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npc:decota:calamity [2019/01/06 15:00] Cindernpc:decota:calamity [2019/05/02 16:03] (current) – removed Kyle
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-Calamity [[NPC:Decota:Decota]] \\ 
-  *[[Character:Calamity:Personality & Story]] 
-  *[[Character:Calamity:Raw stats and Details]] 
-  *[[Character:Calamity:Class Details]] 
-  *[[Character:Calamity:Race Details]] 
-  *[[Character:Calamity:The Red Sin’s stats & Details]] 
-  *[[Character:Calamity:Misc]] 
-  *[[Character:Calamity:Secrets]] 
  
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-**Equipment** \\ Enchanted studded leather armour (13+1AC) \\ Enchanted Family Cloak \\ Arcane Focus 
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-__**Racial Abilities and Hinderances**__ 
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-**Demon's Heritage (Ability score increase)** \\ Increase Dexterity by 2 and Charisma by 1, any ability/ status used on Calamity that uses the allingment she is treated as Evil despite her actuall alignment. (Ability scores Increased this way cannot exeed 20) 
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-**Primal Vision** \\ 
-Calamity can channel her demonic power and close her eyes for a second. Upon reopening them, they gain heatvision out to a range of 60 feet. Beyond that range, the world appears a smoky violet blue. This ability can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. While you have Primal vision active your eyes glow a bright orange and have disadvantage with stealth. \\ 
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-**Demonic Claws** \\ 
-These Claws restrict Calamity from weilding any kind of weapon effectivly giving all weapons she uses disadvantage. \\ 
-Her claws can be used as a weapon however. 
-Her claws cannot be enchanted or enhanced (only through level up) 
-Her claws cannot be dropped or taken. 
-The claws are a finesse weapon so run off Dex modifier to hit. 
-Claws do 1 D4 slashing + 1 D4 Necrotic + Strength modifier  
-Claws increase in damage to both slash and Necrotic through level ups. \\ 
-1 D6 at 3rd level \\ 
-1 D8 at 5th Level \\ 
-1 D10 at 8th Level \\ 
-1 D12 at 12th Level \\ 
-2 D8 at 15th Level \\ 
-2 D10 at 18th Level \\ 
-2 D12 at 20th Level  \\ 
-as bonus action Calamity can let her Primal blood take over to switch to a feral stance. 
-this stance increases Calamity’s Dex by 2 and gives her an additional bonus action, if unarmed she can make 1 extra attack as a bonus action. she is unable to make any Charisma attacks/checks (so no blood mage spells) and have disadvantage on charisma saves while in this stance. The stance lasts until Calamity uses her action to drop stance, which reverts the character to their previous stats. 
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-**Demonic Possession** \\ 
-Calamity is able to possess one creature within 10 feet. 
-If the creature is unwilling they must make a DC 14 saving throw. 
-On success they are made aware someone is trying to possess them but not knowing exactly who. \\ 
-On failure the creature is possessed for up to an hour or until their health reaches 0. \\ 
-Calamity gains complete control of the creature and damage is not passed onto her when she leaves the possessed. \\ 
-Paladins or characters of the lawful good alignment cannot be possessed. 
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-**Flash Step** \\ 
-Calamity is able to teleport in a burst of fire to anywhere within movement range. 
-1 D4 damage happens to anyone in melee range of Calamity’s origin and destination. 
-This movement dose not provoke attack of opportunity. \\ 
-She can do this Once before needing to take a long rest to replenish the ability. \\ 
-At level 6 she is able to use this ability twice before resting and at level 10 she can use it three times. 
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-**Demonic scales** \\ 
-Calamity has immunity to fire and Resistance to acid damage, with a weakness to holy or radiant damage. 
-She moves at 10 feet on Holy ground. 
-Calamity cannot hold holy symbols or objects without taking Radiant damage (1 D4 weakness is not applied for this damage). \\Calamity gains the effects of a long rest when taking a short rest near fire. 
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-**Blood Thirst** \\ 
-Calamity must feed on blood once every 2 days, Feeding on life force restores health equal to half the damage a bite attack caused. 
