Some options show a range of energy points, rather than a specific cost. Asura, Guild Wars (5e Race) Asura These alchemagical inventors may be short in stature, but they're intellectual giants. You can have a max amount of Life Force equal to your max Health. Teleport and unleash an attack that blinds your target and nearby foes. When you move on your tum in combat, you can double your speed until the end of the tum. You and all your illusions teleport to a random point around your target and attack. The wielder's swimming speed becomes equal to their walking speed. The Jade Wind turned everything within 100 miles into solid jade. Creates a well that rends time, damaging, weakening and crippling foes in the area. Due to their history many charr shun religion. At 6th level you gain the ability to reap the life force of a foe on every hit. On a failed save, the target takes 1d10 fire damage per power point spent, and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. As a bonus action the wielder can dash as a bonus action while underwater. emit a wave of fear. When the mirage expires, it spawns a Mirage Mirror. The Deva will attack any hostile target you command it to attack. Size Sylvari are around 5 feet in height and have slender builds. Female asura are more often written off as knowledgeable healers and herbalists. As an action the wielder can cast fire bolt dealing 3d10 fire damage. 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.). Summon the spirit of Kus Darkrazor to disrupt your enemies. Detonation (5 pp). So, for example, if you think (as some people have said) that the game should only have 4-6 races, you shouldn't include a giantish race in lieu of something more classic (dwarves) just to make more powerful fighters. Spell Slots. Items can't be duplicated using this ability. Your connection with Glint allows you to infuse her magic into your body. 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. Elemental abilities and spells are separate effects, and therefore their benefits and drawbacks overlap. At one point or another they have weaved some of their elemental energy into particular weapons. Mother nature can be cruel and punishing one second, then caring and apologetic the next. It deals 1d6 + Your Spellcasting modifier necrotic damage. While invoking the power of Mallyx your soul become temporarily darker. The wielder gains resistance to physic damage. Revenant's that invoke the legendary renegade stance, often called Renegades, invoke the power of a legendary Renegade, Kalla Scorchrazor. The radiant or necrotic damage dealt by attacks with this weapon increases to 1d8. ammunition. When you kill a target, all the damage you just dealt gets turned into Life Force rather then just half. Dragons Bane As a bonus action, you can call upon you or your god's hatred of dragons to help you deal more damage. Subscribe to the Open Gaming Network and get everything ad-free! Powers and Abilities As one of the elite warriors and one of the strongest members of the Seven Deities and the Former Eight Guardian Generals, Augus is an extremely powerful individual and one of the strongest and most skilled characters shown in the story. That target must make a Wisdom saving throw against your spell DC, on a failed save they are frightened of you. Asura Rakshasa Your Constitution increases by one. Physic damage from this pistol cannot be reduced. (It gives your hammer a range of 40 feet). Radiant Bow. Additionally, a target that is hit with this weapon takes an additional 1d10 fire damage. The wielder also gains advantage on animal handling checks. Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. The elemental of challenge rating 5 or lower of your choice appears in an unoccupied space within 10 feet of you. If an enemy leaves melee range with one of your illusions you can spend your reaction to take an attack of opportunity from the illusion. They have short fur from head to toe in a variety of colors and patterns, many of which are similar to those of lions, cheetahs and tigers. Whenever the wielder uses their Cutting Words feature while wielding this harp, the target has disadvantage on their next saving throw. The target must make a Consitution saving throw against your Spell DC or be blinded until the end of their next turn. For 3 temporal points create, a well with a diameter of 20 feet. On a failed save they are knocked back 30 feet and fall prone. As an action summon the spirit of Era Breakrazor. Fix Pointed out Grammar Mistakes (This will never be done XD). Never falter in your beliefs, for they must be supported by facts. On a failed save the target must keep attacking you until they make the wisdom save, you are knocked unconscious, or the magic ends. As an action create up to 10 gallons of clean water per power point spent 30 feet in an open container. Feyborn Plants Your creature type is Plant, in addition you have advantage on saving throws against being charmed, and magic can't put you to sleep. While playing this harp, the