Dominion Shattered world illustration - Superhero theme
Superhero

Dominion Shattered

p
phar0ahreads

Supers, corps, and criminals rule the ruins of a broken world. Power is currency. Loyalty is cheap


Author's Note: This was one of my older worlds before I really had an idea of better refinement. I'd recommend one of the featured or making a fresh character!
Played11 times
Cloned0 times
Created
43 days ago
Last Updated
3 days ago
VisibilityPublic
Hardlight Construct: Citybreaker
5

Hardlight Construct: Citybreaker

You conjure a massive siege battering ram made of hardlight, capable of devastating structures and enemies alike. The battering ram moves 20 feet per round, delivering a powerful strike that deals 8d10 force damage to any structure or creature it hits.

Hardlight Construct: Juggernaut Frame
5

Hardlight Construct: Juggernaut Frame

You encase yourself in a shimmering suit of force armor, granting you a +4 bonus to your AC and resistance to all mundane damage for the duration. This spell requires you to be attuned to a Prism Conductor Ring, channeling the energy needed to maintain the construct.

Hardlight Construct: Flight Harness
4

Hardlight Construct: Flight Harness

You create a shimmering harness of hardlight that allows you to fly with the power of your will. While wearing the harness, you gain a flying speed of 60 feet for 10 minutes, allowing you to navigate the battlefield with ease.

Lance of Will
3

Lance of Will

You hurl a massive spear of hardlight at a target within range. Upon impact, the lance deals 6d10 radiant damage and can pierce through multiple foes in a line, dealing half damage to any additional targets in its path.

Trap Sphere
3

Trap Sphere

You create a shimmering sphere of hardlight that encapsulates a creature within a 10-foot radius. The target must make a Dexterity saving throw; on a failed save, they are restrained inside the sphere for 1 minute or until the sphere is broken, which has an AC of 17 and 30 hit points.

Hardlight Construct: Hammer Fist
2

Hardlight Construct: Hammer Fist

Summon a giant luminous hammer that strikes downward with immense force. The hammer deals 3d8 bludgeoning damage to all creatures in a 15-foot impact zone, forcing them to make a Strength saving throw or be knocked prone.

Hardlight Construct: Guardian Avatar
3

Hardlight Construct: Guardian Avatar

You forge a sentinel from solidified light and willpower, creating a guardian that obeys your mental commands. The guardian has 30 HP, an AC of 16, and makes a melee spell attack each turn, dealing 2d8 force damage.

Binding Bands
1

Binding Bands

You conjure shimmering energy straps that ensnare a target's limbs, binding them in place. The bands glimmer with the hue of your Color Path, creating a mesmerizing display as they restrict movement.

Hardlight Construct: Grapple Line
0

Hardlight Construct: Grapple Line

You create a luminous tether that lashes out toward an object or creature within 30 feet. If the target is an unattended object, it is pulled directly into your hand without any roll. If the target is a creature, you must make a Strength (Athletics) contest; the winner can drag or pull the other 10 feet closer.

Prismatic Shield
0

Prismatic Shield

You generate a small hardlight shield from your Prism Conductor Ring, interposing shimmering force between yourself and danger. While you maintain the shield, you or one adjacent ally gains +2 AC until the start of your next turn. The shield ripples and bends light but emits no heat or sound.

Construct Cage
2

Construct Cage

You create a shimmering prison of hardlight that traps a creature within. The target must make a Dexterity saving throw; on a failure, they are restrained for 1 minute as the cage solidifies around them. You must maintain concentration to keep the cage intact.

Energy Shield
1

Energy Shield

You conjure a shimmering shield of energy that grants you a +2 bonus to AC or create a wall of light that is 10 feet wide. The shield lasts for 1 minute or until it is broken by an attack that deals damage equal to or greater than its hit points.

Hardlight Blade
0

Hardlight Blade

You manifest a melee weapon of pure energy that shimmers with radiant light. This weapon deals 1d8 radiant or force damage and lasts for 10 minutes or until you drop it, illuminating a 10-foot radius around you.

Gaze of Regret
7

Gaze of Regret

You lock eyes with a target creature, forcing them to confront the pain of their sins and crimes throughout their life. If you have witnessed the target commit an evil act in the most recent encounter, they take 10d10 psychic damage as they are overwhelmed by their own guilt and remorse.

Cataclysmic Beam
9

Cataclysmic Beam

Unleash a devastating beam of radiant energy in a 120-foot cone, causing the very terrain to turn to ash. Creatures caught in the blast must make a Dexterity saving throw or take 25d10 radiant damage and become blinded for 1 minute.

Quantum Obliterator
8

Quantum Obliterator

Unleash a devastating beam of pure energy in a 90-foot line, obliterating everything in its path. Any creature reduced to 0 hit points by this spell is disintegrated, leaving no trace behind.

Rods From God
8

Rods From God

You call down a satellite-directed kinetic rod, striking a designated area with immense force. The impact creates a massive crater and deals devastating damage to all within its radius, especially to structures.

Beam Barrage
5

Beam Barrage

You unleash three simultaneous blasts of force energy at targets within range. Each target must make a Dexterity saving throw or take 5d10 force damage, and if all three targets are within 30 feet of each other, they also suffer an additional 10 fire damage from the feedback surge of energy.

EMP Pulse
5

EMP Pulse

Unleash a powerful electromagnetic pulse in a 30-foot radius, disrupting technology and stunning those reliant on it. Constructs and devices within the area take 6d8 lightning damage, while any tech creatures must make a Constitution saving throw or be stunned for 1 round.

Phasepiercer Beam
4

Phasepiercer Beam

You unleash a concentrated beam of radiant or force energy in a 60-foot long, 5-foot wide line. This beam ignores half and three-quarters cover, striking all creatures in its path with devastating energy.

Repulsor Slam
2

Repulsor Slam

Unleash a powerful downward blast of raw force, affecting all creatures within a 10-foot radius. Those caught in the blast must make a Dexterity saving throw, taking 4d8 force damage on a failed save and being knocked prone, or half damage on a successful save.

Microflare Grenade
1

Microflare Grenade

Launch a compressed flare of plasma that explodes in a fiery burst, dealing damage to those caught in its radius and illuminating the area.

Arcbolt
1

Arcbolt

A crackling bolt of lightning shoots from your fingertips, striking a target within range. The bolt then arcs to an additional target within 10 feet, unleashing a surge of electrical energy.