-Failure to feed Calamity turns feral attacking allies and if still not satisfied  she will die. \\ 
-Bite damage is calculated as 1 D4 bite + 1 D6 necrotic 
-Half of this total damage is restored as health. 
-If Calamity has the target in a grapple or pinned down she can bite them without taking any action. \\ Calamity is unable to be healed by Potions of any kind, or healing magic from allies such as Healing touch. \\ Calamity takes damage equal to half of whatever it would have healed. \\ 
-Due to this all Calamity’s proficient skills use Constitution as thier bonus rather then thier normal ability scores. 
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-**Familiar Drain** \\ 
-Calamity owns a familar from birth. \\ This familar cannot change shape and cannot be Dismissed. \\ If this Familiar is killed Calamity looses Half her Maximum HP and falls Unconsious. \\ If the Familiar dies Calamity can revive her familiar by performaing a **Ritual**  (100Gold + (10gold x Character level) and 12 hours of prep) which point her max HP will return to normal and the familiar will be brought back at full health. \\ If Calamity's HP falls to 0 the familiar will disapear and she will have to perform the **Ritual** to bring the familiar back and restor her maximum HP. \\ 
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-Familiar Name: The Red Sin \\ 
-Calamity's Familiar is the Familiy's enmodiment of sin, The families very exisitace is sin to the higher authorities and even some gods and as such it has manifested as this creature of pain and suffering that watches over the family members. \\ 
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-HP: 249HP (Matches Host's HP + 5 D10) \\ 
-Strenght 14 (+2) \\ 
-Dexterity 19 (+4) \\ 
-Consitution 20 (+5) \\ 
-Wisdom 20 (+5) \\ 
-Inteligence 18 (+4) \\ 
-Charisma 15 (+2) \\ 
-Movment Speed: 30ft (hovering) 
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-Saving Throws Dex +9, Wis +10 \\ 
-Skills Arcana +9, Perception +10, Stealth +9 \\ 
-Damage Resistances: Necrotic, Radiant, peircing, slashing, and bludgeoning from non-magic sources \\ 
-Condition Immunities Diseased \\ 
-Senses Darkvision 120ft, passive Perception 16  \\ 
-Languages Celestial, Common, Abyssal \\ 
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-Sin Soaked Air: //The Red Sin// fills the air with a sence of wrong within a 200ft Radius. any creature entering this area around //The Red Sin// feels at great unease and sence of pain, they may make a perception roll to find out exsactly where this feeling is coming from. Stealth is not the best option. \ 
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-Ethereal Duality: //The Red Sin// is treated as being in both the material and ethereal planes simultaneously. It can travel through solid objects as if they were difficult terrain, and it can affect creatures in the ethereal and material planes with its abilities. \\ It can remain in solid terrain for 3 consecutive turns; ending its turn in a solid object past that point causes it to take 5 (1d10) force damage. //The Red Sin// ignores immunities to Grappled, Restrained, or Prone when fighting ghosts or other metaphysical creatures. However, it can be affected by effects originating in the Ethereal and Material planes simultaneously. 
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-Mark of Sin. //The Red Sin// marks a target it can see. To resist being marked, the creature must succeed in a Wisdom Check with a DC of 18. On a failure, //The Red Sin// marks the target for 24 hours and can sense the target as long as it remains on the same plane. The Mark can be removed with a Dispel Magic or Remove Curse cast with a 6th level or higher spell slot. Calamity must finish a short or long rest before this ability can be used again. 
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-Sin Reap: \\ //The Red Sin// Readiest its gleeming sythe any attacks made against it are at advantage but if a creature dose strike and hit in this stance thier movment speed is reduced by 10ft for the remainder of the turn. on the sin's next turn it swings in a 15ft by 10ft area infront of it. any creature in this range must make a dexterity saving through or be instantly killed with no death saving rolls. \\ this attack has no effect on members of the decota family, characters of the lawful good alingment, paladins, holy people (such as priests) and characters weaing a divin protection amulet. 
