Action Menu-Aelfric

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AELF-- RIC

AELF

Initiative +2 Acrobatics +2
Eyes of Night Animal Handling +5
STR Attack +3
You have darkvision out to a range of 300 feet. Arcana 0
As an action, you can share this darkvision with DEX Attack +6
Athletics -1
5 willing creatures you can see within 10’. The
Spell Attack +9
shared darkvision lasts for 1 hour. Deception 0
Spell Save DC 17 History 0
Vigilant Blessing Insight +9
As an action, give 1 creature you touch advantage Intimidation 0
on the next initiative roll the creature makes. Saving Throws
Investigation 0
Strength -1
Steps of Night LL L L Medicine +9
Dexterity +2
As a bonus action, in dim light or darkness, you Nature 0
can give yourself a flying speed equal to your Constitution +3 Perception +9
walking speed for 1 minute. Intelligence 0 Performance 0
Wisdom +9 Persuassion +4
Channel Divinity SS Religion +4
Charisma +4
Sleight of Hand +2
Stealth +2
Survival +5

Turn Undead Harness Divine Power


As an action, present your holy symbol and speak As a bonus action, you touch your holy symbol,
a prayer. Each undead that can see or hear you utter a prayer, and regain one expended spell
within 30’ of you must make a Wisdom saving slot, no higher than 2nd Level.
throw. If the creature fails its saving throw, it is
turned for 1 minute or until it takes any damage. Twilight Sanctuary
As an action, you present your holy symbol, and
When an undead CR 1 or lower fails its saving
a 30-foot radius sphere of twilight emanates
throw against your Turn Undead feature, the
from you. The sphere moves with you, and it
creature is instantly destroyed.
lasts for 1 minute or until you are incapacitated
or die. Whenever a creature ends its turn in the
A turned creature must spend its turns trying
sphere, you can grant that creature one of these
to move as far away from you as it can, and it
benefits:
can’t willingly move to a space within 30 feet of
you. It also can’t take reactions. For its action,
it can use only the Dash action or try to escape
• You grant it 1d6+9 temp HP.
from an effect that prevents it from moving. If
• You end 1 charmed or frightened effect on it.
there’s nowhere to move, the creature can use
the Dodge action.

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