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character:lidica:class [2023/06/06 12:02] – [Level 6 Class] Cinder | character:lidica:class [2023/08/24 15:56] – [Bard Introduction] Cinder | ||
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- | =====Lidica | + | =====Lidica, The Hyme Singer===== |
[[character: | [[character: | ||
- | //This is not honored Illrigger, it combines a few of the subclass abilities together replacing some generic abilites with more inspired ones// | ||
- | //I would like to alter both falvour and abilities to fit Kise's lore better, The demon that illriggers normally pledge to can be the Rot Old god that's currently afflicting Kise. // | ||
====Bard Introduction==== | ====Bard Introduction==== | ||
- | Lore introduction. \\ | + | //Music and Magic came naturally to Lidica, Surrounded by it since birth there was a scare amount of normality throughout Lidica' |
- | Hit Dice: 1d8 per bard level | + | ***Hit Dice:** 1d8 per bard level |
- | Hit Points at 1st Level: 8 + your Constitution modifier | + | ***Hit Points at 1st Level:** 8 + your Constitution modifier |
- | Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st | + | ***Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per bard level after 1st |
**Proficiencies** | **Proficiencies** | ||
- | *Armor: Light armor | + | |
- | *Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords | + | |
- | *Tools: Three musical instruments of your choice | + | |
- | *Saving Throws: Dexterity, Charisma | + | |
- | *Skills: Choose any three | + | |
**Equipment** \\ | **Equipment** \\ | ||
- | You start with the following equipment, in addition to the equipment granted by your background: | + | |
- | *(a) a rapier, (b) a longsword, or (c) any simple weapon | + | *Half-Plate Armour |
- | *(a) a diplomat' | + | *Halberd, 20G |
- | *(a) a lute or (b) any other musical instrument | + | *Long Bow, 50G |
- | *Leather armor and a dagger | + | *Backpack, 2G |
+ | *Bedroll, 1G | ||
+ | *Map Case, 1G | ||
+ | *Traveler' | ||
+ | *Horseshoes, 5S | ||
+ | *Coin Pouch, 5S | ||
+ | *Component Pouch, | ||
+ | *Quiver, 1G | ||
+ | *Torch x10, 10C | ||
+ | *Rations x10, 50S | ||
+ | *WaterSkin, 2S | ||
+ | *Cartographer' | ||
+ | *Navigator' | ||
====Level 1 Class==== | ====Level 1 Class==== | ||
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Once you use this feature, you can’t use it again until you finish a long rest. | Once you use this feature, you can’t use it again until you finish a long rest. | ||
- | ===== Illrigger | + | ===== Warlock |
- | ====Level 1 Class==== | + | //Lidica was the price to free her Mother of an ancient duty to the nation of Oxtrad. The price paid to the Genie Patron, A new loyal vassal for them to act through. Unlike most other Patrons the Genie did not wish for complete obedience or loyalty merely to create and train a strong follower who would hopefully bring other new followers to the Genie, Not even being the father, That title fell to Zelor who was the Genie' |
- | **Forked Tongue** \\ | + | Told from a young age that a higher power had strong ties with her, and that one day when she was of age a Patron would visit her and offer her new eldritch strength and she was to accept |
- | You have a facility | + | ====Level 1 Class==== |
- | **Infernal Conduit** \\ | + | **Genie' |
- | There is a pool of infernal power within | + | Also at 1st level, your patron gifts you a magical vessel |
+ | While you are touching the vessel, | ||
+ | ***Bottled Respite:** As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number | ||
+ | ***Genie' | ||
+ | The vessel' | ||
- | *As an action, choose a number of dice from your remaining pool and touch another creature. | + | If the vessel |
- | or if you’re targeting a willing creature, roll the chosen dice. | + | |
- | *The result of your roll is the number of hit points you transfer. If you’re touching an ally, they gain that many hit points, ignoring any hit points | + | |
- | *If your sacrifice reduces | + | |
- | If you’re touching an enemy, they take necrotic damage equal to your roll, and you gain that many hit points. If you would gain hit points in excess of your maximum, you gain that number of temporary hit points instead. | + | |
- | *Beginning at 11th level, in addition to draining the life force of an enemy, you can also inflict one level of exhaustion on them. They may recover this exhaustion normally. This ability does not work | + | |
- | if the target already has three or more levels of exhaustion, or if you have no dice left in your pool, and you cannot choose to inflict exhaustion instead of draining life. | + | |
====Level 2 Class==== | ====Level 2 Class==== | ||
- | **Fighting Style** \\ | ||
- | At 2nd level, you choose an illrigger fighting style: | ||
- | ***Treachery** \\ When you attack an enemy who has none of your allies adjacent to it, you gain a +3 bonus to damage rolls. | ||
+ | **Eldritch Invocations** ++ [1] | //Source: Player' | ||
+ | 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. | ||
- | ====Level 3 Class==== | + | Additionally, |
+ | //A level prerequisite in an invocation refers to warlock level, not character level.// | ||
- | **Baleful Interdict** \\ | + | **Invocation: Aspect of the Moon** ++[2] | // |
- | When you reach 2nd level, you learn to use the power of Hell to censure other creatures. As a bonus action, you can place a seal on a target you can see within 30 feet. You can do this a number of times equal to your Charisma modifier. When you finish a short or long rest, you regain all your seals. | + | // |
- | When you or an ally hits a target you can see with any seals on it, you can consume the seals to make the attack deal an extra 2d6 necrotic damage to the target per seal consumed.1 If you are within 30 feet of the target, you regain 2 hit points for each die of damage your seals deals. | + | You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits |
- | A creature with a seal on them is an inter- dicted creature. \\ | + | |
- | Seals evaporate if not used after 1 minute. Only the illrigger who placed the seal knows it’s there; | + | |