Overcharge Grip
0

Overcharge Grip

Channel energy into your hand to shatter restraints or superheat an object. Upon touching an unattended item or a held weapon, you can deal 1d6 fire or lightning damage, potentially igniting flammable materials in the process.

Hero Form
3

Hero Form

Ignite your heroic core, triggering a dramatic transformation that enhances your physical prowess and inspires your allies. Gain increased Strength and Charisma, deal additional radiant damage with melee attacks, and create an aura of courage that bolsters your allies' defenses against fear.

Planetfall
8

Planetfall

You leap into orbit and return, crashing down at a chosen location within 500 feet. Upon impact, a 60-foot radius area is devastated, dealing 20d6 bludgeoning damage to all creatures within and knocking them prone. The terrain is destroyed, and enemies who fail their saving throws are buried beneath the rubble, making escape difficult.

Stormcall: Judgment Rain
6

Stormcall: Judgment Rain

You summon a storm from the heavens, calling down bolts of lightning to strike your foes. Choose up to three targets within 300 feet; each target must make a Dexterity saving throw. On a failed save, they take 6d10 lightning damage, or half as much on a successful save. If two or more targets fail their saving throws, the terrain around them is cracked open, causing fissures to erupt and creating difficult terrain in a 20-foot radius around the targets for the duration of the spell.

Godbreaker
5

Godbreaker

You grab a weapon, a wall, or a being—and tear. Make a Strength contest against an enemy. On a success, you can disarm the target, destroy their shield, or grapple an airborne creature, rendering them unable to escape until the end of your next turn.

Solar Vortex Punch
5

Solar Vortex Punch

You unleash a devastating punch that breaks the sound barrier, creating a shockwave of force that strikes a single target. If the punch kills the target, their corpse is atomized, leaving no trace behind. On a critical hit, the target is thrown 100 feet away and stunned for 1 round, as the sheer force of the blow disorients them.

Truth Gaze
4

Truth Gaze

For the duration of 1 minute, you gain truesight up to 60 feet, allowing you to see through illusions and perceive the true form of creatures and objects. Additionally, you can detect the alignment of creatures within range, and all your insight checks automatically succeed, revealing hidden motives and truths.

Heat Vision: Piercing Lance
4

Heat Vision: Piercing Lance

You narrow your eyes and unleash a concentrated beam of fiery energy in a straight line, scorching everything in its path. Any creature or object within the line takes devastating fire damage, leaving a trail of destruction behind.

Stormbound Flight
3

Stormbound Flight

You launch skyward on stormwinds, gaining the ability to fly for a short duration. While airborne, you gain resistance to all ranged weapon damage, allowing you to navigate the battlefield with agility and safety.

Laser Barrage
2

Laser Barrage

You unleash a sweeping arc of intense heat vision in a 15-foot cone, dealing 4d6 fire damage to all creatures in the area. Flammable objects ignite instantly, and enemies who fail their saving throw glow for 1 turn, granting advantage on attack rolls against them.

Shattershock Uppercut
1

Shattershock Uppercut

You deliver a powerful uppercut that creates a shockwave, causing a thunderous explosion of air. The target is launched 10 feet away and takes 3d6 thunder damage, with a chance to disarm them on a critical hit.

Boomstep
0

Boomstep

With a powerful stomp, you create a shockwave that propels you forward, increasing your jump distance by 20 feet. Any creature within 5 feet of you must make a Dexterity saving throw or fall prone as the ground shakes beneath your feet.

Laser Gaze
0

Laser Gaze

Your eyes flare with suppressed violence, unleashing a concentrated beam of fiery energy at your target. If you remain stationary during your turn, the intensity of your gaze increases, dealing additional damage.

Nightlash Strike
1

Nightlash Strike

You perform an acrobatic leap of 20 feet, evading attacks of opportunity. As part of this leap, you can make two melee attacks against different enemies within your reach, striking swiftly and unexpectedly.

Phase Bloom
1

Phase Bloom

You teleport up to 30 feet to a visible space, allowing you to reposition yourself strategically in combat. Immediately after teleporting, you can make a melee attack; if the attack hits, you can teleport an additional 15 feet as part of the same action, enabling rapid movement and surprise strikes against your foes.

Cloak Snare
1

Cloak Snare

You unleash a magical cape that ensnares your target, making a melee spell attack. On a hit, the target is grappled and restrained, with an escape DC equal to your Spell Save DC.

Ghost Step
0

Ghost Step

You dash forward in a blur of blue mist, teleporting up to 10 feet in any direction. This movement ignores obstacles and does not provoke opportunity attacks, allowing you to reposition swiftly and strategically.

Phantom Leap
1

Phantom Leap

You vanish into a high-speed, short-range blink, teleporting up to 30 feet to an unoccupied space you can see. This movement does not provoke attacks of opportunity, and you gain advantage on your next attack roll before the end of your next turn.

Phase Cut
1

Phase Cut

Your strike vibrates at microscopic frequencies, allowing it to bypass armor and defenses. Upon hitting a target, this attack ignores any resistance to slashing or piercing damage and deals an additional 1d8 force damage.

Shadow Flicker
1

Shadow Flicker

You briefly blur at the edges of sight, leaving ghostly trails in your wake. As a reaction to being targeted, you impose disadvantage on one attack roll against you, making it harder for your attacker to land a hit.

Quick Draw
1

Quick Draw

You can instantly draw a weapon and make a single attack with it as a bonus action. This spell allows you to bypass the normal limitations of drawing a weapon, enabling you to react swiftly in combat.

Celestial Blitz
7

Celestial Blitz

You weaponize atmospheric pressure, velocity, and your body into an unstoppable force, allowing you to make up to 5 melee attacks against different enemies within 60 ft, chaining dashes between them at supersonic speed. Each hit deals 4d8 bludgeoning damage plus 2d8 force damage, and enemies hit must succeed on a Strength saving throw or be knocked 30 ft away.

Meteor Dive
5

Meteor Dive

You weaponize flight into pure cataclysm, choosing a point within 120 feet to dive towards. Upon impact, enemies within a 20-foot radius must make a Dexterity saving throw or take 8d6 bludgeoning damage, are knocked prone, and suffer half damage on a successful save.

Invictus Shell
4

Invictus Shell

You create a personal kinetic barrier that absorbs the violence of the world around you. For the duration, you gain resistance to all non-magical damage, become immune to critical hits, and deal force backlash to attackers who strike you in melee, dealing 1d6 Force damage per hit.

