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6 MONK / 3 RANGER / 3 FIGHTER

A Custom Request from Slayer Extractz, and an offshoot of my SOON TO COME Dark Justiciar Build(s). This is my first build that officially includes Tadpole powers.

I present to you, the undeniable Chosen Assassin of Bhaal himself.

-----CHARACTER CREATION & LEVEL 1-----

Starting Class: Monk

Race: Wood Elf

  • +3m Movement Speed

  • Darkvision

    • Can see in the dark up to 12m

    • Prevents Disadvantage when attacking creatures in the dark within 12m

  • Weapon Proficiency: Longswords, Shortswords, Longbows, Shortbows

  • Advantage on Charmed Saving Throws

  • Cannot be magically put to Sleep

  • Perception Proficiency

  • Stealth Proficiency

Background: Haunted One

Skills: Athletics, Acrobatics

Stats:

  • STR = 10

  • DEX = 17

  • CON = 16

  • INT = 8

  • WIS = 14

  • CHA = 8

Unlocks:

  • +2 Ki Points

  • Unarmoured Defence

    • Adds Wisdom Modifier to AC while not wearing armour

  • Martial Arts: Dextrous Attacks

    • Monk Weapons and Unarmed Attacks use Dexterity instead of Strength if Dexterity is higher

  • Martial Arts: Deft Strikes

    • Monk Weapons and Unarmed Attacks will always deal a minimum of 1d4 Bludgeoning Damage

  • Martial Arts: Bonus Unarmed Strike

    • Can make an Unarmed Strike as a Bonus Action after making an initial attack with a Monk Weapon or Unarmed Attack

  • Flurry of Blows (1 Ki)

    • Make 2 Unarmed Strikes against target


--------------------LEVEL 2--------------------

Monk 2

Unlocks:

  • +1 Ki Points

  • +3 Movement Speed while not wearing armour or using a shield

  • Patient Defence (1 Ki)

    • Attack Rolls against you have Disadvantage

    • Advantage on Dexterity Checks

  • Step of the Wind: Dash (1 Ki)

    • Double movement speed

    • Jump does not require Bonus Action

  • Step of the Wind: Disengage (1 Ki)

    • No longer provokes Opportunity Attacks

    • Jump does not require Bonus Action


--------------------LEVEL 3--------------------

Monk 3

Subclass: Way of the Shadow

Cantrip:

  • Minor Illusion

    • Create an illusion that compels nearby creatures to investigate

    • Does not break stealth

    • Can be cast while Silenced

Unlocks:

  • +1 Ki Point

  • Deflect Missiles (Reaction)

    • Use a Reaction to reduce the Damage from a Ranged Weapon Attack by 1d10 + Dexterity Modifier + Monk Level

    • If Damage is reduced to 0, you can spend a Ki Point to send the Missile back to the Attacker

  • Shadow Arts: Hide

    • Hide as a Bonus Action

  • Shadow Arts: Pass Without Trace (Concentration) (2 Ki)

    • Grants +10 Stealth Checks to caster and nearby allies within 9m

    • Lasts until Long Rest unless Concentration broken

  • Shadow Arts: Darkness (Concentration) (2 Ki)

    • Create Area: Darkness 5m Radius

      • Heavily Obscures creatures

      • Blinds creatures

      • Ranged Attacks cannot be made into or out of Area unless creatures has Blind Immunity

      • Note: Darkness can be absolutely abused with this build. Utilize it well once you gain Blind Immunity through gear.

  • Shadow Arts: Darkvision (2 Ki)

    • Note: Wood Elf has this as a racial passive. Ignore this spell

  • Shadow Arts: Silence (Concentration) (2 Ki)

    • Creates Area: Silenced 6m Radius

      • Creatures are Silenced

      • Creatures are Immune to Thunder Damage

      • Note: Can trivialize various boss fights. Utilize this spell well


--------------------LEVEL 4--------------------

Monk 4

Feat: Ability Improvement (+2 Dexterity)

Unlocks:

  • +1 Ki Point

  • Slow Fall (Reaction)

    • When you fall, can use a Reaction to gain Resistance to Falling Damage


--------------------LEVEL 5--------------------

Monk 5

Unlocks:

  • +1 Ki Point

  • Extra Attack

  • Stunning Strike (Melee/Unarmed) (1 Ki)

