Differences
This shows you the differences between two versions of the page.
| Both sides previous revision Previous revision Next revision | Previous revision | ||
| character:lidica:class [2023/06/06 12:02] – [Level 3 Class] Cinder | character:lidica:class [2024/06/16 13:23] (current) – Cinder | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| - | =====Lidica | + | <WRAP centeralign> |
| + | =====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 | + | |
| + | |||
| + | **Starting Equipment** \\ | ||
| + | *Half-Plate Armour (Altered to fit Centaur), 750G | ||
| + | *Halberd, 20G | ||
| + | *Long Bow, 50G | ||
| + | *Backpack, 2G | ||
| + | *Bedroll, 1G | ||
| + | *Map Case, 1G | ||
| + | *Traveler' | ||
| + | *Horseshoes, | ||
| + | *Coin Pouch, 5S | ||
| + | *Component Pouch, | ||
| + | *Quiver, 1G | ||
| + | *Torch x10, 10C | ||
| + | *Rations x10, 50S | ||
| + | *WaterSkin, 2S | ||
| + | *Cartographer' | ||
| + | *Navigator' | ||
| + | |||
| + | |||
| + | ===Background: | ||
| + | |||
| + | //Short Description of Background// | ||
| + | |||
| + | <WRAP box right 45em > | ||
| + | ===Featured Feat: Feat Name=== | ||
| + | ---- | ||
| + | </ | ||
| + | |||
| + | **Skill Proficiencies** | ||
| + | *Skill | ||
| + | **Languages And/Or Tools** | ||
| + | *Language | ||
| + | *Tool | ||
| + | **Equipment (If Any)** | ||
| + | |||
| + | <WRAP clear /> | ||
| + | |||
| + | |||
| + | ---- | ||
| - | **Equipment** \\ | + | <WRAP centeralign> |
| - | You start with the following equipment, in addition to the equipment granted by your background: | + | ===== Glamour Bard ===== |
| - | *(a) a rapier, (b) a longsword, or (c) any simple weapon | + | </ |
| - | *(a) a diplomat' | + | |
| - | *(a) a lute or (b) any other musical instrument | + | |
| - | *Leather armor and a dagger | + | |
| - | ====Level | + | <WRAP box left 26em > |
| + | ==== 1st Level Glamour Bard ==== | ||
| + | ---- | ||
| - | **Bardic Inspiration** \\ | + | **Bardic Inspiration** |
| You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. | You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. | ||
| Line 39: | Line 75: | ||
| Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. | Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. | ||
| - | ====Level 2 Class==== | + | </ |
| - | **Jack of All Trades** \\ | + | <WRAP box right 26em > |
| + | ==== 2nd Level Glamour Bard ==== | ||
| + | ---- | ||
| + | |||
| + | **Jack of All Trades** | ||
| Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn' | Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn' | ||
| - | **Song of Rest** \\ | + | **Song of Rest** |
| Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points. | Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points. | ||
| Line 52: | Line 92: | ||
| At 2nd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost. | At 2nd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost. | ||
| - | ====Level 3 Class==== | + | </ |
| - | **Expertise** \\ | + | <WRAP clear /> |
| + | |||
| + | <WRAP box left 26em > | ||
| + | ==== 3rd Level Glamour Bard ==== | ||
| + | ---- | ||
| + | |||
| + | **Expertise** | ||
| At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. | At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. | ||
| Line 76: | Line 122: | ||
| Once you use this feature, you can’t use it again until you finish a short or long rest. | Once you use this feature, you can’t use it again until you finish a short or long rest. | ||
| - | ====Level 4 Class==== | ||
| - | **Feat: Skill Expert** // | ||
| - | Source: Tasha' | ||
| + | </ | ||
| + | |||
| + | <WRAP box right 26em > | ||
| + | ==== 4th Level Glamour Bard ==== | ||
| + | ---- | ||
| + | **Feat: Skill Expert** ++ [3] | //Source: Tasha' | ||
| You have honed your proficiency with particular skills, granting you the following benefits: | You have honed your proficiency with particular skills, granting you the following benefits: | ||
