
A collection of continents forced together by a reverse tectonic shift.
Played | 6 times |
Cloned | 1 times |
Created | 15 days ago |
Last Updated | 4 days ago |
Visibility | Public |
Piledriver
Con Save, or 5d10 + Str Bludgeoning & Paralyzed for 2 rounds (on a successful Save, Paralyzed is resisted and damage is reduced by half).
DDT (Grappled Foe)
Str Save, or 5d8 + Str Bludgeoning & Stunned for 3 rounds (on a successful Save, Stunned is resisted and damage is reduced by half).
Spinebuster
Con Save, or 3d10 + Str Bludgeoning & Knocked Prone (on a successful Save, Prone is resisted and damage is reduced by half).
Dragon Lock (Grappled Foe)
Str Save, or your Grappled Foe is Restrained, and takes 2d6 + Str Bludgeoning at the end of each turn they remain Restrained.
Catapault Toss (Grappled Foe)
Throw your Grappled Foe up to 15 ft away. The target and all foe in their path, Dex Save, or 4d6 + Str Bludgeoning & Knocked Prone (on success, Prone resisted, and damage reduced by half).
Chin Tucked In
Reduce all damage you take by 1d8 + Str until your next turn.
Rolling Crusher (Grappled Foe)
3d8 + Str Bludgeoning. You and the target are Knocked Prone.
Collision Toss (Grappled Foe)
Toss your Grappled Foe at another enemy within 15 ft. For each enemy, Str Save, or 2d6 + Str Bludgeoning & Knocked Prone (on a successful Save, Prone is resisted and damage is reduced by half).
Argentine Backbreaker (Grappled Foe)
Target is Restrained, and takes 1d10 + Str Bludgeoning at the end of each turn until they break free.
Reversal (Reaction)
After an enemy's Melee Attack against you misses, counter with a Grapple attempt (with Advantage).
Knife Edge Chop
2d6 + Str Bludgeoning.
Pin Down (Grappled Foe)
Str Save, or the target is Knocked Prone & Restrained for 1 round.
Ankle Lock (Grappled Foe)
Str Save, or 2d6 + Str Bludgeoning & Slowed for 1 round.
Suplex
Con Save, or 2d8 + Str Bludgeoning & Knocked Prone (on a successful Save, Prone is resisted and damage is reduced by half).
Body Shield (Grappled Foe, Reaction)
When an enemy makes a Melee Attack against you, roll a d10; on a 6-10, the Attack hits your Grappled Foe instead.
Joint Lock (Grappled Foe)
Str Save, or the target is Slowed until the end of their next turn.
Lariat
Dex Save, or 1d8 + Str Bludgeoning & Knocked Prone.
Chokehold (Grappled Foe)
Con Save, or 1d8 Bludgeoning & Restrained.
Knee Lift
1d6 + Str Bludgeoning (+1d6 for each slot above 1st Lvl).
Lock-Up
You automatically succeed on your next Grapple attempt.
Assault of the Phantasm
All enemies within range, Wis Save, or 6d8 + Str Psychic & Stunned for 1 minute (on success, Stunned resisted, and damage reduced by half).
Blade Overload
+3d10 Lightning damage to all attacks for 1 minute.
Soul Guard
Choose Fire, Ice, or Lightning. For 2 rounds, any enemy who Attacks you takes 2d6 of the chosen Elemental.
Spectral Blade
Summon a magical weapon to aid you in combat for 1 minute. Spectral Blade can move up to 30 ft on your turn, and deals 2d8 Force.
Mirror Strike (Reaction)
After an enemy's Attack against you hits, counter for the same amount of damage.
Eruption of Energy
All enemies within range, Dex Save, or 3d10 + Str Lightning & Stunned for 1 round (on success, Stunned resisted, and damage reduced by half).
Unpredictable Swing
Attack with Advantage for 3d6 + Str Bludgeoning.
Ward of the Elements
You gain Resistance to two Elementals of Choice for 2 rounds.
Blade Dance
You gain +2 to your AC & +1d6 Elemental of Choice to successful Melee Attacks for 2 rounds.
Energy Shockwave
All enemies within range, Dex Save, or 2d6 + Str Force & Pushed Back 10 ft (on success, Pushed Back resisted, and damage reduced by half).
Charged Slash
Con Save, or 2d8 + Str Lightning & target is Paralyzed until the end of their next turn (on a successful Save, Paralyzed is resisted and damage is reduced by half).
Vanishing Burst
Teleport up to 20 ft. All foes adjacent to the space you started in, Str Save, or 1d8 + Str Force.
