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# Spells and Weapons # Spells ### Crystal Arrow | Level| Action | Range | | --- | --- | --- | | None | None| 90 ft| | Duration | School | Attack / save | | --- | --- | --- | | Instantaneous | Evocation | Ranged Damage type | Components | | ---| ---| | Piercing | Bytownite Recurve Bow Crystal Arrow bolts toward a target within range and bursts in a spray of shards. Make a ranged spell attack against the target. On a hit, the target takes 4d4 piercing damage immediately and 2d4 piercing damage spread over 5 feet at the end of its next turn. Cast when firing the Bytownite Recurve Bow ### Crystal Blast Level| Action | Range | | --- | --- | --- | | 3 | 1| 90 ft| | Duration | School | Attack / save | | --- | --- | --- | | Instantaneous | Evocation | Ranged | Damage type | Components | | ---| ---| | Piercing | Onslaught Crystal staff| A shimmering crystal shard streaks toward a target within range and bursts in a spray of crystal shards. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Piercing damage immediately and 2d4 piercing damage spreads over a 10 foot radius from point of impact. On a miss, the shard splashes the target for half as much of the initial damage and no shard damage at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd. **Optional** If crystal is used. Using a 50 g crystal (is broken if you do use this) damage is increased by 1d4. (cannot use a higher g crystal and does not stack) **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd. \columnbreak ### Crystal Mist Level| Action | Range/Area | | --- | --- | --- | | None | None| Self | | Duration | School | Attack / save | | --- | --- | --- | | 10 Minutes | Evocation | None| | Damage type | ---| | None | After landing a hit with the Crystal Pugios a cloud of mist shrouds the user increasing stealth and reducing perception and rolls have disadvantage of any enemy in the cloud. The cloud spans over 20 ft around the caster. Available for every class wielding the Crystal Pugios ### Crystal Slash Level| Action | Range | | --- | --- | --- | | None | None| 10 ft| | Duration | School | Attack / save | | --- | --- | --- | | Instantaneous | Evocation | Ranged | Damage type | Components | | ---| ---| | Force| Jade Jian, Gem Greataxe When slashing using the Crystal Jian or Gem Greataxe this spell is cast dealing 2d10 damage 10 ft in front of the caster. Can be cast by any class wielding this weapon ### Quartz Quake Level| Action | Range | | --- | --- | --- | | None | 1| | 40 ft cone | Duration | School | Attack / save | | --- | --- | --- | | 1 hour | Evocation | Piercing | Damage type | Components | | ---| ---| | Piercing | Hematite Hammer | When you slam your hammer into the ground or into the skull of your enemy the terrain 10 feet around point of impact into difficult terrain and when someone walks over it they take 3d4 damage and their movement speed is cut in half until they are healed or die. \pagebreak # Spells (continued) ### Crystal Rain Level| Action | Range | | --- | --- | --- | | 3 | 1| 40 foot Area x 60 Hight| | Duration | School | Attack / save | | --- | --- | --- | | Instantaneous | Evocation | DEX Save | Damage type | Components | | ---| ---| | Bludgeoning | Onslaught Crystal staff| A hail of crystal rains to the ground in a 20-foot-radius, 60-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The Crystal rain turn the storm's area of effect into difficult terrain until the end of your next turn. Optional. When you cast this spell you can use a gem worth 50 g (no higher or lower) to add 3d8 damage At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th. ### Crystal Wall Level| Action | Range | | --- | --- | --- | | 2 | 1| 30 foot line| | Duration | School | Attack / save | | --- | --- | --- | | Until Dispelled | Evocation | None | Damage type | Components | | ---| ---| | none | Ring of Crystalized Protection| A crystal wall is summoned spanning a 30 foot line (can curve) will be dispelled after durability reaches zero. Durability is equal to the caster's hp and ac. If a gem is held, durability is buffed depending on the value of the stone, 10 to 99 g is buffed to 1.2 times caster's hp and ac 100-500 is 1.3 is. buffed caster's hp and ac 501-1000 is buffed 1.5 times 1000+ is 1.7 times caster's hp and ac. 5000 + g is buffed to 2 times caster's hp and ac (cannot stack). ## Vessel Spells ### Soul Soul is an arcane