The rounds do not need to be consecutive.ĭomain Spells: 1st- Disguise Self, 2nd- Invisibility, 3rd- Nondetection, 4th- Confusion, 5th- False Vision, 6th- Mislead, 7th- Screen, 8th- mass Invisibility, 9th- Time Stop. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. This ability otherwise functions like the spell veil. Master's Illusion (Sp): At 8th level, you can create an Illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. You can use it to flat out steal an opponents enchantment with Treacherous Blessing or trade your 1/1 Omen of the Sun token for their large creature also. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This ability does not stack with the Mirror Image spell. You can have no more than one copycat at a time. Copycat (Sp): You can create an illusory double. Bluff, Disguise, and Stealth are class skills. The actions that a Character can perform are based on their Class an Equipment. Actions can be used in both exploration and combat to maneuver across the battlefield or to harm or aid Characters. This merit resolves immediately and falls outside of the initiative system, however it must be cast on the person before they make their roll. Action Surge is an Action in Baldurs Gate 3. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. Granted Powers: You are a master of illusions and deceptions. Blessing of the Trickster Once per day you can choose a willing creature, give it advantage on their next Dexterity check. TL DR, There's unfortunately no reason to ever waste a bonus action on this, and you're better off with anything else as a necklace.Granted Powers : You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.Ĭopycat (Sp): You can create an illusory double of yourself as a Move Action. 4) Is a NEGATIVE to almost every other Lightning Charge utilizing piece of equipment by eliminating stored charges early. 3) Doesn't create a benefit that's more impactful than just having Lightning Charges do their normal thing on their own. 2) Removes all Lightning Charges, so it is highly probable to do nothing the second round. 2) Can then only ACTUALLY trigger on a Lightning-based spells or Cantrip. "The Blast Pendant" 1) Costs a Bonus action, so it's meant to be triggered intentionally. "The Protecty Sparkswall" grants you +1 AC and saving throws, and "The Sparkle Hands" gives advantage against metal constructs and metal armored enemies. Just as citizens may pray to the Golden Goddess for fortune to bless them, the Trickster is invoked to steal that blessing. "The Jolty Vest" forces enemies to make a Dex save when damaging you or get shocked. EX: "The Lifebringer" gives you 3 temp HP when you have one active. The other Items offer bonuses that are ALWAYS active when you have ANY Lightning Charge. EX: "The Watersparkers" by standing in Electrified Water which it generates, "The Sparkle Hands" by landing an unarmed attack, "The Speedy Lightfeet" by using a Dash action. This means that it's not a resource that stockpiles, but rather it cycles, and so most items give variable way to generate those 2-3 Charges at a time. Having 5 Lightning Charges removes all stored charges and deals 1d8 Damage (which is an average of 4.5). Having 1-4 Lightning Charges gives +1 to Attack and +1 Lightning Damage on hit, and you lose one every round. So, right now this item is next to useless for a plethora of reasons.
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