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Min/Max 3.x / [Practical Opt] Eberron Sovereign Crusader
« on: October 16, 2017, 11:29:04 PM »
Preface

This is a concept that I've had in mind for a while. It's not for any specific game -- yet. But some day I might be able to play again, instead of running. This is a build to hedge that happy day.

Sovereign Speaker is a class from Faiths of Eberron which adds 9 Domains over 9 levels, and advances spellcasting by 7 levels. Getting in requires 8 ranks of Knowledge (religion) and one feat: Worldly Focus (from Faiths of Eberron).

Divine Crusader is a class from Complete Divine which gives you 9 levels of spells in 10 class levels, but your spell list is one Domain. Getting in requires BAB +7, 2 ranks of Knowledge (religion), and one feat: Weapon Focus in your patron's weapon.

According to Faiths of Eberron, the Sovereign Host can be treated as a single patron, and as such the Sovereign Host has favored weapon: longsword.
(click to show/hide)


Build Skeleton

The character must be Neutral Good to gain and retain Divine Crusader spellcasting, and since this is practical optimization that limits the prefix and postfix classes to choices which are compatible with NG alignment.

(any full-BAB) 7 / Divine Crusader 1 / Sovereign Speaker 9 / (2:3 caster advancing PrC)

Ability scores: Divine Crusader casts from Charisma, so that's going to be important. Mono-dependence on Charisma would be pretty sweet.

The 7-level prefix and 3-level postfix are the main areas where I want input.

Domain selection is another significant area.

Character race may be strongly limited by the postfix (see below).


Prefix Discussion

The obvious choice seems to be Crusader, which is strong in its own right and has Knowledge (religion) as a class skill. Seven levels in Crusader gives one level 4 Maneuver, Cha to Will, an arbitrary Smite 1/day, and access to White Raven Tactics.

Duskblade is interesting. It looks like Arcane Channel, Spell Power, and Quick Casting would also apply to our Divine Crusader spells. The Int casting requirement is a negative, but that's balanced by access to Knowledge (religion) and a generally good skill list. At level 7 we'd be able to cast level 2 Duskblade spells in Medium armor with a Heavy shield. Having a decent Int is nice for skills at all levels, but with a low point-buy this might not be viable. Still, if you can boost Int + Cha + Con, and have enough Dex or Str left over to hit things occasionally, this might be the best of all.

Warblade has some Intelligence perks, but ignoring them isn't a big downside, and if we can get even +2 Int that's not bad. Huge HD, Iron Heart Surge, and White Raven Tactics... not a bad package. Not as good as Crusader's Charisma synergy, but not bad. Possibly better Con(centration) synergy, in fact, since that investment will benefit Diamond Mind early, and benefit casting late-game.

Paladin would have great Charisma synergy, at least for 4 levels, but our NG alignment requirement seems to prohibit its use.

Oddly enough Battle Dancer (from Dragon Compendium) might have been usable, since it has some Charisma synergy and all we actually need is full BAB -- but again our NG alignment requirement seems to prohibit its use.

Ranger is usually a good choice, and with the Education feat (Eberron Campaign Setting) we'd have access to the skills we need. Mystic Ranger might be viable with an Elf, or with a few Crusader levels, for Longsword proficiency -- or if we actually spent a feat on Longsword Proficiency, but that thought hurts my soul.

Barbarian (+Education) is a fun image. With flaws, we could squeeze in Barbarian 4 / Fist of the Forest 3 and be the smelliest wandering prophet.

Swashbuckler 3 (+Education, or +Crusader) might be interesting, if you have enough Dexterity & Intelligence to make use of the bonuses.

Fighter is a class that exists. Yep. We could get some feats. Or, with the Thug + Sneak Attack variants, it's even a decent value for 7 levels, but still demands the Education feat. Still, Sneak Attack +4d6 isn't terrible.

Half-Orc Paragon is full BAB, and so is the follow up Orc Paragon. That's potentially 6 levels of base-class avoidance altogether, and up to +4 Strength, but I don't find them to be particularly compelling. Dwarf Paragon is also full BAB with +2 Con, but I think it's also not particularly compelling. Maybe I'm spoiled by high point-buys.

Anything else viable?

What early-access PrCs could fit in?


Postfix Discussion

At level 17, we take Sovereign Speaker 9. That leaves us with 8/10 advancement of Divine Crusader casting, so we want 2 more levels of spellcasting advancement, plus whatever else we can get. We have access to 10 Domains at this point, and 8th level spells.

I see two different yet compelling choices:

Heir of Siberys (from Eberron Campaign Setting) - One of the most iconic Eberron classes, and a perfect fit. The spell granted keys off your race, so your race choice is severely limited to the so-called "dragonmarked races". Human is generally best, having access to Mark of Making and Mark of Storm -- but Half-Orc, Half-Elf, Elf, and Dwarf are all potentially viable.

These Siberys Dragonmarks are strong in terms of raw power, plus they're politically significant.

Requires one feat (Heroic Spirit) and 15 ranks in any two skills.


Uncanny Trickster (from Complete Scoundrel) - This can advance Sovereign Speaker, which advances spellcasting and bonus Domain access. We would end up with a total of 12 Domains at level 20. Plus, we get 3 bonus skill tricks (yawn), and we can pick 3 skill tricks that work 2/encounter instead of 1/encounter -- this latter ability is solid, since Swift action Concentration is strong for a high-level primary caster.

Domain abilities can be strong, and adding another up to 18 spells to our list is potentially the best use of these 3 levels.

Requires 4 skill tricks, which probably means a decent Int will be rewarded.


Each of these are 3/4 BAB, which leaves us with BAB +16.75 at level 20, which is a nice way to enter Epic.

But those are just two obvious capstone classes. What else could go here?


Domain Choices

So, which Domains to pick?

Sovereign Speaker has an odd requirement that you can't have more than 2 Domains from any specific deity. This means that Domains which are common to several gods are toxic -- for example, if you take the Good domain which is common to 6 gods, you're now limited to at most 1 other Domain from each of those gods.

Luckily, most Domains are exclusive to only one god. The Domains to treat carefully are:
- Good (6 gods: Arwal, Baldorei, Dol Arrah, Dol Dorn, Olidrah, Onatar)
- Law (3 gods: Aureon, Baldorei, Dol Arrah)
- Creation (2 gods: Arwal, Onatar)
- War (2 gods: Dol Arrah, Dol Dorn)

All other Domains are free & clear, and the list is a doozy -- the full list is discussed here: http://bg-archive.minmaxforum.com/index.php?topic=3429

(click to show/hide)

Help me rate them, and pick an order.


Summing Up

This is a character who goes from being a nobody with a dead-end job ("Full BAB? Feh, peasant.") to being an incredibly powerful spellcaster, and possibly a politically significant player in one of the major Dragonmarked Houses.

The major support for the concept is just 10 character levels in the middle of the class build, leaving a lot of room for customization at both ends.

There are a lot of free feat slots, too.


Please help me figure out all the potential specifics.

Thanks!

2
Board Business / Slow loading now -> custom-bbcode.js
« on: October 13, 2017, 12:19:30 AM »


The custom-bbcode.js URL never loads, and the delay until 404 prevents page rendering (or maybe loading, didn't check).

The slow loading is recent, I assume some work is going on -- hope this helps.

3
D&D 3.5 and Pathfinder / Using Symbiotes for Prerequisites?
« on: July 30, 2017, 09:36:00 PM »
Spellwurm (Magic of Eberron, p.156) looks like it might be good for early entry.

The trick: Versatile Spellcaster feat allows a 1st level spontaneous caster to cast a 2nd level spell, and Spellwurm give a 2nd level spell known (blur).

I think this is pretty solid, rules-wise, and requires no Dragon Magazine access.

== == ==

What about other symbiotes?

I see the Mind Leech in the Fiend Folio which casts as a level 10 Sorcerer -- but it doesn't look like that counts as the host casting, so I think it's not useful for meeting prereqs.

Are there others which grant (Sp) (or other caster level), which does count as the host's casting?

4
Game Design / Implications for Spell List Mechanics
« on: July 26, 2017, 11:32:25 PM »
I'm thinking about a couple of different ways to slice up spell access.

Shared List, Explicit Access (like D&D 3.x & 5e) - aka "Arbitrary Access" - Spells are on spell-lists, but there's no mechanical rhyme or reason to where or why. The class lists can't be simplified into a few rules -- the list itself is the rule by which you know if a character has access to a spell. New spells must explicitly know which lists they're on; new classes must either share a spell list with a pre-existing class, or define a new access list, which may or may not be supported by future supplements.

The problems with this access mechanism ought to be familiar to anyone who has been playing D&D for a while.


Disjoint Access - Each class has a distinct spell list. Some basic functionality may be duplicated, but overall a class has a distinct feel based on a totally exclusive spell list. Lists are never shared -- a new class must have its own list. This is how 4e did things, and it worked okay for 4e.

The problem of uneven supplement support persists, and there's a new problem: new classes (and homebrew classes) require a significant effort to create, since the author to draft new spell (or power) lists comparable to those of each base class. You can't easily bridge a concept like "swords + magic" by giving access to some pre-existing sword powers and some pre-written magic spells. You need to write a whole new set of balanced powers to represent that synergy. This can be difficult.


Sublist Access (like Tome of Battle) - Each "spell" list is distinct, with no overlap. Your class has access to one or more lists. Some lists are more common than others, and some lists have spells which are similar to spells on other lists, but the important thing is that each spell appears on exactly one list. Supplements are structured as new lists, and balance with old classes can be maintained by keeping rough parity in the number of lists to which each character has access -- in other words, you can write a new ToB discipline and allow characters to trade out one of their core disciplines for the new one, which creates novel play styles without guaranteed power creep. (Power creep can still happen, of course, if the new discipline is stronger than the discarded one...)

New classes are pretty easy: give some class features, and define a distinct sub-set of "spell" lists for your class. It's also much easier to introduce one new distinct, thematic list and augment that with a few pre-written, pre-balanced lists.

ToB mechanics make expansion & customization relatively easy.


Tiered Access (like Monte Cook's Arcana Evolved) - There are three types of spells:
- Simple (everyone has access to this small list)
- Complex (each class gets a subset of these, often based on descriptors)
- Exotic (nobody gets these by default; you have to expend character resources to pay for one)

One could look at 3.5e Psionics as this type of system, as well, at least from the Psion's perspective. There is a (large) group of basic Psion powers, then a sublist which each discipline gets, and then you can use a feat to buy an "off-list" power (from e.g. PsyWar or Ardent or Lurk), which you might not have been able to get any other way.