force that is generated from bugs and is the substance that animates their bodies. When put to use it can be twisted into Spells or even be used to heal damage. you are able to store 99 soul at a time and gain 11 soul each nail hit. Spells and healing cost 33 soul \columnbreak ### Crystal Buckshot Level| Action | Range | | --- | --- | --- | | None | 1| 40 ft cone| | Duration | School | Attack / save | | --- | --- | --- | | Instantaneous | Evocation | Ranged | Damage type | Components | | ---| ---| | Piercing | Crystal Carbine| Several crystal shards are shot towards a target spanning in a 40 foot cone. Each target caught in the takes 4d6 damage. Cast when firing the Crystal Garand. **Optional** If crystal is used. Using a 50 g crystal (is broken if you do use this) damage is increased by 1d4. (cannot use a higher g crystal and does not stack) ### Crystal Armor ## Level| Action | Range | | --- | --- | --- | | 2 | 1| Sight| | Duration | School | Attack / save | | --- | --- | --- | | Until Dispelled | Evocation | None | Damage type | Components | | ---| ---| | none | Ring of Crystalized Protection| User creates a suit of armor around an ally. When this ability is cast the target cannot move or use an action but the caster can move it but this costs an action. The durability of this armor is equal to the casters health and AC. If a gem is held, durability is buffed depending on the value of the stone, 10 to 99 g is buffed to 1.2 times caster's hp and ac 100-500 is 1.3 is. buffed caster's hp and ac 501-1000 is buffed 1.5 times 1000+ is 2 times caster's hp and ac. (cannot stack) ### Vengful Spirit ## Level| Action | Range | | --- | --- | --- | | 2 | 1| Sight| | Duration | School | Attack / save | | --- | --- | --- | | Instantaneous | Evocation | None | Damage type | Components | | ---| ---| | none | 33 SOUL | Conjure a spirit that will fly forward and burn foes in its path. The spirit requires SOUL to be conjured. Strike enemies to gather SOUL. Does 2d10 damage going in a straight line for 20 feet. Can be used mid-air \pagebreak ### Desolate Dive ## Level| Action | Range | | --- | --- | --- | | 2 | 1| Sight| | Duration | School | Attack / save | | --- | --- | --- | | Instantaneous | Evocation | None | Damage type | Components | | ---| ---| | none | 33 SOUL| Strike the ground with a concentrated force of SOUL. This force can destroy foes or break through fragile structures. The force requires SOUL to be conjured. Strike enemies to gather SOUL. Does 2d10 on the square you landed on and a 5 ft shockwave spreading out dealing 2d8 damage. ### Howling Wraiths ## Level| Action | Range | | --- | --- | --- | | 2 | 1| 15 feet above you| | Duration | School | Attack / save | | --- | --- | --- | | Instantaneous | Evocation | None | Damage type | Components | | ---| ---| | Force | 33 SOUL | Blast foes with screaming SOUL. The Wraiths requires sic SOUL to be conjured. Strike enemies to gather SOUL. Does 4d10 damage to any enemy 15 or less feet above the caster. Can be used mid-air ### Shade Soul ## Level| Action | Range | | --- | --- | --- | | 2 | 1| 5 by 30 line| | Duration | School | Attack / save | | --- | --- | --- | | Instantaneous | Evocation | None | Damage type | Components | | ---| ---| | Force | 33 SOUL | Conjure a shadow that will fly forward and burn foes in its path. The shadow requires SOUL to be conjured. Strike enemies to gather SOUL. Passes through any cover an enemy might be hiding behind. Deals 5d10 damage in a straight line for 30 feet. Can be used mid-air \columnbreak ### Descending Dark ## Level| Action | Range | | --- | --- | --- | | 2 | 1| 5 by 30 line| | Duration | School | Attack / save | | --- | --- | --- | | Instantaneous | Evocation | None | Damage type | Components | | ---| ---| | Force | 33 SOUL | Strike the ground with a concentrated force of SOUL and Shadow. This force can destroy foes or break through fragile structures. The force requires SOUL to be conjured. Strike enemies to gather SOUL. Gives the Vessel immunity to any reactions after the spell is cast. Deals 4d10 to the square the Vessel lands on and 4d8 10 feet around the point of impact. ### Abyss Shriek ## Level| Action | Range | | --- | --- | --- | | 2 | 1| 5 by 30 line| | Duration | School | Attack / save | | --- | --- | --- | | Instantaneous | Evocation | None | Damage type | Components | | ---| ---| | Force | 33 SOUL | Blast foes with screaming SOUL and Shadow. The