{Mithral Claws}, Melee Weapon Attack, +9 to Hit, 5ft. Range, One Target. Dmg: 2d8(Slashing)+(Dex)
(Copy & Paste for Damage!)
!roll 2d8+7
{Finesse} - When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Weapon Properties
- (
Piercing Strike) - As an bonus Action, you thrust your Claw into the enemy, on hit they must roll a DC: 15 Constitution Saving Throw and be inflicted with
Gaping Wounds for 2 Turns.
- (
Flourish) - As an Bonus Action, you lash out an non-lethal Feint attack dealing 2d6+2 Slashing dmg. Regardless if hit or not, the Target must make a DC:15 Dexterity Saving Throw and be inflicted with
Off Balanced for 2 rounds.
Flourish Attack DMG Roll
!roll 2d6+2
Can be used Once per Short Rest{The Gambler’s Stride} - When you take the Attack action, you make two weapon attacks. You may delay your second attack to unleash a Bonus Action Art first.
- If your delayed attack still lands, you regain half the spent charge and can optionally make another melee attack with your critical threshold lowered by 1
- On your 4th strike and beyond, your AC is reduced by 1 per strike (Till the End of your Turn).
{Aspect of the Red Cap} - Whenever you land two basic attacks on the same target, your next basic attack, On-Hit, applies one Bleed stack (maximum of 4 stacks).
- While Bleeding, the target takes an extra 1d4 slashing or piercing damage on hit and suffers 1d6 Hemorrhage damage per Bleed stack at the end of each of their turns.
- Bleed lasts 3 rounds or until the target receives healing. If a healed target is hit with Hemorrhage again, they can make a DC 15 Constitution saving throw; on a success, they resist reapplication of Bleed.
Weapon Arts
{Passive} - Jester’s Gambit - As L accepts the Dwarven’s gift, you feel the runic essence flow through your Claws into you- giving you new found power to slay your foes in the frontlines. L is granted {16 Charges} to expend into your Weapon Arts. You can regain 2d4+(Prof. Modifier) per Short Rest or full upon completing a Long Rest. You can also replenish 1d6+1 Charges for every Takedown (Kills and Assist) on a Enemy.
Mithral Vise
- Cost: 5 charges
- Type: Reaction (when an ally within 15 ft. is hit)
- Effect: The Runic Glyphs of your Claws swiftly project an energy Barrier to an ally within range, interlocking with the enemy’s blow. The enemies’ Melee Weapon Attack is made at −2 to hit; on a hit, reduce damage by 1d6 + Dex mod (Max: 5), no less than 1 dmg.
If the Ally is willing, You can expend an additional Charge & half your Current movement speed to swap places with said Ally before the DM rolls the Damage.
Cunning Strike
- Cost: 3 charges + point of Swagger (Conditional to cast as an Reaction)
- Type: Bonus Action
- Effect: You roll a melee weapon attack to swiftly jab your claws onto your opponent dealing an additional 1d6 Piercing damage. On-hit, the opponent must make a DC: 15 Constitution saving Throw and be inflicted with
Break.
(Cripple) - Immediately after applying Break, you may expend additional 2 charges to make a second claw attack at the same target’s legs. On-Hit, the target must succeed a DC: 15 Constitution Save or be
Topple.
Attack A)
!roll 2d8+7+1d6
Attack B)
!roll 2d8+7+1d6
If either save succeeds, the target still takes the attack’s damage but avoids the condition. You can expend a point of Swagger to use this Art after successfully Parrying an Attack.Waltz of the Wicked
- Cost: 4 Charges
- Type: Action
- Effect: The Runic Glyphs glow on your Claws You swing them in a 5ft Arc in front of you. Each Creature in that area must make an DC:15 Dexterity Saving Throw or take 2d8(Slashing)+(Dex)+1d12(
Necrotic) damage and suffers any “On-Hit” effects you normally apply. On a Pass, they only take half the damage.
(Momentum Spin): If you moved at least 10ft straight immediately before using this art: - L can briefly Dash up up to an additional 10ft, passing harmlessly though creatures (not provoking Opportunity attack) - And Spin, making three consecutive 5ft arc attacks. Each creature within 5ft of you must succeed on a DC:15 Dexterity Saving Throw, Per Spin Strike, or take 2d4(Slashing)+(Dex)+1d6(
Necrotic)) damage and suffer “On-hits” effects. On a Pass, they only take half Damage.
Attack A)
!roll 2d8+7+1d12
Attack B)
!roll 2d4+7+1d6
Embers of The Fool
- Cost: 2 Charges
- Type: Bonus Action
- Range: 60ft (120ft if Casted as an Action instead)
- Effect: The Runic glyphs of your Claws manifest 3 Cinder bolts of blue flames that hurl toward a Creature. Make a ranged spell attack against the Target. On-hit, the target takes 1d10(
Fire)+(Prof. Modifier) damage per Flame.
(Empowered Flame) - If Casted as an Action, for the cost of 4 Charges, you manifest 2 Cinder bolts +1 additional Bolt for every 1 point of Swagger and Moxie you have. Make a ranged Spell Attack & each focused Dart of Flame is beamed straight to a creature of your choice within 120ft of you. On-Hit, the target takes 1d6(
Fire)+(Prof. Modifier) damager per Flame hit.
Attack A)
!roll 1d10+2
Attack B)
!roll 1d6+2
To Clarify, the Hurl aspect means the Flame is traveling in an Arc rather taking a straight forward path to the target.Combo Clarity Sheet
-={Start turn}=-
- Attack Left claw (1st Attack)
- Bonus Action art - Cunning strike (2nd Attack)
- Cunning Strike pt2 (Optional) (3rd Attack)
- Attack Right Claw(4th Attack)
- Attack Left claw (5th Attack)
-={End of Turn}=-