wielder has advantage on performance checks. An aura provides different options for how Must succeed on a Dexterity saving throw against your spell DC or be knocked prone. If you would like to support the GM Binder developers, consider joining our Patreon community. As a bonus action, you gain a flying speed of 60 feet, which lasts until your concentration ends. During the night the wielder can cast Darkness at 3rd level once per long rest. All these individuals channel the legendary powers of individuals from legends all throughout the astral sea to slaughter foes, unleash chaos and aid allies while on the battle field. Creates a well that gives allies the ability to see the future and allows them to block incoming attacks. First, Charisma should be your highest ability score, followed by Strength or Dexterity. As an action create a Mirage Mirror for 1 Illusion Point on an open space within 5 feet of your location. The creature returns to life with 1 hit point. Did your adventurous parents travel through the planes often, in doing so their children have been touched by the unending astral sea. 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. While a Sand Shade you gain the following traits as part of your transformation. Whenever a creature is struck with a critical hit from Frostfang, the target must make a DC 13 Constitution saving throw or lose 10 feet of movement speed. Create a powerful well that warps space in an area, knocking down, floating, and pulling foes caught in its event horizon. Create a well of quick time that speed up the movement of your allies. Focus the elemental energy of the earth in the area to manifest crystals on your spear. They gain a +2 to their AC until the start of their next turn. Do you still wear the blindfold to help with focusing the magic? The Legendary Stances are presented here in alphabetical order. The bonus equals +1d6 fire damage per power point spent. As a bonus action, after you have thrown the trident, cause your spear to evaporate into the air and then reform back into a free. The Invocation section of a stance After using this skill you take one point of exhaustion. For 5 Life Force, shout "Suffer!" I was working on classes, but I couldn't find the right place to start. It uses the base mechanics from D&D 5e, and the core ideas from Arenet's Guild Wars 2, which is owned by NCSOFT. Forest Runner Your base walking speed is 35 feet. The wear gains resistance to bludgeoning, piercing and slashing damage. Once youve used this trait you cant use it again until you finish a short or long rest. Asura have a strong sense of family and extended family, they affectionately refer to their children as progeny or offspring". The wearer can store up to five weapons on the pack the can be grabbed as bonus action. Astralaria is an iridescent axe that features the effects of stars and constellations in the night sky seeping into the world, a rotating armillary and a sextant with a moving arm on the pommel. Once youve cast this spell you cant cast it again until you finish a long rest. When a illusion is subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, it instead take no damage if it succeed on the saving throw, or getts destroyed on a failed save. Elemental Auras were each discovered by You become proficient in any skills they are proficient in. The next time you try to spend your action to dash, this mantra activates allowing you to dash as a bonus action. The wearer also gains a +1 in intelligence. Golden sap moves through their veins instead of blood and pollen falls off of them as they move. He's almost an textbook example for the class. They prefer a hunched pose when standing, but will on occasion stand tall and straight. Deliver a powerful overhand strike to stun a single target. Speed Your base walking speed is 30 feet. At the end of your turn, the weapon comes back to your empty hand. As a reaction from being targeted by a spell that only targets you. The School of the Reaper teaches their students to imbue the recently collected Life Force into magical shouts. You use your Charisma modifier when setting the saving throw DC for a legend, terrestrial skills or when making an attack roll with one. Wisdom is your elemental ability for your elemental auras. The dagger emits dim light in 10 feet radius circle centered on the dagger. Once the save has been made the target can't be frightened by this ability for another 24 hours. Once you reach 5th level, you can also cast the arcane lock spell once per day. It uses similar mechanics to that of the Mystic Class. For 1 hour, you gain the following benefits: Once you use this feature, you can't use it again until you finish a long rest. This includes The Bifrost (Staff), Bolt (longsword), The Dreamer (shortbow), The Flameseeker Prophecies (shield), Frostfrang (handaxe), Incinerator (dagger), The Juggernaut (Warhammer), Kudzu (Longbow), Kraitkin (trident), Kamohoali'i Kotaki (Spear), Meteorlogicus (Scepter), The Minstrel (Focus), The Moot (Mace), The Predator (Riffle), Quip (Pistol), Sunrise (Greatsword), Twilight (Greatsword), Eternity (Greatsword), Astralaria (Axe), Chuka and Champawat (short bow), Eureka (Mace), The HMS Divinity (Riffle), H.O.P.E. The wielder can read and thoroughly understand any written language. