Stat Powers

As a player when your stats reach 20 and beyond you may get special abilities. Be sure to check.

Strength
20   Gained Last Stand. User can ignore unconsciousness for 1d6 turns but records negative HP. This will lose effectiveness after the 1d6 turns or the user drops past half health below zero. Use once per day.

25   Gained Samson’s Return. Use advantage on all strength checks for 1d8 turns. Disadvantage becomes normal. Normal becomes advantage.

30   Gained Justice Hammer. Boosts attacks by x2 for 1d10 turns dealing extra damage. Can be applied to allies as well. Use once per day.

35   Gained Goliath’s Sword. All enemies within 1d6 squares do a Defense check and if they fail they are frightened and take 3d10 damage. If they pass the check they are not frightened but take half the damage. Use once per 10 minutes.

Defense
20   Gained Battle’s Center. All enemies will attack only the user for 1d6 turns. Allies get opportunity attacks when enemies try to flee. Effect ends if the user goes unconscious or the 1d6 turns ends. Should multiple Battle’s Center be used at a time the user with the highest HP will override the other user’s Battle’s Center. Use once per day.

25   Gained Trustee Shield. Use advantage on all Defense rolls for 1d8 turns. Disadvantage becomes normal. Normal becomes advantage.

30   Gained Golem’s Skin. Take ½ the normal damage for 1d10 turns. This can be applied to allies. Use once per day.

35   Gained False Petrification. For 1d10 turns the user goes into a like petrified state. All diseases and poisons do not work but the user attracts the attention of all enemies within 1d6 squares away. For this 1d10 turns the user takes no damage however cannot attack or move either. User immediately fails all Strength and Dexterity checks unless Samson’s Return or Wee Fit are in effect. Use once per 10 minutes.

Wisdom
20   Gained Cat Scan. For 1d6 turns the user can see information on allies and enemies, like remaining HP, weaknesses, and how much damage dealt within their speed’s range. The user must have killed one of these enemies, or be in a party with the ally. Effect ends if the user loses consciousness or the 1d6 turns ends. Use once per day.

25   Gained Third Eye. Use advantage on all Wisdom rolls for 1d8 turns. Disadvantage becomes normal. Normal becomes advantage.

30   Gained Scan Field. For 1d10 turns the user can see anything invisible within their speed range, also this makes all cover irrelevant in the range. This can be applied to others. Use once per day

35   Gained Internal Focus. The user focuses on a specific target. This focus makes range, and cover not matter. Also, the user can see weaknesses of the target irrelevant if they have killed that race before. All attacks do 3x normal damage. This lasts for 1d10 turns. If Scan Field is also in effect Internal Focus applies to all enemies in that range. Use once per 30 minutes.

Intelligence
20   Gained Detect Magic. User for 1d6 turns can detect all magical and non-magical traps within half their movement speed. Use once per day.

25   Gained Book Skills. Use advantage on all Intelligence rolls for 1d8 turns. Disadvantage becomes normal. Normal becomes advantage.

30   Gained Hive Mind. The user has 1d10 turns to touch 1d10 ally(s) so that all allies can see what the other allies that have been touched with Hive Mind see. This lasts for 1 hour aka 600 turns. Use once per day.

35   Gained Magic Burst. This magic attack can be launched anywhere within the user’s speed. When the burst lands it immediately deals 2d10 damage to all enemies that are surprised and half damage to all enemies that aren’t. 6 seconds later everything within 60 feet including allies unless Unseen Warrior is in effect take 7d10 damage. Use once per hour.

Charisma
20   Gained Prince Charming. Smile at any living creature for 1d6 turns and stun them until the 1d6 turns are up. If the stunned creature is attacked the effect wears off. Also, the user cannot be attacked while using Prince Charming and the user can still attack while using Prince Charming. Use once per day.

25   Gained Smooth Talk. Use advantage on all Charisma rolls for 1d8 turns. Disadvantage becomes normal. Normal becomes advantage.

30   Gained Pretty Princess. For 1d10 turns charm all enemies within 25 feet with advantage of the opposite gender or with intelligence of less than 10. This can be applied to allies. Use once per day.

35   Gained Intimidation Wave. All enemies within 1d6 squares of the user do an intelligence check with disadvantage. If they fail they fall prone, are frightened and take 6d10 damage. If they pass they fall prone, and take 3d10 damage. Use once per 45 minutes.

Dexterity
20   Gained Unseen Warrior. For 1d6 turns the user can escape combat without enemies getting an opportunity attack. If the user attacks a new enemy during the 1d6 turns for the first time in the battle the user will use a surprise attack irrelevant of if they have been attacked by that same enemy or if they have been seen or not. Use once per day.

25   Gained Wee Fit. Use advantage on all Dexterity rolls for 1d8 turns. Disadvantage becomes normal. Normal becomes advantage.

30   Gained Falling Leaf. For 1d10 turns enemy attacks will receive disadvantage while the user will receive advantage on all rolls to do with dodging an oncoming attack. Enemies that have guaranteed damage will have to roll with advantage. This can be applied to other allies. Use once per day.

35   [Working on it]

Speed
20   Gained Speed Center. For 1d6 turns the user can double their speed or it can be used to double the user’s team’s movement speed while travelling. Use once per day.

25   Gained Apollo’s Shoes. Use advantage on all Speed rolls for 1d8 turns. Disadvantage becomes normal. Normal becomes advantage.

30   Gained Baton Pass. For 1d10 turns the user doubles all allies’ speed within the user’s speed away. Does not apply to the user. Use once per day.

35   [Working on it]

Luck
20   Gained Stats Confusion. Roll 1d8 until the user rolls a number that is 1-7. Then apply which ever stat you rolled on the 1d8 and apply that level 20 effect. Use once per day.

25   Gained Bottle in the Sea. Use advantage on all ??? rolls for 1d8 turns. Disadvantage becomes normal. Normal becomes advantage.

30   Gained Self Special. The user rolls 1d10 for the level of power a move unique to them is. This ability is unique for the user and can have limited effects (depending on the 1d10 ). If the user is a Wizard then they must have it by their specialized element. This is a onetime thing but it may be applied to an ally.

35   [Working on it]