Descendant of Varis
The primary trait that Varis' children inherit is his strong spirit of adventure, manifesting in strong will and desire.
Rolls WIL saves with Advantage (WIL+)
Can communicate with Neri without speaking within Range 12, gaining Advantage on attacks while within this range.
When she defeats an enemy, her next Reaping Blade adds +2d6.
- Reaping Blade (2x).2d6+3 ADV.
When causing Wounds, +1 additional Wound.
Can communicate with Neri without speaking within Range 12, gaining Advantage on attacks while within this range.
Can Jump equal to Speed as her Move. Immune from the first four d6s of FALL damage.
- •Swift Strike (2x).2d6+3
- •Telekinetic Shove.1d6+3 Force.
(Reach 3) On Damage: Knockback spaces = Primary die.
Melee attacks have Disadvantage against her.
- •Dagger.2d4+5 (Vicious).
(or Throw, Range 4)
- •Whip.2d4+4.
(Reach 2) Can Grapple, and can Pull 1 if Medium or smaller.
Reminder: Grappling larger targets gives you the Riding condition.
Has Cold Resistance. Within Reach 2, an enemy's Primary die is lowered one step.
- •Frost Axe (2x).1d12+4 Cold, Dazed.
- •Icicle Skewers.
(Reach 2, AoE) DC13 DEX save or 2d12+4 Cold, Slowed.
Slippery. When a Creature enters or tries to Move while within the area, they must make a DEX save (DC13) or fall Prone.
Attacks miss him on a 1 or 2.
- •Saber (2x).1d10+3
- •Everblack Burst (3x).
(Range 10) 1d10+3 Cold, Blinded for 1 Round.
- •Summon Tentacles.
Within Reach 2, summon 1/Hero Water Tentacle minions (d10) with Reach 2. They can Interpose and can Grapple (Escape DC 13) instead of deal damage on a hit.
Within Reach 3, Allies have Advantage on Saving Throws.
- •Shield Bash.
Move 3, then 4d6+5, Prone. On Crit: Knockback 2.
- •Shield Throw.
(Range 3) 2d6+5 Force. On Hit: Ricochets to target a new Creature within 2 spaces.
- •Divine Barrier.
(Concentration) Ranged attacks can't pass through the boundary of Divine Aura from either direction.
Shield Throw Note: As long as there is a valid target, the ricochet will continue to trigger if the rolls don't miss.
Once per Round when he takes damage, the attacker takes 2d10 Fire.
When Crit or Dazed, he loses his Armor until his next Turn, on which he does nothing.
- Sunblade (2x).1d10+5.
(or Sunbolt, Range 12).
Lightspeed is effectively the Haste spell from DnD 5e.
The Primary die of his attacks is raised by one step, including his minions.
- •Arcane Bolt-Gun (2x).
(Range 8) 2d8+10, Dazed.
- •Ground Slam.4d8+10.
Knockback 2 or Prone.
- •Drone Strike (1 use).
Summon 2/Hero Arcane Drones (d8) with Fly 8 and Range 4.
Raising the Primary die by one step for minions means add 1 to each die. Though they can't Crit, his minions can't miss and deal 1 damage more than the die rolled.
Enemies within Reach 4 are Taunted for their next Turn. When damaged while having Heavy Armor, a target within Reach 2 takes 10 damage.
- •Stone Fist (2x).2d4+10.
Can Knockback spaces = Primary die.
- •Stone Bullets.
(Cone 4) DC15 DEX save or 2d4+20, half on save.
Viconia can Interpose from Reach 12, swapping places and then taking halving the damage.
- •This is not your fight!
(Range 6) DC16 WIL save or take no Actions on their next Turn except to move away from the battlefield.
- •Savior's Strike (2x).1d10+10 non-lethal Radiant.
Lethal to Undead.
- •Holy Ray.
(Range 6) 3d10+10 non-lethal Radiant. Lethal to Undead.
Can Interpose. Fenbalar can sacrifice one of his Shadow Blade attacks to Defend to reduce the damage by 4d8.
- Shadow Blade (2x).
(Reach 3) 4d8 Psychic.