The neat thing about this is that supplements are much easier to balance. You can introduce new Exotic spells without much impact -- those are supposed to be rare, and must be paid for by each individual character. (In Arcana Evolved, for example, each Exotic spell cost a feat, similar to the 3.5e XPH Expanded Knowledge [Psionic] feat.)

Complex spells can be added as long as you ensure that each package of new Complex spells is balanced across all descriptors. So, if you know the game has descriptors like Fire / Storm / Ice / Metal / Wood, then you can ensure each supplement introduces new content for each descriptor in roughly proportionate measure.

The most dangerous area for supplements is new Simple spells, because everyone automatically has access to those. This list should be augmented very carefully, and very seldom.

Finally, the issue of new classes, with access to a different set of descriptors -- these interact very well with new spells, if the supplements are always careful to balance new spells among all the various descriptors.

Adding a new descriptor is problematic, of course, so you should take care in covering as much conceptual space as the game is expected to support across its entire history.


You can also do the Descriptor / Keyword thing without any Tiers, too. I'll call this Descriptor Access. Under that sort of system, you could have descriptors which are relatively abstract, and by using keywords to grant access, you can pretty easily create classes that are thematic, yet have very compact mechanics, and furthermore their mechanics will define access that includes new supplementary content automatically.

Here's an example of a few effects translated from a few 3.5e, level 2 spells:
(click to show/hide)




IMHO the two most interesting & viable mechanics are the Sublist Access (like ToB), Tiered Access (like Arcana Evolved), and Descriptor Access.

So, which is better?

One distinction between the two is what happens when you try to augment a subset of effects with a customization option. For example, let's say you want to represent a character whose fire effects feel holy, so you add a class feature / talent / feat like:

Generic Cleansing Sunfire - Your fire effects are more damaging to undead & fiends, and when you use an effect that targets yourself, you can remove some detrimental conditions.

In the case of Sublist Access, you've generally got access to a sublist which favors that descriptor, or you don't. For example, in the ToB itself, there's exactly one discipline which features [Fire] effects, so you either have that discipline on your class list, or you don't.


Under Sublist Access, you'd probably write an option that targets a specific sublist:

Sublist Cleansing Sunfire - When you damage a fiend or undead creature with a Desert Wind strike, you deal +X damage. When you use a Desert Wind boost, you may remove one of the following conditions from yourself: poisoned, shaken, hexed, ugly.

The upside of this sort of enhancement is that it's "self-contained", by being limited to one sublist, so you're unlikely to see unexpected interactions with a future supplement.

The downside is that the self-contained nature of the sublist means that you're unlikely to see any unexpected interactions in general.


Under Tiered Access or Descriptor Access, there are a lot of descriptors / keywords, so you can write a more general feature:

Descriptor Cleansing Sunfire - When you damage an undead creature or a fiend with a [Light] or [Fire] effect, you deal +X damage. When you use a [Fire] or [Light] effect on yourself, you may dispel one detrimental condition with any of these descriptors: poison, fear, necromancy.

The immediate benefit is that your Desert Wind feat(ure) can improve your non-maneuver abilities, such as fire & light spells (for a Jade Phoenix Mage or a Ruby Knight Vindicator), or class features that are light effects (for a Shadow Sun Ninja).

Also, of course, a future discipline focused around Light or Fire would be able to benefit from the feat(ure) without modification.




So, which is better?

IMHO it's hands-down Descriptor Access.

The flexibility of access, flexibility of augmentation, and flexibility of addition means that there's a huge design space available.

If there's interest in this sort of thing, I can show some of my ideas for what makes good descriptor design & helpful keyword choices.

5
I wanted to comment on this handbook: http://minmaxforum.com/index.php?topic=474

... but I can't find any commentary thread, and I don't have permission to create one. So I'm making this thread instead.

Here's the trick:

Primal Scholar (Secrets of Xen'drik, p.127) is a 5-level PrC that has a class feature choice Secret of Power, which allows you to spend an Action Point as a free action to recover a number of spell levels equal to your Primal Scholar class level.

Unfettered Heroism (Races of Eberron, p.190) is a level 5 spell that gives you 1 bonus Action Point each round for 1/level rounds; if unspent, the bonus action point disappears right before a new one is given.


The Eberron-canon way to use this trick is simply:
- Take all 5 levels of Primal Scholar, and choose Secret of Power as one of your Ancient Secrets. You can do this by level character level 12.
- Learn Unfettered Heroism.

Round 1: cast unfettered heroism; use your bonus AP as a free action to immediately recover the 5th level spell slot.
Round 2: cast any combination of spells with spell-slots level 5 and under; use your bonus AP as a free action to recover up to 5 levels of them. This may mean quickened magic missile + fireball, and you only recover quickened magic missile this round. You can regain the fireball any time later today, and you can do this an unlimited number of times per day.


= = =

We can do this earlier than 12th level, of course, by mixing in other setting material. For example:

Wizard 5 / Incantatrix 3 / Primal Scholar 2 (character level 10) with Secret of Power can use her Incantatrix 3 feature to cast Persistent Unfettered Heroism once, and then use the day-log bonus Action Points to recover all level 1 and 2 spells all day.

There's good synergy between Incantatrix and Primal Scholar, so after you take all 5 levels of Primal Scholar (for freely recovering up to 5th level spells all day) you'll probably want to finish out Incantatrix, too -- and then proceed into Epic Incantatrix.

= = =

We can break it more horribly, too:

Wizard 5 / (filler 2) / Primal Scholar 5 / Legacy Champion 8 is effectively an 11th level Primal Scholar. That means you can spend an Action Point to recover an expended 11th level spell. You don't have those at level 20, but you will soon. Oh yes you will. If you finish out Legacy Champion (to get 20th level casting), then at character level 22 you can recover expended 13th level spells.

After that, you can take 3 levels of Supernatural Trickster gets you up to 15th level spells, but maybe you'd prefer to take Epic class levels for a while first, so you actually have some spell slots higher than 9th level.

6
Homebrew and House Rules (D&D) / Custom Design: Classes and Such
« on: March 05, 2017, 05:55:30 PM »
In the spirit of Stratovarius' base class design thread (here), this is a generic ask-for-design thread which welcomes design requests and responses.

Prompt replies are NOT promised.

Feel free to chime in with a new / different / better design for anything which has already gotten a response, too.

7
Min/Max 3.x / Dragonmarked Sorcerer (Dragon #351)
« on: February 19, 2017, 02:44:28 AM »
Dragonmarked Sorcerer [General]
You possess greater magical versatility than most of those who share your dragonmark.

Prerequisite: Member of appropriate dragonmarked race and house, does not possess an existing dragonmark, sorcerer level 1st.

Benefit: Add all sorcerer spells from your dragonmarked house's least, lesser, and greater dragonmarks to your list of known spells, even if you are too low of level to cast them yet (you cannot cast these spells until you are of the appropriate level to do so). You also gain a physical dragonmark, although this does not provide you with spell-like abilities. Initially, this resembles the least dragonmark of your house. When you gain the ability to cast a spell replicating the power of a lesser or greater dragonmark, your mark changes to the appropriate shape and size.

Special: Once you take this feat, you may not take Aberrant Dragonmark, Greater Dragonmark, Least Dragonmark, Lesser Dragonmark, nor may you take this feat if you already have one of these.

=====

Does / should this count as a Dragonmark for the purpose of taking feats like Mark of the Dauntless?

Does / should this count as a Dragonmark for the purpose of prohibiting entry to Heir of Siberys?

8
D&D 3.5 and Pathfinder / Totem Druid (Dragon #335) + Wild Shape feats?
« on: November 22, 2016, 10:35:01 AM »
Any rules reason why a Totem Druid would be unable to benefit from one of the Wild Shape enhancement feats?

I'm talking about one of:
- Aberration Wild Shape
- Dragon Wild Shape
- Exalted Wild Shape
- Frozen Wild Shape

9
Homebrew and House Rules (D&D) / Kleptologue [3.5e Base]
« on: October 30, 2016, 10:41:12 PM »
Kleptologue

The kleptologue is a re-write of the spellthief, aimed at campaigns where magic is not rare, where psionics are present (but uncommon), and where the magic-psionics transparency rules are in effect. This seems to be a common set of campaign world choices.

Play this class if you want:
- To be a Rogue with some unusual magical tricks.
- To frustrate and hamstring enemy spellcasters.
- To apply teamwork and creativity to multiply the power of your party's primary casters.
- To use your knowledge about the monsters of the world to remove their defenses and help your team shine.

Advice for DMs:
- Remember that a Psionic manifester can never spend more power points per power than her Manifester Level, which is at most her character level. Augmentations for even a 1st level power will eventually go up to 20, but she can't spend 20 points on a power until her character is level 20.
- Remember that dispel magic works on Psionic powers, just like dispel psionics works on Magic spells.
- If the above rules are followed, then Psionics is balanced along side Magic.
- Psionics is probably weird to most NPCs, but no weirder than a Warlock, a Binder, a Totemist, or a Dragonborn.


Image stolen directly from the Dungeons & Dreamboats thread.

"Since when do Wizard whisper in fear of these so-called 'Kleptologues'? What do my mighty brothers and sisters of the Art have to fear from some upstart with strange powers? They are mere thieves, and like the thieves before them, they shall fall to the puissance of our considerable defenses."

Kleptologues are thieves first and foremost. Their psionic powers are strange to many, even the most learned sages, and their ability to steal magical powers is rightly feared by the mighty.

Here are some roleplaying ideas:

Driven by Envy: You are jealous of the power of primary spellcasters (Clerics, Wizards, and Druids). You worked hard to hone your physical skills, but you were never good enough to compete with them. The stress of your situation triggered your latent psychic abilities, and you realized that even if you couldn't be what you had always wanted to be, you could at least steal it from those who could. You see the world as a zero-sum game: for one person to win, another must lose. You aim to win, and damn the bodies you must step over to get there.

Grasping at Beauty: You paid another silver, and sat down to watch the Illusionist's show. But somehow, the show wasn't the same as it was last year. Before, you had wondered at the marvelously strange creatures and images. This time, you were seeing something else, something under the images, a structure of ineffable beauty. You tried to tell your brother about it, but he couldn't see anything past the barmaid's bosom. So you crept under the benches and over to the most beautiful structure of all. You reached out for it, and ... it was the gnome who had been putting on the show, and you'd taken his invisibility spell for yourself.

