Differences
This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revisionLast revisionBoth sides next revision | ||
character:esmae:classfeatures [2020/10/03 16:25] – Amber | character:esmae:classfeatures [2020/10/13 12:35] – Amber | ||
---|---|---|---|
Line 35: | Line 35: | ||
**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, | ||
---- | ---- | ||
Line 41: | Line 45: | ||
**Destined**\\ | **Destined**\\ | ||
+ | Eminent Destiny.\\ | ||
+ | Your choices are beholden to fate itself, whether you realize it or not. Whenever you would be hurt, affected by something adverse, or fail -- you instead are unharmed, unaffected, or succeed.\\ | ||
+ | As a reaction to taking damage, failing a saving throw, or failing an ability check, you can instead take no damage, succeed your saving throw, or succeed your ability check. Destiny intervenes and allows your eminence to shine.\\ | ||
+ | Once you use your eminent destiny feature, you cannot do so again until you finish a long rest.\\ | ||
**Majesty**\\ | **Majesty**\\ | ||
Line 59: | Line 67: | ||
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.\\ | ||
+ | |||
+ | ---- | ||
+ | |||
+ | === 5th Level === | ||
+ | |||
+ | **Armor of Allies**\\ | ||
+ | Starting at 5th level, allies near you can serve as extra protection from danger. When you are targeted by an attack, a willing creature within 5 feet of you is instead the target.\\ | ||
+ | You can use this feature a number of times equal to your Charisma modifier, regaining all expended uses after finishing a long rest.\\ | ||
+ | |||
+ | ---- | ||
+ | |||
+ | === 6th Level === | ||
+ | |||
+ | **Improved Condemnation**\\ | ||
+ | Starting at 6th level, when you condemn a creature as an action, you can instead condemn that same creature twice or choose two separate creatures to condemn at the same time.\\ | ||
+ | When a creature is condemned twice, the condemnation damage is applied the first time a condemned creature takes damage and the second time they take damage before the beginning of your next turn. For example, if you condemn a creature twice and an ally uses their Attack action and hits the condemn creature twice, both attacks gain condemnation damage as bonus damage.\\ | ||
+ | |||
+ | ---- | ||
+ | |||
+ | === 9th Level === | ||
+ | |||
+ | **Self Assured**\\ | ||
+ | Starting at 9th level, you become as assured of yourself as you make those around you. You have advantage on saving throws to resist the charmed and frightened conditions. Additionally, | ||
+ | |||
+ | ---- | ||
+ | |||
+ | === 11th Level === | ||
+ | |||
+ | **Intuitive Competency**\\ | ||
+ | Starting at 11th level, you get better at using your intuition to look like you know what you're doing for the sake of maintaining a certain level of reputation. Because of this, before rolling an ability check you are proficient in, you can use your intuitive competency instead of rolling, choosing for the result of the check to be equal to your princess level + your Wisdom modifier.\\ | ||
+ | Once you use this feature, you cannot do this until you complete a long rest.\\ | ||
+ | |||
+ | ---- | ||
+ | |||
+ | === 13th Level === | ||
+ | |||
+ | **Charisma Score Increase **\\ | ||
+ | Starting at 13th level, you have such experience with utilizing your charisma that you become better equipped to exploit it beyond normal creatures. You gain +2 to your Charisma score to a maximum of 22.\\ | ||
+ | At 17th level, you gain +2 to your Charisma score to a maximum of 24.\\ | ||
+ | |||
+ | ---- | ||
+ | |||
+ | === 20th Level === | ||
+ | |||
+ | **Sublime Countenance**\\ | ||
+ | Starting at 20th level, you are at the height of your regal graces, sublime and magnetic. You can roll d4s and use them instead of expending majesty dice for your Cheer, Rally, and Rouse features.\\ | ||
+ | |||
+ | ---- |