    • Deal Weapon/Unarmed Damage with a chance to Stun the target

  • Cloak of the Shadows

    • Become Invisible if you are Obscured

    • Advantage on Attack Rolls

    • Enemies have Disadvantage on Attack Rolls against you

    • Ends when you Attack, Cast a Spell, take an Action, or take Damage


--------------------LEVEL 6--------------------

Monk 6

Unlocks:

  • +1 Ki Point

  • +1.5m Movement Speed (Total 4m) while not wearing armour or using a shield

  • Unarmed Attacks ignore Resistance and Immunity to Non-Magical Damages (Slashing, Piercing, Bludgeoning

  • Shadow Step

    • Teleport from shadow to shadow

    • Advantage on next Melee Attack Roll*

    • Cannot teleport to a Clear Area, must be Obscured

    • Can be cast while Silenced


--------------------LEVEL 7--------------------

Multiclass: Ranger

Favoured Enemy: Sanctified Stalker (Keeper of the Veil alternatively)

  • Religion Proficiency

  • Sacred Flame (Cantrip)

    • 2d8 Radiant Damage

    • 3d8 Radiant Damage at Level 10+

    • Creatures must make a Dexterity Save to negate damage

Natural Explorer: Wasteland Wanderer: Fire

  • Resistance to Fire Damage (most common element used by enemies)

Abilities: Stealth


--------------------LEVEL 8--------------------

Ranger 2

Fighting Style: Two-Weapon Fighting

  • Add Ability Modifier to Off-Hand Weapon Attack Damage

Spells:

  • Longstrider (Ritual)

    • +3m Movement Speed

  • Enhance Leap

Unlocks:

  • +2 Level 1 Spell Slots

--------------------LEVEL 9--------------------

Ranger 3

Subclass: Gloomstalker

Spell:

  • Disguise Self (Always Prepared) (Ritual)

    • Magically change your appearance

    • Has various uses

  • Fog Cloud (Concentration)

    • Creates Area: Fog 5m Radius

      • Heavily Obscures creatures

      • Blinds creatures

    • Note: Use as a backup to Darkness

Unlocks:

  • +1 Level 1 Spell Slot

  • Superior Darkvision

    • Can see in the dark up to 24m

    • Doubles distance of Disadvantage prevention from Darkvision

  • Umbral Shroud (Short Rest)

    • Become Invisible if you are Obscured

    • Advantage on Attack Rolls

    • Enemies have Disadvantage on Attack Rolls against you

    • Ends when you Attack, Cast a Spell, take an Action, or take Damage

    • Note: Can be ignored in favour of Cloak of Shadows

  • Dread Ambusher: Hide

    • Hide as a Bonus Action

  • Dread Ambusher

    • On 1st turn

      • +3 Movement Speed

      • Can make free Melee/Ranged Attack that deals Normal Damage +1d8 additional Damage


--------------------LEVEL 10--------------------

Multiclass: Fighter

Fighting Style: Defence

  • +1 AC when wearing Armour

Unlocks:

  • Second Wind (Short Rest)

    • Regain 1d10 + Fighter Level HP


--------------------LEVEL 11--------------------

Fighter 2

Unlocks:

- Action Surge (Once per Short Rest)

  • Gain an extra action


--------------------LEVEL 12--------------------

Fighter 3

Subclass: Champion

Unlocks:

- Improved Critical Hit

- Number needed to roll a Critical Hit is reduced by 1


--------------------GEAR--------------------

Important Items:

  • Absolute’s Brand

  • Hag’s Hair (Dexterity)

  • Note: If you cannot gain Hag’s Hair, consider 2 Fighter & 4 Ranger to gain a 2nd Feat and boost Dexterity to 20. The trade-off is you will not gain the extra Critical Hit Roll stack buff.

  • Awakened (Passive)

    • You can use all of your Illithid Powers as a Bonus Action. Your resistance to the zaith'isk in the githyanki infirmary awakened this power.