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-Eathrial body: \\ //The Red Sin// is //Heavily obscured// at all times but can be seen by creatures when whithin 5ft of it outside of combat (it still appears as transparent could be played off as a trick of they eye) and 15ft when in combat. Creatures can make an insight check to see The familiar in full view, if succsessful they can see the sin at any distance but must now make a wisdom saving throw againts being frightend. 
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-Warning: //The Red Sin// is there to protect Calamity not to slay. but if Calamity would be reduced to 0 HP by an attack the Reaper can nullify the attack, the attacker makes a saving roll if they havent already made a succsessful insight roll to see the sin, on a fail the attcker is stunned and thrown backwards 20ft. on a succses the attacker is frightened only. Calamity must finish a short or long rest before this ability can be used again. 
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-Night Mare: \\ Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose are affected in order of their current hit points. \\ 
-Starting at the creature with the lowest current hit points, each creature affected by this spell falls unconscious. If the spell ends, the sleeper takes damage, or someone uses an action wake the sleeper, they are awoken. \\ 
-Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. \\ 
-Unconscious creatures, undead, and creatures immune to being charmed aren't affected by this spell. \\ Calamity must finish a short or long rest before using this ability again. 
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-At Higher Levels: Roll an additional 2d8 for each slot level above 1st.  
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-This kind of familar puts a huge strain on Calamities's Magic abilities as such Calamity cannot Learn any 1st-9th level offensive spells and no 9th spells all together. 
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-__**Blood Mage Abilities**__ \\ 
-Calamity is naturally talented with magic and studied the paths of Blood Magic. 
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-**1st Level: Blood Spell-casting** \\ 
-As a Blood Mage Calamity can learn 3 cantrips from the warlock spell list. \\ 
-Cantrips Learned: \\ 
-Chill Touch 1 D8 Necrotic another D8 added at 5th, 11th and 17th levels 
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-Eldritch Blast 1 D10 Force 
-Extra beams at 5th, 11th and 17th levels that can be focused or spread to multiple targets. 
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-Mage Hand  
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-**2nd Level: Blood Infusions** \\ 
-As A bloos mage Calamity can infuse her flesh with spells known as blood infusions, she can choose 2 and on each level up she can choose to swap one out for a diffrent one. \\ 
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-Slow Fall: Calamity gains the ability to cast Feather fall at will without needing spell slots or items. 
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-Swift Swing: Calamity can attack twice each time she uses the attack action. (Stacks with Feral stance) 
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-**3rd Level: Blood Deal: Resolute Mage Alt** \\ 
-Blood Mages can make what is known as a blood deal to study in a specific school of blood magic. 
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-Blood Cleanse: Calamity can use her action to end one effect on herself that is causing her to be blinded or poisoned. Calamity also has advantage on effects that petrify her. 
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-**4th Level: Ability score increase or feat** \\ 
-Feat: Alert \\ Always on the lookout for danger, you gain the following benefits \\ 
-You can't be surprised while you are conscious. \\ 
-You gain a +5 bonus to initiative. \\ 
-Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. 
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-***6th Level: Sacred Sacrifice** \\ 
-Surrendering the ability to learn 2nd or 3rd level spells (loosing any she has already gained) she can choose two more blood infusions. This cannot be undone and these infusions cannot be switched out. 
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-Bloody Rebuff: when Calamity is targeted by an attack, spell or effect she can use her reaction command to do necrotic damage to them equal to Charisma modifier + Constitution Modifier.  
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-Leach: Calamity can extend her power through her Demonic eyes as a bonus action, allowing her to heal herself by harming foes around her. For 1 minute, whenever she deals damage she regains hit points equal to her proficiency bonus. This brand may only be used once every turn, and calamity can regain use of this brand after she finishes a long rest. 
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-**8th Level: Ability score increase or feat** \\ 
-Ability Score: Constitution +2 
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-**10th Level: Primal Juggernaut** \\ 
-When Calamity is reduced to 0 hp her primal blood is unleased as a desperation move. \\ 
-She may expend all hit dice she has currently, provided she has at least one left and gain half that amount in hp (rounded up), and temporary hp equal to the remaining amount. \\ 
-She is forced into Feral stance and cannot leave until combat has finished. She must defeat the foe who reduced her HP to 0 before changing targets. \\ 
-When changing targets Calamity must succeed a DC 10 Wisdom Saving throw, if she fails her next target is picked at random from friend or foe and she must attack them. \\ 
-If Calamity’s HP is dropped to 0 while she is in this state her body disapates and she will vanish for 7 days before reappearing in flames. Calamity must finish a short or long rest before she can use this ability again. 