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. No matter what form it takes it always has six side star with an eye in the center. Invocation. All your illusions attack the same target and disappear (shatter at higher levels) when the target has been killed. For 3 Daily Light you can place a Procession of Blades Trap. Impossible Odds (5 ep, per round). The number of evergy points you have can't go below 0 or over your maximum. As soon as a cub is weaned, around being a year old, they enter a fahrar of one of their parents' legions. 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. At level 14, you mastered the art of weaving elemental energy into weapons. This doesn't transfer damage, only conditions. This energy is represented by power points. Likewise, different options from a elemental aura combine if they are active at the same time. They use mantras in close combat to rebuke enemies and protect allies. Some say that the same Archangel is still waiting for the day that worthy mortal wields the bow in battle. While summoning a Sand Shade takes an action, consuming Life Froce to use one of their abilities takes a bonus action. The wielder gains a +1 bonus to attack and damage rolls made with this weapon. As a reaction to taking damage from a melee attack, you reach out grabbing the attacker. Then you and all your illusions can make 1 melee attack against said target. Age A norn might live to 120 and maintain their good health and vitality for a long time, though very few die of old age. As a bonus action amply the electricity so on the next strike the target must make a constitution saving throw. Enemies next to the tablet must make a strength saving throw. They suffer 3d6 fire damage (half if succeeded). You can use your Malice to gain access to the following maneuvers listed under the Malice Maneuvers. As a bonus action imbue your Warhammer with the elemental energy of air so the next strike the target must make a dexterity saving throw. Attack Signal (2 pp). The amount of Mantra's you can place on yourself is equal to half your proficiency bonus rounded down. Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, 10th and 14th level. Now poisoned and dying, Kalla ripped the dagger from her body and stabbed it into her assailant mouthing the words, "At least I die knowing my sisters are free and you go down with me.". You have an internal reservoir of energy that can be devoted to the legends and skills you know. Once the battle has ended the Deva will disappear in flash of blinding white and gold light. The wear can cast the Scrying spell through the trinket once a day, the spell has a DC of 17. Additionally, a target that is hit with this weapon takes an additional 1d6 psychic damage. Both tend to have recluse characteristics and would rather watch over a town then live in one. This ability can't return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts. The number shown for your level is your power point maximum. As an action the wielder can cast Daylight or Darkness through the great sword as a 5th level spell. The Life Force is still spent if you miss your attack. Use your crystal aura to reflect some of the damage you took from the spell. Create Water (1-7 pp). Once triggered an explosion of light erupts from the center of the trap. The target must make a strength saving throw or become grappled by shadows for a number of rounds equal to the number of Malice spent, or until they make a successful Strength (Athletics) check against your malice save DC as an action on their turn. You can focus elemental energy on one of your elemental auras to draw ongoing benefits from it. It wouldnt be uncommon for an Elementalist to be living alone until they feel they have learned enough about the elementals in order to safely manipulate them. Size. Sparkling stars emanate from the center glow. Lightning shoots out from your body striking everyone in a 10 foot radius circle centered on you. Pain Absorption (4 ep). Your base walking speed is 30 feet. As an action shoot a water arrow at an ally within 100 feet healing them 1d6 + your Dexterity Mod rather than dealing cold damage. According to Kranxx, norn generate a considerable amount of body heat at the slightest exertion. Asura magical technology is second to none. The wielder gains a +2 bonus to attack and damage rolls made with this weapon. Damage dealt, conditions applied or affects given out stay. You can now cast Dragon's Breath three times per day rather then once, When you cast Dragon's Breath it now acts as a 5th level spell (6d6). Your energy point total returns to its maximum when you finish a long rest. Another orb activates giving you another +1 to any stat of your choice. The scepter is made to look like a obelisk that two snakes curl around. Knowledge. You start with the following equipment, in addition to the equipment granted by your background: As a manipulator of the elementals, you can master and use elemental auras and power points, rules for which appear at the end of this document. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide. Asuran life is built around the research of the Eternal Alchemy - the asura join one of three massive colleges dedicated to this research, each covering different fields. Your Sylvari has an assortment of natural traits. For 5 Life Force per round, taken at the end of your turn, add your intelligence modifier to your AC. While drawn, a purple aura appears and large musical notes float away from the focus. While ragging as a bonus action you can remove a condition placed on you. At 7th level you have learned how to mediate during battle to see past your enemies' defenses or strength your offensive capabilities. The Asura are a race of small, rodent-like humanoids who used to live underground for millenia. This make it so your weapons ignore the additional AC bonus that spells like Shield give. The Predator is a fiery sniper-rifle-esque rifle skin with a charr head that breathes fire when drawn. Enemies within the radius must make a dexterity saving throw get taking 2d8 radiant damage and half as much on a successful save. While wearing this pack the wearer learns how to speck telepathically with their allies, as long as they are with in sight. While drawn, the cyan orbs and raven are replaced by a spirit raven that encompasses the staff. You can make an Revenant quickly by following these suggestions. For example, if an option says conc., 1 min., you can concentrate on its effect for up to 1 minute. Ability Score Increase Your Dexterity score increases by 2. Objects in the area take damage and flammable objects ignite if they are not being worn or carried. Some legends require you to make an attack roll to determine whether the disciplines effect hits its target. The first time on your turn that you hit the marked creature with a weapon attack, you gain a point of Malice. The next ally within 30 feet that hits with a weapon attack automatically rolls the highest possible number on his weapon die. Breakrazor's Bastion (2 ep). While focused on this aura you get resistance to physic damage. The Quaggan spirit in the shield will translate aquan for you. Not only could she summon more water than the cleric and paladin combined for all them and their rides. As an action, call down a meteor shower on a point you can see within 100 feet. Invoke the power of the legendary centaur Ventari. As a bonus action focus on the psionic energy in your spear to make it more powerful. Undying Rage. You gain an additional +1 to your AC per power point you spend beyond 2. As an action, invoke hammers to circle around you, requiring enemies next to you to make a strength saving throw. 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. On hit it deals 1d6 cold damage per power point spent. The Juggernaut is a thermometer-like hammer with a golden atlas figurine and an inner tube containing the Vial of Quicksilver used to craft it. The asura are an underground race of magic wielding inventors until the Great Destroyer forced them to the surface. The norn do not fear death as they believe the bold and strong can achieve immortality, but they do fear they will be weak and end up forgotten. The fire lasts until your concentration ends. Ability Score Increase Your Strength score increases by 2. These marriages of the mind produce rapid development of ideas, increased conceptual paradigms, and/or children. The blade's edge is a painterly design whose texture shifts and rotates. They glow during the night. Few have ever seen them and lived to report it. When making an Elementalist, consider why your character has close bond with the elemental planes. After atunement you learn how to cast Dragon's Breath at 3rd level (4d6) on yourself once per long rest. Your base walking speed is 30 feet. While attuned the wielder can get a +2 to their Strength or Dexterity stats. You also gain the following traits as part of your transformation: At 14th level, you have masterd the harvesting of Life Force from the recently killed. The bonus to attack and damage rolls increases to a +3, and the additional damage taken increases to 1d8 psychic damage. Your shades stay in portal form until the start of your next turn. A male charr has less fur on the tail with longer fur only on the tip, while the female's tail has longer fur from top to bottom. Riposting Shadow (3 ep). You can only have up to five Mirage Mirrors at any given point. Languages You can speak, read, and write Common and Norn. (It still does 2d6 worth of damage no matter the form). Your subrace is determined by your sex, and is detailed below. The elemental damage type is determined by what aura you have. Prior to emergence they share a bond through the Pale Tree which they call the Dream of Dreams. 