- | it appears to the illrigger as a glowing glyph on the creature’s forehead. If a creature with any of your seals on it dies, you can move all of its seals to another creature within range. \\ | + | |
- | When you reach 10th level, you feel your connec- tion to your archdevil increase. Your seals deal an extra 1d6 damage. \\ | + | |
- | Your seals improve differently based on which contract you choose. These improvements are listed under “Diabolic Contract, | + | |
- | **Hellsight** \\ | + | **Agonising Blast** ++[2] | // |
- | When you reach 3rd level, your mastery of decep- tion makes it easy for you to recognize | + | When you cast Eldritch Blast, add your Charisma modifier |
- | rest, you regain your expended uses. | + | |
- | **Diabolic Contract** \\ | + | ====Level 3 Class==== |
- | When you reach 3rd level, you sign a diabolic con- tract with your archdevil who welcomes you into the Order of Desolation. You gain the Invoke Authority ability and choose either Painkiller (Dispater), Shad- owmaster (Moloch), or Architect of Ruin (Asmodeus) as your archdevil. \\ | + | |
- | Furthermore, | + | |
- | + | ||
- | **Invoke Authority** \\ | + | |
- | You invoke the authority granted you by your arch- devil, channelling baleful energy to fuel magical effects. Each Invoke Authority option provided by your archdevil explains how to use it. \\ | + | |
- | When you use your Invoke Authority, you choose which option to use. Once you use this feature, you must finish a long rest to use it again. | + | |
- | + | ||
- | **Tenets of Ruin** \\ | + | |
- | Hell’s Architects swear an oath to Asmodeus when they join the Order of Desolation. The oath commits them to destroy Asmodeus’ enemies by causing fear and sowing distrust. | + | |
- | + | ||
- | | + | |
- | ***The Proper Secret** \\ Once I know your secrets, I know what you fear. | + | |
- | ***Knowledge Is Power** \\ Lore is as powerful as steel. I will learn every detail about my enemy so that, when I strike, I will know their every move. They will be checkmated before the game even begins. | + | |
- | | + | |
- | + | ||
- | **Contract with Asmodeus** | + | |
- | Asmodeus’ fighting mages must be able to thwart an enemy’s spells as well as their plans. | + | |
- | ***Invoke Authority: | + | |
- | *//Veteran of Sorcery//. As a reaction to failing a saving throw against a spell, you can choose to succeed instead. | + | |
- | *// | + | |
- | + | ||
- | **Flash of Brimstone** \\ | + | |
- | As a reaction to placing a seal on a target, you can teleport to an unoccupied space that you can see adjacent to the target. | + | |
- | **Bonus Proficiencies** \\ | ||
- | When you choose Moloch as your archdevil, you gain proficiency with Stealth, Acrobatics, and thieves’ tools. | ||
- | **Dagger Adept** \\ | ||
- | Your training makes you skilled with certain light weapons. While two-weapon fighting with daggers and/or sickles, you can add your ability modifier to the damage of the second attack, and you can draw or stow two daggers or sickles when you would nor- mally be able to draw or stow only one. | ||
- | At 5th level, your daggers and sickles do 1d6 damage. At 11th level, your daggers and sickles do 1d8 damage. At 17th level, your daggers and sickles do 1d10 damage. | ||
====Level 4 Class==== | ====Level 4 Class==== | ||
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====Level 5 Class==== | ====Level 5 Class==== | ||
- | **Extra Attack** \\ | + | |
- | Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. | + | |
====Level 6 Class==== | ====Level 6 Class==== | ||
- | **Interdict Improvements** \\ | + | **Elemental Gift** \\ |
- | As your shadowmaster levels up, Moloch’s interdiction carries more power. | + | At 6th level, you begin to take on characteristics of your patron' |
- | **Marked for Death** \\ | + | In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action |
- | At 6th level, your connection to Moloch’s power deepens. If you hit an inter- dicted creature with a melee attack, you can mark them for death. The target has disadvantage on attack rolls that do not include | + | |
- | On a failure, its speed instead becomes 0 until the start of its next turn. These effects last until it is no longer interdicted, you leave its reach, or it leaves your reach. | + | |
====Level 7 Class==== | ====Level 7 Class==== | ||
- | **By the Throat** \\ | + | |
- | Starting at 7th level, you can, as an action, place a seal on an enemy within 30 feet. If they are Large or smaller, they must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be grappled (escape DC 15), and the target is restrained until the grapple ends. | + | |
====Level 8 Class==== | ====Level 8 Class==== | ||
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====Level 9 Class==== | ====Level 9 Class==== | ||
- | **Telekinetic Seal** \\ | + | |
- | Starting at 9th level, you can, as a reaction to an enemy moving into a space adjacent to you, place a seal on them. If you do, they must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). If they fail, they are thrown back 30 feet and knocked prone. | + | |
====Level 10 Class==== | ====Level 10 Class==== | ||
+ | **Sanctuary Vessel** \\ | ||
+ | At 10th level, when you enter your Genie' | ||
+ | |||
+ | As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed. | ||
+ | |||
+ | In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there. | ||
====Level 11 Class==== | ====Level 11 Class==== | ||
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====Level 13 Class==== | ====Level 13 Class==== | ||
- | **Evasion** \\ | + | |
- | Starting at 13th level, when you are prompted to make a Dexterity saving throw to take only half damage from an effect, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. | + | |
====Level 14 Class==== | ====Level 14 Class==== | ||
- | **Aura of Despair** \\ | + | **Limited Wish** \\ |
- | Beginning at 14th level, you radiate | + | At 14th level, you entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie' |
- | or a saving throw, it must roll a d4 and sub- tract the number rolled from the result. | + | |
+ | Once you use this feature, you can't use it again until you finish 1d4 long rests. |