Wraiths requires SOUL to be conjured. Strike enemies to gather SOUL. Deals 5d12 damage 15 or less feet above caster. Can be used mid-air. ### Focus ## Level| Action | Range | | --- | --- | --- | | 2 | 1| Self | | Duration | School | Attack / save | | --- | --- | --- | | Instantaneous | Transmutation | None | Damage type | Components | | ---| ---| | Force | 33 SOUL | Focus collected SOUL to repair your shell and heal damage. Strike enemies to gather SOUL. Heal 3HP. \pagebreak # Gauntlet Wielder Spells ### Mana Mana is a shared resource used for casting Spells through your gauntlet and levitating. Base max mana: 50 / 70. Max mana is increased through Amulets. Regenerates 10 every turn ## Pyromancer ### Fireball ## Level| Action | Range | | --- | --- | --- | | None | 1| 40 ft | | Duration | School | Attack / save | | --- | --- | --- | | Instantaneous | Conjuration | Ranged | Damage type | Components | | ---| ---| | Fire | 25 Mana, Flame Gauntlet | Takes 25 Mana. Send a scorching ball of fire flying towards your opponents deals 1d8. Explodes on contact, dealing damage based on proximity to center of explosion deals 1d6 if attack roll is within 2 of targets AC. Creates a lingering Flame Puddle on miss dealing 1d4 fire damage to anything that moves through it. Can damage caster. Range: 40 ft ### Flamewall ## Level| Action | Range | | --- | --- | --- | | None | 1| 10 ft | | Duration | School | Attack / save | | --- | --- | --- | | 3 rounds | Conjuration | Ranged | Damage type | Components | | ---| ---| | Fire | 10 Mana, Flame Gauntlet | Costs ten mana. Creates a wall of fire that spans a 5 by 30 foot line. Cannot curve. Deals 2d8 to anything that passes through, including you. Burns anything that passes through and deals 1d4 fire damage on its next turn. Lasts 3 rounds **Cooldown** Can be used once every 2 turns \columnbreak ## Stoneshaper ### Shockwave ## Level| Action | Range | | --- | --- | --- | | None | 1| 5 by 15 foot line | | Duration | School | Attack / save | | --- | --- | --- | | Instantaneous | Transmutation | Ranged | Damage type | Components | | ---| ---| | Force | 21 Mana, Stone Gauntlet | Costs 21 Mana. Cause an eruption of fast-moving earth along the ground, damaging all opponents it passes through dealing 1d8 force damage and knocks enemies back 5 ft. Must be grounded to cast. ### Boulderfall ## Level| Action | Range | | --- | --- | --- | | None | 1| 40 ft| | Duration | School | Attack / save | | --- | --- | --- | | Instantaneous | Evocation | Ranged | Damage type | Components | | ---| ---| | Bludgeoning | 10 Mana, Stone Gauntlet | Costs 10 Mana. Throw a massive boulder that explodes and does 2d8 bludgeoning damage on impact and within 5 ft of impact. Damage increases with airtime of 20 ft. to deal 3d8. Can damage caster. **Cooldown** Can be used once every 2 turn \pagebreak ## Toxicologist ### Toxic Spray ## Level| Action | Range | | --- | --- | --- | | None | 1| 15 ft| | Duration | School | Attack / save | | --- | --- | --- | | 2 rounds | Evocation | Ranged | Damage type | Components | | ---| ---| | Acid | 15 Mana, Toxic Gauntlet | Costs 15 Mana. Sprays projectiles in a 10 foot cone dealing 1d8 acid damage in the first 5 foot range and 1d6 in the last 5 feet. ### Toxic Cloud ## Level| Action | Range | | --- | --- | --- | | None | 1| 5 by 15 foot line | | Duration | School | Attack / save | | --- | --- | --- | | 2 rounds | Transmutation | Ranged | Damage type | Components | | ---| ---| | Poison | 10 Mana, Toxic Gauntlet | Costs 10 Mana. Toss a toxic glob that expands into a 3 by 3 toxic cloud on impact dealing 2d8 poison damage. Damages and applies Poison to opponents hit for 2 rounds dealing 2d4 poison damage . Can damage (but not poison) caster. ## Conduit ### Lightning Bolt ## Level| Action | Range | | --- | --- | --- | | None | 1| 30 ft | | Duration | School | Attack / save | | --- | --- | --- | | Instantaneous | Transmutation | Ranged | Damage type | Components | | ---| ---| | Lightning | 9 Mana, Lightning Gauntlet | Costs 9 Mana. 1d4 lightning damage, can be cast up to 3 times a turn \columnbreak ### Lightning Strike ## Level| Action | Range | | --- | --- | --- | | None | 1| 30 ft | | Duration | School | Attack / save | | --- | --- | --- | | Instantaneous | Evocation | Ranged | Damage type | Components | | ---| ---| | Lightning | 15 Mana, Lightning Gauntlet | Costs 15 Mana. Summon a lightning strike that deals 2d8 lightning