{Left Handed-Golden Encrusted Brass Knuckles} Melee Weapon Attack: +8 to Hit, 5ft. Range, One Target. Dmg: 1d8(Bludgeoning)+(Str/Dex)
(Copy & Paste for Damage!)
!roll 1d8+5
{Right Handed-Golden Encrusted Brass Knuckles} Melee Weapon Attack: +8 to Hit, 5ft. Range, One Target. Dmg: 1d10(Bludgeoning)+(Str/Dex)
(Copy & Paste for Damage!)
!roll 1d10+5
{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.
{Indomitable} - Cannot be disarmed unwillingly.
Weapon Properties
- (
Backbreaker) - As an Action, you lunge a fist towards the enemy, On-Hit they take an additional 1d4 (Bludgeoning) Dmg & must roll a DC: 16 Strength Saving throw and be Knocked
Prone for 2 Rounds. On a save, they only take the bonus dmg.
- (
Piercing Strike) - As an bonus Action, you thrust your Claw into the enemy, on hit they must roll a DC: 13 Constitution Saving Throw and be inflicted with
Gaping Wounds for 2 Turns.
{Gladiator’s Stride} - When you take the Attack action, you make two weapon attacks, Alternating attacks starting from her Left Punch to her Right Punch. She may delay her second attack to unleash a Bonus Action Art first.
- If her
Delayed attack still lands, Cherry will be able to cast another Weapon art at the cost of an extra 1 Charge.
Weapon Arts
{Passive} - Technical Marvel - While in Combat, Cherry begins to charges up the Electrical energy building inside of her with every movement and action she takes to unleash powerful burst of damage against her foes. Cherry starts combat with {10 Static Charges}, gaining 1 charge for every 5ft of movement and 1 Charges for each successful Melee strike she makes against up to a maximum of {45 Static Charges}. Throughout the Static Buildup there’s a set of bonuses Cherry will gain upon achieving the stated goal cherry will gain:
- {15 Stacks} - Cherry deals an additional 1d4
Lightning Damage on her Basic Attacks and a +1 bonus to Attack Rolls.
(Copy & Paste for Damage!)
!roll 1d8+5+1d4 (Left Punch)
!roll 1d10+5+1d4 (Right Punch)
- {25 Stacks} - Cherry is able to make a total of 3 Melee Weapon Attacks and deals an total of 2d4 (Was 1d4)
Lightning Bonus Damage on her Basic Attacks.
(Copy & Paste for Damage!)
!roll 1d8+5+2d4 (Left Punch)
!roll 1d10+5+2d4 (Right Punch)
- {35 Stacks} - Cherry’s Melee Attacks Critical Threshold is lowered by 2 and any Bonus d4s
Lightning Damage from this passive is now d6s
Lightning Damage. When you hit, up to two adjacent foes each take your Charisma modifier in
Lightning damage.
(Copy & Paste for Damage!)
!roll 1d8+5+2d6 (Left Punch)
!roll 1d10+5+2d6 (Right Punch)
At the end of Cherry’s turn in which she made no attacks, she loses 3 charges. If Cherry falls unconscious, she loses half her current charges. After combat ends, your charges reset back to 10.
Static Claw
- Cost: 3 Charges
- Type: Bonus Action
- Effect: Cherry gains 10ft. of movement speed towards the nearest enemy. Make a Melee Weapon Attack (Right Fist), On-Hit, the Enemy Takes 1d10(Piercing)+(Str/Dex)+2d8(
Lightning) Damage and must succeed on a DC: 15 Constitution Saving Throw or suffer both
Bleeding and
Break Conditions till the end of the victim’s 3rd turn. On a Pass, it only takes half Damage.
If Static Claw is Casted Mid Dashing, foes that are in line of her dash must make an DC:15 Constitution Saving Throw and take 3d8
Lightning Damage and be afflicted with
Break. On pass, the targets only take half Damage.
(Copy & Paste for Healing!)
!roll 1d10+5+1d8
Photon Blast/Storm Surge
- Cost: 4 Charges
- Type: Action
- Range: 30ft
- Effect: (A) As Cherry fires a Bolt of Electricity, make a Ranged Spell Attack against the first creature in a line within 30ft. using your spell attack bonus. On-Hit, the Enemy takes 1d12+(Cha)
Lightning Damage and is Marked until the end of it’s next turn. While the Mark is Active, Cherry can use an Reaction and expend 1 additional Charge to activate Storm Surge:
(Storm Surge) (B) - Cherry dashes to the marked target (Up to her maximum movement speed, doesn’t proc opportunity attacks) and consumes the mark.