Every Coin Counts: You need an edge, see? There's nobody gonna give you half a nocked nickle if you can't prove that you got an edge. My edge? Sure, I'll tell ya. Ain't no loss spilling that pint. My edge is that I can steal a coin from your purse, or steal a spell from your soul. I can hit a bull's eye with a dart, and I can pull the dart back with my mind. I've learned every trick a second-story man can take from these streets, and then I took that knowledge up the Griff Mountains, where I had to duck griffons to get to the monastery. Stayed there a year, I reckon. They beat the vice out of my body, and they beat their weird powers into my head, but I'm not a monk, see? I'm a thief. So my powers are all my own, original, get me? That year at the monastery was the hardest thing I ever done, but it got me my edge.


HD: d6

Starting GP: 4d4 x 10

Skills (6 + Int): Acrobatics (Dex), Appraise (Int), Athletics (Str), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Gather Info (Cha), Knowledge (local, psionics) (Int), Open Lock (Dex), Perception (Wis), Psicraft (Int), Search (Int), Speak Language, Stealth (Dex), and Use Psi Device (Cha).

Table 1: The Kleptologue
LevelBABFortRefWillClass FeaturesPP/dayPowers KnownMax Power Level
1st+0002Sneak Attack +1d6, Steal Effect, Trapfinding0*21st
2nd+1003Detect Psionics, Steal Spell or Power13
3rd+2113Steal Energy Resistance 1034
4th+3114Steal Spell-Like Ability552nd
5th+3114Sneak Attack +2d676
6th+4225Discover Powers and Spells117
7th+5225Absorb Effect1583rd
8th+6/+1226Special Ability199
9th+6/+1336Sneak Attack +3d62310
10th+7/+2337Steal Spell Resistance27114th
11th+8/+3337Steal Energy Resistance 203512
12th+9/+4448Special Ability4313
13th+9/+4448Sneak Attack +4d651145th
14th+10/+54495915
15th+11/+6/+1559Steal Insight6716
16th+12/+7/+2 5510Special Ability79176th
17th+12/+7/+2 5510Sneak Attack +5d69118
18th+13/+8/+3 6611Steal Energy Resistance 3010319
19th+14/+9/+4 6611Steal Energy Immunity11520
20th+15/+10/+5 6612Special Ability12721



Weapon and Armor Proficiency: Kleptologues are proficient with all simple weapons and with light armor but not with shields. Because of her intense mental and physical training, a kleptologue can cast stolen arcane spells while wearing light armor without incurring any arcane spell failure chance. However, a kleptologue wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure as normal (PHB p.123).

Power Points/Day: A kleptologue's ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table: The Kleptologue. In addition, she receives bonus power points per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items. A 1st-level kleptologue gains no power points for her class level, but she gains bonus power points (if she is entitled to any), and can manifest either of the powers she knows with those power points.

Powers Known: A kleptologue begins play knowing two kleptologue powers of her choice. Each time she achieves a new level, she unlocks the knowledge of a new power.

Choose the powers known from the kleptologue power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a kleptologue to learn powers from the lists of other classes.) A kleptologue can manifest any power that has a power point cost equal to or lower than her manifester level.

The total number of powers a kleptologue can manifest in a day is limited only by her available power points: those which she gains from her class and abilities, and those which she steals from her foes.

A kleptologue simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night's sleep each day to regain all her spent power points.

The Difficulty Class for saving throws against kleptologue powers is 10 + the power's level + the kleptologue's Intelligence modifier.

Maximum Power Level Known: A kleptologue begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers. To learn or manifest a power, a kleptologue must have a Intelligence score of at least 10 + the power's level.

Sneak Attack (Ex): A kleptologue deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 5th level, 3d6 points at 9th level, 4d6 points at 13th level, and 5d6 points at 17th level. See the rogue class feature (PHB p.50). If a kleptologue gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.

Trapfinding (Ex): A kleptologue can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature (PHB p.50).

Steal Spell Effect (Su): A kleptologue can siphon an active spell effect from another creature. A kleptologue who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain the effect of a single spell or power affecting the target. If the target is willing, a kleptologue can steal a spell effect with a touch as a standard action.

The kleptologue can choose which power or spell effect to steal; otherwise, the DM determines the stolen effect randomly. If a kleptologue tries to steal an effect that isn't present, the stolen effect is determined randomly from among those currently affecting the target. A kleptologue can't steal an effect if its caster or manifester level exceeds her class level + her Intelligence modifier.

Upon stealing an effect, a kleptologue gains the stolen effect (and the original creature loses that effect) for 1 minute per class level (or until the effect's duration expires, whichever comes first). If the effect's duration hasn't expired by this time, the effect returns to the creature that originally benefited from it.

A kleptologue can steal the effect of a power or spell only if the spell could be cast on her by the original caster or manifester. For example, a kleptologue couldn't gain the effect of an animal growth spell (unless the kleptologue is of the animal type) or the effect of a shield spell (since that spell's range is personal). If a kleptologue tries to steal the effect of a power or spell which can't apply to her, the effect is still suppressed on the original target of the spell for 1 minute per kleptologue class level.

This ability does not work on spell effects that are immune to dispel psionics (such as bestow curse).

Detect Psionics (Sp): A kleptologue of 2nd level or higher can use detect psionics a number of times per day equal to her Intelligence bonus, if any (minimum 1). Her manifester level is equal to her kleptologue class level.

Steal Power or Spell (Su): A kleptologue of 2nd level can siphon psionic powers and spell energy away from her target and use either herself. A kleptologue who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead steal a psionic power and power points, or a prepared spell, or the potential to cast a specific known spell, from her target. If the target is willing, a kleptologue can steal a spell or power with a touch as a standard action.

The target of a steal power or spell attack loses one 0-level or 1st-level spell from memory if he prepares spells ahead of time, or one 0-level or 1st-level spell slot if he is a spontaneous caster, or one 1st level power and one power point if he is a manifester. A spontaneous caster also loses the ability to cast the stolen spell for 1 minute, and a manifester loses the ability to manifest that power for 1 minute. If the target has no power points, and no spells prepared (or has no remaining spell slots, if he is a spontaneous caster), this ability has no effect. A kleptologue can choose which power or spell to steal; otherwise, the DM determines the prize randomly. If a kleptologue tries to steal a power or spell that isn't available, the stolen power or spell (or spell slot) is determined randomly from among those the target has available.

For example, a 1st-level kleptologue who uses this ability against a 1st-level sorcerer could choose to steal magic missile. Assuming the sorcerer knew that spell, a successful steal spell attack would eliminate one 1st-level spell slot and temporarily prevent him from casting magic missile. If the same kleptologue stole magic missile from a wizard who had it prepared, the wizard would lose one prepared magic missile spell (but wouldn't lose any other magic missile spells he might also have prepared).

After stealing a power or spell, a kleptologue can cast the spell herself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. A kleptologue can cast this spell even if she doesn't have the minimum ability score normally required to cast a spell of that level. The kleptologue must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell. Alternatively, a kleptologue can convert the stolen spell power into temporary power points, to fuel any kleptologue power that she knows (effectively, this gives the kleptologue free power points). Stolen spells and temporary power points must be used within one hour of theft; after that, the stolen power fades away with no effect.

A kleptologue can steal powers and spells up to to one-half her manifester level (rounded down). Thus, at 4th level, she can steal powers and spells of up to 2nd level, and for every two levels gained after 4th, the maximum power and spell level stolen increases by one (up to a maximum of 9th-level powers and spells at 18th level). Whenever she steals a psionic power, she also steals enough power points to manifest that power without augmentation. (There are feats which can increase this baseline.)

When a stolen spell is converted into temporary power points, it is converted into the minimum number of power points that would be necessary to manifest an unaugmented power of that spell's level. Thus, a magic missile spell stolen from a 9th level wizard could either be saved as 9 spell levels, or cast as a 9th level spell (creating 5 magic missiles), or converted into a single temporary power point.

At any one time, a kleptologue can possess a maximum number of stolen power points plus stolen spell levels equal to her manifester level (treat 0-level spells as 1/2 level for this purpose). For instance, a 4th-level kleptologue can have two stolen 2nd-level spells, or one 2nd-level spell and 2 stolen power points, or any other combination of power points and spell levels totaling four. If she steals power points or a spell that would cause her to exceed this limit, she must choose to lose stolen spells sufficient to reduce her total number of stolen spell levels to no more than her maximum.

A kleptologue can't apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect. For example, a kleptologue of 6th level or higher could steal a wizard's empowered magic missile, but only if she specifically chose to steal empowered magic missile. If she chose to steal an unmodified magic missile, she couldn't steal an empowered magic missile, a silent magic missile, or any other metamagic form of the spell. A kleptologue couldn't steal an empowered magic missile from a sorcerer, since the sorcerer applies metamagic effects upon casting and thus he has no prepared empowered magic missile spell. (Since powers are never prepared, this is only relevant when stealing spells.)

This ability works only against spells and psionic powers. It has no effect on psi-like or spell-like abilities (but see the steal spell-like ability class feature, below).

Steal Energy Resistance (Su): Beginning at 3rd level, a kleptologue can siphon off some or all of a target's resistance to an energy type (acid, cold, electricity, fire, or sonic). A kleptologue who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead temporarily gain resistance 10 to an energy type to which her target is resistant or immune. If the target is willing, a kleptologue can steal energy resistance with a touch as a standard action.

Simultaneously, the target creature's resistance to that energy type is reduced by 10 (to a minimum of 0). A creature with immunity to an energy type retains that immunity (but see the steal energy immunity class feature, below).

If the target has more than one type of resistance to energy, a kleptologue can choose which kind to steal; otherwise, the DM determines the stolen resistance randomly from among those possessed by the target. If a kleptologue chooses to steal a type of resistance that the target doesn't possess, the stolen type of resistance is determined randomly from those possessed by the target.

The resistance a kleptologue gains from using this ability lasts for 1 minute. If the resistance is derived from a temporary effect (such as a spell), the stolen resistance disappears when the effect expires.

A kleptologue can use this ability multiple times, but its effects do not stack unless they apply to different types of energy. For example, throughout a long combat, a kleptologue might use this ability to gain resistance to fire and resistance to cold, but she could not use it twice on a creature that is resistant to fire to gain twice as much resistance to fire (nor to reduce the creature's resistance to fire by twice as much).

At 11th level, the maximum resistance she can steal increases to 20.

At 18th level, the maximum resistance she can steal increases to 30.

Steal Psi-Like or Spell-Like Ability (Su): At 4th level and higher, a kleptologue can use a sneak attack to temporarily steal a creature's psi-like or spell-like ability. A kleptologue who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain one use of one of the target's spell-like abilities. If the target is willing, a kleptologue can steal a spell-like ability with a touch as a standard action.

