Torc One Eye - Abilities Flashcards

Learn all abilities, feats, spells at my disposal (including mount) (21 cards)

1
Q

Weapon Bond (2)

A

1) I can summon one of two bonded weapons at any time (if it’s in my plant of existence)
2) I cannot be disarmed unless I am incapacitated

  • *I can only be bonded to two weapons at a time, I can break one to bond another.
    • this is a bonus action
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2
Q

Protection

A

When I can see a creature within 5 feet being attacked, I can use my reaction to impose disadvantage on the attack roll (I must have a shield equipped)

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3
Q

Second wind

A

I can use a bonus action to regain 1d10 + level

Must have short or long rest to use again

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4
Q

Action surge –> extra attack

A

Action surge: I can take two actions in a single turn
Must take a short or long rest to use again

Extra attack –> I can attack twice every turn

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5
Q

War magic

A

I can cast a cantrip and use one weapon attack in a single turn

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6
Q

Crossbow expert (3)

A

1) I can attack twice with my battle axe and use a bonus action to attack once with my crossbow
2) I can attack three times when I’m just using my crossbow (combo with extra action trait).
3) I do not have disadvantage at short range

You ignore the loading property of crossbows with which you are proficient.
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

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7
Q

War caster

A

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creaturefoot, rather than 10 feet.

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8
Q

Walking speed

A

30 - not limited by climbing, only use 5 feet to stand from prone

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9
Q

Darkvision

A

yes

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10
Q

Saving face

A

If I fail an attack or ability check, I can gain a bonus to the roll up to +5 based on the number of nearby allies (30 feet)
Can only be used once per short rest

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11
Q

Horn of silent alam

A

This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.

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12
Q

Arrow catching shield

A

You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.

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13
Q

Booming blade

A

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

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14
Q

Mage hand

A
Casting Time:
1 action
Range/Area:
30ft.
Components:
V, S
Duration:
1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can’t attack, activate magic items, or carry more than 10 pounds.

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15
Q

Find familiar

A
Casting Time:
1 hour
Range/Area:
10ft.
Components:
V, S, M(10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration:
Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

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16
Q

Do you have to prepare spells?

17
Q

Misty step

A

Casting Time: 1 bonus action
Range/Area: Self
Duration: instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

18
Q

Actions

A
Battle axe x2 with extra attack
Crossbow (x2 with extra attack, or with action surge, or with crossbow expert as a bonus after a melee attack) 
Any spell x2 with action surge 
Booming blade 
Mage hand 
Protection from evil and good 
Mirror image
19
Q

Bonus actions

A

Second wind
Misty step
Crossbow expert attack
Summon weapon

20
Q

Reactions

A
  • Shield
  • absorb elements
  • Protection
  • War caster (used to cast a full spell as an attack of opportunity reaction) - booming blade makes sense here
21
Q

Notes on what I can do per turn

A
  • Battle axe/crossbow attack twice with extra attack at the cost of one action
  • cantrip + melee as bonus action with war magic
  • 2 full actions/spells with action suge (once per short rest