Force Field
+2 to AC & Resistance to Elemental of Choice for yourself or an ally within range for 1 round.
Quick Swipe
2d6 + Str Slashing (+1d6 for each slot above 2nd Lvl).
Blink Strike
Teleport up to 10 ft. If attacking, gain Advantage on the Attack.
Spell Infusion
For 1 minute, your weapon(s) is/are considered Magical.
Energy Shield
You gain +2 to your AC until your next turn.
Energy Dash
Move up to 15 ft without triggering an Attack of Opportunity.
Knowledge of the Blade
You gain Resistance to Bludgeoning & Slashing until your next turn.
Shocking Slash
+1d6 Lightning to your next Melee Attack (+1d6 for each slot above 1st Lvl).
Soul Rend
All enemies within range, Con Save, or 8d8 + Int Necrotic & Incapacitated for 1d4 rounds (on a successful Save, Incapacitated is resisted and damage is reduced by half)
Gate to the Abyss
Summon a massive creature, or a swarm of demonic entities to attack foes for 3 rounds. Creature/swarm has 50 HP & 15 AC, and deals 5d6 Necrotic.
Dark Descent
All enemies within range, Wis Save, or 4d6 + Int Psychic & Frightened for 1 minute (on a successful Save, Frightened is resisted and damage is reduced by half).
Necrotic Void
Create a void of silence and decay for 2 round. All combatants within the void, Con Save, or 4d8 + Int Necrotic (on success, damage reduced by half).
Hellfire Storm
All enemies within range, Dex Save, or 5d6 + Int Fire (on a successful Save, damage is reduced by half).
Withering Might
Con Save, or the target has -1 to Str & Dex Saves for 2 rounds.
Crippling Gaze
Wis Save, or the target is Paralyzed for 1 round (on a successful Save, target is Slowed for 1 round instead).
Curse of Weakening
Con Save, or 3d6 + Int Necrotic & Disadvantage on Melee Attacks for 2 rounds (on a successful Save, Disadvantage is resisted and damage is reduced by half).
Dark Nova
All enemies within range, Con Save, or 3d6 + Int Necrotic & Stunned for 1 round (on success, Stunned resisted, and damage reduced by half).
Umbral Chill
Wis Save, or 2d6 + Int Necrotic & Frightened for 1 round.
Infernal Blast
All enemies within range, Dex Save, or 2d8 + Int Fire & Burned (1d6) for 1 round (on success, Burned resisted, and damage reduced by half).
Abyssal Chains
All enemies within range, Str Save, or Restrained for 1 round.
Summon Shadow Imp
Summon an Imp (20 HP, 12 AC, Flight, 1d6 Necrotic) to aid you for in combat.
Decaying Touch
Con Save, or 2d6 + Int Necrotic & Slowed until the end of their next turn (on a successful Save, Slowed if resisted and damage is reduced by half).
Dread Aura
Wis Save, or the target is Frightened for 1 round.
Hellish Rebuke (Reaction)
After an enemy's Attack hit you, immediately Attack for 1d8 + Int Fire.
Specialty Strike
+1d6 Specialty to your next Melee or Ranged Attack.
Life Drain
1d8 + Int Necrotic (+1d8 for each slot above 1st Lvl). Regain HP equal to half of the damage dealt.
Skeletal Hands
Str Save, or the target is Restrained until the end of their turn.
Dark Bolt
1d6 + Int Necrotic (+1d6 if the target is below half of their Max HP).
Final Stand
All enemies within range, Wis Save, or each target has Disadvantage on all Attacks against your allies for 1 minute.
None Shall Pass
You gain Resistance to all damage & have Advantage on all Saves for 1 minute.
Barrier Wall
Create a 10 ft high, 15 ft long wall for 1 minute. All allies who get within 10 ft of the wall gain +2 to their AC while in range.
Pounding Parry
For the next two rounds, if an enemy's Melee Attack against you hits, counter for 3d8+ Wis Force.
Iron Bulwark
You gain +3 to your AC for 2 rounds. Additionally, you and up to two allies within range gain Resistance to all damage until your next turn.
Disrupting Strike
Con Save, or 2d10 + Str Bludgeoning & Stunned for 2 rounds (on a successful Save, Stunned is resisted and damage is reduced by half).
Aegis of the Guardian
You and all allies within range gain Resistance to all Elemental damage until your next turn.
Immovable Stance
You gain +2 to your AC & are Immune to being Moved or Knocked Prone for 2 rounds.