This psi-like or spell-like ability can originate from the target's class, race, template, or any other source, and can be of any level up to the maximum level power that th kleptologue could know (as indicated on the table). A kleptologue can select a specific spell-like ability to steal; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or the kleptologue can't steal the ability. If the target can't use its ability at the present time (such as a summoned demon's summon ability), the kleptologue can't steal it.

A kleptologue can use a stolen psi-like or spell-like ability once. For all purposes (caster level, save DC, and so on), treat the spell-like ability as if it were being used by the original possessor of the ability. A kleptologue must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost harmlessly. Until the kleptologue uses the ability (or until the minute elapses), the target cannot use the stolen ability.

Discover Powers and Spells (Ex): A kleptologue of 6th level or higher who steals a power from a manifester or a spell from a spellcaster with her steal power or spell ability automatically learns the names of all other spells prepared, spells known, or powers known by the target that are of the same spell level as the stolen power or spell. This knowledge allows the kleptologue to better choose what to steal on subsequent attacks.

For example, a 13th-level kleptologue who steals disintegrate from an enemy sorcerer would also discover the names of all other 6th-level spells known by that sorcerer.

Absorb Effect (Su): Beginning at 7th level, if a kleptologue's power resistance negates a spell targeting her, or if she makes a successful save against a power or spell that targets her, she can use an Immediate action to attempt to absorb the energy for later use. This ability affects only spells that have the kleptologue as a target, not effect or area spells. A kleptologue can't absorb a power or spell of a higher level than she could steal with her steal power or spell ability (see above).

To absorb a spell that targets her, a kleptologue must succeed on a manifester level check against a DC of 10 + (the spell's caster level or power's manifester level). Failure indicates that the spell has its normal effect -- which might be nothing, since she did already make her save. Success means that the spellthief suffers no effect from the spell and can cast the spell later (or convert its energy into temporary power points) as if she had stolen the spell with her steal power or spell ability. Her normal limit of total spell levels stolen still applies.

Special Ability: On attaining 8th level, and at every four levels thereafter (12th, 16th, and 20th), a kleptologue gains a special ability of her choice from among the following options:

  • Evasion (Ex): As the Rogue class ability.

  • Opportunist (Ex): Once per round, the kleptologue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the kleptologue's attack of opportunity for that round. Even a kleptologue with the Combat Reflexes feat can't use the opportunist ability more than once per round.

  • Skill Mastery (Ex): The kleptologue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A kleptologue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

  • Slippery Mind (Ex): This ability represents the kleptologue's ability to wriggle free from magical effects that would otherwise control or compel her. If a kleptologue with slippery mind is affected by a telepathy power, or an enchantment spell or effect, and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

  • Uncanny Dodge (Ex): The kleptologue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If she already has uncanny dodge from a different source, she automatically gains improved uncanny dodge instead.

  • Feat: A kleptologue may gain a bonus feat in place of a special ability.
Steal Power or Spell Resistance (Su): Beginning at 10th level, a kleptologue can use a sneak attack to temporarily steal some or all of a creature's power or spell resistance. A kleptologue who hits an opponent with a sneak attack can choose to forgo 3d6 points of sneak attack damage and instead reduce the target's power or spell resistance by 5. The kleptologue also gains power resistance equal to 5 + her manifester level (up to a maximum value equal to the original power or spell resistance of the target). If the target is willing, a kleptologue can steal power or spell resistance with a touch as a standard action.

The stolen power or spell resistance benefits the kleptologue for a number of rounds equal to the kleptologue's Intelligence modifier (minimum 1 round) and then returns to the target creature. If the power or spell resistance is derived from a temporary effect (such as a spell), the stolen resistance disappears when the effect elapses. A kleptologue can't use this ability on the same creature again until the creature's stolen resistance returns.

Steal Energy Immunity (Su): At 19th level, a kleptologue can steal the very fire from an elemental. A kleptologue who hits an opponent with a successful sneak attack can choose to forgo dealing 4d6 points of sneak attack damage and instead temporarily gain immunity to an energy type to which her target is immune. If the target is willing, a kleptologue can steal energy immunity with a touch as a standard action.

Simultaneously, the target creature's immunity to that energy type is suppressed.

If the target has more than one type of immunity to energy, a kleptologue can choose which kind to steal; otherwise, the DM determines the stolen immunity randomly from among those possessed by the target. If a kleptologue chooses to steal a type of immunity that the target doesn't possess, the stolen type is determined randomly.

The immunity a kleptologue gains from using this ability lasts for 1 minute. If the immunity is derived from a temporary effect (such as a spell), the stolen immunity disappears when the effect expires.

A kleptologue cannot use this ability again until the minute expires, or until she voluntarily relinquieses the immunity (as a free action).


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Kleptologue Powers

Assassin's Eyes
Clairsentience
Level: Kleptologue 2
Display: Auditory
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Power Points: 3

You focus your attention on your target, and the weaknesses in his defenses become obvious. Until the start of your next turn, you gain a +4 insight bonus to attacks, and your attacks deal +1d6 sneak attack damage.

Augment: For every 2 additional power points you spend, the insight bonus to attacks increases by +1. For every additional 6 power points you spend, the sneak attack bonus increases by +1d6.


Disruptive Strike
Psychokinesis
Level: Kleptologue 1
Display: Visual
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Power Points: 1

You charge your melee attacks with disruptive psionic energy. Until the start of your next turn, your attacks can inflict precision damage on the undead (including sneak attack, critical hits, and so on).

Augment: If you spend 2 additional power points, you can also inflict precision damage on plants and oozes. If you spend 4 additional power points, you can also inflict precision damage on constructs and elementals.


Far Strike
Psychoportation [Teleportation]
Level: Kleptologue 2
Display: Olfactory
Manifesting Time: 1 standard action
Range: 30 ft.
Target: One creature
Duration: Instantaneous
Power Points: 3

As you swing your blade, you momentarily teleport the energy of your attack at your foe's body. As part of this power, make a single melee attack against a creature within range. You can use a weapon or a natural attack. Only the energy of the attack is transmitted -- you do not physically strike your opponent, so your weapon is not subject to detrimental effects that would trigger on contact (such as might happen to a steel sword that was used to strike a rust monster).

Augment: For every additional 4 power points you spend, you can make an additional attack against the same creature at your full attack bonus.


Kleptologue Power List

Level 1

Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.
AttractionA: Subject has an attraction you specify.
BiofeedbackA: Gain DR 2/-.
BoltA: You create a few enhanced short-lived bolts, arrows, or bullets.
Burst: Gain +10ft. to speed this round.
Call to Mind: Gain additional Knowledge check with +4 competence bonus.
CatfallA: Instantly save yourself from a fall.
Chameleon: Gain +10 enhancement bonus on Hide checks.
CompressionA: You grow smaller.
Conceal Thoughts: You conceal your motives.
Control FlamesA: Take control of nearby open flame.
Control Light: Adjust ambient light levels.
Create Sound: Create the sound you desire.
DecelerationA: Target’s speed is halved.
Déjà VuA: Your target repeats his last action.
DemoralizeA: Enemies become shaken.
Detect Psionics: You detect the presence of psionics.
Distract: Subject gets -4 on Listen, Search, Sense Motive, and Spot checks.
Disruptive StrikeA: Inflict precision damage on undead for 1 round; augment to affect plants, oozes, constructs, and elementals.
Elfsight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.
EmpathyA: You know the subject’s surface emotions.
Empty MindA: Gain +2 on Will saves until your next action.
Entangling Ectoplasm: You entangle a foe in sticky goo.
Far HandA: Move small objects at a limited distance.
Float: Buoy yourself in water or other liquid.
Force ScreenA: Invisible disc provides +4 shield bonus to AC.
HammerA: Melee touch attack deals 1d8/round.
Inertial ArmorA: Tangible field of force provides you with +4 armor bonus to AC.
My LightA: Your eyes emit 20-ft. cone of light.
Precognition, DefensiveA: Gain +1 insight bonus to AC and saving throws.
Precognition, OffensiveA: Gain +1 insight bonus on your attack rolls.
Prescience, OffensiveA: Gain +2 insight bonus on your damage rolls.
Skate: Subject slides skillfully along the ground.
StompA: Subjects fall prone and take 1d4 nonlethal damage.
Synesthete: You receive one kind of sense when another sense is stimulated.
Thicken SkinA: Gain +1 enhancement bonus to your AC for 10 min./level.
Telempathic Projection: Alter the subject’s mood.
VigorA: Gain 5 temporary hit points.


Level 2

Animal AffinityA: Gain +4 enhancement to one ability.
Assassin's EyesA: Gain +4 to attacks, and deal additional sneak attack damage for 1 round.
Body AdjustmentA: Heal 1d12 damage.
Body Equilibrium: You can walk on nonsolid surfaces.
Body PurificationA: Restore 2 points of ability damage.
Cloud Mind: You erase knowledge of your presence from target’s mind.
Concealing Amorpha: Quasi-real membrane grants you concealment.
Darkvision, Psionic: See 60 ft. in total darkness.
Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
Dimension SwapA: You and an ally switch positions.
Ego WhipA: Deal 1d4 Cha damage and daze for 1 round.
Empathic TransferA: Transfer another’s wounds to yourself.
Energy Adaptation, SpecifiedA: Gain resistance 10 to one energy type.
Far StrikeA: Make a melee attack at range.
Feat LeechA: Borrow another's psionic or metapsionic feats.
Hustle: Instantly gain a move action.
Id InsinuationA: Swift tendrils of thought disrupt and confuse your target.
Inflict PainA: Telepathic stab gives your foe -4 on attack rolls, or -2 if he makes the save.
Levitate, Psionic: Subject moves up and down at your direction.
Prowess: Instantly gain another attack of opportunity.
Psionic Scent: Gain the scent ability.
Sense Link, Forced: Sense what subject senses.
Share Pain: Willing subject takes some of your damage.
Strength of My EnemyA: Siphon away your enemy’s strength and grow stronger.
Sustenance: You can go without food and water for one day.
Thought ShieldA: Gain PR 13 against mind-affecting powers.
Tongues, Psionic: You can communicate with intelligent creatures.
Wall Walker: Grants ability to walk on walls and ceilings.