Aegis Flight
3

Aegis Flight

You master gravitational manipulation around your body, allowing smooth, rapid aerial movement. Your body feels 'lighter than thought' to you, but hits like freight to others. Gain a 60 ft flying speed (hover capable) for 10 minutes. If you Dash while airborne, you can make a free Slam Attack against one creature you pass, dealing 2d8 bludgeoning damage.

Apex Frenzy
6

Apex Frenzy

You unleash the primal storm sleeping beneath your skin. Bones flex. Tendons snap and reknit. Blood thickens to armor. You are no longer fighting to survive — you are fighting to dominate. While active, you gain resistance to all bludgeoning, piercing, and slashing damage, regenerate 10 hit points at the start of each of your turns, have advantage on Strength and Constitution saves, and can make one additional melee weapon attack whenever you take the Attack action. However, you cannot cast spells (other than Juggernaut spells that only target yourself), must move toward or attack a hostile creature every round if one is within reach, and gain 1 level of exhaustion once the spell ends.

Fleshforge Adaptation
2

Fleshforge Adaptation

You channel your body's innate ability to adapt to physical damage. Choose one type of damage: bludgeoning, piercing, or slashing. For the next 10 minutes, you gain resistance to the chosen damage type. This choice cannot be changed until you finish a long rest.

Bone-Shard Roar
2

Bone-Shard Roar

You unleash a brutal shockwave of bone energy, healing yourself while pushing away nearby foes. Heal 2d8 + your Constitution modifier HP immediately, and all creatures within 5 feet must succeed on a Strength saving throw or be shoved 10 feet away as bone-force radiates outward.

Wolverine’s Resolve
1

Wolverine’s Resolve

You tap into your primal instincts, sharpening your focus and resilience in the face of pain. For 1 minute, while your hit points are below half, you gain a +2 bonus to attack rolls and saving throws, along with advantage on Constitution saving throws.

Crash Strike
1

Crash Strike

You launch yourself at terrifying speed, turning impact into annihilation. Move 20 ft straight toward a target without provoking opportunity attacks, delivering a powerful melee attack that deals an extra 2d6 bludgeoning damage. The target must succeed on a Strength saving throw or be knocked prone, suffering the full force of your assault.

Adrenal Surge
0

Adrenal Surge

Surge blood and power through your body for a second, enhancing your physical capabilities. Until the end of your next turn, you gain +10 ft movement and advantage on all Strength checks.

Gravity Stomp
2

Gravity Stomp

You slam the ground with overwhelming force, creating a shockwave that unbalances enemies in a 15-foot radius around you. Those who fail a Strength saving throw are knocked prone and take 2d6 bludgeoning damage, while those who succeed take half damage and remain standing.

Battering Ram Fist
0

Battering Ram Fist

You deliver a powerful punch or shoulder tackle, using your physical might to crush your opponent. If your target is Medium or smaller, they must make a Strength saving throw or be shoved back 5 feet.

Ironhide
0

Ironhide

You harden your body against incoming blows, reinforcing your defenses for a brief moment. Until the start of your next turn, you gain a +2 bonus to your Armor Class, making it harder for enemies to land successful attacks against you.

Slam Surge
0

Slam Surge

A short-range kinetic burst propelling you 10 feet in a direction of your choice. You can use this spell as a reaction to dash 10 feet without provoking attacks of opportunity. If you crash into a target, they must succeed on a Strength saving throw or be knocked prone.

Mutant Regenerator
5

Mutant Regenerator

You tap into the primal forces of life, allowing your body to rapidly heal from injuries and even regenerate lost limbs. For the duration of the spell, you gain the ability to recover hit points and restore lost body parts, making you a formidable opponent in battle.

Adamantium Claws
4

Adamantium Claws

You imbue your skeletal structure with adamantium, granting you enhanced durability and deadly claws. For the duration, your unarmed strikes deal slashing damage and you gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.

Mind Eraser
4

Mind Eraser

You target a creature's mind, attempting to erase specific memories or knowledge. The target must succeed on a Wisdom saving throw or lose access to a memory of your choice for a duration, leaving them confused and disoriented.

Star Platinum Shining
5

Star Platinum Shining

You summon a radiant, ethereal figure resembling a humanoid made of starlight. This figure strikes at your enemies with incredible speed, dealing radiant damage and potentially stunning them with its brilliance.

Magnet Control
2

Magnet Control

You manipulate magnetic fields to attract or repel metallic objects within range. This spell can be used to disarm opponents, move objects, or create barriers of metal.

Lava Breath
5

Lava Breath

Unleash a torrent of molten lava in a 30-foot cone, dealing fire damage to all creatures in its path. The lava ignites flammable objects and creates difficult terrain for 1 minute.

Earth Swim
0

Earth Swim

You gain the ability to move through earth and stone as if it were water, allowing you to traverse underground or within solid rock. You can swim through the earth at your normal movement speed, leaving no trace behind, and can emerge at any point within range.

Shadow Melding
2

Shadow Melding

You blend into the shadows, becoming nearly invisible in dim light or darkness. While melded, you can move silently and gain advantage on Dexterity (Stealth) checks, but attacking or casting spells will break the effect.

Wind Blast
0

Wind Blast

Unleash a powerful gust of wind in a 30-foot cone, pushing creatures and objects away from you. The blast can extinguish unprotected flames and disrupt concentration, causing affected creatures to make a saving throw or be knocked prone and pushed back 10 feet.

Fire Splash
0

Fire Splash

You hurl a ball of fire at a target, which explodes on impact, dealing damage to the target and any creatures nearby. The flames linger for a moment, causing additional damage to those who remain in the area.

Hammerfall Orbital Cannon
8

Hammerfall Orbital Cannon

Call down a titanic plasma lance from a dormant orbital platform, annihilating a target zone with devastating energy. After a brief charge time, the area is engulfed in radiant and fire damage, ignoring non-magical resistances and structures.

Stormlance Missile Barrage
4

Stormlance Missile Barrage

Unleash a cluster of 12 micro-missiles from an exosuit, gauntlet, or drone pack, targeting multiple foes within a 30-foot radius. Each missile explodes on impact, dealing devastating damage to those caught in the blast.

Regenerative Alloy Field
5

Regenerative Alloy Field

You deploy a mobile nanite cloud that envelops nearby structures, suits, or drones, restoring 20 hit points to each affected target at the start of their turn. The nanite cloud lasts for up to 1 minute, providing a protective and restorative barrier against damage.