Power of Will
You have Advantage on Wis Saves for 1 minute.
Defender's Vigil
All Attacks made against allies adjacent to you have Disadvantage until your next turn.
Retribution (Reaction)
After an enemy's Melee Attack against you hits, counter for 2d8 + Wis Bludgeoning.
By My Command
An ally within range has Advantage on their next Attack or Save.
Like A Stone Wall
You gain +2 to your AC & have Resistance to Bludgeoning, Piercing & Slashing for 1 round.
Guardian's Rally
All allies within range gain 1d8 + Wis Temp HP (+1d8 for each slot above 2nd Level).
Warding Ray
All allies within range gain Advantage on Wis & Dex Saves until your next turn.
Interception (Reaction)
Target one enemy who is making an Attack against an ally within range. The Attack is made with Disadvantage.
Defensive Strike (Reaction)
After an enemy makes a Melee Attack against you (hit or miss), immediately Attack for 1d6 + Wis Bludgeoning & gain +1 to your AC until your next turn.
Stand Your Ground
+2 to the AC of an ally within range until your next turn.
Watchful Eye
Gain Advantage on Perception Checks for 5 minutes (+5 minutes for each slot above 1st Lvl).
Shield Bash
Str Save, or 1d8 + Wis Bludgeoning & Knocked Back 5 ft (+1d8 for each slot above 1st Lvl).
Chaos Control
All enemies within range, Wis Save or Confused & Blinded for 1 minute; at the start of each target's turn, Wis Save to end one of the effects.
Coulrophobia
You dawn a mask that gives you a sinister and terrifying appearance. All enemies within range, Wis Save, or Frightened for 1 minute; at the start of each target's turn, Wis Save with Disadvantage to end the effect.
Knockout Gas
Con Save, or the target is Incapacitated until the end of your next turn (or until they take damage).
Trickster's Guile
Wis Save, or the target is Distracted for 2 rounds.
Chaos Sphere
All enemies within range, Wis Save, or 4d6 + Cha Psychic & Confused for 2 rounds (on a successful Save, Confused is resisted and damage is reduced by half); at the start of each target's turn, Wis Save to end the effect.
Exploding Pie
The target and all combatants adjacent to them, Dex Save, or 3d8 + Cha Acid to the target & 2d8 + Cha Acid to the adjacent combatants (on a successful Save, damage is reduced by half).
Instant Escape (Reaction)
After being hit by foe's attack, you vanish into a puff of smoke. You become Invisible until your next turn, and may instantly move up to 15 ft without triggering an Attack of Opportunity.
Pratfall
Wis Save, or the target is Confused for 2 rounds.
Cardboard Cut-Out Duplicate
Place a cardboard cut-out of yourself on an empty space adjacent to you. For 2 rounds, all Attacks against you have Disadvantage. On a hit, Wis Save, or the Attack hits your duplicate instead. The duplicate is destroyed after taking three hits.
Sticky Trap
Creates difficult terrain. When a combatant steps into that spot, Str Save, or their Movement Speed is reduced to 0 until the end of their next turn.
Misdirection
Wis Save, or the target has Disadvantage on their next Attack & is unable to take Reactions until the end of your next turn.
Smoke Bomb
Obscure the battlefield for 1 round. Combatants within the smoke have Disadvantage on Attacks & Perception Checks.
Laughing Gas
Wis Save, or the target is Stunned until their next turn.
Exploding Dice
All enemies within range, Dex Save, or 2d8 + Cha Fire (on success, damage reduced by half).
Feign Injury
Wis Save, or the target Moves 15 ft toward you. Gain Advantage on your next Attack against the target.
Perplexing Distraction
Wis Save, or the target is Confused for 1 round.
Nimble Dodge (Reaction)
After an enemy's Attack against you hits, reduce damage by 1d6 + Cha (+1d6 each slot above 1st Lvl) & gain Advantage on Dex Saves until your next turn.
Water Lily
Con Save, or target is Blinded until the end of their next turn.
Slippery Skin
+1 to your AC until your next turn.
Cheap Shot
Con Save, or 1d6 + Cha Bludgeoning & Knocked Prone (+1d6 each slot above 1st Lvl)
Thunderous Blow
Con Save, or 5d10 + Str Bludgeoning & Paralyzed for 2 round (on a successful Save, Paralyzed is resisted and damage is reduced by half).
Mountainous Slam
All enemies within range, Str Save, or 6d6 + Str Bludgeoning & Stunned for 1d4 rounds (on success, Stunned resisted, and damage reduced by half).