- On Arrival, Cherry can make one Melee Weapon Attack that deals, On-Hit, an additional 2d6
Lightning Damage
- On Arrival, Cherry can make one Melee Weapon Attack that deals, On-Hit, an additional 2d6
The Action of using Photon Blast & Storm Surge can be casted onto an willing ally without dealing any damage onto them or needing to roll to hit. The Lightning Damage roll from Storm Surge is instead converted to ♦️ Temporary HP for both Cherry and the Ally she’s dashing to.
(Copy & Paste for Damage!)
(Part: A)
!roll 1d12+4
(Part: B)
!roll 1d8+2d6
If used later (Not immediately after Photon Blast), Storm Surge replaces Photon Blast and costs 2 Charges that can be used as a Action, Bonus Action, or Reaction.Voltic Wave
- Cost: 5 Charges
- Type: Bonus Action
- Effect: As Cherry Charges an fist, Make an Melee Weapon attack against a creature within 5ft. On-Hit, The target takes 2d8(Bludgeoning)+(Str/Dex)+4d6(
Lighting) Damage. Creatures in a 15ft. cone originating from that target must Succeed a DC: 16 Dexterity Saving Throw or take 4d6(
Lightning)+2d4(
Thunder) Damage. Half Damage on a Pass.
If Voltic Wave is Casted while mid Dashing, the blast cone extends to 25ft., and any creature with the
Break Condition that fails it’s save is then
Toppled until the end of it’s next turn.
(Copy & Paste for Damage!)
!roll 2d8+5+4d6
(Cone Damage Roll)
!roll 4d6+2d4
1,000 Volt Surge
- Requirement: 45 Static Charges (Does not Expend upon casting this)
- Type: Action and Bonus Action
- Range: 60ft (Allies impacted within 30ft of Cherry)
- Effect: Cherry unleashes stored electricity in a 60ft. radius. Each creature within range must Succeed a DC:16 Constitution saving throw or take 16d12(
Lightning)+6d6(
Fire)Damage and become Paralyzed until the end of their 3rd Turn: on a pass, the Creature only takes half Damage and isn’t Paralyzed.
(Surge Aftermath)- After Unleashing the build up of Electricity Cherry Generated, She immediately loses 5 Charges and have both her Current & Maximum HP halved. At the start of each of her turns, she loses 5 Charges and gains cumulative debuffs as her charges deplete:
- {25 Charges} - Cherry’s Speed is Halved.
- {15 Charges} - Cherry has Disadvantage on Ability Checks and Saving Throws.
- {10 Charges} - Cherry’s Speed becomes 0.
- {0 Charges} - Cherry falls Unconscious for about 4 Hours & gains 3 Levels of Exhaustion upon waking up.
While in this State, Cherry cannot Regain any charges. Cherry can recover from this state upon completing an Long Rest.
Combo Clarity Sheet
-= {Start Turn}=-
- Attack with Left Punch (1st Attack)
- Bonus Action Art - Static Claw (2nd Attack)
- Attack with Right Punch (3rd Attack)
- Bonus Weapon Art - Voltic Wave (4th Attack) {Gladiator’s Stride}
-={End of Turn}=-
Or
-= {Start Turn}=-
- Attack with Left Punch (1st Attack)
- Bonus Action Art - Static Claw (2nd Attack)
- Attack with Right Punch (3rd Attack)
- Bonus Weapon Art - Photon Blast (4th Attack) {Gladiator’s Stride}
- Reaction - Storm Surge Extra Attack (5th Attack) {Gladiator’s Stride}
-={End of Turn}=-
At 25+ Charges, Cherry with Haste/Potion of Speed & Action Surge can possibly do:
-= {Start Turn}=-
- Attack with Left Punch (1st Attack)
- Bonus Action Art - Static Claw (2nd Attack)
- Attack with Right Punch (3rd Attack)
- Bonus Weapon Art - Photon Blast (4th Attack) {Gladiator’s Stride}
- Reaction - Storm Surge Extra Attack (5th Attack) {Gladiator’s Stride}
- Attack with Left Punch (6th Attack) {25 Charges - extra Melee Weapon Attack}
- Bonus Action Art - Static Claw (7th Attack) {Action Surge}
- Attack with Right Punch (8th Attack) {Action Surge/Haste Action}
- Bonus Weapon Art - Voltic Wave (9th Attack) {Gladiator’s Stride -2nd Proc}
-={End of Turn}=-