damage and immobilizes anything within 3 by 3 square. ## Frostborn ### Ice Lance ## Level| Action | Range | | --- | --- | --- | | None | 1| 30-80 ft | | Duration | School | Attack / save | | --- | --- | --- | | Instantaneous | Conjuration| Ranged | Damage type | Components | | ---| ---| | Cold | 24-48 Mana, Ice Gauntlet | Charge and unleash a deadly shard of ice. Charging decreases Run Speed, but increases Ice Lance's damage, and mana cost. Can be unleashed on the first turn of charge dealing 1d8 damage with a range of 30 feet. Can be charged for 1 turn and unleashed on the next with a range of 80 ft dealing 3d8 Damage. When it is charged your movement speed is halved. ### Flash Freeze ## Level| Action | Range | | --- | --- | --- | | None | 1| Self: 20 ft Sphere | | Duration | School | Attack / save | | --- | --- | --- | | 3 Rounds | Evocation | None | Damage type | Components | | ---| ---| | None | 6 Mana, Ice Gauntlet | Chill the area around you, slowing opponents inside of it by halving their movement speed for 2 turns then freezing them if they stay there. To even move the Creature must succeed on a DC 13 DEX saving throw. The cold also encloses the area with a barrier that blocks projectiles. \pagebreak ## Tempest ### Wind Shear ## Level| Action | Range | | --- | --- | --- | | None | 1| 35 ft | | Duration | School | Attack / save | | --- | --- | --- | | Instantaneous | Evocation | Ranged | Damage type | Components | | ---| ---| | Force | 7 Mana, Wind Gauntlet | Costs 7 Mana. Rapidly summon gusts of wind deals 1d4 force damage. Can be cast up to 3 times a turn. \columnbreak ### Tornado ## Level| Action | Range | | --- | --- | --- | | None | 1| 30 ft | | Duration | School | Attack / save | | --- | --- | --- | | Instantaneous | Evocation | Ranged | Damage type | Components | | ---| ---| | Force | 7 Mana, Wind Gauntlet | Conjure a 15-foot-radius, 25-foot-high cylinder tornado to pull your opponents in towards its vortex. Pulls airborne opponents harder. Sucks in any creatures within 10 ft and sucks in any airborne targets within 15 feet. Lasts 3 minutes. Anything caught takes 2d4 force damage and is immobilized for the duration unless they make a DC 15 DEX save. If they stay in the Tornado after the duration they are knocked prone. # Back to Regular Spells ### Blood Crystallization ## Level| Action | Range | | --- | --- | --- | | None | None | None | | Duration | School | Attack / save | | --- | --- | --- | | 4 rounds | Conjuration | None | Damage type | Components | | ---| ---| | None | Ruby Ranseur | When stabbing a target, crystals begin to expand replacing their skin and a bit of flesh but leaving all essential organs intact. These crystals will fade if a healing spell or restoration spell is used on the target. After 2 rounds the target will be unable to move but able to take actions. After 4 turns the target is completely immobilized until Greater Restoration is cast. \columnbreak ### Crystal Chains ## Level| Action | Range | | --- | --- | --- | | 2 | 1| 30 ft Sight | | Duration | School | Attack / save | | --- | --- | --- | | Until dispelled | Trasmutation | WIS Save| Damage type | Components | | ---| ---| | None | Ruby Ranseur | 4 chains erupt from a surface binding the target's hands and feet. These chains reduce the targets movement speed to zero and lasts as long as the user wants or until they are broken. The target can make a wisdom saving throw or Investigation Check against your spell DC to determine the chains weaknesses. If this is successful, at the end of your next turn they can make a DEX or STR saving throw and escape on a success. They can also escape on a Athletics or Acrobatics check of 18 The chains have an AC of 15 and 30hp. \pagebreak # Magic Items ## Bytownite Recurve Bow Martial Ranged Weapon **Properties.** Ammunition, Heavy, Two-handed **Damage.** 3d8 piercing damage Casts Crystal Arrow on hit. Deals an extra 2d10 damage on hit. Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it. ## Jade Jian Martial Melee weapon **Properties.** Versatile (3d10) **Damage.** 3d8 slashing damage Casts Crystal Slash on hit. Proficiency with a Longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it. ## Pyrite Pugios Simple Melee Weapon **Properties.** Light, Thrown, Finesse, **Damage.** 3d8 piercing damage **Range.** 20 feet Casts Crystal Mist on hit. Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it. ## Crystal Carbine Firearms Ranged Weapon **Properties.