Level 3

Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment.
Danger SenseA: Gain +4 bonus against traps.
Dimension SlideA: Teleports you very short distance.
Dismiss Ectoplasm: Dissipates ectoplasmic targets and effects.
Dispel PsionicsA: Cancels psionic powers and effects.
Ectoplasmic Form: You gain benefits of being insubstantial and can fly slowly.
Empathic FeedbackA: When you are hit in melee, your attacker takes damage.
Empathic Transfer, HostileA: Your touch transfers your hurt to another.
Escape Detection: You become difficult to detect with clairsentience powers.
Evade BurstA: You take no damage from a burst on a successful Reflex save.
Graft Weapon: Your hand is replaced seamlessly by your weapon.
Keen Edge, Psionic: Doubles normal weapon’s threat range.
Mental BarrierA: Gain +4 deflection bonus to AC until your next action.
Share Pain, ForcedA: Unwilling subject takes some of your damage.
Solicit PsicrystalA: Your psicrystal takes over your concentration power.
Telekinetic ForceA: Move an object with the sustained force of your mind.
Telekinetic ThrustA: Hurl objects with the force of your mind.
Time HopA: Subject hops forward in time 1 round/level.
TouchsightA: Your telekinetic field tells you where everything is.
Ubiquitous Vision: You have all-around vision.


Level 4

Aura SightA: Reveals creatures, objects, powers, or spells of selected alignment axis.
Correspond: Hold mental conversation with another creature at any distance.
Dimension Door, Psionic: Teleports you short distance.
Energy AdaptationA: Your body converts energy to harmless light.
Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.
Inertial Barrier: Gain DR 5/-.
Power Leech: Drain 1d6 power points/round while you maintain concentration; you gain 1/round.
Psychic ReformationX: Subject can choose skills, feats, and powers anew for previous levels.
Psychic Vampire: Touch attack drains 2 power points/level from foe.
Steadfast Perception: Gain immunity to illusory effects, +6 bonus on Spot and Search checks.
Telekinetic ManeuverA: Telekinetically bull rush, disarm, grapple, or trip your target.
Trace TeleportA: Learn destination of subject’s teleport.
Wall of Ectoplasm: You create a protective barrier.


Level 5

Adapt Body: Your body automatically adapts to hostile environments.
Leech FieldA: Leech power points each time you make a saving throw.
Plane Shift, Psionic: Travel to other planes.
Second Chance: Gain a reroll.
Shatter Mind Blank: Cancels target’s mind blank effect.
Teleport, Psionic: Instantly transports you as far as 100 miles/level.
Tower of Iron WillA: Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn.
True Seeing, Psionic: See all things as they really are.


Level 6

Aura AlterationA: Repairs psyche or makes subject seem to be something it is not.
Cloud Mind, Mass: Erase knowledge of your presence from the minds of one creature/level.
Contingency, PsionicX: Sets trigger condition for another power.
Co-opt Concentration: Take control of foe’s concentration power.
Dispelling Buffer: You are buffered from one dispel psionics effect.
Mind Blank, Personal: You are immune to scrying and mental effects.
Null Psionics Field: Create a field where psionic power does not function.
Temporal AccelerationA: Your time frame accelerates for 1 round.


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EDIT: Formatting, plus some new powers to fill in some gaps in the power list.

10
Homebrew and House Rules (D&D) / Tsochar (Psionic)
« on: October 18, 2016, 09:04:35 PM »
Tsochar, Psionic

Small Aberration (Psionic, Shapechanger)
Hit Dice:4d8+12 (30 hp)
Initiative:+4
Speed:20 ft. (4 squares), climb 20 ft. (4 squares)
Armor Class:19 (+4 natural, +4 Dex, +1 size), touch 15, flat-footed 15
Base Attack/Grapple:3/4
Attack:Tentacle +8 melee (1d4+1)
Full Attack:4x Tentacle +8/+8/+8/+8 melee (1d4+1)
Space/Reach:5 ft./10 ft.
Special Attacks:Constrict, improved grab, poison, take spells, wear flesh
Special Qualities:Damage reduction 5/adamantine, darkvision 60 ft., psionics, resistance to cold 5, telepathy 100 ft.
Saves:Fort +4, Ref +5, Will +6
Abilities:Str 13, Dex 18, Con 16, Int 15, Wis 14, Cha 13
Skills:Bluff +5, Climb +12, Hide +12, Knowledge (dungeoneering) +6, Move Silently +8, Sense Motive +6, Spot +6, Use Psionic Device +9
Feats:Weapon FinesseB, Combat Reflexes, Inquisitor (XPH)
Environment:Cold forests
Organization:Solitary, expedition (3–8), or foothold (10–20)
Challenge Rating:5
Treasure:Standard
Alignment:Usually chaotic evil
Advancement:By character class (see below)
Level Adjustment:+2

Psionics: A tsochar manifests as a Psion or Psychic Warrior with a manifester level equal to half its hit dice.

The basic 4-HD tsochar presented here favors Psion, and would therefore have the manifesting ability of a 2nd level Psion (5 1st-level powers known, 8 power points (6 base, +2 for high Intelligence)). Most tsochar who advance as characters choose to master the discipline of Psychometabolism or Psychoportation. Tsochar without class levels can't choose Discipline powers.

Typical powers known: deceleration, demoralize, entangling ectoplasm, sense link, and vigor.

Body Feeder: While wearing the flesh of a host creature, the tsochar can choose to inflict 2 points of ability burn damage to each of the host creature's physical ability scores. In exchange, the tsochar heals up to 10 hit points of damage and recovers up to 5 power points.

Constrict (Ex): A tsochar deals 2d4+2 points of damage with a successful grapple check. When a tsochar deals damage by means of its constrict attack, it injects its victim with poison.

Improved Grab (Ex): To use this ability, a tsochar must hit with two tentacle attacks. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Tsochari receive a +4 racial bonus on grapple checks, which is already included in the statistics above.

Poison (Ex): Injury, Fortitude DC 15, initial and secondary damage 1d3 Dex. The save DC is Constitution-based. A tsochar’s poison is delivered by dealing damage with its constrict attack.

Take Spells (Su): A tsochar that eats the nervous system of a spellcaster (see below) retains any arcane spells prepared by the dead character, and can cast them as if it had prepared the spells itself. The tsochar must meet the minimum ability score needed to cast the spell based on the type of caster replaced (Intelligence for a wizard, for example), or else the spell is unavailable to it. If the tsochar replaces a spontaneous caster such as a sorcerer, it retains the available spell slots of the dead spellcaster, and can use any spells the dead host knew. In either case, the tsochar cannot regain spells or spell slots it expends from the dead character's spellcasting ability.

Wear Flesh (Su): Using this ability requires a 1 minute and an adjacent target which must be willing or helpless. The target must be corporeal, living, have a discernible anatomy, and be the same size as the tsochar or larger.

This process can be either painless or very, very painful (at the tsochar's discretion). If the target stops being helpless or willing part-way through the process, the two creatures roll initiative and begin combat in an uncontrolled grapple.

When first using this ability on a target creature, a tsochar chooses one of the following systems to replace:

  • Nervous System: The target creature dies. The tsochar then animates the body, effectively acting as the nervous system of the dead host. The body remains alive, hosting the tsochar.

    This functions like a polymorph spell into the victim's exact form, except that the tsochar can remain in the victim’s form for up to a year, and it leaves the victim’s corpse behind when it chooses to end the effect. The tsochar uses the victim’s physical ability scores or its own, whichever is better. The tsochar can remain in this form as long as it likes (or until a year passes), but once it abandons the form, it cannot reanimate the body.

    The tsochar keeps the victim's arcane spells (as above).
    .
  • Digestive System: The tsochar leaves its target alive and aware. Any time it cares to, it can inflict indescribable agony on its host as a standard action, dealing 1d6 to 6d6 points of damage and requiring the host to succeed on a DC 15 Fortitude save or be nauseated by the pain for 2d4 rounds. The tsochar chooses how much damage it deals with this attack.

    The tsochar can take no physical actions while hiding inside a host, but it can use purely mental actions (including Psionics which target itself or its host).

    If the tsochar leaves the host creature, the host creature becomes unable to eat or drink until the host receives a heal, restoration, regeneration, limited wish, wish, or miracle spell.

    Symbiosis: The tsochar's cold resistance is shared with its host, and the host becomes immune to nausea (except nausea inflicted by the tsochar). The tsochar can choose to affect the host with powers that it manifests on itself.

    On the host creature's turn, the tsochar can consume the host's move action to extrude a pair of tentacles from the host's belly, sides, or mouth. While the tentacles are extruded, the host creature can only take a single move or standard action each turn. However, the tsochar can also take a standard action each turn, to attack with the tentacles or use psionic powers.

    When the host takes damage (other than damage the tsochar inflicts on it), the damage is split between the host and the inhabiting tsochar, before applying resistances. For example, if the host would take 28 points of cold damage from a cone of cold spell, the damage is split into 14 each, and then the host and tsochar's cold resistance is applied, so each take only (14-5 =) 9 points of damage.

    As another example, if the host would take 20 points of slashing damage from an orc's steel axe, the damage is split into 10 each for host and tsochar, but the tsochar only suffers 5 damage because of its damage resistance.
    .
  • Muscles & Tendons: The tsochar leaves its target alive and aware. Any time it cares to, it can inflict indescribable agony on its host as a standard action, dealing 1d6 to 6d6 points of damage and requiring the host to succeed on a DC 15 Fortitude save or be nauseated by the pain for 2d4 rounds. The tsochar chooses how much damage it deals with this attack.

    The tsochar can take no physical actions while hiding inside a host, but it can use purely mental actions (including Psionics which target itself or its host).

    If the tsochar leaves the host creature, the host creature becomes unable to move until the host receives a heal, restoration, regeneration, limited wish, wish, or miracle spell.

    Symbiosis: The tsochar's damage resistance (5/adamantine) is shared with its host, and the host becomes immune to paralysis. The tsochar can choose to affect the host with powers that it manifests on itself.

    On the host creature's turn, the tsochar can consume the host's move action to extrude a pair of tentacles from the host's elbows, knees, or spine. While the tentacles are extruded, the host creature can only take a single move or standard action each turn. However, the tsochar can also take a standard action each turn, to attack with the tentacles or use psionic powers.

    When the host takes damage (other than damage the tsochar inflicts on it), the damage is split between the host and the inhabiting tsochar, before applying resistances. For example, if the host would take 28 points of cold damage from a cone of cold spell, the damage is split into 14 each, and then the tsochar's cold resistance is applied, so the host suffers 14 cold damage, but the tsochar takes only (14-5 =) 9 points of damage.

    As another example, if the host would take 20 points of slashing damage from an orc's steel axe, the damage is split into 10 each for host and tsochar, and then reduced to 5 each due to their shared damage reduction.
Telepathy (Su): A tsochar can communicate telepathically with any creature within 100 feet that has a language.

