Apex Legends Ultimates (1d18)

1d18 Result

1

Bloodhound's Ultimate

Beast of the Hunt. Transform into the ultimate hunter. Enhances your senses, making it so that you never miss. You gaining an extra 60 feet of movement, and you can see every single creature within 200 ft around you. You also gain an extra 1d6 bludgeoning damage on melee attacks.

2

Horizon's Ultimate

Black Hole. Deploy NEWT to create a micro black hole that pulls all creatures towards it. Strength Save (DC 14) and all outside attacks deals damage to all within the black hole.

3

Loba's Ultimate

Black Market Boutique. Your backpack starts to stabilize, allowing your allies to take any weapon/item within the 1st Backpack Tier.

You can only take 1 item once, and the item for 5 rounds if they don't disappear otherwise.

4

Lifeline's Ultimate

Care Package. Call in a droppod full of high quality defensive gear.

The droppod includes 3 of the following.

Golden Armor. You gain 10 temporary hit points. Whenever you reduce a creatures HP to or below 0 with a melee attack, you gain 10 temporary Hit. Note that temporary Hit Points do not stack.

Golden Knock-Down Shield. When you are reduced to or below 0 Hit Points, the Amulet creates a Shield around you to protect you from further incoming harm. This magic shield has 75 hit Points. While protected by the shield, you still count as dying. At the beginning of your turn, if you are currently dying and would have to make a Death Saving throw, you may instead forgo this Throw and stabilize yourself instead. You regain 10 hit Points and don't count as dying anymore. Once you have used this feature, the Amulet loses this ability.

Phoenix Kit. Upon consumption, this potion refills all of a characters life points up to their Hit Point Maximum. In addition, a character gains temporary Hit points equal to their Level.

5

Revenant's Ultimate

Death Totems. The user drops a totem that protects the party from death. Instead of getting killed or downed, you return to the totem.
The party's AC is lowered to 10. Last 30 seconds (5 rounds).

6

Gibraltar's Ultimate

Defensive Bombardment. You call in a concentrated mortar strike on a position within 120 feet you mark. Every creature within 20 feet of that mark makes a DC 14 Dexterity to take half damage, or else take 4d4 of force and fire damage (20% of damage).

7

Wraith's Ultimate

Dimensional Rift. You can create a portal in your 5 foot square. You then gain 20 plus movement and can create another portal to link the two together as a bonus action. This portal can transport any creature and last 60 seconds (10 rounds).

8

Crypto's Ultimate

Drone EMP. You control a drone that has a fly speed of 60 feet. As a bonus action you can command the drone to do a EMP (electromagnetic pulse) and Antimagic Field.

9

Rampart's Ultimate

Emplaced Minigun "Sheila". Place a mounted machine gun that anyone can use. 
- Heavy Machine Gun - ammo 500 (100 ammo = 1 round) - 4d6 piercing - range 80/240 - two-handed

10

Seer's Ultimate

Exhibit. Around the user, micro drones start to emerge from the the users backpack. These micro-drones make a sphere with a diameter of 65 feet, and all creatures within the sphere are detected by the user and his party. The party gains sneak attack. 1d8 + ConMod + player level.

11

Wattson's Ultimate
Interception Pylon. Place an electrified pylon that destroys incoming projectiles and allies within the pylon (30 feet) gain 6 temp HP.

12

Octane's Ultimate

Octane's Jumppad. As an action you can deploy this device in an unoccupied space up to 20 ft. away, where it folds open. Whenever a creature moves onto the Catapult as part of it's movement action, it is launched into the air either horizontally or vertically in the direction it was moving as it entered it. - If the creature chooses to launch vertically it travels in an arch up to 30 ft. upwards and 10 ft. to the side. - If the creature chooses to launch horizontally, it travels in an arch up to 30 ft. to the side and 10 ft. upwards. Using the Catapult costs 10ft. of movement. Ranged attacks made whilst flying through the air gain disadvantage.

Landing on an enemy breaks your fall, the target takes 3d6 bludgeoning damage, and the target gets knock prone.

13

Mirage's Ultimate

Life of the Party. Create 4 Major Illusions of the user's image and movement from the point of your square for 5 rounds. They all mimic you, causing enemies to be confused. The Illusions cannot attack. You gain advantage to all attacks.

14

Caustic's Ultimate

Nox Gas Grenade. Throw a grenade of Nox Gas within 60 feet of you. When the grenade explodes, the air, within 50 feet, becomes covered in Nox Gas and everyone within that air takes 4d2 poison damage and gains the poisoned status.

15

Bangalore's Ultimate

Rolling Thunder. Call in an artillery strike that slowly creeps across the landscape. Every creature on the line of your choice of size circle (max 20 feet) take 2d6 fire/force damage. You can make a DC 15 Dexterity saving throw to take half damage.

16

Valkyrie's Ultimate

Skyward Dive. Blast into the sky 100 feet into the air. Your party can join you in launch. When you are in the air, you gain the ability to see all enemies within your line of sight. When you launch down, you do not take any fall damage, and can choose to land on a target, dealing 10d6 bludgeoning damage. Cannot choose the same target to land on and the target can make a Dexterity Save (DC 15) to take half damage or (DexSave < 16) no damage.

17

Fuse's Ultimate

The Motherlode. Launch a bombardment that encircles a targeted area in a wall of flame. Each creature takes 4d4 fire damage.

18

Pathfinder's Ultimate

Zipline Gun. The user can shoot a Zipline Gun to any area within 330 feet of the user. As an action, any creature can grab onto the Zipline, moving 50 feet each round towards the direction it goes. You can use 10 feet of your movement to jump or leap off of the Zipline. You gain advantage on any melee attacks jumping off, but have disadvantage on any physical range weapons.