- Immediately take an Action: Swift, 1 Legendary Action Point; Move, 1 Legendary Action Point & Force Point; Standard, 1 Legendary Action Point, Force Point, & Strain.
- Heal Self: Spend 1 Legendary Action Point to roll all available Hit Die, but only spend half, and regain a number of Hit Points equal to the result of the roll.
- Heal Condition: Spend 1 Legendary Action and 1 Hit Die to move +6 up the Condition Track.
- Unshakeable Condition: Spend 1 Legendary Action Point to remain where you are on the Condition Track until the end of the round.
- Legendary Damage Resistance: Spend 1 Legendary Action Point & Class Hit Die to add your Hero Level + (the result of a Class Hit Die roll) to your Damage Resistance.
- Legendary Threshold: Spend 1 Legendary Action Point & Class Hit Die to add your Hero Level + (the result of a Class Hit Die roll) to either your Damage or Mental Threshold.
- Legendary Limb Damage Resistance: Spend 1 Legendary Action Point to; reduce incoming limb damage by 3 steps.
- Devastating Injury Resistance
- Unshakeable State: Spend 1 Legendary Action Point to resist gaining a harmful state.
- Legendary Resistance: Spend 1 Legendary Action Point to resist the effects of any ability cast upon you.
- Imposed Disadvantage: Spend 1 Legendary Action Point to impose Disadvantage on your target's roll.
- Grant Advantage: Spend 1 Legendary Action Point to grant yourself Advantage.
- Embolden Allies: Spend 1 Legendary Action point to embolden each of your allies within 60 feet. All emboldened allies cannot be frightened, charmed, or put to sleep, and gain advantage on all ability checks and saving throws until the end of the your next turn.
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