Force Dome Projector
5

Force Dome Projector

You create an invulnerable dome of force with a radius of 15 feet that lasts for 1 minute. The dome is impenetrable to all physical and magical attacks, providing complete protection to those inside it.

Perfect Strike Calculations
5

Perfect Strike Calculations

By running hyper-mathematical prediction models, you gain advantage on all attack rolls for 3 rounds. This spell allows you to calculate the optimal angles and trajectories for your strikes, ensuring maximum accuracy and effectiveness in combat.

Wetware Synthesis
4

Wetware Synthesis

You create bio-engineered healing packs that can be applied to a creature to restore health. Upon touching a creature, the pack heals 4d8+4 hit points, but can only be used twice before the components are depleted.

Always Ready
3

Always Ready

Summon your owned powered armor to your immediate location, automatically applying it to you. The armor appears in a flash of light, ready for combat, providing immediate protection and enhancements.

Graviton Clamp
3

Graviton Clamp

You create a localized gravitational field that targets a creature within range, attempting to pin them to the ground. The target must make a Strength saving throw; on a failure, they are restrained as the gravitational force holds them in place.

Barrier Node
2

Barrier Node

Deploy a portable energy shield that grants half cover to an ally or yourself. The shield can be placed within range and lasts for a duration, absorbing incoming attacks and providing tactical advantage in combat.

Repulsor Gauntlet
2

Repulsor Gauntlet

Unleash a concussive blast from your wrist-mounted gauntlet, sending foes flying and dealing force damage. The blast creates a shockwave that can knock back enemies within its range.

Adaptive HUD
1

Adaptive HUD

You create a magical heads-up display that overlays your vision, highlighting important details in your surroundings. This display grants you advantage on Perception or Investigation checks for the duration of the spell.

Microdrone Swarm
1

Microdrone Swarm

You release a cloud of small recon drones that disperse in a 100-foot radius around you, scouting the area for potential threats or hidden objects. The drones relay visual and auditory information back to you, allowing you to perceive the surroundings as if you were there.

Exo-Burst
1

Exo-Burst

You create a powered exosuit frame that enhances your physical capabilities. For the duration of the spell, you gain a +2 bonus to either Strength or Dexterity, allowing for greater physical prowess in combat or agility in movement.

Material Scan
2

Material Scan

You use a handheld scanner to analyze a non-organic object, revealing its material properties, including composition, density, and magical affinities. This spell allows you to discern weaknesses, resistances, and potential uses of the material in crafting or combat.

Jury-Rig
2

Jury-Rig

With a quick gesture and a few choice words, you can instantly repair a broken item, weapon, or drone, restoring it to working order for 1 minute. The repaired item functions as if it were fully operational, but it will break again once the spell's duration ends.

Tendril Creation
2

Tendril Creation

You conjure whiplike tendrils from your body, extending them from your arms, back, spine, or legs. These tendrils can be used for attack, grappling, or binding enemies, allowing for versatile combat and mobility options.

Regeneration
5

Regeneration

You harness the power of symbiotes to rapidly heal yourself or an ally, mending broken bones, torn muscles, and even massive trauma within seconds. If enough biomass is available, severed limbs may regrow, restoring the target to full health.

Symbiote Empowerment
4

Symbiote Empowerment

The caster temporarily bonds with a symbiote, granting them superhuman strength and endurance. For the duration, the caster can punch through solid materials, lift heavy objects with ease, and withstand physical damage that would incapacitate a normal person.

Biomorphic Shifting
3

Biomorphic Shifting

You can alter your body in a variety of ways, creating claws, blades, armor plating, wings, extra limbs, or tentacles. The transformation is instinctive, allowing you to respond to your emotions and intentions, granting you enhanced abilities for a short duration.

Emotional Maelstrom
8

Emotional Maelstrom

Channel every feeling into an overwhelming psychic storm that engulfs a 20-foot sphere. Each creature within the area must make a DC 18 Wisdom saving throw or take 6d8 psychic damage, become stunned for 1 round, and be frightened of you for 1 minute. A successful save negates the stun and fear effects, and the creature takes half damage.

Road Roller Crush
7

Road Roller Crush

You telekinetically heave a nearby construction vehicle (or similarly massive object) high into the air and slam it down on your foes in a 20-ft cone. Each creature must make a DC 18 Strength saving throw, taking 8d10 bludgeoning damage on a failed save (or half as much on a success). A creature hit by the full weight is also restrained under the wreckage until it uses its action to succeed on another Strength saving throw.

Mass Mesmerize
5

Mass Mesmerize

You extend an aura of hypnotic suggestion in a 30-foot radius. Up to six creatures must make a DC 17 Wisdom saving throw or be charmed for 1 minute, with the possibility to repeat the saving throw at the end of each of their turns.

Telekinetic Crush
2

Telekinetic Crush

You grip a Large or smaller target with your telekinetic power and slam them forcefully to the ground, dealing significant damage and restraining them. The target must succeed on a Strength saving throw or take 3d10 bludgeoning damage and become restrained until they use an action to break free, with the DC equal to your spell save.

Empathy Shock
2

Empathy Shock

Unleash a burst of raw emotion in a 15-foot cone, causing psychic damage and instilling fear in those affected. Creatures that fail their saving throw are frightened until the end of their next turn, overwhelmed by the intensity of the emotions.

Psychic Lash
1

Psychic Lash

Whip out a tendril of pure telekinetic force, striking a target with a lash of psychic energy. The target must make a Dexterity saving throw, taking 1d8 force damage on a failed save, or half as much on a success, and can be pulled 5 feet closer to you if desired.

Mind Probe
0

Mind Probe

Reach into a single target’s thoughts, allowing you to learn their surface emotions and one recent memory. This spell provides insight into the target's current feelings and a glimpse into their past actions without requiring a saving throw.

Supreme Symbiosis
9

Supreme Symbiosis

Your symbiote bursts into a colossal, titan form for 1 minute. You gain +3 to Strength and Constitution, immunity to nonmagical bludgeoning, piercing, and slashing damage, and your melee attacks deal an extra 3d8 psychic damage. In this form, you can use a bonus action to rush up to 30 feet and crush a foe, forcing a DC 19 Strength saving throw or be restrained.

