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character:calamity:class_details [2019/01/06 19:57] Cindercharacter:calamity:class_details [2019/01/06 20:28] Cinder
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 As a Blood Mage you gain the following class features. As a Blood Mage you gain the following class features.
  
-Hit Points +Hit Points \\ 
-Hit Dice: 1d8 per Blood Mage level +Hit Dice: 1d8 per Blood Mage level \\ 
-Hit Points at 1st Level: 8 + Constitution modifier +Hit Points at 1st Level: 8 + Constitution modifier \\ 
-Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Blood Mage level after 1st+Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Blood Mage level after 1st \\
  
-Proficiencies +Proficiencies \\ 
-Armor: light +Armor: light \\ 
-Weapons: Simple weapons, melee martial weapons, and light crossbows +Weapons: Simple weapons, melee martial weapons, and light crossbows \\ 
-Tools: None +Tools: None \\ 
-Saving Throws: Charisma, Constitution +Saving Throws: Charisma, Constitution \\ 
-Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Persuasion, Religion.+Skills: Choose two skills from Deception, Persuasion, \\
  
-Equipment +Equipment \\ 
-You start with the following equipment, in addition to the equipment granted by your background:+You start with the following equipment, in addition to the equipment granted by your background: \\
  
-(a) a light crossbow and 20 bolts or (b) A shortsword and a whip +(a) a light crossbow and 20 bolts \\ 
-(a) a scholar's pack or (b) an explorer's pack +(a) an explorer's pack \\ 
-(a) Leather armor or (b) hide armor +(a) Leather armor \\ 
-(a) a component pouch or (b) an arcane focus+(a) an arcane focus \\
  
 ^Level^Spell Slots^Cantrips Known^Spells Known^Infusions Known^ ^Level^Spell Slots^Cantrips Known^Spells Known^Infusions Known^
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 __**Blood Mage Abilities**__ \\ __**Blood Mage Abilities**__ \\
 [[npc:decota:Calamity]] is naturally talented with magic and studied the paths of Blood Magic. [[npc:decota:Calamity]] is naturally talented with magic and studied the paths of Blood Magic.
 +
 +Spellcasting Ability: \\
 +Charisma is your spellcasting ability for your blood mage spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a blood mage spell you cast and when making an attack roll with one.
 +
 +Spell save DC = 15
 +
 +Spell attack modifier = 7
 +
 +Spellcasting Focus: \\
 +You can use an arcane focus as a spellcasting focus for your blood mage spells.
  
 **1st Level: Blood Spell-casting** \\ **1st Level: Blood Spell-casting** \\
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 Slow Fall: Calamity gains the ability to cast Feather fall at will without needing spell slots or items. Slow Fall: Calamity gains the ability to cast Feather fall at will without needing spell slots or items.
  
-Swift Swing: Calamity can attack twice each time she uses the attack action. (Stacks with Feral stance)+Swift Swing: Calamity can attack twice each time she uses the attack action.
  
 **3rd Level: Blood Deal: Resolute Mage Alt** \\ **3rd Level: Blood Deal: Resolute Mage Alt** \\
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 When Calamity is reduced to 0 hp her primal blood is unleased as a desperation move. \\ When Calamity is reduced to 0 hp her primal blood is unleased as a desperation move. \\
 She may expend all hit dice she has currently, provided she has at least one left and gain half that amount in hp (rounded up), and temporary hp equal to the remaining amount. \\ She may expend all hit dice she has currently, provided she has at least one left and gain half that amount in hp (rounded up), and temporary hp equal to the remaining amount. \\
-She is forced into Feral stance and cannot leave until combat has finished. She must defeat the foe who reduced her HP to 0 before changing targets. \\+She is forced into a feral state forcing her to defeat the foe who reduced her HP to 0 before changing targets. \\
 When changing targets Calamity must succeed a DC 10 Wisdom Saving throw, if she fails her next target is picked at random from friend or foe and she must attack them. \\ When changing targets Calamity must succeed a DC 10 Wisdom Saving throw, if she fails her next target is picked at random from friend or foe and she must attack them. \\
 If Calamity’s HP is dropped to 0 while she is in this state her body disapates and she will vanish for 7 days before reappearing in flames. Calamity must finish a short or long rest before she can use this ability again. If Calamity’s HP is dropped to 0 while she is in this state her body disapates and she will vanish for 7 days before reappearing in flames. Calamity must finish a short or long rest before she can use this ability again.
  