** Two-Handed, Burst Fire, and Reload **Damage.** 3d8 piercing damage **Range.** 600 feet Reload after 15 shots Casts Crystal Buckshot on hit ## Hematite Hammer Martial Melee Weapon **Properties.** Versatile (3d10) **Damage.** 3d8 bludgeoning damage Cast Quartz Quake on hit to an enemy on the ground Proficiency with the warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it. ## Gem Greataxe Martial Melee Weapon **Properties.** Heavy, Two-handed **Damage.** 3d12 slashing damage Casts Crystal Slash on hit. Proficiency with a Greataxe allows you to add your proficiency bonus to the attack roll for any attack you make with it. \columnbreak ## Ruby Ranseur Martial Melee Weapon **Properties.** Thrown, Versatile **Damage.** 3d8 piercing damage **Range.** 30 feet Casts Blood Crystallization on hit. Proficiency with a Spear, Halberd, Glaive, or Pike allows you to add your proficiency bonus to the attack roll for any attack you make with it. ### Blood Crystallization \pagebreak ## Agressium Songs ### Aggrobeam: You shoot a 60 by one half foot red laser out of either the tip of your weapon or your hand. It deals 1d10 + Ardoni level fire damage to all enemies it hits. When used with double Song power: 2d10 + Ardoni level fire. Songs power usage: 5 ### Aggroblast: You shoot a burst of energy in the direction you are facing. Any enemies within 5 feet in front of you take 3d8 + Ardoni level radiant damage, and are knocked backward 5 feet. They also make a DC 13 Constitution saving throw. If they fail, they are knocked prone. With double song power, 6d8 + Ardoni level radiant, DC 16. Song power: 6 ### Aggrostorm: You raise your weapon, and red lightning swirls around you. Any enemies within 60 feet of you are moved 5 feet closer to you at the beginning of their turn. When they get within 10 feet of you, they take 4d8 + Ardoni level lightning damage. You cannot use a shield while using this song. This Song lasts for as long as you focus. Double song power: 8d8 + Ardoni level. Song power: 10 ### Aggrosphere: You shoot a ball of energy toward your target. Make a ranged attack on your target. On a hit, you deal 2d6 + Ardoni level damage. When used with double song power: 4d6 + Ardoni level damage. Song power: 1 ### Aggroquake: You smash your weapon/hand into the ground at your feet. Any enemies within 10 feet of you take 3d10 + Ardoni level bludgeoning damage and are knocked backward 15 feet. They also make a DC 16 Constisution saving throw. If they fail, they are knocked prone and take another 1d6 of damage. Double Song power: 5d10 + Ardoni level, DC 19: Song Power: 11 ### Aggroshock: You shoot a bolt of lightning. Make a ranged attack against your opponent. On a hit, you deal 3d6 lightning damage and any creatures within 5 feet of the target take 1d6 lighting damage. Double song power: 6d6, hits opponents within 10 feet. Song Power: 5 ### Proteclone: You freeze in place, becoming coated with a blue energy, You are entirely immune to all damage done to you. This lasts as long as you like, or until you are attacked. When hit, you eject backward 5 feet. Double song power: eject backward 10 feet. Song power: 13 \columnbreak ### Aggrovortex: You shoot a large, fast projectile of swirling red energy. The opponent makes a DC 19 dexterity saving throw. The opponent takes 3d12 + Ardoni level radiant damage on a failed save or half as much on a successful one, and every creature within a 5 foot radius, including the target, takes 1d6 radiant damage. Double song power, 6d12 + Ardoni level, DC 23. Song power: 20 ### Aggroshard: You shoot five shard-like projectiles at anywhere from one to five targets. Each makes a DC 17 Dexterity saving throw, unless they have AC 19 or higher, in which case they automatically succeed. Each shard deals 2d4 + Ardoni level piercing damage on a hit. Double song power: DC 18, 3d4 + Ardoni level damage. Song power: 4 ### Aggrodetonate: You shoot a ball of energy toward your target. Make a ranged attack on your target. On a hit, you deal 2d8 + Ardoni level damage. It damages the terrain around the impact point, turning it into difficult terrian. When used with double song power: 4d8 + Ardoni level damage. Song power: 3 ## Protisium Songs ### Protesphere: You are immune to piercing, slashing, and bludgeoning damage until your next turn. Double song power: you deflect the attacks back at the attacker. Song