Skills: Tsochari have a +8 racial bonus on Climb checks and use their Dexterity modifier instead of their Strength modifier for Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. Tsochari have a +4 racial bonus on Use Psionic Device checks.

11
Magic of Incarnum has always struck me as cool, but depressingly under-powered.

Someone somewhere suggested treating Meldshaper Level like Initiator Level and thereby give half-level increases for multiclass characters. (That also seems to solve the issue of Meldshaper Level for Feat-granted Soulmelds.)

But it seems like that is not quite enough. The Incarnum user also needs a way to buff save DCs and damage totals -- which could be accomplished by raising the Essentia ceiling.

I tried to merge these ideas, and came up with this:



Meldshaper Level (per class): Levels in that class + PrC levels that increase that class + 1/2 all other levels

Essentia Ceiling: 1/2 Meldshaper level (rounded down), or 1, whichever is higher

For example, the Essentia ceiling for a pure Meldshaper vs. a pure non-Meldshaper would look like this:
LevelMeldshaperOther
111
211
311
421
521
631
731
842
942
1052
1152
1263
1363
1473
1573
1684
1784
1894
1994
20105

... obviously with multi-classing there'd be plenty of variation in between. Like, a Soulcaster might end up with 2 Totemist levels + 10 Soulcaster levels + 8 other levels => ML 16, Essentia ceiling 8.



So, my questions are:

1/ What would this break?

2/ What MoI houserules have you tried in your game? How'd they work?

12
Homebrew and House Rules (D&D) / [3.5e] Racial Paragon Classes Redone
« on: October 02, 2016, 09:44:53 PM »
Nifft's Racial Paragon Classes


Drow Paragon


BAB: 3/4 (as Rogue)
Good Save: Reflex
HD: d6
Skills (4+Int): Athletics (Str), Craft (Int), Intimidate (Cha), Knowledge (all)(Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Stealth (Dex), and Survival (Wis).

Level 1: Poison Use, Spell-Like Abilities, Vermin Companion
Level 2: Spell Resistance +4, Spellcasting +1 level
Level 3: Ability Boost (Dex +2), Spellcasting +1 level

Weapon and Armor Proficiency
Drow paragons are proficient with all simple weapons, rapiers, longswords, and hand crossbows, and with light armor.

Poison Use (Ex): A drow paragon is trained in the use of poison and never risks accidentally poisoning herself when applying poison to a blade.

Improved Spell-Like Abilities (Sp): At 1st level, a drow paragon gains one additional daily use of each of her innate spell-like abilities.

Vermin Companion (Ex): If a drow paragon already has a familiar or animal companion (or both), she may add her levels of drow paragon to the class(es) that granted her that creature, so long as the creature is a spider*.

If drow paragon is taken as the character's first level, then she instead gains the Wild Cohort feat, with the following modification: her Wild Cohort is always a monstrous spider* which is treated as an animal of Int 2 for the purpose of tricks. She uses this table to determine the size of vermin available, remembering that she is treated as 3 levels lower than a Druid of her HD.

*) If you are playing in Eberron, this feature would apply to scorpions instead of spiders.

Spellcasting: At 2nd and 3rd level, a female drow paragon gains new spells per day as if she had also gained a level in cleric. A male drow paragon instead gains new spells per day as if he had gained a level of wizard. The paragon does not, however, gain any other benefit a character of that class would have gained (bonus metamagic feats, and so on). This essentially means that the character adds the level of drow paragon to her level in cleric or wizard, then determines spells per day and caster level accordingly.

If the drow paragon is female and has no levels in cleric, or is male and has no levels in wizard, this class feature has no effect.

Spell Resistance (Su): At 2nd level, a drow paragon's racial spell resistance improves by +4.

Ability Boost (Ex): At 3rd level, a drow paragon's Dexterity score increases by 2 points.


== == ==

Dwarf Paragon

Prerequisites: character level 1 or Earth Sense

BAB: Full (as Fighter)
Good Save: Fort
HD: d10
Skills (4+Int): Appraise (Int), Athletics (Str), Craft (Int), Intimidate (Cha), Knowledge (dungeoneering)(Int), Profession (Wis), Search (Int), and Sense Motive (Wis).

Level 1: Craft Expertise, Earth Sense, Improved Stonecunning
Level 2: Earthblood, Save Bonus, Tough as Granite DR 1/--
Level 3: Ability boost (Con +2), Improved Earth Sense

Weapon and Armor Proficiency
Dwarf paragons are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields (but not with tower shields).

Craft Expertise (Ex): A dwarf paragon may add his class level as a racial bonus on all Appraise, Craft, Disable Device, Open Locks, and Sunder checks related to stone or metal items or objects.

Earth Sense: If dwarf paragon is taken as your first character level, you gain Earth Sense (RoS) as a bonus feat. If not, you must possess Earth Sense before you can enter this class.

Improved Stonecunning (Ex): At 1st level, a dwarf paragon's racial bonus on Search checks to notice unusual stonework increases to +4. The range at which he receives an automatic Search check for coming near an example of unusual stonework increases to 20 feet. Also, he can intuit where true north lies in relation to himself (as if he had 5 ranks in Survival) whenever underground.

Earthblood: At 2nd level, a dwarf paragon gains new spells per day (and spells known if applicable) as if he had also gained a level in Cleric or Sorcerer. He does not, however, gain any other benefit a character of that class would have gained (domains, familiar, etc.). This essentially means that he adds the level of dwarf paragon to his level in Cleric or Sorcerer, then determines spells per day and caster level accordingly.

If the character previously had no spellcasting, he does now.

Save Bonus (Ex): A 2nd-level dwarf paragon's racial bonus on saves against poison and against spells and spell-like effects increases by +2.

If the character did not previously have levels in either Cleric or Sorcerer, then he picks either Cleric or Sorcerer, and gains spellcasting as if he had one level of that class (but no other benefits of that class).

If the character had levels in both, then he must pick one or the other to advance.

Tough as Granite (Ex): A dwarf paragon gains untyped damage reduction (DR 1/--). This damage reduction stacks with all other untyped damage reduction.

Improved Earth Sense (Ex): A 3rd-level dwarf paragon can gain the benefit of the Earth Sense feat by expending a Swift action instead of a Move action.

Ability Boost (Ex): At 3rd level, a dwarf paragon's Constitution score increases by 2 points.

== == ==

Elf Paragon

Prerequisites: character level 1 or Weapon Focus (any Elf weapon)

BAB: 3/4 (as Rogue)
Good Save: Reflex
HD: d6
Skills (4+Int): Athletics (Str), Craft (Int), Diplomacy (Cha), Knowledge (all)(Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Stealth (Dex), and Survival (Wis).

Level 1: Elven Weapon Focus, Elfsight
Level 2: Mithral Casting, Elven Weapon Mastery, Spellcasting +1 (wizard or druid)
Level 3: Ability Boost (Int +2 or Dex +2), Spellcasting +1 (wizard or druid)

Weapon and Armor Proficiency
Elf paragons are proficient with all simple weapons, rapiers, longswords, shortbows, and longbows. Elf paragons are proficient with light armor and bucklers (but not any other kind of shield).

Elven Weapon Focus (Ex): If elf paragon is taken as your first character level, you gain Weapon Focus as a bonus feat. If not, you must possess Weapon Focus for an apprporpate weapon before you can enter this class. This feat must apply to either the rapier, longsword, shortsword, shortbow, longbow, composite shortbow, or composite longbow.

Elfsight (Ex): An elf paragon has exceptional visual acuity. Her racial bonus on Perception and Search checks increases to +4. In addition, an elf paragon's low-light vision increases in range, allowing her to see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.

Mithral Casting (Ex): At 2nd level, an elf paragon can ignore arcane spell failure and druid class restrictions with respect to mithral chain shirts and mithral bucklers.

Elven Weapon Mastery (Ex): At 2nd level, if an elf paragon has any feat which applies to one elven weapon (rapier, longsword, shortsword, shortbow, longbow, composite shortbow, or composite longbow), the elf paragon gains the benefits of that feat for every elven weapon.

Spellcasting: At 2nd and 3rd level, an elf paragon gains new spells per day as if she had also gained a level in druid or wizard. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic feats, and so on). This essentially means that she adds the level of elf paragon to her level in druid or wizard, then determines spells per day and caster level accordingly.

If a character had more than one spellcasting class before she became an elf paragon, she must decide to which class she adds the level of elf paragon. If an elf paragon has no levels in druid or wizard, this class feature has no effect.

Ability Boost (Ex): At 3rd level, an elf paragon chooses either Intelligence or Dexterity. The chosen ability score increases by 2 points.


== == ==

Gnome Paragon

Prerequisites: character level 1 or one of the following feats: Gnome Foe Killer, Natural Trickster, Piercing Sight, or Trivial Knowledge.

BAB: 3/4 (as Bard)
Good Saves: Fort and Will
HD: d6
Skills (4+Int): Athletics (Str), Bluff (Cha), Craft (Int), Diplomacy (Cha), Knowledge (all) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Level 1: Keen Senses, Gnomic Feat, Tunnel Defense
Level 2: Illusion Aptitude, Spellcasting +1 (bard or wizard)
Level 3: Ability Boost (Int +2 or Cha +2), Spellcasting +1 (bard or wizard)

Weapon and Armor Proficiency
Gnome paragons are proficient with all simple weapons and with light armor.

Keen Senses (Ex): A gnome paragon's racial bonus on Perception checks and Craft (alchemy) checks increases by his class level.

Gnomic Feat (Ex): If gnome paragon is taken as the character's first class level, he gains one of the following feats: Gnome Foe Killer, Natural Trickster, Piercing Sight, or Trivial Knowledge. Otherwise, he must already have one of those feats to qualify for entry.

Tunnel Defense (Ex): If a gnome paragon is within 5 ft. of a wall, he gains a +2 Dodge bonus to AC.

Illusion Aptitude (Ex): A 2nd level gnome paragon may add +2 to the save DC of any Illusion spells he casts.

Spellcasting: At 2nd and 3rd level, a gnome paragon gains new spells per day and spells known as if he had also gained a level in bard or wizard. He does not, however, gain any other benefit a character of that class would have gained (bard songs, bonus feats, and so on). This essentially means that he adds the level of gnome paragon to his level in bard or wizard, then determines spells per day, spells known, and caster level accordingly.

If a character had more than one spellcasting class before she became a gnome paragon, she must decide to which class she adds the level of gnome paragon. If a gnome paragon has no levels in bard or wizard, this class feature has no effect.