 **11th Level: Blood Learning** \\ **11th Level: Blood Learning** \\
-Calamity’s knowledge of spells and their effects has expanded greatly since she started spellcasting. \\ Calamity may learn two 2nd level or lower spells from the wizard spell list which do not count against her number of spells known.+Calamity’s knowledge of spells and their effects has expanded greatly since she started spellcasting. \\ Calamity may learn two 4th level or lower spells from the wizard spell list which do not count against her number of spells known. 
 + 
 +Spells Learned: \\
  
 Cause Fear: \\ The target must succeed on a Wisdom saving throw or become frightened of you. The frightened target can repeat the saving throw at the end of each of its turns. This spell has no effect on undead or constructs. \\ Cause Fear: \\ The target must succeed on a Wisdom saving throw or become frightened of you. The frightened target can repeat the saving throw at the end of each of its turns. This spell has no effect on undead or constructs. \\
 At Higher Levels: You can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. At Higher Levels: You can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
  
-Jump: The Targets Jump distance istrippeled until the spell ends.+Jump: The Targets Jump distance is trippeled until the spell ends.
  
 **12th Level: Ability score increase or feat** \\ **12th Level: Ability score increase or feat** \\
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 **13th Level: Battle Ready** \\ **13th Level: Battle Ready** \\
-when Calamity enters combat her body instantly responds to her battle urges releasing a heavy dose of adrenaline into her system. After rolling your Initiative roll, Calamity will gain temporary hit points equal to her blood mage level + 5.+when Calamity enters combat her body instantly responds to her battle urges releasing a heavy dose of adrenaline into her system. After rolling your Initiative roll, Calamity will gain temporary hit points equal to her blood mage level + 5, these temporary hit points vanish after combat, this can happen twice before Calamity must finish a short or long rest to reuse this ability.
  
  
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 Calamity’s mind has become quick and complicated compared to before she started her journey as a blood mage. You are now considered proficient in Wisdom saving throws and have advantage against being charmed. Calamity’s mind has become quick and complicated compared to before she started her journey as a blood mage. You are now considered proficient in Wisdom saving throws and have advantage against being charmed.
  
-__**Blood Lightning**__ \\+**19th Level: Ability score increase or feat** \\ 
 +Feat: Tough \\ 
 +Max HP increased by 38. \\ 
 +Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. 
 + 
 +**20th Level: Magic Renewal** \\ 
 +Calamity’s spells can now heal her for small amounts of health. When she casts a spell using Blood Casting or using a blood mage spell slot, she regains hit points equal to double the spell slot level the spell was cast at. 
 + 
 +**WIP Spell** 
 + 
 +At level 17 \\ __**Blood Lightning**__ \\
 Instead of learning any 7th or 8th level spells Calamity has a signature spell she created herself called Blood Lightning. Instead of learning any 7th or 8th level spells Calamity has a signature spell she created herself called Blood Lightning.
 Blood Lightning is much more powerful and is far more dangerous then any spell a mortal could think up. \\ It has a Area of effect at 15 feet in a square. \\ Blood Lightning is much more powerful and is far more dangerous then any spell a mortal could think up. \\ It has a Area of effect at 15 feet in a square. \\
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 If a creature catches this fire thier maximum hp is reduced to the current HP and take 1 D6 damage to thier maximum health each turn until they are dead or holy water or a spell of equal likeness is cast ( spells to dispell negitive status for example) on the victim and wich point thier max HP return to normal but they do not heal the diffrence \\ the victim is panicked while on fire and if they run into another creature the fire spreads to them \\ Holy people, Paladins and creatures with holy amulets are immuned to this fire and it fizzels out on them. If a creature catches this fire thier maximum hp is reduced to the current HP and take 1 D6 damage to thier maximum health each turn until they are dead or holy water or a spell of equal likeness is cast ( spells to dispell negitive status for example) on the victim and wich point thier max HP return to normal but they do not heal the diffrence \\ the victim is panicked while on fire and if they run into another creature the fire spreads to them \\ Holy people, Paladins and creatures with holy amulets are immuned to this fire and it fizzels out on them.
 She can only use this ability once per turn and not if she has only 1 Hit dice left. She can only use this ability once per turn and not if she has only 1 Hit dice left.
- 
- 
-**19th Level: Ability score increase or feat** \\ 
-Feat: Tough \\ 
-Max HP increased by 38. \\ 
-Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. 
- 
-**20th Level: Magic Renewal** \\ 
-Calamity’s spells can now heal her for small amounts of health. When she casts a spell using Blood Casting or using a blood mage spell slot, she regains hit points equal to double the spell slot level the spell was cast at.