School of Applied Magics: The Orbiter
Orbiter Fleet
14th-level School of Applied Magics: The Orbiter feature
When combat starts, if you don’t have any more orbiter uses or protocol dice, you regain two of each.
You can materialize and move up to four orbiters at the same time.
Improved Carriers. You can command four of your orbiters to carry a large-sized or smaller object, or a willing/incapacitated creature.
Fleet Movement. Whenever any of your active orbiters are within 15 ft of you, they automatically move with you as part of your movement instead of you having to use a bonus action to move them. If they are more than 15 ft away from you, you must move closer or use a bonus action to bring them within range.
Aerial Control. As an action, you can command each of your active orbiters to make a spell attack roll with your Spellcasting modifier against separate targets or the same target within 30 ft of you. On a hit, the target(s) takes 2d8 force damage.
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