Indomitable Will
For 1 minute, follow up any Attack you make with an additional Unarmed Strike Attack as a Bonus Action.
Pile of Rubble
All enemies within range, Dex Save, or 4d8 + Str Bludgeoning & Restrained (on success, Restrained resisted, and damage reduced by half).
Defensive Wall (Reaction)
Resistance to all damage for 1 minute.
Devastating Uppercut
Str Save, or 3d6 + Str Bludgeoning & Knocked Back 10 ft, and Prone.
Unbreakable
Immunity to Restrained, Grappled, and Paralyzed for 1 round.
Seismic Wave
All enemies within range, Dex Save, or 3d8 + Str Bludgeoning & Knocked Prone (on success, Prone resisted, and damage reduced by half).
Inner Strength
Advantage on Str Saves & +1d6 to all Melee damage for 1 minute.
Bonebreaker
Con Save, or 2d6 + Str Bludgeoning & Slowed for 1 round (on a successful Save, Slowed is resisted and damage is reduced by half).
Forceful Blow
2d8 + Str Bludgeoning & Knocked Back 10 feet.
Power Surge
+2 to Str Modifier for 1 round (+1 round for each slot above 2nd Lvl).
Iron Resolve (Reaction)
Resistance to Bludgeoning, Piercing & Slashing for 1 round.
Shattering Strike
2d8 + Str Bludgeoning; damage is doubled if attacking an object or construct.
Titanium Grip
Str Save, or 1d6 + Str Bludgeoning & Grappled (+1d6 for each slot above 1st Lvl).
Brute Force Charge
Charge in a 20 ft line. All enemies in your path, Dex Save, or 1d8 + Str Bludgeoning & Knocked Back 10 feet.
Unyielding Force (Reaction)
+2 to Str Checks & Saves until for 1 minute.
Earthshake Stomp
All enemies within range, Dex Save, or 1d8 + Str Bludgeoning & Knocked Prone.
Stone Skin
Gain 1d8 + Str Temp HP (+1d8 for each slot above 1st Lvl).
Thunder Punch
1d6 + Str Bludgeoning (+1d6 for each slot above 1st Lvl).
Nightmare Hallucinations
All enemies within range, Wis Save, or 5d10 + Cha Psychic & Frightened for 1 minute (each turn, Wis Save to end the effect) (on success, Frightened resisted, and damage reduced by half).
Shackled Will
Cha Save, or Controlled for 1 hour. At the start of the target's turn (or every 5 minutes out of combat), Cha Save to end the effect.
Mind Shatter
Wis Save, or 4d8 + Cha Psychic & Stunned for 2 rounds (on success, Stunned resisted, and damage reduced by half).
Symphony of Control
Target up to 3 enemies within range. Cha Save, or Controlled for 1 minute. At the start each target's turn, Cha Save to end the effect.
False Memory
Target one enemy within range to telepathically give misinformation to. Wis Save, or they will believe this for 1 hour, and act accordingly.
Mass Charm
Target up to three enemies within range. Wis Save, or Charmed for 1 minute. At the start of each target's turn, Wis Save to end the effect.
Hypnotic Dance
Wis Save, or Incapacitated for 1 round.
Dominate
Cha Save, or Controlled for 2 rounds. At the start of the target's turn, Cha Save to end the effect.
Phantom Image
Create two duplicates of yourself in empty spaces adjacent to you for 2 rounds. Enemies who Attack you must roll a d6; on a 4-6, they attack one of the duplicates instead, which then vanishes.
Reaction Distraction
Target yourself or an ally within range. For 1 minute, all Attacks of Opportunity against the target have Disadvantage.
Reverberating Song
All enemies within range, Con Save, or 2d8 + Cha Psychic & Stunned for 1 round (on success, Stunned resisted, and damage reduced by half).
Siren's Lullaby
Wis Save, or Asleep for 1 round (or until damaged).
Mesmerizing Echo
All enemies within range, Wis Save, or 2d6 + Cha Psychic & Disoriented for 1 round (on success, Disoriented resisted, and damage reduced by half).
Ballad of Obedience
Wis Save, or Charmed for 2 rounds. At the start of the target's turn, Wis Save to end the effect.
Momentary Ally
Target one enemy within range. Wis Save, or Controlled for their next turn.
Controlled Situation
Until the end of your next turn, you have Advantage on Dex Saves, and enemies have Disadvantage on Attacks against you.
Soothing Song
Heal yourself or an ally within range for 1d8 + Cha HP (+1d8 for each slot above 1st Lvl).