Mass Domination
8

Mass Domination

You attempt to dominate the minds of up to ten creatures of your choice that you can see within 60 feet. Each must make a DC 18 Wisdom saving throw; on a failed save, a target is charmed for 1 minute and follows simple commands you give without requiring an action. A charmed target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Stellar Cataclysm
9

Stellar Cataclysm

You call down a colossal sphere of cosmic fire at a point you choose within 150 ft. Each creature in a 30-ft radius must make a DC 19 Dexterity saving throw, taking 16d6 fire damage on a failed save, or half as much on a successful one. Flammable objects in the area that are not worn or carried ignite instantly.

Timequake
7

Timequake

You shatter local time in a 60-ft sphere. Until the end of your next turn, all other creatures in the area have their speed halved, can’t take reactions, and make Dexterity saves at disadvantage. On a failed DC 18 save, they’re also stunned for 1 round; half damage and no stun on success.

Aegis Armory
6

Aegis Armory

You deploy an 'armory field' in a 30-ft radius centered on you. For 1 minute, creatures of your choice gain a +3 bonus to AC and resistance to one damage type you designate (chosen when cast). The field moves with you, but ends early if you are incapacitated.

Cataclysmic Charge
6

Cataclysmic Charge

You surge forward up to 60 ft in a straight line, ignoring difficult terrain. Each creature in your path must make a DC 17 Strength saving throw, taking 10d10 thunder damage and 5d10 bludgeoning damage on a failed save, or half as much on a successful one. Any unattended object of Large size or smaller in the line is pushed 20 ft and knocked prone.

Solar Beam
8

Solar Beam

You unleash a searing beam of condensed solar energy in a straight line from your eyes. Each creature in the line must make a DC 18 Dexterity saving throw, taking 12d10 radiant damage on a failed save, or half as much on a success. On a failed save, the target is also stunned until the end of its next turn as the overwhelming force of light overwhelms their senses.

Tyrant’s Gaze
6

Tyrant’s Gaze

Unleash a raw, overwhelming blast of heat vision in a 60-foot line from your eyes. Each creature in the line takes 4d10 fire damage, with a DC 15 Dexterity saving throw for half damage, and must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of its next turn.

Solar Focus
3

Solar Focus

You channel the power of the sun, firing a precise 30-foot beam of concentrated solar energy from your eyes. Each creature in the line must make a DC 13 Dexterity saving throw, taking 2d8 fire damage on a failed save, or half as much damage on a successful one.

Solar Cataclysm
5

Solar Cataclysm

You slam both fists into the ground, unleashing a 20-foot radius blast of searing radiance. All creatures in the area must make a Dexterity saving throw, taking 4d10 radiant damage on a failed save, or half as much on a successful one. Additionally, all affected creatures are blinded until the end of their next turn.

Aurora Glide
4

Aurora Glide

Sprout wings of radiant light, allowing you to take flight for 2 rounds with a flying speed of 30 feet. While airborne, you gain a +1 bonus to Dexterity saving throws and can reposition yourself before making one melee attack each turn.

Radiant Uppercut
3

Radiant Uppercut

Unleash a powerful rising punch that sends forth a 10-foot cone of blinding light. Each creature in the area must make a Constitution saving throw, taking 2d6 force damage plus 1d6 radiant damage on a failed save, or half as much on a success.

Heliosphere Step
0

Heliosphere Step

In a flash of solar flare, you teleport up to 15 feet to a location you can see. Upon your arrival, allies within 5 feet of you gain a +1 bonus to their attack rolls until the start of your next turn, as the radiant energy invigorates them.

Photon Palm
0

Photon Palm

Unleash a burst of radiant energy from your palm, striking a target with the power of sunlight. The target takes radiant damage and is pushed back if they fail to resist the force of your strike.

Solar Swerve
1

Solar Swerve

You dash 20 feet in a streak of radiant light, leaving behind a blazing afterimage. This afterimage grants you a +2 bonus to AC until the start of your next turn, making you harder to hit as you move with blinding speed.

Freeze
3

Freeze

A hydrokinetic or ice user attempts to freeze a creature of up to medium size. The target must make a saving throw; on a failure, it becomes frozen and takes 2d6 cold damage for 3 turns, with the potential to break free on subsequent turns.

Water Wall
3

Water Wall

You summon a wall of rushing water, creating a barrier that can be placed in any direction you can see. The wall is 10 feet high, 1 foot thick, and can stretch up to 30 feet long, providing cover and potentially pushing back enemies.

Water Bubble
3

Water Bubble

You create a sphere of water that envelops a target, trapping them inside. The target must make a Dexterity saving throw or be trapped for 5 turns, risking drowning if they fail to escape.

Rain Call
1

Rain Call

You summon rain from the heavens, drenching the area within a 1-mile radius. This spell extinguishes fires and saturates the ground, providing much-needed moisture to the environment.

Hailstorm Fury
1

Hailstorm Fury

You summon a fierce hailstorm that pelts the area with icy projectiles, dealing 1d6 bludgeoning damage to all creatures within a 20-foot radius. The storm lasts for ten turns, creating difficult terrain and potentially hindering visibility.

Super Breath
3

Super Breath

Inhale deeply and unleash a powerful gust of icy wind at hurricane speeds. Targets must make a Dexterity saving throw or be blown away, taking 1d6 force damage and 1d6 cold damage. This spell can extinguish flames or freeze small bodies of water in its path.

Call Lightning
1

Call Lightning

You summon a bolt of lightning from the sky to strike a target within range. The target must make a Dexterity saving throw, taking 1d10 lightning damage on a failed save, or half as much damage on a successful one.

Zenith Overlord
9

Zenith Overlord

Channel the noonday sun itself, transforming your body into a towering pillar of living flame for 1 round. While transformed, you deal +50% damage with all Solar strikes, gain resistance to all damage except Force, emit continuous bright light (30 ft) and dim light (60 ft), and any creature that ends its turn within 10 ft takes radiant and fire damage.

Solar Flare Nova
6

Solar Flare Nova

Clap your hands together to unleash a blinding ring of fire and light in a 20-foot radius. Enemies caught in the area take moderate radiant and fire damage, and they are blinded until the end of your next turn.

Solar Wings
2

Solar Wings

Conjure twin wings of golden flame that grant you a flying speed of 30 feet for one minute. While active, these wings shed bright light in a 20-foot radius, illuminating your surroundings with a warm glow.

Sun Whip
2

Sun Whip

Manifest a crackling whip of pure solar energy from your hand, allowing you to strike at foes with radiant and fire damage. This melee attack has a reach of 10 feet, making it effective for both close and mid-range combat.

