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character:esmae:classfeatures [2020/10/03 16:23] – Amber | character:esmae:classfeatures [2020/10/13 11:58] – Amber | ||
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**Mystic Woe**\\ | **Mystic Woe**\\ | ||
At 1st level, a mystic woe is something in your past that defines you you of your mystic or fairy tale background. Perhaps you were cursed by a witch or simply had a strange woe afflict you and you were oblivious to its origin. Regardless, you may struggle with your woe defining you, battle to overcome it, or embrace it.\\ | At 1st level, a mystic woe is something in your past that defines you you of your mystic or fairy tale background. Perhaps you were cursed by a witch or simply had a strange woe afflict you and you were oblivious to its origin. Regardless, you may struggle with your woe defining you, battle to overcome it, or embrace it.\\ | ||
+ | |||
+ | **Body of Majesty**\\ | ||
+ | At 1st level, you are inherently and extraordinarily attractive as a member of your race and gender. You often stand out in crowds and even members of other races find you appeasing to look upon. You find it particularly easy to stay fit and rarely find yourself dirty or smudged unless you are willingly intend to be in such a state. You also have perfect symmetry in your physical features. Knowing this you've acquired a certain skill set. You gain PRO in Deception, Intimidation or Persuasion.\\ | ||
+ | Additionally, | ||
---- | ---- | ||
=== 2nd Level === | === 2nd Level === | ||
- | |||
- | **Destined**\\ | ||
**Majesty**\\ | **Majesty**\\ | ||
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Starting at 6th level, you can spend two majesty dice per turn. The number you can expend increases at 11th level (to three dice) and again at 17th level (to four dice).\\ | Starting at 6th level, you can spend two majesty dice per turn. The number you can expend increases at 11th level (to three dice) and again at 17th level (to four dice).\\ | ||
A majesty die is expended when you use it. You regain all of your majesty dice when you finish a short or long rest.\\ | A majesty die is expended when you use it. You regain all of your majesty dice when you finish a short or long rest.\\ | ||
- | Some abilities that require expending a majesty die may require a creature to make a saving throw. When a saving throw against your majesty is required, the DC is equal to 8+ PRO + CHA. | + | Some abilities that require expending a majesty die may require a creature to make a saving throw. When a saving throw against your majesty is required, the DC is equal to 8+ PRO BONUS + CHA. |
**CHEER**\\ | **CHEER**\\ | ||
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**RALLY**\\ | **RALLY**\\ | ||
- | As a bonus action, you can expend a number of majesty dice (up to your limit per turn) to designate an area within 30 ft of you as 30 ft cube as a place to rally that you fill with your moral boosting inspiration. Add the majesty dice spent together to get a pool of rally points. On a friendly creature' | + | As a bonus action, you can expend a number of majesty dice (up to your limit per turn) to designate an area within 30 ft of you as 30 ft cube as a place to rally that you fill with your moral boosting inspiration. Add the majesty dice spent together to get a pool of rally points. On a friendly creature' |
As a bonus action on subsequent turns, if you are within the designated area, you can refresh the pool of rally points by rolling the majesty die again. After 1 minute, this effect ends along with any unused rally points.\\ | As a bonus action on subsequent turns, if you are within the designated area, you can refresh the pool of rally points by rolling the majesty die again. After 1 minute, this effect ends along with any unused rally points.\\ | ||
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As a bonus action, you can expend a number of majesty dice (up to your turn limit) to heal a creature within 30 ft of you that can hear and see you by an amount equal to the majesty dice expended + CHA. Additionally if the creature is prone, they can use their reaction to stand up without expending movement. If the target of this feature has maximum HP, they gain THP equal to the result that would normally be healed.\\ | As a bonus action, you can expend a number of majesty dice (up to your turn limit) to heal a creature within 30 ft of you that can hear and see you by an amount equal to the majesty dice expended + CHA. Additionally if the creature is prone, they can use their reaction to stand up without expending movement. If the target of this feature has maximum HP, they gain THP equal to the result that would normally be healed.\\ | ||
Creatures at 0 HP can't be healed by this feature.\\ | Creatures at 0 HP can't be healed by this feature.\\ | ||
+ | |||
+ | ---- | ||
+ | |||
+ | === 3rd Level === | ||
+ | |||
+ | **Mystic Mark**\\ | ||
+ | At 3rd level, you begin to define the mythology of yourself. Choose abilities as they become available.\\ | ||
+ | |||
+ | **VOICE OF ENCHANTMENT**\\ | ||
+ | When yo sing or speak, it is like enchantment is woven into your voice. You can expend one majesty die to cast the following spells with CHA as the spellcasting ability: calm emotions((m)), | ||
+ | |||
+ | **ALLURE**\\ | ||
+ | You are the epitome of a blinding, stunning individual. By expending 1 majesty die, as an action, you can force all eyes on you by unveiling yourself or doing some dramatic act, such as singing, playing an instrument, or some other form of displaying yourself. Roll one majesty die. That number of humanoid creatures of your choice that can see you within 30 feet must make a Wisdom saving throw against your majesty or be charmed by you until the beginning of your next turn. While they are charmed they are incredibly distracted. Attacks against them have advantage and their attacks against others have disadvantage. Creatures who roll a 1 on their saving throw are stunned for 1 minute and can repeat the saving throw at the end of their turn to end the stunned effect. Creatures who save against this effect are immune to it for 24 hours.\\ | ||
+ | |||
+ | **EYES OF THE OCEAN**\\ | ||
+ | Your eyes are that of a soft blue, so soft it looks like the rolling waves of a distant ocean. By expending 1 majesty die, as an action, you may look at a humanoid creature that can see you within 30 feet, flashing those stunning eyes, and they must make a Wisdom saving throw against your majesty. If they fail the saving throw, they are charmed by you for 1 minute and can take no actions or move so long as you are within their line of sight. An affected creature may reroll their saving throw at the end of each of their turns for the duration. |