| *Increase one ability score of your choice by 1, to a maximum of 20. | *Increase one ability score of your choice by 1, to a maximum of 20. | ||
| Line 85: | Line 134: | ||
| *Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. | *Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. | ||
| - | ====Level | + | </ |
| + | |||
| + | <WRAP clear /> | ||
| + | |||
| + | <WRAP box left 26em > | ||
| + | ==== 5th Level Glamour Bard ==== | ||
| + | ---- | ||
| **Font of Inspiration** \\ | **Font of Inspiration** \\ | ||
| Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. | Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. | ||
| - | ====Level | + | </ |
| + | |||
| + | <WRAP box right 26em > | ||
| + | ==== 6th Level Glamour Bard ==== | ||
| + | ---- | ||
| **Counter-charm** \\ | **Counter-charm** \\ | ||
| At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). | At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). | ||
| - | **Mantle of Whispers** \\ | + | **Mantle of Majesty** \\ |
| - | At 6th level, you gain the ability to adopt a humanoid' | + | At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, |
| - | You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action. | + | Any creature charmed by you automatically fails its saving throw against |
| - | While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. | + | Once you use this feature, you can’t use it again until you finish a long rest. |
| - | Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check. | + | </ |
| - | Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest. | + | <WRAP clear /> |
| - | ===== Illrigger Introduction | + | <WRAP centeralign> |
| + | ===== Genie Warlock | ||
| + | </ | ||
| - | ====Level 1 Class==== | + | ===== Warlock Introduction |
| + | ---- | ||
| - | **Forked Tongue** \\ | + | //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 |
| - | You have a facility with speech and know how to manipulate | + | |
| - | **Infernal Conduit** \\ | + | Told from a young age that she held high power// |
| - | There is a pool of infernal | + | |
| - | *As an action, choose a number of dice from your remaining pool and touch another creature. If they are unwilling, this is a melee spell attack with which you are proficient, using Charisma as your spell- casting ability. If you miss, nothing happens—you do not roll or lose dice from your pool. If you hit, | + | <WRAP box left 26em > |
| - | or if you’re targeting a willing creature, roll the chosen dice. | + | ====1st Level Genie Warlock==== |
| - | *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 in excess of their maximum. You lose hit points equal to the number of hit points they gained. | + | ---- |
| - | *If your sacrifice reduces you to 0 hit points, you fall unconscious. | + | |
| - | 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==== | + | **Genie' |
| + | Also at 1st level, your patron gifts you a magical vessel that grants you a measure of the genie' | ||
| + | While you are touching the vessel, you can use it in the following ways: | ||
| + | ***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 of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel' | ||
| + | ***Genie' | ||
| + | The vessel' | ||
| - | **Fighting Style** \\ | + | If the vessel is destroyed or you lose it, you can perform |
| - | At 2nd level, | + | |
| - | ***Treachery** \\ When you attack an enemy who has none of your allies adjacent to it, you gain a +3 bonus to damage rolls. | + | |
| + | </ | ||
| - | ====Level | + | <WRAP box right 26em > |
| + | ==== 2nd Level Genie Warlock | ||
| + | ---- | ||
| - | **Baleful Interdict** \\ | + | **Eldritch Invocations** ++ [1] | //Source: Player' |
| - | 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. \\ | + | In your study of occult lore, you have unearthed eldritch invocations, fragments |
| - | 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, | + | At 2nd level, you gain two eldritch invocations |
| - | A 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,” below. | + | |
| - | **Hellsight** \\ | + | Additionally, |