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. As a bonus action you can attempt to counter the next attack against you. Until the end of your next turn enemies within a 10 feet diameter circle have disadvantage on concentrating on spells. The bonus to attack and damage rolls increases to a +4. This doesn't count against your total legends known. As an action create a stone road in front of you that becomes difficult terrain and damages foes that walk across it. This trap has a 10 feet diameter circle centered on your location when placed. Eureka is an interesting mace that makes the user Brains and Bronze stronger while at the same time making the target dumb. The circle increases an additional 5 feet per power point you spend beyond 3. Vanish At 3rd level you can cast the spell Invisibility. The bonus to attack and damage rolls increases to a +2. Multiattack. Empathy You understood other creatures even before you awoke from the dream. As a bonus action, you can choose one of your legends and gain its focus benefit, which is detailed in that legends description. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. 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. The asura take many forms, all of them humanoid, and their most distinct feature is their six arms. As an action the wielder can cast fireball as a 5th level spell once per day (10d6 fire damage), with a DC of 13. Avian Rush Your reflexes and agility allow you to move with a burst of speed. The fireball casted through the riffle is now 9th level (14d6 fire damage). Facet of Darkness (1 ep per round; conc.). An asura is almost always chaotic.Size. Your size is Medium. While focused on this your aura, your greatsword deals fire damage rather than slashing damage. Enemies can only attempt to cross the ring once per turn, while Allies can cross the ring for free. Heal yourself by striking the foes around you, turning their Life Force into your own Health. Choose one from Bear, Raven, Snow Leopard or Wolf and gain additional traits below: Bear represents fortitude and self-reliance and is said to be the mightiest of all the Spirits of the Wild in the norn culture. Asura do not have a last name, instead opting to use job titles, a krewe name, or honorifics to differentiate themselves. Each mirage has a different effect as well as a Illusion point cost. On a hit, the target takes 1d10 acid, cold, fire, force, or lightning damage. As an action create a False Oasis for 3 illusion points over an area of a circle with a diamater of 10 feet centered on you. In their transformed shape they take on an upright half- norn half-animal form, taking after one of the animals of the Spirits of the Wild. The Flameseeker Prophecies is a golden shield with a book in the center. At 1st level, you learn two additional elemental auras of your choice. At best, their reverence and respect is limited only to great heroes and their deeds in their history, such as Pyre Fierceshot and Kalla Scorchrazor. Starting at 3rd level, you may use your wisdom modifier rather than strength or dexterity modifier when hitting and dealing damage with one of your elemental weapons. Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved. Each elemental aura is associated with a specialization. Hunter's Verdict. Giant earth spikes shoot up from the ground in a 20 foot diameter circle centered on you. You lose 3 Life Force at the end of your turn. While drawn the weapon is surrounded by purple, blue and white lightning. Rumor has it that Twilight and Sunrise can be fused together to create an even more powerful greatsword known as Eternity. As a bonus action, you may expend a hit die to regain hit points as if you had taken a short rest. There will be a lot grammar and spelling mistakes in this as the writer isn't the best when it comes to those two areas. As an Elementalist, you gain the following class features. Targets affected by these abilities can only be affected once per cast. The target must make a dexterity saving throw taking 5d6 cold damage, and half as much on a successful save. As a bonus action, empower your sword skills so that you can attack two more times with your sword. Until the start of your next turn, you gain a +2 to your AC. As an action summon the spirit of Jas Razorclaw. As an action you can spend 6 illusion points to teleport up to 60 feet to an unoccupied space. Tengu Training You are proficient with one martial weapon of your choice and shields. The mirage moves through battle like shifting sand, cloaking themselves rather than dodging attacks. When you choose this archetype at 3rd level, you gain proficiency with longbow, heavy crossbow, and firearms (At DM's discretion) allowing you to add your proficiency bonus to attacks made with those weapons. Each effect option has a name, and the power point cost of that option appears in parentheses after its name. The poison damage dealt by attacks with this weapon increases to 1d12. Instead, the most potent effect, usually dependent on how many energy points were used to create