![]() ![]() The third perk should be Iron Grasp, which you can get from any killer’s blood web.The second perk should be Mad Grit, which you can get from the Legion.The first perk should be Starstruck, which you can get from the Trickster.Once you use this feature, you can't use it again until you finish a long rest.This method allows you to keep your downed survivor but also get another one ready quickly. The creature can't cast that spell until the 8 hours have passed. For the next 8 hours, you know the spell and can cast it using your spell slots. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. ![]() Spell ThiefĪt 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster. Doing so gives you advantage on attack rolls against that creature until the end of the turn. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Versatile TricksterĪt 13th level, you gain the ability to distract targets with your Mage Hand. Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn. In addition, you can use the bonus action granted by your Cunning Action to control the hand. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.
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