king of dismantling

by NightofKnight

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king of dismantling

King of Dismantling

fire arrow

Starting at 3th level, if you have your hands free or have a short or long bow, you can summon a fire arrow that materializes in the palm of your hand or the tip of the bow. an attack roll has a range of 180 feet and deals 1d6 force damage (or 1d8 if you use it in a bow) + your Intelligence modifier. Additionally, each creature in a 20-foot radius sphere centered on the dot must make a Dexterity saving throw. A target takes an additional 2d6 fire damage on a failed save, or half as much damage on a successful one.

You can use this feature a number of times equal to 1 + half your proficiency bonus, and you regain all uses after completing a short or long remainder. The arrow's fire damage die increases by an additional d6 at 6th, 11th, and 17th levels.

Half the space

At 3rd level, your speed increases by 3 meters. Furthermore, you use dexterity rather than strength to calculate your jumps.

Dismantle

At 9th level, once per turn, if you haven't used your sneak attack yet, you can take an action to make a ranged attack with an invisible blade on a target within 30 feet of you.

The damage inflicted by this blade is equal to your sneak attack dice plus half your rogue level. If a creature's hit points are reduced to 0, slice however you wish. You cannot use your sneak attack again until the start of your next turn.

You can use this feature a number of times equal to half your proficiency bonus, and you regain all uses after finishing a short or long rest.

Cut the sense

Starting at 13th level, when you hit a creature with your Dismantle, you can force a creature to make a Dexterity saving throw (DC 8 + your Wisdom modifier + your proficiency bonus), on a failed save. the creature is frightened for 1 minute. You can only use this feature again after finishing a long rest.

Malevolent Shrine

Starting at 17th level, you create an illusion of a gigantic sanctuary where you are on top of it. Any creature within 60 feet of it must make a constitution saving throw (DC 8 + your dexterity modifier + your proficiency bonus), on a failure, suffering slashing damage equal to rolling your stealth dice twice and adding to the damage. After using this feature, you must finish a long rest before using this feature again.