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character:elisia:class [2022/09/25 10:14] – [Kraken Level 1] Cinder | character:elisia:class [2023/01/07 16:28] – external edit 127.0.0.1 | ||
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==== Level 1 ==== | ==== Level 1 ==== | ||
- | **Wind Speaker** //Passive// \\ | + | **Wind Speaker** |
The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran. | The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran. | ||
- | **Tempestuous Magic** //Active// \\ | + | **Tempestuous Magic** |
Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. | Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. | ||
==== Level 2 ==== | ==== Level 2 ==== | ||
- | **Font of Magic** \\ | + | **Font of Magic** |
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. | At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. | ||
- | **Sorcery Points** \\ | + | **Sorcery Points** |
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. | You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. | ||
Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. | Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. | ||
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==== Level 3 ==== | ==== Level 3 ==== | ||
- | **Metamagic** \\ | + | **Metamagic** |
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. \\ | At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. \\ | ||
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. | You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. | ||
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==== Level 4 ==== | ==== Level 4 ==== | ||
- | **Feat: Meta Magic Adept** // | + | **Feat: Meta Magic Adept** |
// | // | ||
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==== Level 5 ==== | ==== Level 5 ==== | ||
- | **Magical Guidance** \\ | + | **Magical Guidance** |
When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success. | When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success. | ||
+ | |||
==== Level 6 ==== | ==== Level 6 ==== | ||
- | **Heart of the Storm** \\ | + | **Heart of the Storm** |
At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level. | At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level. | ||
- | **Storm Guide** \\ | + | **Storm Guide** |
At 6th level, you gain the ability to subtly control the weather around you. | At 6th level, you gain the ability to subtly control the weather around you. | ||
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==== Kraken Level 1 ==== | ==== Kraken Level 1 ==== | ||
- | **Tentacle of the Deep** //Source: | + | **Tentacle of the Deep** |
At 1st level, you can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute. \\ | At 1st level, you can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute. \\ | ||
When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 2d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 3d8. \\ | When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 2d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 3d8. \\ | ||
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You can summon the tentacle a number of times equal to your proficiency bonus, you can only control a maximum of 4 at once, and you regain all expended uses when you finish a long rest. | You can summon the tentacle a number of times equal to your proficiency bonus, you can only control a maximum of 4 at once, and you regain all expended uses when you finish a long rest. | ||
- | **Gift of the Sea** //Source: | + | **Gift of the Sea** ++[3] | // |
Also at 1st level, you gain a swimming speed of 40 feet, and you can breathe underwater. | Also at 1st level, you gain a swimming speed of 40 feet, and you can breathe underwater. | ||
- | **Grasp of the Kraken** //Source: Unearthed Arcana// \\ | + | **Grasp of the Kraken** |
Starting at 1st level, you gain the ability to call forth spectral tentacles that grab at your foes. As an action, pick a point you can see within 60 feet of you. A horde of grasping tendrils appears at that point. Creatures of your choice within 10 feet of that point must make a Strength saving throw against your warlock spell save DC. Creatures that fail their saving throws are grappled for 1 minute or until you use this ability again. The spectral tentacle' | Starting at 1st level, you gain the ability to call forth spectral tentacles that grab at your foes. As an action, pick a point you can see within 60 feet of you. A horde of grasping tendrils appears at that point. Creatures of your choice within 10 feet of that point must make a Strength saving throw against your warlock spell save DC. Creatures that fail their saving throws are grappled for 1 minute or until you use this ability again. The spectral tentacle' | ||
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==== Kraken Level 2 ==== | ==== Kraken Level 2 ==== | ||
- | **Eldritch Invocations** //Source: Player' | + | **Eldritch Invocations** |
In your study of occult lore, you have unearthed eldritch invocations, | In your study of occult lore, you have unearthed eldritch invocations, | ||
At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. | At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. | ||
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//A level prerequisite in an invocation refers to warlock level, not character level.// | //A level prerequisite in an invocation refers to warlock level, not character level.// | ||
- | **Invocation: | + | **Invocation: |
// | // | ||
You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading a Book and keeping watch. | You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading a Book and keeping watch. | ||
- | **Agonising Blast** //Source: | + | **Agonising Blast** |
When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit. | When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit. | ||
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==== Kraken Level 3 ==== | ==== Kraken Level 3 ==== | ||
- | **Pact Boon** //Source: Player' | + | **Pact Boon** |
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. | At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. | ||
- | **Pact of the Blade** \\ | + | **Pact of the Blade** |
*You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. | *You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. | ||
*Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. | *Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. | ||
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==== Kraken Level 4 ==== | ==== Kraken Level 4 ==== | ||
- | **Feat: Observant** //Source: Player' | + | **Feat: Observant** |