      • How: Succeed on all three saving throws when interacting with the Zaith'isk in Crèche Y'llek; Or, if Lae'zel is the one in the Zaith'isk, success on all three ability checks


-------ACT 1-------

Head:

- Diadem of Arcane Synergy*

  • When you inflict a condition, gain Arcane Synergy for 2 turns

    • Weapon Attack deal Bonus Damage equal to Spellcasting Ability Modifier

Location: Looted from Ardent Jhe'rezath in Inquisitor's Chamber, Crèche Y'llek


- Shadow of the Menzoberranzan (Optional)

  • Light Armour

  • Shrouded in Shadow (Long Rest)

    • Become Invisible for 2 turns

Location: Looted from the Pale Corpse in the Myconid Colony, in the secret area unlocked by completing the quest Defeat the Duergar Intruders X: 50 Y: 75


- Haste Helm (Optional)

  • Light Armour

  • At the start of combat, gain Momentum for 3 turns

    • Momentum

      • +1.5 Movement Speed

Location: Chest in Blighted Village near Waypoint

------------------------------

Chest:

- Spidersilk Armour

  • Light Armour

  • 12 AC + Dexterity Modifier

  • +1 Stealth Checks

  • Advantage on Constitution Saving Throws

Location: Worn by Minthara


- Armour of Uninhibited Kushigo

  • Clothing

  • 10 AC + Dexterity Modifier

  • While Patient Defence is Active, the wearer can use a Reaction to make an Unarmed Strike against any Attacker that Misses

Location: Find the Missing Boots quest Reward for giving Boots of Speed to Thrinn in Grymforge

------------------------------

Gloves:

- Gloves of Power*

  • +1 Sleight of Hand

  • On a hit with a weapon attack, possibly inflict Absolute’s Bane on target if the wearer bears the Absolute’s Brand

    • -1d4 Attack Rolls

    • -1d4 Saving Throws

Location: Looted from the Goblin Boss Za'Krug in front of the Druid Grove.


- Bracers of Defence

  • +2 AC while not wearing armour or holding a shield

Location:  In the secret area of the Apothecary's Cellar beneath the Blighted Village. The bracers are located in a gilded chest X: -656 Y: -370

------------------------------

Boots:

- Disintegrating Night Walkers*

  • Cannot be Enwebbed, Entangled, or Ensnared

  • Cannot slip on Grease or Ice

  • Misty Step (Short Rest)

    • Teleport to a clear space you can see within 18m

Location: Dropped from True Soul Nere in Grymforge


- Springstep Boots

  • When the wearer Dashes, gain Momentum for 3 turns (+1.5m Movement Speed)

Location: Dror Ragzlin’s Treasure Room


- Boots of Speed

  • Click Heels (Per Turn)

    • Doubled Movement Speed

    • Enemies have Disadvantage on Opportunity Attacks against you

Location: Worn by Thulia in the Myconid Colony

Note: Must be given away during a quest in order to receive Armour of Uninhibited Kushigo

------------------------------

Cloak:

- The Deathstalker Mantle*

  • Once per turn when you kill an enemy, become Invisible for 2 turns

Location: Given to The Dark Urge during Act 1 in a cutscene

------------------------------

Amulet:

- Amulet of Branding*

  • Brand the Weak

    • Bludgeon the Weak

      • Target is Vulnerable to Bludgeoning Damage for 3 turns

    • Slash the Weak

      • Target is Vulnerable to Slashing Damage for 3 turns

    • Pierce the Weak*

      • Target is Vulnerable to Piercing Damage for 3 turns

Location: Looted from a Githyanki at Crèche Y'llek


- Amulet of Misty Step

  • Misty Step (Short Rest)

Location: Gilded chest next to the bed behind Polma in the Defiled Temple X: 386 Y: 8

------------------------------

Rings:

- Strange Conduit Ring**

  • +1d4 Psychic Damage on Weapon Attacks while Concentrating 

Location: Inside an elegant chest in Inquisitor's Chamber, Crèche Y'llek X: 1360 Y: -657


- Ring of Protection*

  • +1 AC

  • +1 Saving Throws

Location: Reward for Steal the Sacred Idol


- Caustic Band

  • +2 Acid Damage on Weapon Attacks

Location: Purchased from Derryth Bonecloak in the Myconid Colony


- Crusher’s Ring (Optional)

  • +3m Movement Speed

Location: Dropped by Crusher


- Smuggler’s Ring (Optional)

  • +2 Stealth

  • +2 Sleight of Hand

  • -1 Charisma

Location: Looted from a Skeleton, hidden in a bush on the lower path following the river, near the broken bridge section at The Risen Road (X:58, Y:512)


- Fetish of Callarduran Smoothhands (Optional)

  • Invisibility (Long Rest)