Ability Boost (Ex): At 3rd level, a gnome paragon chooses either Charisma or Intelligence. The chosen ability score increases by 2 points.


== == ==

Goblin Paragon

Prerequisites: character level 1 or one of the following feats: Mounted Combat or Track.

BAB: Full (as Ranger)
Good Save: Reflex
HD: d8
Skills (4+Int): Acrobatics (Dex), Athletics (Str), Bluff (Cha), Handle Animal (Cha), Intimidate (Cha), Perception (Wis), Stealth (Dex), Survival (Wis).

Level 1: Goblin Feats, Wolf Mount
Level 2: Sneak Attack +1d6, Mounted Stealth
Level 3: Ability Boost (Dex +2), Pack Tactics

Weapon and Armor Proficiency
Goblin paragons are proficient with all simple and martial weapons and with light armor.

Goblin Feats (Ex): If goblin paragon is taken as the character's first class level, he gains both of the following feats: Mounted Combat and Track. Otherwise, he must already have one of those feats to qualify for entry, and he only gains the other one.

Wolf Mount (Ex): A goblin paragon gains the service of a wolf which serves him as a mount. If the wolf dies, he gets a new one within 24 hours. Treat a goblin paragon's wolf as though it were the animal companion of a Druid whose class level were equal to the goblin paragon's character level. At character level 7, the goblin paragon may instead choose to gain the service of a dire wolf, again just like a druid whose class level were equal to the goblin's character level.

Sneak Attack (Ex): This is exactly like the rogue ability of the same name. If a goblin paragon gets a sneak attack bonus from another source the bonuses on damage stack.

Mounted Stealth (Ex): A 2nd level goblin paragon may make a single check at his full Stealth bonus even when riding his wolf mount (making a single roll for both rider and mount).

Pack Tactics (Ex): A 3rd level goblin paragon may make a special Aid Another attack which grants a +2 attack bonus against that enemy to every friendly goblin and wolf until the start of the goblin paragon's next action. These special Aid Another bonuses overlap (do not stack).

Ability Boost (Ex): At 3rd level, a goblin paragon's Dexterity score increases by 2 points.


== == ==

Half-Dragon Paragon

Prerequisite: half-dragon template

BAB: Full (as Barbarian)
Good Saves: Fort and Will
HD: d12
Skills (4+Int): Athletics (Str), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (all) (Int), Perception (Wis), Sense Motive (Wis), and Spellcraft (Int).

In addition, each half-dragon paragon gains class skills based on its parent dragon type:

Black: Appraise (Dex) and Survival (Wis).
Blue: Bluff (Cha) and Stealth (Dex).
Brass: Bluff (Cha) and Survival (Wis).
Bronze: Perform (Cha) and Survival (Wis).
Copper: Perform (Cha) and Stealth (Dex).
Gold: Perform (Cha) and Heal (Wis).
Green: Bluff (Cha) and Stealth (Dex).
Red: Appraise (Int) and Bluff (Cha).
Silver: Bluff (Cha) and Perform (Cha).
White: Stealth (Dex) and Survival (Wis).

Level 1: Bonus Feat, Sorcerous Blood +1
Level 2: Energy Focus, Sorcerous Blood +1
Level 3: Improved Breath, Sorcerous Blood +1

Weapon and Armor Proficiency
Half-dragon paragons are proficient with all simple weapons. Half-dragon paragons gain no armor proficiency.

Bonus Feat (Ex): At 1st level, a half-dragon paragon gains Draconic Heritage as a bonus feat. If the character already has this feat, he instead gains any feat for which Draconic Heritage is a prerequisite and for which he qualifies.

Energy Focus (Su): Whenever a half-dragon paragon of 2nd level or higher use a spell, spell-like ability, or supernatural ability which has the same energy descriptor as his breath weapon (including his breath weapon), he increases the save DC by +2.

Sorcerous Blood: At each level, a half-dragon paragon gains new spells per day and spells known as if he had also gained a level in sorcerer. The half-dragon does not, however, gain any other benefit a character of that class would have gained (e.g. familiar). This essentially means that he adds the level of half-dragon paragon to his level in sorcerer, then determines spells per day, spells known, and caster level accordingly.

If a half-dragon paragon had no levels in sorcerer, then this feature gives spell casting and spells known but no other class features. The paragon levels are treated as sorcerer levels for meeting any prerequisites.

Improved Breath (Su): Starting at 3rd level, if a half-dragon paragon has 6 or more HD, he gains Dragon Breath (RotDr) as a bonus feat.

If he has fewer than 6 HD, he gains the ability to use his breath weapon 2 additional times per day (but only once every 1d4 rounds). If he later gains 6 HD, replace this ability with the Dragon Breath feat.


== == ==

Half-Elf Paragon

BAB: 3/4 (as Rogue)
Good Save: Reflex
HD: d8
Skills (4+Int): Athletics (Str), Bluff (Cha), Craft (Int), Diplomacy (Cha), Perception (Wis), Perform (Cha), Profession (Wis), Stealth (Dex), and Use Magic Device (Cha).

Level 1: Bonus Feat, Divided Ancestry, Elven Vision
Level 2: Persuasion, Spellcasting +1 (any)
Level 3: Ability Boost (any +2), Spellcasting +1 (any)

Weapon and Armor Proficiency
Half-elf paragons are proficient with all simple weapons and with light armor.

Bonus Feat (Ex): At 1st level, a half-elf paragon gains a bonus feat. She must meet the feat's prerequisites normally.

Divided Ancestry (Ex): Unlike other racial paragons, half-elves can take levels in more than one racial paragon class. After gaining at least one level as a half-elf paragon, a character can take either elf paragon levels or human paragon levels (but not both).

Elven Vision (Ex): At 1st level, a half-elf paragon's visual acuity improves to match that of an elf's. Her racial bonus on Perception and Search checks increases to +2.

Spellcasting: At 2nd and 3rd level, a half-elf paragon gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before adding the level. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that she adds the level of half-elf paragon to the level in the spellcasting class, then determines spells per day, spells known, and caster level accordingly.

If the character had more than one spellcasting class before she became a half-elf paragon, she must decide to which class she adds the level of half-elf paragon. If a half-elf paragon has no levels in a spellcasting class, this class feature has no effect.

Persuasion (Ex): A 2nd level half-elf paragon's racial bonus on Diplomacy and Gather information checks increases to +3. She gains a +2 racial bonus on all other Charisma-based skills.

Ability Boost (Ex): At 3rd level, a half-elf paragon increases one ability score of her choice by 2 points.


== == ==

Half-Orc Paragon

BAB: Full (as Ranger)
Good Save: Fortitude
HD: d8
Skills (4+Int): Athletics (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Perception (Wis), Profession (Wis), Ride (Dex), and Survival (Wis).

Level 1: Bonus Feat, Divided Ancestry, Manhunter
Level 2: Rage 1/day, Natural Fury
Level 3: Ability Boost (Str +2), Terrorize

Weapon and Armor Proficiency
Half-orc paragons are proficient with all simple and martial weapons, and with light armor and medium armor, but not shields.

Bonus Feat (Ex): At 1st level, a half-orc paragon gains a bonus feat. The character must meet the feat's prerequisites normally.

Divided Ancestry (Ex): Unlike other racial paragons, half-orcs can take levels in more than one racial paragon class. After gaining at least one level as a half-orc paragon, a character can take either orc paragon levels or human paragon levels (but not both).

Manhunter (Ex): A half-orc paragon gains the benefits of the Ranger's Favored Enemy ability as applied to all humanoids (rather than choosing two humanoid sub-types). The bonuses of this ability stack with those provided by Favored Enemy, and counts as Favored Enemy for prerequisite and effects that apply to Favored Enemy.

Rage (Ex): At 2nd level, a half-orc paragon comes to understand and draw upon the natural ferocity that courses through his blood. He gains the ability to fly into a screaming blood frenzy once per day (or one additional time per day, if he already has a rage ability). The effect of this ability is identical with the effect of a barbarian's rage ability. If a half-orc paragon has improved rage abilities (such as the barbarian class features greater rage, indomitable will, tireless rage, or mighty rage), those improvements apply to the rage ability granted by the half-orc paragon class as well.

Natural Fury: At 2nd level, a half-orc paragon gains new spells per day as if he had also gained a level in Cleric or Druid. He does not, however, gain any other benefit a character of that class would have gained (domains, animal companion, etc.). This essentially means that he adds the level of half-orc paragon to his level in Cleric or Druid, then determines spells per day and caster level accordingly.

If the character did not previously have levels in either Cleric or Druid, then he picks either Cleric or Druid, and gains spellcasting as if he had one level of that class (but no other benefits of that class).

If the character had levels in both, then he must pick one or the other to advance.

Terrorize (Ex): At 3rd level, a half-orc paragon learns to channel her inner fury to demoralize her foes. She can make an Intimidate check to Demoralize any favored enemy, or any foe whom she struck in melee combat this turn, as a Swift action.

Ability Boost (Ex): At 3rd level, a half-orc paragon's Strength score increases by 2 points.


== == ==

Halfling Paragon

Prerequisites: character level 1 or Weapon Focus (any thrown weapon or missile weapon)

BAB: Full (as Ranger)
Good Save: Reflex
HD: d6
Skills (6+Int): Acrobatics (Dex), Athletics (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Open Lock (Dex), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Search (Int), Survival (Wis), and Use Rope (Dex).

Level 1: Missile Weapon Focus, Athletic Prowess, Save Bonus
Level 2: Missile Weapon Mastery, Spellcasting +1 (any)
Level 3: Ability Boost (Dex +2), Overflowing Courage

Weapon and Armor Proficiency
Halfling paragons are proficient with all simple weapons and with light armor.

Missile Weapon Focus (Ex): If halfling paragon is taken as your first character level, you gain Weapon Focus as a bonus feat. If not, you must possess Weapon Focus for an apprporpate weapon before you can enter this class. This feat must apply to either the sling, or any thrown weapon (dagger, dart, etc.).

Athletic Prowess (Ex): A halfling paragon may use Dexterity instead of Strength for Athletics checks.

Save Bonus (Ex): A 2nd-level halfling paragon's racial bonus on all saving throws increases by 1.

Missile Weapon Mastery (Ex): At 2nd level, a halfling paragon gains a +2 bonus on damage rolls when using a thrown weapon or a sling (hereafter a "missile weapon"). Additionally, if the halfling paragon has a feat which grants a bonus when using any such weapon, that feat applies to all missile weapons. This includes thrown melee weapons like daggers even when used in melee.

Spellcasting: At 2nd level, a halfling paragon gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the level. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of halfling paragon to the level in the spellcasting class, then determines spells per day, spells known, and caster level accordingly.