Echo of Confusion
Wis Save, or 1d6 + Cha Psychic & Confused until the end of their next turn.
Bewitching Voice
Cha Save, or Distracted until their next turn.
Hypnotic Gaze
Wis Save, or Charmed until the end of their next turn.
Perfect Counter (Reaction)
If an Attack against you misses, counter for 6d8 + Dex Bludgeoning. Str Save, or Disarmed & Knocked Prone.
Death Blow
Con Save, or 5d10 + Dex Bludgeoning or Slashing & Paralyzed for 2 rounds (on a successful Save, Paralyzed is resisted and damage is reduced by half).
Wind Walk
Dash up to 30 feet without provoking an Attack of Opportunity. If you Attack during this Dash, you stop moving, but gain Advantage on the Attack.
Battle Hardened (Reaction)
+2 to AC & Resistance to all damage for 2 rounds.
Dragon's Fury
Attack one target with three Unarmed Strikes for 1d10 + Dex Bludegeoning on each attack. If all three Attacks deal more than 20 damage, target is Stunned for 2 rounds.
Chi Healing
Heal yourself or an ally for 3d8 HP. Target gains +2 to their Saves until your next turn.
Spinning Crane Kick
All enemies within range, Dex Save, or 3d8 + Dex Bludgeoning & Knocked Prone (on success, Prone resisted, and damage reduced by half).
Tiger Claw
Str Save, or 3d6 + Dex Slashing & Grappled (on a successful Save, the target resists being Grappled and damage is reduced by half). Target takes 1d6 Slashing each turn while Grappled.
Strong Resolve
Gain 2d6 + Con Temp HP, and gain Resistance to Bludgeoning, Piercing & Slashing for 1 round.
Display of Skills
All enemies within range, Wis Save, or Frightened for 1 round.
Parry Kick
After a Melee Attack against you hits, reduce damage by 2d6 + Dex. If damage is reduced to 0, you may successfully counter with an Unarmed Strike.
Counterattack (Reaction)
After a Melee Attack against you misses, counter for 1d8 + Dex Bludgeoning & gain Advantage on your next Attack against the attacker.
Deflect Projectile (Reaction)
After a Ranged Attack against you hits, reduce damage by 1d10 + Dex + Lvl. If damage reduced to 0, you catch the projectile.
Tempest Kick
All enemies with range, Dex Save, or 2d8 + Dex Bludgeoning & Pushed Back 5 ft (on success, Pushed Back resisted, and damage reduced by half).
Fist of Rage
+1d8 Bludgeoning to your next successful Melee Attack.
Sweeping Kick
Dex Save, or 1d6 + Dex Bludgeoning & Knocked Prone.
Defensive Stance (Reaction)
After an Attack against you hits, reduce damage by 1d6 + Dex (+1d6 for each slot above 1st Lvl).
Quick Palm Strike
1d6 + Dex Bludgeoning. Str Save or Pushed Back 5 ft.
Flowing Evasion (Reaction)
+1 to AC & Advantage on Dex Saves for 1 round. If Melee attacker misses, move up to 10 ft without triggering an Attack of Opportunity.
Focused Strike
1d8 + Dex Bludgeoning (+1d8 for each slot above 1st Lvl).
Energizing Ray (Reaction)
You and up to three allies of your choice immediately take another action (Move, Attack, or Use up to 3rd Lvl Power). Targets can't take Reactions until the end of their next turn.
Astral Convergence
Creates spiraling source of magical energy for 1 minute. +2d8 Force to all Power attacks for the duration. All combatants within or entering the zone, Wis Save, or Stunned on their next turn.
Reconstructive Healing
Heal yourself or an ally for 3d8 + Int HP. The target gains Advantage on Saves for 1 minute.
Warp Tunnel
You and up to two allies within range teleport up to 60 ft. Foes within 5 ft of where those who teleported started, Dex Save, or Disoriented for 2 rounds.
Mental Strain
Wis Save, or 4d8 + Int Psychic & Incapacitated for 1 round (on success, Incapacitated resisted, and damage reduced by half).
Magic Burst
All enemies within range, Dex Save, or 3d6 + Int Force & Stunned for 1 round (on success, Stunned resisted, and damage reduced by half).
Bend to Your Will
Wis Save, or Charmed for 2 rounds. Wis Save each turn to end the effect.
Dispel Power
End one effect caused by a Power (Condition, Area Effect, etc.) within range.
Disorienting Wave
All enemies within range, Int Save, or Confused for 1 round.
