Since Elemantalists are extremely reclusive, it's hard to classify different ones in groups. Have your sand shades plunge into the ground, creating a portal through the world for you and your allies to use. Your size is Medium. Detonation (5 pp). The caster of the spell must make a constitution saving throw taking, on a failed save they take half the damage you took. When you hit a creature with a weapon attack, you can spend 1 to 3 points of Malice. The elemental auras are presented here in alphabetical order. While ancestry is known and acknowledged, the parents have little to do with the raising of the cub, and as such warbands are viewed as a charr's family and the bonds of loyalty and kinship formed between them are stronger than those of other races' families. For 5 Life Force your sand shades explode requiring all creatures within a 20 feet circle to make a constitution saving throw. The radiant or necrotic damage dealt by attacks with this weapon increases to 1d8. An asura is almost always chaotic.Size. For 3 Daily Light you can place a Purification trap when placed. For 3 Life Force, and at least two sand shades, your sand shades will temporarily turn into portals. If we're getting a PH with a dozen or so races, a giantish race is more acceptable. When the target of the attack is concentrating on a spell they have disadvantage on maintaining it until the end of there next turn. On a failed save they are knocked prone. At one point or another they have weaved some of their elemental energy into particular weapons. The wielder can cast Find Greater steed through the bow. This blocks any magical and non-magical single targeting projectiles. Lightning shoots out from your body striking everyone in a 10 foot radius circle centered on you. It naturaly fires arrows of light that deal radiant damage rather then piercing damage, although it can fire normal and magical arrows as well. Elemental Focus (R: Warhammer). Size Charr typically stand between 7 and 8 feet tall and weigh an average of 220 to 270 pounds. For 1 temporal point, create a well with a diameter of 10 feet. As part of your move on your turn, you can fly up to 20 feet for each power point spent. Sand rises up near your shades to shield nearby allies. options power point cost. Additionally as a free action the wielder can make the damage radiant for any non-magical arrows fired using this weapon. These wings fold in a way that makes them look a shield on the wears back. Ability Score Increase Your Dexterity score increases by 2. On a failed save the target is knocked prone and back 20 feet and only knocked back 10 feet on a successful save. Alignment. Ability Score Increase Your Strength score increase by 1. Remember, by far his greatest strength is his unyielding rage. While the wings are active, you may use your bonus action to slash at a target dealing 2d6 + dexterity modifier slashing damage. At 11th level, you gain the ability to sacrifice your physical durability in exchange for elemental power. They gain a +2 to their AC until the start of their next turn. Create a well of quick time that speed up the movement of your allies. Grant nearby allies temporary health and distracting enemies. Rite of the Great Dwarf (7 ep). 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. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 elemental damage to that target. Asura ( Book of Exalted Deeds, p. 164) RaceSize object (5) Outsider (Chaotic , Extraplanar , Good) Hit dice: 8d8+16 (52 hp) Initiative: +2 Speed: 30 ft. , Fly 60 ft. (Good) Armor class: 26 (+2 Dex, +6 natural, +6 +1 mithral breastplate, +2 +1 buckler), touch 12, flat-footed 24 Base Attack/Grapple: +8/+10 This rule means you cant concentrate on a spell and an aura's effect at the same time, nor can you concentrate on two auras at the same time. You have an internal reservoir of elemental energy that can be devoted to elemental auras you know. Reload. You range from 5 to 7 feet tall. Once a creature touches the mirage they take 1d10 physic damage and the mirage disappears. In addition, targets damaged with this weapon take an additional 1d6 points of force damage. The stories, and the cultures that birthed them, believed that this was due to their greater power when compared to humans - more arms, more overall strength of body or spirit. While invoking the power of Mallyx your soul become temporarily darker. For 4 Life Force your sand shades emit a healing wave in a 10 feet circle that gives allies a 2d8 temporary health. Home; Rules . The limit is based on your Revenant level, as shown in the Energy Limit column of the Revenant table. Your energy point total returns to its maximum when you finish a long rest. Vanish At 3rd level you can cast the spell Invisibility. The amount of tempral points you have is equal to your Wisdom modifier + proficiency bonus. (For example, a Fire Elemental Duplicity can only use Fire based auras that you know if you know any.). While drawn the weapon is surrounded by purple, blue and white lightning. When you hit a creature with a weapon attack, consume all your points of Malice and deal an extra 1d6 damage for each point. The wielder gains a +1 bonus to attack and damage rolls made with this weapon. Languages You can speak, read, and write Common and Largos. During a long rest you pick mantra (s) to place on yourself. Charisma is your spellcasting ability for this cantrip. Asura are a very short race that typically have slender builds with the head, hands and feet being larger than expected. Once youve cast this spell you cant cast it again until you finish a long rest. Only a gunslinger can rival the Deadeye's mastery of fire arms. As a bonus action, use some of the anger in the astral sea. On a hit, the target takes 1d10 piercing damage. The most important contribution of the asura to Tyrian society is the asura gate network which links many of the major cities of Tyria. You regain all spent illusion points after a long rest. The asura are an underground race of magic wielding inventors until the Great Destroyer forced them to the surface. Enemies must make a dexterity save throw taking 4d8 radiant damage on a failed save or half as much on a successful