Attacks from within 3m are always Critical Hits. Type: Class Action
Requirements
Class needed:
Properties
Cost/Type
Action Type
Class Action |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Embrace of the Inferno |
Expel the fire burning through your veins as 3 flaming rays. Each ray deals 2~12
Requirements
Class needed:
Cost/Type
Action Type
Class Action
Dice
Damage Type
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Flurry of Blows (Push) |
Punch twice in quick succession and possibly push the target 5m away.
Requirements
Class needed:
Properties
Cost/Type
Action Type
Class Action
Dice
Dice 2
Damage Type(s)
Damage Type
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Flurry of Blows (Topple) |
Punch twice in quick succession and possibly knock the target prone.
Requirements
Class needed:
Properties
Cost/Type
Action Type
Class Action
Dice
Dice 2
Damage Type(s)
Damage Type
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Gong of the Summit |
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have Disadvantage on their Saving
Requirements
Class needed:
Properties
Cost/Type
Dice
Damage Type
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Moonmote |
Moonmote serves as a versatile tool to manipulate the battlefield. Its radiant light can hinder foes while bolstering the effectiveness of allies. This unique action provides strategic advantages and demonstrates the mystical connection between the wielder, the legendary weapon, and the moon goddess Selûne herself.
Effects/Special Abilities
Requirements
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Pearlescent Restoration |
You can replenish expended spell slots of your choice.
Properties
Cost/Type
Action Type
Class Action |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Primal Stampede |
Effects/Special Abilities
Available only when Raging.
Requirements
Available only when Raging.
Properties
Cost/Type
Action Type
Class Action
Dice
Dice 2
Damage Type(s)
Damage Type
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Ranger's Companion |
Gain a beast companion that accompanies you on your adventures and fights alongside you. Summons one of the following animal companions: Bear Companion, Boar Companion, Giant Spider Companion, Raven Companion, Wolf Companion.
Requirements
Class needed:
Cost/Type
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Reflective Shell |
A protective shell envelops you. It reflects any projectiles targeted at you back to their point of origin.
Effects/Special Abilities
Projectile Reflection:
Mechanics and Interaction: If the original projectile necessitated an Attack Roll, the entity that initially launched it must execute an Attack Roll against themselves. |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Rush of the Gale Spirits |
Summon a strong wind that clears all clouds and pushes creatures back Sm, forcing them Off Balance.
Requirements
Class needed:
Properties
Cost/Type
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Shadow Arts: Darkness |
Create a dark shroud that heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
Requirements
Class needed:
Properties
Cost/Type
Action Type
Class Action |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Shadow Arts: Darkvision |
Grant a creature the ability to see in the dark out to a range of 12m.
Requirements
Class needed:
Cost/Type
Action Type
Class Action |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Shadow Arts: Hide |
Requirements
Class needed:
Cost/Type
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Shadow Arts: Pass Without Trace |
Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth Checks.
Requirements
Class needed:
Properties
Cost/Type
Action Type
Class Action |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Shadow Arts: Silence |
Create a sound-proof sphere. All within are Silenced and Immune to Thunder damage.
Requirements
Class needed:
Properties
Cost/Type
Action Type
Class Action |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Shaping the Ice |
Requirements
Class needed:
Cost/Type
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Sphere of Elemental Balance |
Hurl a sphere that deals 3~24 Thunder damage and possibly creates a surface on impact.
Requirements
Class needed:
Cost/Type
Action Type
Class Action
Dice
Damage Type
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Stunning Strike (Melee) |
Possibly Stuns the target.
Requirements
Class needed:
Cost/Type
Action Type
Class Action |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Stunning Strike (Unarmed) |
Possibly Stuns the target.
Requirements
Class needed:
Cost/Type
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Sweeping Cinder Strike |
Expel fire from your outstretched hands and ignite anything flammable.
Requirements
Class needed:
Properties
Cost/Type
Action Type
Class Action
Dice
Damage Type
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Unrelenting Ferocity |
You are stronger than you think. Muster up your stamina to heal 1d8+2 hit points.
Warning
Requirements
Available only when Raging
Cost/Type
Action Type
Class Action
Dice
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Volley |
Requirements
Class needed:
Cost/Type
Action Type
Class Action |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Water Whip |
Possibly pulls the target towards you or knocks it Prone. Type: Class Action
Requirements
Class needed:
Properties
Cost/Type
Action Type
Class Action
Dice
Damage Type
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Wild Shape Action |
Magically assume the shape of a beast. While in animal shape, you can’t talk or cast spells. You take on the game statistics of your beast form -excluding your Intelligence, Wisdom, and Charisma scores. When your beast form drops to 0 hit points, you revert to your normal form, with the number of hit points you had before transforming. If your hit points dropped below 0 in beast form, that damage is applied after you revert. Spells that require concentration are not broken by turning into an animal. Your equipment merges into your animal form and won’t have any effect until you revert.
Requirements
Class needed:
Cost/Type
Action Type
Class Action |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Wild Shape: Badger |
Assume the shape of a Giant Badger that can burrow into the ground. The badger has a starting health of 13 hit points that increases every two druid levels.
Cost/Type
Action Type
Class Action |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Wild Shape: Bear |
Assume the shape of a polar bear that can Goad enemies into attacking it. The polar bear has a starting health of 30 Hit points that increase every two druid levels.
Requirements
Class needed:
Cost/Type
Action Type
Class Action |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Garrotte |
1D10 Wrap a shadow rope around a Humanoid creature’s throat to start Garroting it. STR Save and uses Concentration.
Used by
Properties
Cost/Type
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||