Mystical Feedback (Reaction)
Enemies who make a Melee Attack against you take 1d8 + Int Force counter damage for 2 rounds, or until you're hit by Ranged attack. The first enemy to make a Melee Attack against you while the Power is in effect, Con Save, or Pushed Back 10 ft.
Arcane Aid
Heal up to four combatants within range for 2d8 + Int HP (+1d8 for each slot above 2nd Lvl).
Thoughtsteal
Wis Save, or the target's thoughts are audible to you for 1 minute.
Mystic Barrier
Create a barrier with 10 HP that absorbs damage from all attacks for 1 minute, or until destroyed (+10 HP for each slot above 2nd Lvl).
Psionic Blast
2d6 + Int Psychic. Int Save or Knocked Back 10 ft.
Magic Touch
Heal yourself or an ally for 1d8 + Int HP (+1d8 for each slot above 1st Lvl).
Arcane Sight
Allows you to see magical auras and invisible foes within range for 10 minutes.
Telekinetic Shove
Str Save, or the target is Pushed Back 10 ft.
Blinding Beam
Wis Save, or target is Blinded on their next turn.
Arcane Shield
+2 to AC for yourself or an ally within range until your next turn.
Mind Spike
1d6 + Int Psychic (+1d6 for each slot above 1st Lvl).
Storm of Fury
Conjure up a violent storm of all of the elements for 1 minute. Each turn a combatant is within the storm, Con Save, or 5d10 + Int Elemental of Choice & Blinded for their turn (on success, Blinded resisted, and damage reduced by half).
Cataclysm
Dex Save, or 6d8 + Int Affinity & Stunned for 2 rounds (on success, Stunned resisted, and damage reduced by half).
Flesh & Stone (Reaction)
+2 to AC & Resistance to two Elementals of Choice for 1 minute.
Wall of Elements
Create a 10 ft high, 20 ft long, 1 ft thick wall that prevents movement for 1 minute. All combatants in the path of wall upon creation, Dex Save, or 4d8 + Int Elemental of Choice & Knocked Prone (on success, Prone resisted, and damage reduced by half).
Affinity Vortex
Str Save, or 4d10 + Int Affinity & Pulled 10 ft towards the center (on succces, Pulled resisted, and damage reduced by half). Disadvantage to Attacks for all combatants within in the vortex, and Str Save to escape it.
Flaming Rubble
Dex Save, or 1d8 Fire + 2d6 Bludgeoning (on success, damage reduced by half). Creates difficult terrain.
Spontaneous Combustion
3d6 + Int Fire. Con Save or Burned (1d6) for 2 rounds.
Frozen Solid
Dex Save or 3d6 + Int Ice & Stunned for 1 round (on success, Stunned resisted, and damage reduced by half).
Affinity Blast
Dex Save, or 3d6 + Int Affinity & Knocked Back 10 ft (on success, Knocked Back resisted, and damage reduced by half).
Earth's Protection
Resistance to Elemental of Choice for yourself or an ally within range for 1 round.
Wind-Woven Armor (Reaction)
+1 to AC, and Melee attackers take 1d8 Force counter damage for 1 round.
Stone's Throw
2d6 + Int Bludgeoning (+1d6 for each slot above 2nd Lvl).
Tectonic Slam
Dex Save, or 2d8 + Int Bludgeoning & Knocked Prone (on succes, Prone resisted, and damage reduced by half).
Lava Wave
Dex Save, or 2d6 + Int Fire & Burned (1d4) for 1 round (on success, Burned resisted, and damage reduced by half).
Attuned to Nature
Manipulate one nearby element for 1 round (+1 round for each slot above 1st Lvl).
Sudden Flash
Dex Save, or 1d8 + Int Elemental of Choice (+1d8 & +5 ft for each slot above 1st Lvl).
Flame Shield (Reaction)
+2 to AC of yourself or an ally within range until the end of your next turn.
Stone Fist
1d8 + Int Bludgeoning. Str Save, or Restrained until the end of the target's next turn.
Magma Burst
Dex Save, or 1d6 + Int Fire.
Icicle
1d8 + Int Ice (+1d8 for each slot above 1st Lvl).
Furious Frenzy
For 1 minute, you can ake two attacks with one action (+1d6 to damage for each attack), you have Advantage on Str Saves, and attacking enemies have Disadvantage against you.
Berserker's Wrath
Advantage on Attacks & Checks, and +2d8 to all damage for 1 minute.
Arm Flail
All foes within 5 ft, Str Save or 3d8 + Con Bludgeoning & Stunned for 2 rounds (on success, Stunned resisted, and damage reduced by half).