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-**11th Level: Blood Learning** \\ 
-Calamity’s knowledge of spells and their effects has expanded greatly since she started spellcasting. \\ Calamity may learn two 2nd level or lower spells from the wizard spell list which do not count against her number of spells known. 
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-Cause Fear: \\ The target must succeed on a Wisdom saving throw or become frightened of you. The frightened target can repeat the saving throw at the end of each of its turns. This spell has no effect on undead or constructs. \\ 
-At Higher Levels: You can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. 
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-Jump: The Targets Jump distance istrippeled until the spell ends. 
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-**12th Level: Ability score increase or feat** \\ 
-Ability score: Charisma +2 
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-**13th Level: Battle Ready** \\ 
-when Calamity enters combat her body instantly responds to her battle urges releasing a heavy dose of adrenaline into her system. After rolling your Initiative roll, Calamity will gain temporary hit points equal to her blood mage level + 5. 
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-**14th Level: Restore Vitality** \\ 
-when Calamity finishes a short rest, she may regain spent hit dice equal to her Constitution modifier (minimum 1). She may use this feature once, and she regains use of this feature after she finishes a long rest. 
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-**15th Level: Pain is Power** \\ 
-when Calamity takes damage, she can use her reaction to deal half the damage dealt to her to another creature within 60 feet of her. \\ Calamity can regain use of this feature after she finishes a short or long rest. 
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-**16th Level: Ability score increase or feat** \\ 
-Feat: Tavern Brawler \\ 
-Constitution +1 \\ 
-You are proficient with improvised weapons. \\ 
-Your unarmed strikes can use a d4 for damage. \\ 
-When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. A grapple check is a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check. 
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-**17th Level: Magic Mind** \\ 
-Calamity’s mind has become quick and complicated compared to before she started her journey as a blood mage. You are now considered proficient in Wisdom saving throws and have advantage against being charmed. 
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-__**Blood Lightning**__ \\ 
-Instead of learning any 7th or 8th level spells Calamity has a signature spell she created herself called Blood Lightning. 
-Blood Lightning is much more powerful and is far more dangerous then any spell a mortal could think up. \\ It has a Area of effect at 15 feet in a square. \\ 
-If Calamity has a recently decesed body within 60ft of her she can spend 1 hit dice a spell slot of 6 or higher and an action to cast this spell. \\  
-On cast targets in range make a dexterity spell save throw, on succsess they only take half damage, if they fail they take normal damge and catch Necrotic fire. \\ 
-If the spell hits she can expend a Hit dice to cast the spell immediately after the first in the same action to the same target with no need for a new roll to hit. anyone that succseeded the first save takes no damage. \\ 
-Blood Lightning conducts in water/ Metal and can start fires like normal lightning, fire started with blood lightning has a black core with crimson edging. \\ 
-This fire burns away life force and is resistant to water. \\ 
-If a creature catches this fire thier maximum hp is reduced to the current HP and take 1 D6 damage to thier maximum health each turn until they are dead or holy water or a spell of equal likeness is cast ( spells to dispell negitive status for example) on the victim and wich point thier max HP return to normal but they do not heal the diffrence \\ the victim is panicked while on fire and if they run into another creature the fire spreads to them \\ Holy people, Paladins and creatures with holy amulets are immuned to this fire and it fizzels out on them. 
-She can only use this ability once per turn and not if she has only 1 Hit dice left. 
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-**19th Level: Ability score increase or feat** \\ 
-Feat: Tough \\ 
-Max HP increased by 38. \\ 
-Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. 
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-**20th Level: Magic Renewal** \\ 
-Calamity’s spells can now heal her for small amounts of health. When she casts a spell using Blood Casting or using a blood mage spell slot, she regains hit points equal to double the spell slot level the spell was cast at. 
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