Location: Found on one of the dead deep gnomes that a pair of duergar are throwing into the lake in Grymforge X: -610 Y: 408; If you talk to the Duergar you need to succeed a Perception and Deception or Sleight of Hand check before this item can be looted. Alternatively, you can murder the Duergar and loot it directly from one of the corpses

------------------------------

Melee Weapons:

- Knife of the Undermountain King***

  • Shortsword

  • +2 Enchantment

  • Number needed to roll a Critical Hit is reduced by 1

  • If you roll 2 damage or less, reroll and take the highest result

  • Advantage on Attack Rolls against Obscured targets

Location: Can be bought or looted from A'jak'nir Jeera in Crèche Y'llek


- Ritual Dagger*

  • Dagger

  • On hit, gain +1d4 Attack Rolls & Saving Throws until the end of your next turn

  • Blood Sacrifice (Bonus Action)

    • Take 1d4 Slashing Damage

    • +1d4 Attack Rolls & Saving Throws for 1 turn

Location: On the table next to Abdirak in Shattered Sanctum


- Hunter’s Dagger

  • Dagger

  • +1 Enchantment

  • On hit, target must make 13 DC Constitution Saving Throw or become Ruptured for 3 turns

    • Take 1d4 Piercing Damage when moving

    • Each time you move, reduce duration by 1

Location: Purchased from Roah Moonglow in Shattered Sanctum


- Sussur Dagger (Optional)

  • Dagger

  • +1 Enchantment

  • Silences target on hit for 2 turns

Location: Finish the Masterwork Weapon quest


- Worgfang (Optional)

  • Dagger

  • Goblins have Disadvantage on Attack Rolls against wielder

Location: Worgfang can be looted from a pile of bones in one of the cells within the Worg Pens area of the Goblin Camp X: 386 Y: -17


- Assassin’s Touch (Optional)

  • Dagger

  • +1 Enchantment

  • +1d4 Necrotic Damage against creatures Knocked Out or Sleeping

Location: Reward for quest Save the Goblin Sazza

------------------------------

Ranged Weapons:

- Bow of the Banshee*

  • +1 Enchantment

  • +1d4 Attack Rolls against Frightened creatures

  • +1d4 Damage against Frightened creatures

  • On a hit, possibly inflict Frightened

  • Note: Both +1d4 buffs apply to all weapons you are wielding

Location: Corsair Greymon in Grymforge


- Bow of Awareness (Optional)

  • +1 Enchantment

  • +1 Initiative

Location: Purchased from Roah Moonglow in Shattered Sanctum in Goblin Camp

------------------------------

-------ACT 2-------

Head:

- Dark Justiciar Helmet***

  • Medium Armour

  • Number needed to roll a Critical Hit is reduced by 1 while Obscured

  • +1 Constitution Saving Throws

  • +1 Saving Throws against Spells

Locations: Found inside a Gilded Chest in the Gauntlet of Shar X: -822 Y: -753


- Covert Cowl (Optional)

  • Number needed to roll a Critical Hit is reduced by 1 while Obscured

  • +1 Dexterity Saving Throws

Location: Carried by a Meenlock in the Cellar of Last Light Inn

------------------------------

Chest:

- Shadeclinger Armour*

  • Light Armour

  • 12 AC + Dexterity Modifier

  • Advantage on Saving Throws while Obscured

  • +1 Stealth

Location: Purchased at Last Light Inn

------------------------------

Gloves:

- Dark Justiciar Gauntlets***

  • +1d4 Necrotic Damage with Weapon Attacks

  • +1 Strength Saving Throws

  • Beckoning Darkness (Bonus Action)

    • Creatures is haunted by darkness for 2 turns

    • Takes 1d8 Necrotic Damage if it enters or starts its turn in an Obscured area

Location: Rare version. Reward for killing the Nightsong in Nightsong's Prison


- Flawed Helldusk Gloves (Optional)

  • +1d4 Fire Damage with Weapon Attacks

  • +1d4 Necrotic Damage with Unarmed Attacks

  • Unarmed Attacks have a chance to inflict Bleeding

  • +1 Strength Saving Throws

Location: Purchased from Dammon

------------------------------

Boots: N/A

------------------------------

Cloak:

- Cloak of Cunning Brume (Optional)

  • When the wearer Disengages, they create a Fog Cloud with 2m Radius for 1 turn

Location: Purchased at Last Light Inn


- Cloak of Protection (Optional)

