At the expense of two majesty points and as a bonus action, you may force an ally to take an action by using up their reaction. They may take any action they would like and can take. For example, a creature who has already cast a spell that takes 1 action cannot cast another spell that takes 1 action.
As an action and the expense of one majesty point, you may target an ally as though you casted heroism on them, except it does not require concentration, the target must be within 60 feet of you that can see or hear you, and they gain temporary hit points equal to your Charisma modifier + your Proficiency bonus at the start of each of their turns for the duration of the effect.
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You can now use the Throw action on your turn, as shown on the Lightsaber stat block below. Additionally, as an action on your turn, you can use 3 force points to start controlling your lightsaber. When you do so, your lightsaber gains all the properties listed in the Lightsaber stat block below. You control its movement on your turn, and can have it perform one of its action as your bonus action.
Starting at 3rd level, your force energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your force ability modifier (minimum of 0) if you have at least 1 hit point.
Fighting Words (2 force; conc., 10 min.). If you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before your concentration ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends.
When targeted, the target must make a dexterity saving throw (DC 15). If the target succeeds the saving throw, the gadget has no effect. If the saving throw fails, the target takes 95 (10d6 + 40) force damage. If this damage reduces the target to 0 hit points, it is disintegrated. The disintegrated creature and everything it is wearing and carrying, except magical items, are reduced to a pile of fine gray dust. This effect automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this effect disintegrates a 10-foot-cube portion of it. Magic items are unaffected.
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