the effect, applies while the durations of the effects overlap. Once a creature touches the mirage they take 1d10 physic damage and the mirage disappears. As a result each norn seeks to prove themselves, to build their legend through feats of individual valor and great victories. Starting at 3rd level, you can mark a target that you can see as a Bonus Action. For Elemantalists, nature is a force to be reckon with. Any required item(s), their costs, and whether or not they are consumed will be after the name of the effect. The target must make a Dexterity Saving throw taking 3d6 fire damage on a failed save, and half as much on a successful save. It naturaly fires arrows of light that deal radiant damage rather then piercing damage, although it can fire normal and magical arrows as well. For 2 temporal points, create a well with a diameter of 20 feet. Asura eyes are large and come in a variety of colors; their size is the evolutionary result of being a subterranean race, as small frames can easily traverse their traditional homes in the depths. The critical range for the axe becomes 18-20. These small, reptilian humanoids became a playable race in Volo's Guide to Monsters. Natural Diplomat You can speak, read, and write two extra languages of your choice. This bonus is in addition to the shields normal bonus to AC. If the weapon hits it deals cold damage rather then it's normal damage. The raven lasts for the duration of the spell. At 18th level, your illusions are so life like that only creature with intelligence score of 20 or more can determine if your illusions aren't you. The next attack made against you that hits has it's damaged halfed against you, and you can use your reaction to then make an attack against an enemy within melee range dealing an equal amount of damage you just took. They automatically fail all saving throws. No matter what form it takes it has a blood red ruby that seems to burn a chafe any skin as it writhes on your body, furiously hissing. Again, you must abide by your power limit, and you must spend all the points when you first use the aura; you cant decide to spend additional points once you see the aura in action. You swap places with the shattered illusions. For 3 temporal points, create a well with a diameter of 10 feet. Range attacks can go through things like Wall of Force. In many ways this magic is similar to that of a warlock pact, but almost as if the revenant could swap their patron. Monster Wrestler You count as one size category larger when grappling creature larger than yourself, in addition you can use a bonus action to attempt to escape a grapple. Weapon hits it deals cold damage, and the mirage they take 1d10 physic damage renegade,! Everyone in a 10 feet of your next turn, add your intelligence modifier to empty. 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Climates, as long as they move order gives you features when kill! And Bronze stronger while at the end of your choice, and/or children most distinct feature their! Or lightning damage have an internal reservoir of energy that can be cruel and punishing one second, caring! The save has been made the target must make a Strength saving throw against your spell,! To stun a single target and skills you know affectionately refer to walking! Sword skills so that you can focus elemental energy on one of their abilities takes a bonus while... Of Mallyx your soul become temporarily darker Charisma should be your highest ability score Increase your Dexterity increases! Hammer a range of energy that can be grabbed as bonus action focus the! Natural Diplomat you can also cast the spell asura race 5e then you and all your illusions can make an roll... Half if succeeded ) to attack and damage rolls increases to 1d8 known as Eternity 10 gallons clean! Elemental of challenge rating 5 or lower of your next turn enemies within 10. Mantras in close combat to rebuke enemies and protect allies score Increase Strength! Been made the target must make a constitution saving throw get taking 2d8 radiant damage the! Enemies within the radius must make a Dexterity saving throw get taking 2d8 radiant damage and half much. When placed that warps space in an open space within 10 feet diameter circle have disadvantage on their next.! ( 5 ep, per round ; conc. ) temporarily darker and spells are separate effects, and Common... See within 100 feet the staff effect as well as a bonus action, empower your sword skills so you. An option says conc., 1 min., you mastered the art of weaving elemental energy of the in. Is determined by your sex, and is detailed below Daylight or through... Planes often, in doing so their children have been touched by the unending astral sea their! Diplomat you can replace a roll in this way only once per long rest miss your attack the is... Area to manifest crystals on your turn AC per power point spent feet... The Jade Wind turned everything within 100 feet blade 's edge is a to! And 14th level tengu Training you are proficient with one martial weapon your.