  • +1 AC

  • +1 Saving Throw

Location: Purchase from trader at Last Light Inn

------------------------------

Amulet:

- Surgeon’s Subjugation Amulet

  • When you land a Critical Hit, you can Paralyze the target for 2 turns (Long Rest)

Location: House of Healing

------------------------------

Rings:

- Eversight Ring*

  • Immune to Blind

Location: Looted from Opulent Chest in the House of Healing Morgue X: 9 Y: -981


- Shadow-Cloaked Ring***

  • +1d4 Damage with Weapon and Unarmed Attacks against Obscured creatures or creatures made of shadow

Location: Can be looted from the Shadow Mastiff Alpha in the Ruined Battlefield X: -49 Y: 36; The nearby everburning torches must be destroyed before the Mastiff will appear


- Shadow Blade Ring (Optional)

  • Shadow Blade (Short Rest) (Concentration)

    • Conjure a shortsword

    • Can be unequipped and equipped as long as it remains on the caster’s person

    • 2d8 Psychic Damage

    • Advantage against Obscured creatures

Location: Reward for Find Arabella’s Parents quest

------------------------------

Melee Weapons:

- Render of Mind and Body*

  • Shortsword

  • +1 Enchantment

  • When Attacking with Advantage deal bonus 1d8 Psychic Damage

Location: Purchased at Moonrise Towers


- Slicing Shortsword (Optional)

  • Shortsword

  • +1 Enchantment

  • When attacking with Advantage, inflict Bleeding

Location: Purchased from trader at Moonrise Towers


- Sword of Clutching Umbra (Optional)

  • Shortsword

  • +1 Enchantment

  • Shadowsoaked Blow

    • Strike an enemy and ass Proficiency Bonus to Damage

    • If Attack hits, deals +1d6 Psychic Damage

    • Does not break stealth

Location: Purchased from Dammon


- Sword of Life Stealing (Optional)

  • Shortsword

  • +2 Enchantment

  • On Critical Hit, deal 10 Necrotic Damage and gain 10 Temporary HP

Location: Purchased from Dammon

------------------------------

Ranged Weapons:

- Darkfire Shortbow (Optional)

  • Shortbow

  • +2 Enchantment

  • Resistance to Fire Damage

  • Resistance to Cold Damage

  • Haste (Long Rest)

    • Gain an extra action

    • Double movement speed

    • +2 AC

    • Advantage on Dexterity Saving Throws

    • When Haste ends, become Lethargic (lose a turn)

Location: Purchased from Dammon

------------------------------

-------ACT 3-------

Head:

- Sarevok’s Horned Helmet (Optional)

  • Medium Armour

  • Number needed to roll a Critical Hit is reduced by 1

  • Cannot be Frightened

  • Darkvision up to 3m or 15m if you already have it

Location: Sarevok

------------------------------

Chest:

- Bhaalist Armour***

  • Light Armour

  • 14 AC + Dexterity Modifier

  • +2 Initiative

  • Aura of Murder

    • Enemies within 2m become Vulnerable to Piercing Damage

    • Note: Enemies become Vulnerable regardless of Resistance mentioned in the item description

Location: Sold by Echo of Abazigal in the Murder Tribunal after the player character accepts Bhaal and becomes an Unholy Assassin

------------------------------

Gloves:

- Bhaalist Gloves (Optional)

  • +1 Attack Rolls

  • Garrotte (Short Rest)

    • Wrap a shadow rope around a Humanoid’s throat and deal 1d10 Bludgeoning Damage for 3 turns

    • Creature must make DC 14 Strength Saving Throw to save

Location: Sold by Echo of Abazigal in the Murder Tribunal after the player character accepts Bhaal and becomes an Unholy Assassin


- Legacy of the Masters* (Optional)

  • +2 Attack Rolls

  • +2 Damage Rolls

  • +1 Strength Saving Throws

Location: Sold by Dammon at the Forge of the Nine, in the Lower City

Note: These will insanely help you get Critical Hits, but Dammon must still be alive which is unlikely, unfortunately. Props if you managed to keep him alive

------------------------------

Boots: N/A

------------------------------

Cloak:

- Shade-Slayer Cloak***

  • Number needed to roll a Critical Hit reduced by 1 while Hiding

Location: Sold by Sticky Dondo X: -17 Y: 755 in the Guildhall, found in the Lower City Sewers