save. Manifest the metals in the earth to magnetize to your shield in your hand giving you increased defenses. The wielder cannot be blinded by normal means. They channel elemental forces, making fire, air, earth, and water do their bidding. Now the wearer can activate the wings as a reaction, and their fly speed is double their walking speed. In addition, you use your Charisma modifier when setting the saving throw DC for the spells you cast and when making an attack roll with one. Once youve used this trait you cant use it again until you finish a short or long rest. Death too is not fully understood but viewed as something to be embraced and, as with many things in a sylvari's life, is viewed with a great degree of curiosity. Earth Punch (1-7 pp). The cubs are taught to unify and define their own social structure and the warband shares a root name which they incorporate into their surname. When you hit a creature with a weapon attack, you can spend 1 point of Malice to make the target take poison damage rather then piercing damage. On a failed save they can't take actions until the end of your next turn and take 4d12 necrotic damage or half as much on a successful save. You can use your Malice to gain access to the following maneuvers listed under the Malice Maneuvers. Weapon Training You are proficient with the shortsword, longsword, shortbow and the longbow. As punishment for his actions was turned into an Envoy upon dying, yet he used his new power to create an army. The spear comes back to at the end of your turn. 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. As an action the wearer can expand the wings, giving you the affect of spell Feather Fall. Additionally as a free action the wielder can make the blade deal thunder damage rather then slashing. This abilities damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Avian Rush Your reflexes and agility allow you to move with a burst of speed. Asura tend to practice serial monogamy, in that they have a serious romantic relationship with only one other asura at a time. 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. The scepter has 8 charges and regains 1d4 + 1 expended charges daily at dawn. The Flame Legion (pejoratively referred to as the Gold Legion by their enemies), is one of the four charr High Legions. Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can have a max amount of Life Force equal to your max Health. Chuka and Champawat is a tiger-themed shortbow, sporting an intricate design with a red and gold color scheme. Ability Score Increase Your Intelligence score increases by 2 and your Dexterity score increases by 1. On a successful save they take half damage. Kobolds are a common enemy fought in low-level combat encounters. How they work and what Mantra's you know can be found on the next page. Elemental Focus (R: Wearing at least one gem). Barb. The ep, are consumed at the start of your turn if this is active. For 5 Life Force, shout "Your Soul is Mine!". 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.). As an action summon the spirit of Era Breakrazor. You then take your action using any abilities, spells and movement like normal. That foe must make a wisdom saving throw. The Dreamer is an alicorn-styled bow; it has wings on the top, a unicorn's head in the middle, and a tail at the bottom. He's almost an textbook example for the class. As a bonus action you can attempt to counter the next attack against you. The School of the Reaper teaches their students to imbue the recently collected Life Force into magical shouts. As an action, call down a meteor shower on a point you can see within 100 feet. While focused on this your aura, your handaxe deals fire damage rather than slashing damage. Eventually they were forced out and have lived and adapted to life on the surface. Each mirage has a different effect as well as a Illusion point cost. Wolf represents the virtues of loyalty, ferocity, and strength in numbers and is often invoked for help in tracking the norns prey. At level 10 this extra damage increases to 2d6, and 3d6 at level 20. On a successful save they take half damage and are still knocked back 20 feet. The Wielder swim speed becomes the same of their races base walking speed. The conc. notation is followed by the maximum duration of the concentration. The Quaggan spirit can ritual cast Create or Destroy Water at 1st level. 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. When you hit a creature with a weapon attack, you can spend 1 point of Malice to make the target take lightning damage rather then piercing damage. You can have up to three Sand Shades up at once. One of the small orbs on the trinket projects a celestial body giving you a +1 to any stat of your choice. An effect option in an legend specifies how long its effect lasts. You must spend that number of power points to use that option, while abiding by your power limit. The head in particular is a wide, flat ellipsoid whose width is extended further by large, highly articulate ears which usually drop from the sides of the head. As an action you hurl a small ball of elemental energy at object or creature within 60 feet of you. Sylvari do not have surnames, as they're all part of the same "family," though to each other they are more like distant relatives except in special cases. Darkvision With your feline eyes, you have superior vision in dark and dim conditions. While wielding this harp, the wielder's charisma becomes 22. 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. 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. Every round you can spend one of your To Hit dice to heal yourself. After spending your bonus action to complete the Featherfoot Grace meditation your movement speed doubles and you don't provoke opportunity until the end of your turn. Whenever the wielder uses their Cutting Words feature while wielding this harp, the target has disadvantage on their next saving throw. Additionally, a target that is hit with this weapon takes an additional 1d6 cold damage. For 5 Life Force allies within a 10 feet circle of centered on sand shade gain a +2 to their AC. 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