BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Supporting Fire

Here are listed all of the Legendary Actions and number of legendary resistnaces that can be used by players during Columbia: Thunderous Applause. Each player character can use one legendary action per round.  

Legendary Actions

 

Stunning Slam (Uses Remaining: 0/2)

Nico plunges down from the Ark Royal, impacting onto the ground with a shockwave coming out. All enemies within 10 ft must make a DC 17 CON save or be stunned until after the Columbian Spell Jammers' turn, subtract d6 from their next savings throw and take 4d8 magical bludgeoning damage, or half damage on a successful save. (DT from Nico)   Uses: Irene called in upon 1 Abyss Plunger and the Liberty System and Irene to hit 2 Abyss Plungers.  

High Noon (Uses Remaining: 0/1)

Tarun calls forth the might of the sun. This manifests in an 15 ft radius area at a point of your chosing within 60ft of you. Until the end of the Columbian Spell Jammers' next turn, all allies within the area can trade a roll of 9 or lower on a d20 as a 10 for saving throws. Additionally all enemies that start their turn in, or enter the area for the first on their turn, must make a DC 20 WIS save or take 4d8 points of radiant damage, halved on a successful save. (DT from Tarun)   Called in by Irene onto Kagranak.  

Chaos Contingency (Uses Remaining: 0/1)

Due to Varosk's interference, one of the called in Columbian Orbital Assistance Manuvers will fail to active this turn, selected when the Manuvers are declared by the player who took this action. This can be used multiple times on the same turn(provided uses are available) to decrease the number called in by more than one. (DT from Varosk)   Irene called in to stop a 380mm Barage.  

Blessing of Hadar (Uses Remaining: 0/1)

Andi brings forth the power of the Blood Sun and lights your path. A red sun appears above and concentrates its power onto an area. Enemies within a 30 foot radius make a DC 19 Charisma saving throw or take 4d8 necrotic damage as the light shines on them, halved on a success. All allies within range regain 1d4 hit points for each enemy that failed the saving throw. (DT from Andi)   Delilah used on Kagranak.  

Shielded Wings(Uses Remaining: 0/1)

A ghostly owl swoops down from above, protecting those beneath it wings. Chose a point with in 30ft of you, until the end of the Columbian Spelljammers' next turn all allies within 15ft of the point gain +2 AC and advantage on all Dexterity Saving Throws. Any ally who ends their turn within range gains 10 maximum HP for the next 8 hours (DT from Britney)   Used by Val to shield all but Val

Triple Shooting Star (Uses Remaining: 0/3)

Starling takes three quick shots before disappearing once more into places unknown. When you take this action designated a point within 60 ft of you, Starling will make an attack at the three enemies with the highest current hit points within 20 ft of the designated point. Each target must make a DC Starling 20 DEX save or take 9d6 radiant damage and the target is crippled until the end of the Columbian Spell Jammers' next turn or take half damage on a successful save. A crippled creature can only move half of their movement speed and only make half the number of attacks per action(DT from Starling)   Delilah called in on a mech, Liberty system and an Abyss Plunger Irene calls in on Kagranak and an Abyss Plunger. Irene calls in on Kagranak and an Abyss Plunger.  

Trans-Planar Vengeance(Uses Remaining: 0/2)

Using this new device of strange and unknown origin, interplanar travel has never been easier, nor more dangerous. When you take this action designate a point of your choice within 60ft of you, all enemies within 15ft of the designated point must make a DC 20 CHA save or take 3d8 psychic damage as you a hurled through a horrific landscape, or half damage on a successful save. Additionally if you fail the save you are stuck in that plane until the end of the Columbian Spell Jammers next turn. In this case roll a d2, on a 1 take 3d8 fire damage as you are thrown through a plane of fire, on a 2 take 3d8 cold damage as you are thrown through a plane of pure ice.If a creature subject to this effect damaged you this round, that creature has disadvantage on their save and takes double damage(DT from Nuerophage)   Used by Irene to target Kagranak. Used by Delilah to target Kagranak.  

Spearing Sequoia(Uses Remaining: 0/1)

Farin awakens a Redwood tree to join the fight. See stats below (DT from Farin)
Called in by Delilah  

Bulldozer(Uses Remaining: 0/1)

Guy rallies the herd into the field of battle. Designated two points on the edge of the map, one point must be within 30 ft of you. Any creature within a 10ft wide line between the two points must make a DC 18 STR save or take 5d8 magical bludgeoning damage and be knocked prone, or take half damage on a successful save. (DT from Guy)   Called in by Val on Kusho and Kagranak

Melodic Mindmist(Uses Remaining 2/2)

Syrenah begins to play a captivating tune. An ethereal mist surrounds you, teleport to an unoccupied space you can see within 30ft. Upon arrival, all creatures within 20ft of you must make a DC 17 Wisdom save or come under the effects of a Command Spell. Additionally you can select yourself or one ally within 60ft of you. They gain one Bardic Inspiration, a d10. (DT from Syrenah)  

Legendary Resistances

 

Delilah (Uses Remaining: 1/3)

One used to maintain Circle of Power. Another used to maintain Circle of Power.

Irene(Uses Remaning: 0/1)

One used to save against the Time Breath.

Kusho(Uses Remaning: 0/2)

One used to survive the Liberty Sytem Exploding. One used to save against the Time Breath.

Ruby (Uses Remaining: 0/1)

One used to save against the Time Breath.

Val (Uses Remaining: 1/2)

One used to save against the Time Breath.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!