Dawnstrike Charge
5

Dawnstrike Charge

You propel yourself forward in a beam of golden light, charging up to 30 feet in a straight line. Any creature in your path must make a Dexterity saving throw or take heavy radiant damage and be knocked prone.

Solar Grasp
2

Solar Grasp

Channel focused heat through your palms to ignite flammable objects, weld metal doors shut, or cauterize wounds. This spell allows you to manipulate heat with precision, making it a versatile tool for both combat and utility.

Speed Lightning
2

Speed Lightning

You harness kinetic energy to create a bolt of lightning that you can hurl at a target. Upon impact, the bolt deals 2d6 lightning damage, and the target must make a Dexterity saving throw to avoid being stunned until the end of their next turn.

Black Tsunami
7

Black Tsunami

You summon the might of the ocean, creating a massive wave that crashes down on your enemies. Targets within range must make a saving throw or be forcefully pulled out to sea, suffering devastating force damage.

Black Tide Surge
4

Black Tide Surge

Unleash a rolling wave of oil-tinted water in a 20-foot line, dealing moderate area damage to all creatures in its path. The surge covers the terrain in slick water, making it difficult terrain, and extinguishes any open flames in the area.

Hydro Pump
3

Hydro Pump

Unleash a powerful blast of hydrokinetic energy, striking a target with a torrent of water. The force of the water deals significant damage, knocking back foes and potentially freezing them in place.

Hydro Lance
4

Hydro Lance

Conjure a razor-sharp column of pressurized water, streaked with a black sheen, and launch it at a target within range. The lance pierces through non-magical armor, dealing heavy piercing damage to the target.

Ripple Bind
1

Ripple Bind

Summon whirling tendrils of oily water that ensnare a single target, immobilizing them for one turn. The target must succeed on a Dexterity saving throw to escape, taking light bludgeoning damage each round they remain bound.

Slick Veil
1

Slick Veil

You blanket the ground in a thin film of oil and water, creating a slippery surface in a 10-foot cone. Enemies caught in the area must make a Dexterity saving throw or fall prone, suffering a -2 penalty to movement until they spend an action to right themselves.

Phantom Flurry
0

Phantom Flurry

Unleash a rapid series of three spectral strikes against a single target or distribute them among three nearby foes. Each strike deals light force damage, manifesting as ethereal blades that slice through the air.

Astral Barrier
1

Astral Barrier

Erect a shimmering dome of psychic energy with a 10-foot radius that grants a +2 bonus to AC for all creatures within it for one round. The barrier shimmers with ethereal light, providing a momentary shield against incoming attacks.

Psychic Shockwave
2

Psychic Shockwave

Unleash a sudden telekinetic pulse in a 15-foot cone, dealing light force damage to all creatures in the area and pushing them back 5 feet. The shockwave disrupts the minds of those caught within, leaving them momentarily dazed.

United States of Smash
7

United States of Smash

Unleash a devastating shockwave in a 15-foot radius, dealing brutal force damage to all creatures caught in the blast. Targets must succeed on a saving throw or be stunned until the end of their next turn, feeling the full impact of your might.

Detroit Smash!
4

Detroit Smash!

Channel all your might into a devastating punch that targets a single enemy. This powerful strike not only deals massive damage but also has a chance to shatter the target's armor, reducing their AC temporarily.

Plus Ultra Charge
1

Plus Ultra Charge

You burst forward in a blur, gaining an additional 20 feet of movement for the turn. Your next melee attack deals an extra 2 damage, allowing you to strike with enhanced ferocity.

Hero’s Resolve
1

Hero’s Resolve

You radiate unwavering courage, inspiring your allies. Any ally within 10 feet gains a +1 bonus to saving throws and resists 1 damage per round while you remain standing.

Meteor Slam
3

Meteor Slam

You perform a powerful leap into the air and crash back down, creating an explosive shockwave upon landing. All creatures within a 15-foot radius must make a Dexterity saving throw or take 4d8 bludgeoning damage and be knocked prone.

Titan Leap
2

Titan Leap

You propel yourself into the air, making a massive leap that allows you to cover great distances or reach incredible heights. Upon landing, you can choose to land safely or create a shockwave that affects nearby creatures.

Rift Portal
3

Rift Portal

You create short-lived portals that allow you and your allies to instantly travel across short to medium distances. The portals remain open for a brief moment, enabling quick escapes or strategic repositioning during combat.

Shadow Blink
2

Shadow Blink

You can instantly teleport up to 30 feet to an unoccupied space that you can see, provided that the space is in dim light or darkness. This spell allows you to step through shadows, making it a favored choice for stealthy characters.

Stormflight
3

Stormflight

Harness the power of wind and elemental forces to propel yourself through the air, allowing for swift and agile movement. You can navigate through storms and turbulent weather with ease, gaining advantage on Dexterity checks made to avoid obstacles while airborne.

Supersonic Rush
4

Supersonic Rush

You propel yourself across the battlefield or between distant locations at incredible speeds, allowing you to cover vast distances in the blink of an eye. While under the effects of this spell, you can move up to 120 feet in a single turn, ignoring difficult terrain and gaining advantage on Dexterity saving throws against effects that require you to move.

Levitate
2

Levitate

You gain the ability to hover or gently glide through the air, allowing you to bypass terrain and obstacles with ease. For the duration of the spell, you can move vertically or horizontally without touching the ground, making it ideal for traversing difficult landscapes or avoiding hazards.

Velocity Mirage
3

Velocity Mirage

You move with such incredible speed that you leave behind brief afterimages, creating an illusion of multiple versions of yourself. This confuses attackers, granting you the ability to avoid damage and making it harder for enemies to target you accurately.

Velocity Burst
2

Velocity Burst

You channel your inner energy to dramatically boost your movement speed for a brief moment. For the duration of the spell, you can move up to double your normal speed, allowing for rapid escapes or strategic repositioning in combat.

Web Swing
2

Web Swing

You rapidly swing between buildings or overhead supports, greatly increasing your vertical and horizontal traversal speed. For the duration of the spell, you can move up to 60 feet in any direction, ignoring difficult terrain and obstacles in your path.

Symbiotic Web
2

Symbiotic Web

You launch a sticky bio-webbing at a target within range, attempting to ensnare and immobilize them. The target must succeed on a Dexterity saving throw or become restrained in the webbing until they break free or the spell ends.

Tactical Shield
1

Tactical Shield

You throw your shield at a target, dealing damage and potentially ricocheting to hit additional enemies. The shield returns to you, providing a defensive bonus until your next turn.

