Mercurial Ray
Combining your newly found magical techniques with your previously-mastered swordsmanship, you've found a way to weave the two together; albiet in a rather delayed fashion...
By consuming an Action & ending your turn, your next Action can transform your sword into one made of arcane energy, increasing its abilities & unleashing that energy in one of three attacks! These come in the form of Mercurial Sweep, Mercurial Sunder, & Mercurial Seize.
Mercurial Sweep
"Raise your shields against the coming light!"
Choose a direction & make a sweeping attack that extends beyond your normal range hitting all adjacent tiles in a 180 degree arc as well as the 2 tiles beyond those adjacent tiles (3-tile-thick 180 degree arc).
Each entities within that space must roll 1d20 , if the result is <11, they take your weapon's damage; if the result of their roll is >10, then they take half that damage instead.
Mercurial Sunder
"Sharpness... Of the mind and body!"
Select an adjacent tile & bring your sword down on it & the 2 tiles behind it!
Each entity within that space must roll 1d20 , if the result is <16, they take twice your weapon's damage; if the result is >15, they manage to dodge the attack.
Mercurial Seize
"You cannot escape!"
Choose a target that you have line of sight on, within 10 tiles, and dash to their position, impaling them with your arcane sword! Dealing quadruple the damage of your weapon.
This attack does not need to roll To-Hit to resolve.
Note: You must consume an Action then immediately end your turn if you begin using this ability. From there, you must spend another Action to execute one of the three moves listed above.
You do not need to hold Concentration nor Intense Concentration while 'charging up' this ability between turns.
You do not need to spend the two (2) Spell Castings twice. Just once you first activate this ability.
This ability does allow you to incorporate other damage buffs or passives into the damage; the "weapon damage" is just there in case one does not have any of those active.
Requires a Pit-Fighter to multiclass into Etherial or an Etherial to multiclass into a Pit-Fighter.
Cost: 2 Spell Castings
Speed: Action & the next turn's Action
Damage: Various spell-blade attacks
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