Eenlingen campaign

Soran - Shifter Echo Knight


Items

Katana

Deze tattoo geeft je +1 op attack roll & damage roll. De tattoo heeft iedere dag (tot de volgende long rest) tot maximaal 4 charges. Het wapen die je krijgt uit de tattoo straalt een elektrische energie uit. Je kan als bonus actie een charge gebruiken om het volgende te doen:

- Het tattoo wapen kan als bonus actie een extra 1d6 thunder damage doen op de target. Het is een knal die tot 300 feet ver weg is te horen. De target moet ook nog een Strength DC 14 saving throw doen of anders wordt die 15 feet weg geduwt.
- Je kan het als bonus actie licht laten geven en een radius van 30 feet heeft licht en 30 feet daarbuiten dimlicht (1 uur per charge spend).


Short swords

De short swords geven +2 op je attack roll (met magic damage). Je hebt 4 charges per dag om het volgende te doen:

- Deze tattoo heeft de kracht om te veranderen in een grappling hook achtig iets. Je kan tot 30 feet range een magische robe schieten op een object in de omgeving (kan ook een muur zijn/ plateau). Je kan jezelf dan met een bonus action verplaatsen door de omgeving.

- Je kan ook een persoon of object naar je toe trekken of jij naar dat object/ persoon toe.
Als je naar een persoon toe wilt, dan moet je een attack roll doen, dan maak je een gewone attack met je short swords & gebruik je als bonus action om hem naar je toe te trekken (moet wel even zwaar als jezelf zijn) of jezelf naar het object toe te trekken. De target moet dan een DC strength 15 saving throw doen om niet naar je toe te worden getrokken.


Zaneas “De gevallen hoop”

De getatoeëerde vleugels op je borstkas beginnen te branden, maar ook op de handen van lichaam beginnen tatoeages te branden. Je ziet van net onder de nagels van je vingers tot aan over de pezen van je hand veren verschijnen.

Dan zie je om je handen heen metalen handschoenen verschijnen, die zijn afgewerkt met het zilveren embleem van Zane. Op de knokkels zitten grote punten, met daaraan wat buizen die over je pezen heen gaan, die weer verder overgaan over je onderarmen als metalen vleugels. Ieder die je ziet, ziet ook dat je een spectrale blinddoek over je ogen hebt.


Gauntlets (martial weapon)

- +1 to attack rolls
- 1d8 magic bludgeoning damage + 1d4 force damage as long as it has charges
- 1d4 charges after a long rest

Earth breaker (requires two charges)
Range: You can point it 10 by 10 feet square in the direction you want from your point of origin.

You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d10 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

Earth shaping (requires no charges)
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you do this multiple times, you can have no more than four of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


Zilveroog vleugels (2 charges)

Je mag je bonusactie gebruiken om te vliegen naar een locatie maximaal 40 feet ver weg en 10 feet hoog. Onderweg mag je de magische vleugels gebruiken om een doelwit onderweg aan te vallen. De vleugels doen 1d6+dex slashing damage en hebben een range van 10 feet. De afstand die je met deze ability aflegt telt tot je totale movement range die beurt.

Alaths Kracht: 1 charge
Bonus action Voor één ronde advantage of strength checks/ saving throws tot je volgende beurt.


The reaper

- 1d10 damage + dex based martial weapon
- The save for all charges is 14.

A scythe built from the desert itself, infused with the warrior energy of the legendary Mekizia family line. Giving you control over the desert and its sand snakes. Every attack of the weapon builds a charge. The action with this weapon can come from echo location and is a bonus action to use.

- At one charge, you can let a target within 15 feet make a dex saving throw or be grappled by sand snakes until your next turn.
- At two charges, you can make a target within 15 feet make a con saving throw or be blinded until your next turn. Sand snakes bite at the target eyes.
- At three charges, you can make a target within 15 feet do a dex saving throw or be restrained by sand snakes that come out of the ground until your next turn.

Reaper of the desert: When you hit a target that is grappled, restrained, incapacitated, stunned or paralyzed by any means, you can choose to spend all remaining charges to deal 1d8 necrotic damage per charge. You can use this feature once per long rest.


Axe Heiar en Svikar

Verraad/ Heiar/ - Wapen battleaxe +1 attack/ damage rolls/ versatile (1d8)

The old battleaxe Heiar was used by Farnir to slay the greatest of foes. It was a gift from his brother. In the old wood of the shaft he carved the number of foes he had slain, resulting in decorating the entire shaft with hundreds of enemies. The blade of the axe was made by ancient craftsmen in the mountains from the rare iron that could be found here. It is highly decorated with runes that do not only serve an aesthetical purpose but also booster the axe with frost magic.

Attacks with the axe deal cold damage instead of slashing, and you gain a +1 bonus to attack and damage rolls made with this magic weapon.

If you do not throw Svikar, you can use your bonus action to do a melee attack with it.


Eer/ Svikar - Wapen handaxe +1 attack/ damage rolls (1d6) (20/60)

A handaxe made from the broken bone of Farnir. He carved an old metal blade into the bone and used it to fight his brother Jarrak. The blade is crude and jagged, representing the final stages of their battle.

Attacks with the axe deal cold damage instead of slashing, and you gain a +1 bonus to attack and damage rolls made with this magic weapon.

As part of an attack action you can throw this weapon at an enemy and hit it, the weapon lodges in them and tries to freeze them in place. They must succeed on a DC 13 Constitution saving throw or be petrified as icy magic encases their body. They may repeat this save at the end of their turns, ending the condition on success. The condition ends immediately if the axe is removed, or if they take damage.

As an action you may make this axe fly back into your hand from its current position, as long as it is no more than 60 feet from you. Make a ranged attack on any enemies or objects between you and the axe when you activate this ability, including the enemy the axe is lodged in.

As an echo knight, you can also throw this axe from your echo’s position.


Echo

as bonus action manifest echo in 15 feet you can see. Magical, translucant, gray image until destroyed, removed as bonus or until other echo. Echo has 14 + prof ac (17), 1 hit point and immunity to all conditions. Saving throw use mine stats. On my turn i can mentally command it 30 feet (no action required. More then 30 feet away at end of turn is destroyed.
- As a bonus action swap from places at cost of 15 feet, regardless of distance.
- Every attack can come from echo or from myself. Choose for each attack.
- Can do oppertunity attacks from the echo.

Echo avatar
You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.

Soran