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character:calamity:class_details [2019/01/06 20:02] Cindercharacter:calamity:class_details [2019/01/06 20:13] Cinder
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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.