Goblin's Glider
3

Goblin's Glider

You summon a personal flying platform that hovers in the air, allowing you to move freely above the battlefield. The glider is equipped with explosive projectiles and ranged weaponry, enabling you to attack from a distance while remaining mobile.

Repulsor Gauntlets
1

Repulsor Gauntlets

You channel kinetic energy through your gauntlets, firing rapid bursts of force at your enemies. Each burst deals damage and can push targets back, disrupting their actions and positioning.

Quicksilver’s Rapid Disarm
3

Quicksilver’s Rapid Disarm

With a flash of speed, you disarm multiple enemies in your vicinity, causing their weapons to fly from their hands before they can react. This spell targets all enemies within a 30-foot radius, forcing them to drop their weapons and become momentarily disoriented.

Speed Dodge
3

Speed Dodge

You tap into the Speed Force, allowing you to react to incoming attacks with incredible speed and agility. For the duration of the spell, you can automatically evade one attack per turn, and your movement speed increases significantly, granting you advantage on Dexterity saving throws.

Diamond Mind
4

Diamond Mind

You encase yourself in a shimmering diamond-like form, granting you temporary immunity to psychic and physical damage. While in this form, you cannot use any other powers or spells, focusing solely on maintaining your defensive state.

Intangible Step
3

Intangible Step

You momentarily become incorporeal, allowing you to pass through solid objects and avoid incoming attacks. For the duration of the spell, you can move through walls and other barriers as if they were not there, and you gain resistance to all damage from attacks that would normally hit you.

Unstoppable Force
6

Unstoppable Force

You charge forward in a straight line, becoming an unstoppable force that ignores all obstacles and enemies in your path. For the duration of the spell, you can move through creatures and objects as if they were difficult terrain, dealing damage to any creature you pass through.

Organic Steel
4

Organic Steel

You envelop your body in a temporary alloy of organic steel, covering all exposed flesh. This magical armor reduces incoming damage and increases your Armor Class for the duration of the spell.

Concussive Eye Beams
2

Concussive Eye Beams

You unleash powerful beams of concussive force from your eyes, striking a target within range. The beams deal 2d6 force damage, and the intensity of the beams increases at higher spell levels, allowing for greater damage and additional effects.

Blade Arm
2

Blade Arm

Transform one arm into a razor-sharp bio-organic blade, allowing for swift melee attacks that slice through armor and flesh. The arm can rapidly shift back to its normal form after the attack, providing versatility in combat.

Infinite Mass Punch
7

Infinite Mass Punch

You accelerate beyond the speed of light, crossing the earth multiple times before delivering a devastating punch to your target. This strike deals 4d10 force damage and has a chance to send the target into the past, altering the course of events.

Fire Form
2

Fire Form

Transform into a humanoid shape made of flames, granting increased movement speed and the ability to fly. While in this form, you can throw a fireball that deals 1d6 fire damage.

Apex Predator
5

Apex Predator

Transform into a massive, monstrous battle form, enhancing your size, strength, and melee capabilities. Your symbiote armor evolves into a nightmarish entity, making you an unstoppable force of nature on the battlefield.

Bioform Frenzy
6

Bioform Frenzy

Your symbiote form erupts in a storm of savage claws, teeth, and tendrils, launching a series of rapid, brutal attacks that tear through multiple enemies at close range. Each target within range must face the fury of your monstrous transformation, suffering from a barrage of strikes that leave them reeling.

Wall Crawler
1

Wall Crawler

You gain the ability to adhere to walls, ceilings, and difficult terrain, allowing you to traverse these surfaces with ease. This spell enhances your mobility, providing tactical advantages in combat and escape scenarios.

Symbiotic Regeneration
1

Symbiotic Regeneration

This passive healing spell allows the caster to regenerate minor wounds each round. Outside of combat, the healing is rapid, while during battle, the recovery is slower, providing a steady source of health restoration.

Tendril Lash
1

Tendril Lash

You extend symbiote tendrils rapidly, whipping or grabbing nearby targets. This attack causes moderate damage and briefly immobilizes the target, making it harder for them to escape your grasp.

Nightfall Protocol
4

Nightfall Protocol

Activate a heightened tactical state that grants you increased combat awareness, resilience, and strength for a short duration. Enemies will find themselves overwhelmed by your methodical and ruthless efficiency, allowing for rapid takedowns and battlefield domination.

Justice Rain
6

Justice Rain

Unleash a rapid-fire sequence of precision ranged attacks, targeting multiple foes with deadly accuracy. Projectiles fly with perfect aim, incapacitating enemies or heavily injuring a single powerful foe, as they fall like dominoes under the onslaught.

Smoke Screen
2

Smoke Screen

You deploy a smoke grenade or canister, creating a thick veil of smoke that heavily obscures vision in a 20-foot radius. This smoke grants you and your allies cover, allowing for quick repositioning and tactical maneuvers without being easily seen by enemies.

Tactical Strike
1

Tactical Strike

Deliver a precise blow that targets an enemy's weaknesses, briefly disabling their armor or causing critical damage to exposed targets. This skill allows you to surgically disrupt enemy defenses, making them vulnerable to follow-up attacks.

Drone Swarm
5

Drone Swarm

Unleash a cluster of combat drones that swarm a designated area, firing rapid energy bolts at enemies and suppressing their movement for several rounds. The drones create a chaotic battlefield, forcing foes to take cover or risk being hit by the relentless barrage of energy fire.

Omega Suit Protocol
4

Omega Suit Protocol

Activate the Omega Suit Protocol to overclock your armor's systems, enhancing your strength, durability, and melee damage while allowing for limited short-range flight. For the duration, you become a formidable force on the battlefield, capable of devastating attacks and agile maneuvers.

Shield Matrix
2

Shield Matrix

Activate a projected energy shield around yourself or an ally, absorbing moderate damage before dissipating. A hexagonal barrier of energy flickers briefly around the target, deflecting incoming strikes and providing a temporary buffer against harm.

Sentinel Drone
2

Sentinel Drone

Deploy a small hovering drone that autonomously tracks and fires energy pulses at nearby threats. The drone provides persistent battlefield support, targeting enemies within range and delivering energy bursts to deter them.

Reactive Plating
1

Reactive Plating

Your armor generates adaptive kinetic plates that passively reduce incoming damage and absorb shocks from physical attacks. When struck, the armor plates ripple and harden in real-time, providing enhanced protection against physical damage.