power: 8 ### Protebarrier: Covers a 30 foot range with a wall-like shield of protisium energy. Protects all inside from all damage except for psychic and thunder. Requires focus. Double Song power: 60 feet range. Song power usage: 18 ### Protepoint: You protect yourself from all damage on one side except for psychic and thunder until your next turn. Requires focus. Double song power: two shields, two sides. Song power: 2 ### Protearmor: You freeze in place, becoming coated with a blue energy, You are entirely immune to all damage done to you until struck physically. At that point, the Song ends, but you still take no damage. Songs, spells, and other methods cannot hurt you, only physical means. This requires focus, but lasts as long as you like. Your speed is reduced to 0 while you use this Song. Double song power: withstands two strikes instead of one. Song power: 15 \pagebreak ## Mobilium Songs ### Mobiliflash: You are surrounded briefly by tendrils of yellow light, and then dash forward up to 30 feet in the direction of your choosing. You cannot travel through solid objects, but you can travel through other creatures. Double Song power: 60 feet Song power: 5 ### Mobiliburst: You are surrounded briefly by tendrils of yellow light, and then dash forward 10 feet in the direction of your choosing. You cannot travel through solid objects. You also release a blast of energy at the end of your Song that deals no damage, but knocks creatures backward 5 feet, and they make a DC 18 Constitution saving throw to avoid being knocked prone. Double Song power: 30 feet, DC 20 Song power: 8 ### Mobilibounce: You can place five small platforms that give you +5 feet speed when jumped from. They can go vertically and horizontally. Double song power: 7 platforms. Song power: 10 ### Mobilileap: Flings you 60 feet into the air, and you land without taking damage. Double song power: 120 feet. Song power usage: 3 ### Mobiliwings: You summon glowing yellow wings onto your back. You gain a flying speed of 60 feet, and it is active for 5 minutes. Double song power: either speed of 90 feet or time of 10 minutes. Song power: 13 ### Mobiliglide: Negates all fall damage. Double song power: gives you a gliding speed of 45 feet. Song power: 2 ## Supporium ### Supporekesis: Allows you to hold a small object such as an arrow, song projectile, or dart in the air. Double song power: allows you to hold 2. Song power: 5 ### Supporospike: You shape the ground to your will. A large spike of earth comes out of the ground under up to 6 creatures in 60 feet of you. You knock them 5 feet in any direction (determined by the DM), and they make a DC 11 Constitution saving throw. If they fail, they are knocked prone. Double song power: 10 creatures are targetable. Song power: 12 ### Supporolift: Allows you to hold one creature in the air for up to one minute. Double Song power: give you 2 minutes instead of one. Song Power: 9 \columnbreak ### Supporoform: Allow you to reforge or silver a weapon with no cost. Double song power: you can reforge two instead of one. Song power: 1 ### Supporoheal: Heal 15 damage from any willing creature you see within 50 feet. Double song power: 30 damage. Song power: 10 ### Supporosword: Give a temporary attack boost of +5 to damage to a willing creature within 100 feet. Double Song Power: +10. Song Power: 9 ### Supporoshield: Give +2 AC to a willing creature within 100 feet. Double Song power: +4 AC Song Power:11 ### Supporolife: Give a pool of 30 temporary hit point to up to 2 willing creatures of your choosing within 100 feet. Double song power: give 60 temporary HP. Song power: 30 ### Supporodash: Give an extra +30 feet of speed to a willing creature within 10 feet this effect lasts for 13 seconds. Double Song Power: +60 feet. Song power: 10 ### Prime Song Wielder At 20 level, You go through a trial designed to test every aspect of your skill. After going through a trial of the Dungeon Master’s Choosing, you can gain a Prime Song. This allows you to use every song in that order. Only one Prime Song can be wielded by a Ardoni based on their Ardoni Class ### Song Power You start with 10 song power and it increases by 1 each level. Songs use Song power and is restored to full every short rest or on a long rest gives you 10 temporary Song Power. You also regenerate Song Power each time you level up and each time you kill a target you gain 2 song power.