Vestal
Mace Bash: Normal Melee Attack
Judgment: Divine bolt 1d6 target
heals Vestal damage dealt
Dazzling Light: Raises light level
target must Dex save or stunned.
Divine Grace: heals 1d8 by touch
Divine Comfort: Heals all party
member within sight 1d4
Illumination: Ranged attack target
must Dex save or Blind
Hand of Light: Meele attack extra
1d6 against unholy
Leper
Chop: Normal melee attack
Hew: -2 to damage but attacks all
targets next to Leper
Purge: Successful attack knocks
target back 2
Revenge: Advantage to attack, but
give opponet advantage on next attack
Solemnity: Heals self 1d8 grants
advantage to next attack
Withstand; Raises Morale grants
opponent disadvantage on next attack
Intimidate: Close blast 3 Cha save
or disadvantage on next attack
Occultist
Sacrificial Stab: Melee attack Con
save or bleed 1d4 per round
Abyssal Artillery: Ranged blast 1,
save versus Dex or 1d8 damage
Weakening Curse: Ranged attack,
save versus Int or disadvantaged
Wyrd Reconstruction: Touch heal
1d10 but save versus con or bleed 1d4
Vunerablity: Ranged attack save
versus Int or grants attackers advantage and marked
Hands from the Abyss: Touch attack,
Save versus dex or stunned
Demon Pull: Ranged attack Save
versus Dex or pulled 3 squares towards the caster
Arbalest
Sniper Shot: Ranged attack weapon
plus 1d6 extra damage to marked target
Suppressing fire: Ranged attack
targets three, but -2 to damage
Snipers mark: Ranged attack marks
target
Bola: Ranged attack Targets two
targets, if hit targets are restrained
Blind fire: Ranged attack targets
random target, no penalty for adjacent opponet
Rallying Flare: clears all stuns
and marks from allies
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