Mach Breaker
5

Mach Breaker

Leap into a high-speed aerial arc and crash into the ground at supersonic speed, triggering a devastating shockwave that knocks enemies prone and fractures terrain. A sonic explosion tears the air as you crater the battlefield with your arrival.

Terminal Velocity
4

Terminal Velocity

You break your physical limits for a brief moment, multiplying your speed explosively. As you blur across the battlefield, you deal multiple rapid strikes to enemies in your path, leaving a streak of broken light behind you.

Kinetic Drift
2

Kinetic Drift

Shed friction briefly, allowing you to move faster, reduce incoming damage from projectiles while moving, and gain an advantage on dodge checks. As you activate this spell, your body hums and glides across the battlefield like an untouchable phantom, making you harder to hit and allowing you to navigate the terrain with ease.

Sonic Lancer
1

Sonic Lancer

Strike an enemy with a sudden burst of superhuman velocity, causing stagger and light kinetic shockwave damage. A single punch, moving faster than the eye, crumples armor and confidence alike.

Flashstep
1

Flashstep

You instantly dash 10–15 feet in a straight line, bypassing obstacles and attacks with pure speed. Upon casting, you vanish in a blink, reappearing with a sonic pop behind enemy lines, allowing for strategic positioning or escape.

Time Rend
6

Time Rend

You briefly slow the perception of everyone in a 20-foot radius except yourself, allowing you to act almost twice before your enemies can respond. As you move through the thickened air, you can strike at your foes with lethal speed, leaving them disoriented and vulnerable.

Fracture Veil
3

Fracture Veil

You create illusory duplicates of yourself that move independently for a brief duration, overwhelming enemy targeting and attacks. As reality fractures outward, your mirrors dance through bullets and blades, creating confusion among your foes.

Perfect Insight
2

Perfect Insight

For a brief duration, you gain the ability to read surface thoughts of nearby creatures, detect lies in their speech, and predict their movements with enhanced clarity. The battlefield unfolds in your mind, allowing you to make informed decisions in the heat of combat.

Velvet Grasp
2

Velvet Grasp

Project a wave of calming or infuriating emotion at a small group, forcing enemies to hesitate, lash out irrationally, or break formation. This spell twists anger or fear into open wounds, affecting the targets' mental state and actions.

Mind Pierce
1

Mind Pierce

Stab a single enemy’s mind with a sudden, sharp psychic spike, causing minor mental disruption and slowing their next action. A flash of raw psychic pressure cripples your enemy’s focus mid-move, leaving them momentarily dazed.

Wraith Dominion
6

Wraith Dominion

You dissolve into black mist, becoming nearly invisible and able to move silently through enemy ranks for up to 15 seconds. Upon reappearing, you unleash a violent shadow burst that knocks enemies prone in a radius around you.

Bloodletter Surge
4

Bloodletter Surge

In a sudden hyper-accelerated rush, you strike a single target with a chain of brutal blows that tear through armor and flesh, culminating in a shadow-driven evisceration. You vanish and reappear mid-strike, blades flashing, leaving your enemies crumbling in your wake.

Mirage Step
2

Mirage Step

You create a quick afterimage of yourself that sprints away in a false direction, confusing enemies and drawing their attention. This ghostly double lasts for a brief moment, allowing you to escape or reposition yourself for a counterattack.

Veil Strike
2

Veil Strike

You strike from the shadows with lethal precision, amplifying the damage of your first melee or ranged attack made from stealth. If the target survives, they must succeed on a Wisdom saving throw or become frightened until the end of their next turn.

Phantom Slip
1

Phantom Slip

You temporarily blur your body, allowing you to phase through thin obstacles or evade enemy attacks for a brief moment. As you call out 'Phantom Slip!', your form flickers between the material and ethereal planes, granting you the ability to slip through walls and avoid strikes.

Corona Breaker
4

Corona Breaker

Summon a boiling wave of solar plasma that ripples outward in a devastating arc, melting terrain and vaporizing lesser obstacles. A tidal pulse of superheated energy erupts from your body, consuming everything in a burning fan-shaped area.

Avalanche Cannon
4

Avalanche Cannon

You form a massive jagged boulder of supercooled ice and hurl it as a projectile. Upon impact, it detonates in a cloud of lethal frost shards, dealing damage to all creatures in the area.

Prism Flare
1

Prism Flare

Unleash a sudden omnidirectional flare of blinding light, disorienting enemies within close range. A kaleidoscopic explosion of refracted light knocks enemies back, leaving them blinking and stunned for a brief moment.

Solar Lance
1

Solar Lance

Concentrate searing solar energy into a focused beam, piercing armor and igniting flammable materials. A narrow beam of molten light spears outward with precision heat, dealing damage to a single target and potentially igniting them.

Cryoshard Burst
2

Cryoshard Burst

Rapidly fire a spray of jagged ice shards from your hands, dealing minor cold damage in a wide cone. The ice lingers, making the terrain slippery for a few seconds, potentially causing creatures to fall prone if they fail a Dexterity saving throw.

United Strike (Ultimate Smash)
3

United Strike (Ultimate Smash)

You unleash a cataclysmic punch that travels in a shockwave through the battlefield in a 60-foot-long, 10-foot-wide line. All creatures in the line must make a Strength Save or take full damage and be pushed 10 ft back. Half damage on a successful save. After casting, you take 1d12 recoil damage from the force unleashed. "Everything I’ve got… PLUS ULTRA!"

Shield of Conviction
2

Shield of Conviction

When an ally within 5 ft is hit, you may spend your Reaction to interpose yourself, taking the damage instead. You reduce the damage taken by your Strength Modifier x 2, embodying the spirit of a steadfast protector.

Glory Drive
2

Glory Drive

You enter a heroic overdrive for 30 seconds (5 rounds). During this time, you gain +10 ft movement speed, a +2 bonus to melee attack rolls, and you ignore one critical wound penalty. However, after the effect ends, you gain 1 level of Exhaustion, reflecting the toll it takes on your body as you burn your life for your ideals when others would fall.

Meteor Fist
1

Meteor Fist

You leap up to 30 feet and crash down with a devastating strike, causing area damage around the impact point. Enemies within 5 ft must succeed a Dexterity saving throw or fall prone, feeling the force of your comet-like descent.

Stand Unbroken
0

Stand Unbroken

You create a passive aura of defiance that bolsters the resolve of your allies. Allies within 10 feet gain a +1 bonus to saving throws against fear, domination, and mind control effects as long as you remain conscious.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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