------------------------------

Amulet:

- Amulet of Bhaal***

  • On a hit, inflict Bleeding to targets with 100% HP

Location: Sarevok

------------------------------

Rings:

- After Death Do Us Part (Roleplay Optional)

  • When the wearer is Downed, they rise with half-HP but gain Shadow Possession

    • Cursed

    • Attacks the nearest creature

    • Deals +1d4 Necrotic Damage

Location: Possible reward for completing Free the Artist

------------------------------

Melee Weapons:

- Bloodthirst***

  • Dagger

  • +2 Enchantment

  • Bound Weapon

  • Number needed to roll a Critical Hit is reduced by 1

  • True Strike (Bonus Action) (Cantrip) (Short Rest)

  • Main Hand: On hit, target becomes Vulnerable to Piercing Damage

  • Off-Hand*: When a creature misses you with a Melee Attack, gain True Strike

  • Off-Hand*: +1 AC

Location: Reward for defeating Orin during Get Orin’s Netherstone


- Crimson Mischief (Optional)

  • Shortsword

  • +2 Enchantment

  • +1d4 Necrotic Damage

  • +1d4 Piercing Damage to targets with less than 50%HP

  • +7 Piercing Damage when attacking with Advantage

  • When you make an attack with your off-hand weapon, you can add your Ability Modifier to the damage

Location: Dropped by Orin

------------------------------

Ranged Weapons:

- The Dead Shot***

  • Longbow

  • +2 Enchantment

  • Number needed to roll a Critical Hit is reduced by 1

  • Wielder doubles Proficiency Bonus when rolling Ranged Attacks with this weapon unless they have Disadvantage

Location: Sold by Fytz the Firecracker at the Stormshore Armoury in Lower City

-------ILLITHID POWERS-------


--------------------------------Normal Powers --------------------------------


- Favourable Beginnings* (Passive)

  • The 1st Attack Roll or Ability Check you make against any target gains a bonus equal to your Proficiency Bonus

  • Unlocked automatically after becoming Half-Illithid


Concentrated Blast*

  • 3d6 Psychic Damage

  • Can only use while Concentrating

  • If the target is Concentrating, Heal for the same amount as Damage dealt

  • Ends Concentration

  • Unlocked automatically after becoming Half-Illithid


Psionic Overload (Short Rest) (10 Turns)

  • +1d4 Psychic Damage with Attacks

  • Take 1d4 Psychic Damage every turn

  • Unlocked automatically after becoming Half-Illithid


Stage Fright (Short Rest)

  • Target has Disadvantage on Attack Rolls

  • Takes 2d6 Psychic Damage each time they miss an Attack Roll

  • Removed upon successful Attack Roll

  • Note: Must have Psionic Overload to gain this ability

  • Note: Combined with Darkness, this can be deadly


Luck of the Far Realms*** (Reaction) (Long Rest)

  • Chance a successful Attack Roll into a Critical Hit

  • Note: Must have Favourable Beginnings


Psionic Backlash* (Reaction)

  • When a creature within 9m casts a spell, use a Reaction to deal Damage

  • 1d4 Psychic Damage per Spell Level

  • Note: Must have Concentrated Blast


Cull the Weak (Passive) (Toggleable)

  • When you bring a creature’s HP Number below the Number of your Illithid Powers, it dies and nearby enemies take 1d4 Psychic Damage

  • Note: Must have Concentrated Blast


--------------------------------Elite Powers --------------------------------


Illithid Expertise

  • Persuasion Expertise

  • Deception Expertise

  • Intimidation Expertise

  • Note: Must have Luck of the Far Realms or Fracture Psyche


Mind Blast (Long Rest)

  • 4d8 + Spellcasting Modifier Psychic Damage in 14m Cone AoE

  • Chance to Stun targets


Mind Sanctuary (Long Rest)

  • Creates Area: Mind Sanctuary Aura 3m Radius for 3 turns

    • Creatures can take Actions and Bonus Actions interchangeably

    • After using both Action and Bonus Action, gain condition Mind Sanctuary: Depleted

      • Cannot benefit from Mind Sanctuary this turn

  • Note: In Honour Mode, this granted Hasted instead

  • Note: Must have Psionic Backlash or Freecast



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POSTEDApr 6, 2024
ARCHIVEDJun 10, 2026