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character:calamity:class_details [2019/01/06 20:13] Cindercharacter:calamity:class_details [2019/01/06 20:28] Cinder
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 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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 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. 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 = 8 + your proficiency bonus + your Charisma modifier+Spell save DC = 15
  
-Spell attack modifier = your proficiency bonus + your Charisma modifier+Spell attack modifier = 7
  
 Spellcasting Focus: \\ Spellcasting Focus: \\
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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.