Body Wrench
Str Save, or 4d6 + Con Bludgeoning & Paralyzed for 1 round (on success, Paralyzed resisted, and damage reduced by half).
Raging Bull
Charge in a 30 ft line. Dex Save or 4d8 + Con Bludgeoning & Knocked Prone (on success, Prone Resisted, and damage reduced by half).
Fighter's Fortitude
Gain 2d6 + Con Temp HP. Add your Con to all Saves for 1 minute.
Champion's Endurance
Resistance to all non-Elemental damage for 1 round.
Frenzied Assault
For 1 minute, after making an Attack, make an additional Attack as a Bonus Action.
Bone Crusher
3d6 + Con Bludgeoning (double damage against Restrained foe).
Steel Grip
Str Save, or Restrained. 1d6 + Con Bludgeoning each turn until successful Str Save.
Adrenaline Rush
Gain Temp HP equal to your Con at the start of each turn for 1 minute.
Haymaker
2d6 + Con Bludgeoning (+1d6 & Knocked Back 5 ft if attacking after moving at least 10 ft).
Crushing Punch
Str Save, or 2d8 + Con Bludgeoning & Restrained (on success, Restrained resisted, and damage reduced by half).
Unbreakable Stance
Resistance to Bludgeoning, Piercing & Slashing for 1 round.
Grappling Strike
1d6 + Con Bludgeoning. Str Save, or Restrained.
Shoulder Charge
Charge at one target within range. 1d6 + Con Bludgeoning & Knocked Back 10 ft.
Toughen Up
Gain 1d6 + Con Temp HP (+1d6 for each slot above 1st Lvl).
Body Slam
1d8 + Con Bludgeoning. Str Save, or Knocked Prone.
Held In Place
Auto Succeed on next Grapple attempt.
Knockout Punch
1d6 + Con Bludgeoning (+1d6 for each slot above 1st Lvl). On a Crit, Con Save or Unconscious for 1d4 rounds.
Summon Greater Beast
Summon one Huge creature (30 HP, 15 AC, +5 to Attacks, 1d10 damage) to aid you in combat for 1 minute.
Fury of the Forest
Advantage on all Attack rolls, and +2d8 to all damage dealt by you & your Bonded Companion for 1 minute.
Feral Rage
Str Save or 3d10 + Str Bludgeoning or Slashing & Restrained for 2 rounds (on success, Restrained resisted, and damage reduced by half).
Primal Screech
Wis Save, or Frightened for 1 minute (each turn, Wis Save to end the effect).
Coating of Dirt
Resistance to Bludgeoning, Piercing & Slashing for self & Bonded Companion for 2 rounds.
Survival Instincts
Gain 2d6 + Con Temp HP, and Resistance to Poison for self & Bonded Companion for 2 rounds.
Rabid Charge
You & Bonded Companion charge forward. Each foe in the path, Dex Save or 2d8 + Str Bludgeoning (on success, damage reduced by half).
Pack Leader's Call
Summon 1d4 Small creatures (8 HP, 10 AC, +2 to Attacks, 1d4 damage each) to aid you for 1 round (+1 round for each slot above 3rd Lvl).
Savage Minds
Advantage to Melee attacks for you & Bonded Companion for 1 round.
For the Pack
Heal yourself and up to 6 allies within range for 2d8 + Wis (+1d8 for each slot above 2nd Lvl).
Shared Senses
Share sight, hearing, or smell with Bonded Companion for 10 minutes.
Terrifying Howl
Wis Save, or Frightened for 1 round.
Hunter's Mark
Target one foe. +1d6 to damage on the next Attack you and Bonded Companion make against target.
Stronger Bond
+2 to Bonded Companion's AC for 1 round, and Advantage on its next Attack.
Nature's Aid
Heal for 1d6 + Wis (+1d6 for each slot above 1st Lvl).
Got Your Scent
After successfully attacking a foe, Advantage on next Attack against them.
Wild Roar
Allies within range gain Advantage on their next attacks.
Command Companion
+1 to Bonded Companion's next Attack & Damage rolls.
Animal Reflexes
Advantage on Dex Saves for 1 round.
Taming Strike
1d6 + Str Bludgeoning (+1d6 for each slot above 1st Lvl).
One With the Darkness
Invisible & Undetectable for 1 minute. For the duration, gain Advantage on all attacks without losing Invisibility, and +5d6 to all damage dealt.
Assassinate
6d8 + Dex Piercing. On a Crit, target is immediately reduced to 0 HP.