Quick to notice details of your environment, | Quick to notice details of your environment, | ||
- | *Increase your Intelligence or Wisdom | + | *Increase your Charisma |
*If you can see a creature' | *If you can see a creature' | ||
*You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. | *You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. | ||
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==== Kraken Level 5 ==== | ==== Kraken Level 5 ==== | ||
- | **Invocation: | + | **Invocation: |
- | *You can see normally in darkness, both magical | + | You can cast mage armor on yourself at will, without expending a spell slot or material components. |
+ | ***Eldritch Mage Armor** | ||
+ | *//Source: Player' | ||
+ | *// | ||
+ | *Casting Time: 1 action | ||
+ | *Range: Touch | ||
+ | *Duration: 8 hours | ||
+ | *You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Constitution modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | ||
==== Kraken Level 6 ==== | ==== Kraken Level 6 ==== | ||
- | **Oceanic Soul** //Source: | + | **Oceanic Soul** |
At 6th level, you are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs. | At 6th level, you are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs. | ||
- | **Guardian Coil** //Source: | + | **Guardian Coil** |
At 6th level, your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8. | At 6th level, your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8. | ||
- | **Inky Escape** //Source: Unearthed Arcana// \\ | + | **Inky Escape** |
At 6th level, you gain the ability to call upon your patron to escape from your foes. As a reaction when you take damage, you can cast Darkness centered on a point within 5 feet of you. The spell lasts until the end of your next turn, and it has no effect on your vision. Once you use this ability, you cannot use it again until you complete a short or long rest. | At 6th level, you gain the ability to call upon your patron to escape from your foes. As a reaction when you take damage, you can cast Darkness centered on a point within 5 feet of you. The spell lasts until the end of your next turn, and it has no effect on your vision. Once you use this ability, you cannot use it again until you complete a short or long rest. | ||
==== Kraken Level 7 ==== | ==== Kraken Level 7 ==== | ||
- | **Invocation: | + | **Invocation: |
// | // | ||
As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. \\ | As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. \\ | ||
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==== Kraken Level 8 ==== | ==== Kraken Level 8 ==== | ||
- | **Feat: Tough** | + | **Feat: Tough** |
- | //Source: Player' | + | |
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points | Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points | ||
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==== Kraken Level 10 ==== | ==== Kraken Level 10 ==== | ||
- | **Grasping Tentacles** //Source: | + | **Grasping Tentacles** |
Starting at 10th level, You learn the spell Evard' | Starting at 10th level, You learn the spell Evard' | ||
Whenever you cast this spell, your patron' | Whenever you cast this spell, your patron' | ||
- | **Scion of the Depths** //Source: Unearthed Arcana// \\ | + | **Scion of the Depths** |
Starting at 10th level, your patron accepts you into its inner court of servitors. You gain the ability to summon multiple of your spectral tentacles. | Starting at 10th level, your patron accepts you into its inner court of servitors. You gain the ability to summon multiple of your spectral tentacles. | ||
- | *You can have two spectral | + | *You can have six spectral |
- | *you move and attack with both of them as part of the same bonus action, each attack must be rolled for individually | + | *you move and attack with all of them as part of the same bonus action, each attack must be rolled for individually |
==== Kraken Level 11 ==== | ==== Kraken Level 11 ==== | ||
- | **Mystic Arcanum** //Source: Player' | + | **Mystic Arcanum** |
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. \\ | At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. \\ | ||
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. \\ | You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. \\ | ||
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==== Kraken Level 12 ==== | ==== Kraken Level 12 ==== | ||
- | **Invocation: | + | **Invocation: |
// | // | ||
*When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1). | *When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1). | ||
- | **Feat: Spell Sniper** | + | **Feat: Spell Sniper** |
- | //Source: Player' | + | //Prerequisite: |
- | Prerequisite: | + | |
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits: | You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits: | ||
*When you cast a spell that requires you to make an attack roll, the spell' | *When you cast a spell that requires you to make an attack roll, the spell' | ||
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==== Kraken Level 14 ==== | ==== Kraken Level 14 ==== | ||
- | **Fathomless Plunge** //Source: | + | **Fathomless Plunge** |
When you reach 14th level, you can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others. | When you reach 14th level, you can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others. | ||
- | ***Fathomless Fury** //Source: Unearthed Arcana// | + | ***Fathomless Fury** |
- | *The tentacles slam onto your foes. Pick up to 5 creatures that you can see within 30 feet of the portal. Those creatures must make Dexterity saving throws against your warlock spell save DC. Creatures that fail their saving throw take 10d6 bludgeoning damage and are restrained for 1 minute. Those that succeed take half the bludgeoning damage and are not restrained. On its turn, a restrained creature can use its action to attempt a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to end the restrained condition. | + | *The tentacles slam onto your foes. Pick up to 5 creatures that you can see within 30 feet of the portal. Those creatures must make Dexterity saving throws against your warlock spell save DC. Creatures that fail their saving throw take 10d6 bludgeoning damage and are restrained for 1 minute. Those that succeed take half the bludgeoning damage and are not restrained. On its turn, a restrained creature can use its action to attempt a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to end the restrained condition. |
Once you use ones of these features, you can't use either of them again until you finish a short or long rest. | Once you use ones of these features, you can't use either of them again until you finish a short or long rest. |