The essence of the new moon makes you an avatar of subterfuge.
1st Round: As a bonus action, target a creature you can see within 5 feet of you. The target must succeed on a Charisma saving throw or you steal its grace for the duration of the wonder:
The target has disadvantage on Dexterity saving throws, while you gain advantage on them.
The target cannot make more than one attack on its turn, while you can make an additional attack when you take the Attack action.
The target’s speed is halved, while your speed increases by an amount equal to half the target’s speed (including all modes of movement).
2nd Round: As a bonus action, you attempt to steal helpful magic from a creature you can see within 5 feet of you. The target must make a Charisma saving throw. On a failed save, any beneficial spells of 4th level or lower currently affecting the target are transferred from it to you. If such a spell requires concentration, you must maintain the concentration. If the target has no such spell for you to steal, it takes 4d6 psychic damage on a failed save.
3rd Round: As a bonus action, you attempt to destabilize a creature you can see within 5 feet of you. The target must make a Dexterity saving throw. On a failed save, all attack rolls made against the creature have advantage until the start of your next turn.
Special: You can use the three options in any order, though only once each.
You must complete a long rest to regain the use of new moon fox.
Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!
Take the first step. Create your account. Your world and characters await!