| - | When you reach 3rd level, | + | //A level prerequisite in an invocation refers |
| - | rest, you regain your expended uses. | + | |
| - | **Diabolic Contract** \\ | + | **Invocation: Aspect of the Moon** ++[2] | // |
| - | 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 | + | // |
| - | Furthermore, | + | You no longer need to sleep and can’t |
| - | **Invoke Authority** \\ | + | **Agonising Blast** ++[2] | // |
| - | You invoke the authority granted | + | When you cast Eldritch Blast, add your Charisma modifier |
| - | When you use your Invoke Authority, you choose which option to use. Once you use this feature, you must finish | + | |
| - | **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. | + | |
| - | | + | <WRAP clear /> |
| - | ***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** | + | <WRAP box left 26em > |
| - | Asmodeus’ fighting mages must be able to thwart an enemy’s spells as well as their plans. | + | ==== 3rd Level Genie Warlock ==== |
| - | | + | ---- |
| - | *//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** \\ | + | <WRAP box right 26em > |
| - | When you choose Moloch as your archdevil, you gain proficiency with Stealth, Acrobatics, and thieves’ tools. | + | ==== 4th Level Genie Warlock ==== |
| + | ---- | ||
| - | **Dagger Adept** \\ | + | **Feat or Ability score** |
| - | 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==== | + | </ |
| - | **Feat or Ability score** | + | <WRAP clear /> |
| - | ====Level | + | <WRAP box left 26em > |
| + | ==== 5th Level Genie Warlock | ||
| + | ---- | ||
| - | **Extra Attack** \\ | + | </ |
| - | Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. | + | |
| - | ====Level | + | <WRAP box right 26em > |
| + | ==== 6th Level Genie Warlock==== | ||
| + | ---- | ||
| - | **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==== | + | </ |
| - | **By the Throat** \\ | + | <WRAP clear /> |
| - | 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 | + | <WRAP box left 26em > |
| + | ==== 7th Level Genie Warlock | ||
| + | ---- | ||
| + | |||
| + | </ | ||
| + | |||
| + | <WRAP box right 26em > | ||
| + | ==== 8th Level Genie Warlock ==== | ||
| + | ---- | ||
| **Feat or Ability score** | **Feat or Ability score** | ||
| - | ====Level 9 Class==== | + | </ |
| - | **Telekinetic Seal** \\ | + | <WRAP clear /> |
| - | 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==== | + | |
| + | <WRAP box left 26em > | ||
| + | ==== 9th Level Genie Warlock ==== | ||
| + | ---- | ||
| - | ====Level 11 Class==== | + | </ |
| - | ====Level | + | <WRAP box right 26em > |
| + | ==== 10th Level Genie Warlock | ||
| + | ---- | ||
| - | **Feat or Ability score** | + | **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. | ||
| + | |||
| + | </ | ||
| + | |||
| + | <WRAP clear /> | ||
| + | |||
| + | <WRAP box left 26em > | ||
| + | ==== 11th Level Genie Warlock ==== | ||
| + | ---- | ||
| + | |||
| + | </ | ||
| + | |||
| + | <WRAP box right 26em > | ||
| + | ==== 12th Level Genie Warlock ==== | ||
| + | ---- | ||
| + | |||
| + | </ | ||
| + | |||
| + | <WRAP clear /> | ||
| + | |||
| + | <WRAP box left 26em > | ||
| + | ==== 13th Level Genie Warlock ==== | ||
| + | ---- | ||
| + | |||
| + | </ | ||
| + | |||
| + | <WRAP box right 26em > | ||
| + | ==== 14th Level Genie Warlock ==== | ||
| + | ---- | ||
| + | |||
| + | **Limited Wish** \\ | ||
| + | At 14th level, you entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie' | ||
| + | |||
| + | Once you use this feature, you can't use it again until you finish 1d4 long rests. | ||
| - | ====Level 13 Class==== | + | </ |
| - | **Evasion** \\ | + | <WRAP clear /> |
| - | 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==== | ||
| - | **Aura of Despair** \\ | ||
| - | Beginning at 14th level, you radiate a magi- cal aura of evil. Whenever a hostile creature within 15 feet of you makes an attack roll \\ | ||
| - | or a saving throw, it must roll a d4 and sub- tract the number rolled from the result. | ||