Sleeper Choke
Str Save, or 3d10 + Dex & Unconscious for 1d4 rounds (or until the target takes damage); on a successful Save, damage is reduced by half and the target is not Unconscious.
Shadow Stalk
Become Invisible for 1 minute. If attacking, gain Advantage without losing Invisibility.
Spine Stab
Con Save, or 4d6 + Dex Piercing and Paralyzed for 2 rounds; on a successful Save, damage is reduced by half and the target is not Paralyzed. If the target is Unaware, the Attack is an Automatic Crit.
Lethal Accuracy
Advantage on, and +2d6 to your next Attack.
I Was Never Here
Become Invisible for 2 rounds. If attacking, lose Invisibility, but gain Advantage on the Attack.
Unseen Strike
3d6 + Dex Piercing; if the target is Unaware, it is an Automatic Crit. Wis Save, or Stunned until the end of their next turn.
Poison Coat
For 2 rounds, all Melee Attacks deal +2d8 Poison. On a successful Attack, Con Save, or Poisoned for 1 round.
Pressure Point (Reaction)
+1d8 Piercing to Melee damage (+1d8 for each slot above 2nd Lvl).
Vanish
Become Invisible for 1 round. If attacking, lose Invisibility, but gain Advantage on the Attack.
Improved Evasion (Reaction)
Take half damage on failed Dex Saves, and no damage on successful Dex Saves for 1 minute.
Smoke Screen
Obscure battlefield for 1 round. Everyone within the smoke cloud has Disadvantage on Attacks & Saves.
Eviscerating Strike
2d6 + Dex Slashing. Con Save, or Bleeding (1d4) for 1 round.
Move In Silence (Reaction)
Enemies trying to find you have Disadvantage for 1 round.
Deadly Precision
Attack with Advantage for 1d8 + Dex Piercing (+1d8 for each slot above 1st Lvl).
Hello, Darkness
Create a shadowy area that takes up a 15 ft radius.
Silent Throw
1d6 + Dex Piercing. Con Save, or Silenced for 1 round.
Shadow Step
Teleport to a dimly-lit area within 30 ft.
Assess Weakness
At the start of combat, choose one target. All Attacks against this target have Advantage.
Aerial Domination
Levitate up to 20 ft off the ground for 1 minute. While Levitating, gain Advantage on all Attacks, and foes using Ranged Attacks have Disadvantage.
Dance of Combat
6d8 + Dex Bludgeoning or Slashing to up to four targets, moving up to 10 ft after each attack; ends after the first miss.
Flash Step
Dash up to 30 feet without triggering Attack of Opportunity. If stopping next to a foe, Attack with Advantage for 3d10 + Dex Slashing.
Nimble Slice
4d8 + Dex Slashing.
Fantastic Leap (Reaction)
As a Reaction, leap 1d12 feet into the air without triggering Attack of Opportunity, and land Result (x5) ft away from where you started.
Evasive Counter (Reaction)
After Dodging, counter attack with Advantage for 2d8 + Dex Piercing.
Phase Dash
Dash up to 15 ft, phasing through enemies to avoid Attacks of Opportunity.
Tornado Kick
Targets all enemies within 5 ft. Dex Save, or 2d6 + Dex Bludgeoning, and Knocked Prone. On a successful Save, damage is reduced by half, and the target is not Knocked Prone.
Blinding Speed
Double your Movement Speed for 1 hour.
Combat Reflexes (Reaction)
After an enemy's Attack misses, counter attack for 1d6 + Dex Piercing.
Acrobatic Feint
Wis Save, or Disadvantage on the target's next Attack.
Tumble Roll (Reaction)
Advantage on Dex Saves for 1 minute.
Sweeping Strike
2d6 + Dex Bludgeoning to two enemies within Melee range.
Whirlwind Strike
2d6+ Dex Bludgeoning or Slashing, then move 10 ft without triggering Attack of Opportunity.
Dodge Roll (Reaction)
Reduce damage taken from an Attack by 1d4 + Dex (+1d4 each slot above Level 1).
Flash Strike
1d8 + Dex Slashing (+1d8 if attacking after moving at least 15 ft).
Feather Step
Take no fall damage for 10 minutes.
Spider's Climb
Climb ceilings and vertical surfaces for 1 minute (5 minutes if used as Level 2, then +5 minutes each subsequent Level).
Evasive Maneuver (Reaction)
Dodge as a Reaction, the gain +2 AC until your next turn.
Darting Strike
1d6 + Dex Piercing or Slashing (+1d6 for each slot above 1st Lvl).