Overflowing Courage (Ex): At 3rd level, a halfling paragon becomes immune to fear and [Fear] effects. If the halfling paragon has (or later gains) an aura of courage, double the radius of that aura.

Ability Boost (Ex): At 3rd level, a halfling paragon's Dexterity score increases by 2 points.


== == ==

Human Paragon

BAB: 3/4 (as Cleric)
Good Save: Will
HD: d8
Skills (4+Int): The human paragon can choose any ten skills as class skills. (Knowledge skills must be selected individually.)

Level 1: Adaptive Learning
Level 2: Bonus Feat, Spellcasting +1 (any)
Level 3: Ability Boost (any +2), Spellcasting +1 (any)

Weapon and Armor Proficiency
Human paragons are proficient with all simple weapons and with light armor. In addition, a human paragon is proficient with any one martial weapon of his choice.

Adaptive Learning (Ex): If human paragon is the character's first level in any class, he gains Able Learner (RoD) as a bonus feat.

Otherwise, the human paragon can designate any one of his human paragon class skills as his adaptive skill. This skill is treated as a class skill in all respects for all classes that character has levels in, both current and future. For example, if a human paragon chooses Perform as his adaptive skill, he treats Perform as a class skill for all future class levels he gains, even if it is not normally a class skill for the class in question.

Spellcasting: At 2nd and 3rd level, a human paragon gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the level. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of human paragon to the level in the spellcasting class, then determines spells per day, spells known, and caster level accordingly.

Bonus Feat (Ex): At 2nd level, a human paragon gains a bonus feat. Due to the varied talents and adaptable nature of humans, this feat can be any feat for which the human paragon is qualified (he is not restricted to a special list of bonus feats). The character must meet the prerequisites for the bonus feat normally.

Ability Boost (Ex): At 3rd level, a human paragon increases one ability score of his choice by 2 points.


== == ==

Kobold Paragon

BAB: 3/4 (as Bard)
Good Saves: Reflex and Will
HD: d6
Skills (4+Int): Athletics (Str), Bluff (Cha), Concentration (Con), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Gather Information (Int), Knowledge (arcana, dungeoneering) (Int), Perception (Wis), Profession (Wis), Search (Int), Spellcraft (Int), and Stealth (Dex).

Level 1: Spears Finesse, Manual Expertise, Sorcerous Blood +1
Level 2: Sneak Attack +1d6, Draconic Skin, Sorcerous Blood +1
Level 3: Ability Boost (Cha +2), Sorcerous Blood +1

Weapon and Armor Proficiency
The kobold paragon is proficient with all simple weapons, plus the heavy pick and light pick. Kobold paragons are also proficient with light armor.

Sorcerous Blood: At each level, a kobold paragon gains new spells per day and spells known as if he or she had also gained a level in sorcerer. The kobold does not, however, gain any other benefit a character of that class would have gained (e.g. familiar). This essentially means that he adds the level of kobold paragon to his level in sorcerer, then determines spells per day, spells known, and caster level accordingly.

If a kobold paragon had no levels in sorcerer, then this feature gives spell casting and spells known but no other class features. The paragon levels are treated as sorcerer levels for meeting any prerequisites.

Spears Finesse (Ex): A kobold paragon gains the Weapon Finesse feat, and in addition, he may treat spears and shortspears as finesse weapons.

Manual Expertise (Ex): A kobold paragon may add his class level as a racial bonus on Craft (trapmaking), Profession (mining), and Search checks.

Sneak Attack (Ex): This is exactly like the rogue ability of the same name. If a kobold paragon gets a sneak attack bonus from another source the bonuses on damage stack.

Draconic Skin: At 2nd level, a kobold paragon gains the Draconic Skin feat. If s/he already had this feat, s/he may choose any other Draconic feat for which s/he is qualified.

Ability Boost (Ex): At 3rd level, a kobold paragon's Charisma score increases by 2 points.

== == ==

Orc Paragon

BAB: Full (as Barbarian)
Good Save: Fortitude and Reflex
HD: d12
Skills (4+Int): Athletics (Str), Craft (Int), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Perform (percussion) (Cha), Survival (Wis).

Level 1: Monstrous Mein, Tough as Nails 1/--
Level 2: Slayer, War Drums, Tough as Nails 2/--
Level 3: Ability Boost (Str +2), Scent, Tough as Nails 3/--

Weapon and Armor Proficiency
Orc paragons are proficient with all simple and martial weapons and with light and medium armor.

Monstrous Mien (Ex): Orc paragons can channel their innate ferocity, resulting in a +4 racial bonus on intimidate checks.

Tough as Nails (Ex): A half-orc paragon gains untyped damage reduction equal to her class level:
- Level 1: DR 1/--
- Level 2: DR 2/--
- Level 3: DR 3/--
This damage reduction stacks with all other untyped damage reduction.

Slayer (Ex): A 2nd level orc paragon's melee attacks deal +2 damage.

War Drums (Ex): A 2nd level orc paragon may use her Strength in place of her Charisma for Perform (percussion) checks.

Scent (Ex): At 3rd level, an orc paragon gains the Scent special ability.

Ability Boost (Ex): At 3rd level, an orc paragon's Strength score increases by 2 points.


== == ==

Tiefling Paragon

BAB: 3/4 (as Monk)
Good Saves: all
HD: d8
Skills (4+Int): Bluff (Cha), Craft (Int), Disguise (Cha), Knowledge (the planes) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), and Stealth (Dex).

Level 1: Improved Resistance, Skill Bonus, Tricky Blade
Level 2: Darkness 3/day, Spellcasting +1 (sorcerer or wizard)
Level 3: Ability Boost (Dex +2), Spellcasting +1 (sorcerer or wizard)

Weapon and Armor Proficiency
Tiefling paragons are proficient with all simple weapons and with light armor.

Improved Resistance (Ex): At 1st level, the tiefling paragon's natural resistances to energy (fire, cold, and electricity) each improve from 5 to 10.

Skill Bonus (Ex): A tiefling paragon's racial bonus on Bluff and Stealth checks improve to +4.

Tricky Blade (Ex): A tiefling paragon gains Weapon Finesses as a bonus feat (even if she is not qualified to take it). If the character already has Weapon Finesse, she may instead choose any Fighter bonus feat for which she qualifies.

Darkness (Sp): At 2nd level, a tiefling paragon can use her darkness spell-like ability three times per day.

Spellcasting: At 2nd and 3rd level, a tiefling paragon gains new spells per day as if she had also gained a level in sorcerer or wizard. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic feats, and so on). This essentially means that she adds the level of tiefling paragon to her level in sorcerer or wizard, then determines spells per day and caster level accordingly.

If a character had more than one spellcasting class before she became a tiefling paragon, she must decide to which class she adds the level of tiefling paragon. If a tiefling paragon has no levels in sorcerer or wizard, this class feature has no effect.

Ability Boost (Ex): At 3rd level, a tiefling paragon's Dexterity score increases by 2 points.


== == ==

Edited (minor corrections and major additions). Thanks for the feedback!

13
Min/Max 3.x / [D&D] Adding the [Death] descriptor to an arbitrary spell?
« on: September 18, 2016, 01:55:18 PM »
Is there a way to add the [Death] descriptor to an arbitrary spell?

Or, more generally, is there a way to add an arbitrary descriptor to an arbitrary spell?

14
Homebrew and House Rules (D&D) / [5e] Nifft's Dragonfire Adept
« on: March 03, 2016, 08:44:00 PM »
Nifft's Dragonfire Adept

(click to show/hide)

Golden eyes flashing, a human opens her mouth and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.

Dragonfire Adepts are linked to ancient pacts which intertwine the history of dragons, the elemental planes, and the primal magic of the world. Some sought this path; some were compelled to partake of the ancient pacts by the mere knowledge of the secrets they uncovered; yet others were compelled by circumstances beyond their control; and some few obtained their pact binding by a hereditary blessing or curse.

Whether you come as a courier, a councilor, or a conqueror, none can ignore you when you speak with a tongue of fire.


Class Features
As a Dragonfire Adept, you gain the following class features.

Hit Points
Hit Dice: 1d8 per adept level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per dragonfire adept level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Choose one type of gaming set or one musical instrument
Languages: You can read, write, and speak Draconic

Saving Throws: Constitution and Charisma
Skills: Choose any three from Arcana, Deception, History, Intimidation, Insight, Investigation, Performance, Persuasion, and Religion

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
* (a) a light crossbow and 20 bolts or (b) any simple weapon
* (a) a component pouch or (b) an arcane focus
* (a) a scholar's pack or (b) a diplomat's pack
* Leather armor, any simple weapon, and two daggers


Breath Weapon
Starting at 1st level, you can exhale a line of scorching flame 30 feet long and 5 feet wide which deals 3d8 Fire damage. Each creature in the line must make a Dexterity saving throw; on success, the creature takes half damage.

Once you use your breath weapon, it is expended, and can't be used again until it recharges. If you start your turn with your breath weapon expended, roll 1d6 before taking any actions. On a result of 5 or 6, your breath weapon recharges, and can be used again any time after. Some Invocations may give you special options on the turn when your breath weapon recharges.

At 2nd level, you learn a Breath Effect, which gives you more options with your breath weapon. All of your breath weapons become unavailable while any one of them is expended; all of them become available again when your breath weapon recharges. You learn a new Breath Effect at levels 5, 8, 11, 14, and 17.

At 4th level, your breath weapon deals 4d8 damage. At 7th level, the damage increases to 5d8. At 10th level, the damage increases to 6d8. At 13th level, the damage increases to 7d8. At 16th level, the damage increases to 8d8. At 19th level, the damage increases to 10d8.

At 5th level, you may use your breath weapon to breathe a 15 foot cone of fire or a 30 foot line of fire. Some of your other breath effects, such as Frost Breath, can also be used as either a cone or a line. Some breath effects can only be used as either a cone or a line, such as Lightning Breath (line only) or Slow Gas (cone only).

At 10th level, your breath weapons can be used as 60 foot lines (5 feet wide) or 30 foot cones.

At 18th level, your breath weapons can be used as 120 foot lines (10 feet wide) or 60 foot cones.

You use your Constitution modifier when setting the saving throw DC for your dragonfire adept breath weapon effects.

Breath save DC = 8 + your proficiency bonus + your Constitution modifier

Attune Allies
At the end of a long rest or a short rest you can attune any number of allies you can see. This attunement makes the ally immune to your breath weapon damage and effects until you revoke the attunement as an action, or until 24 hours have passed.

Dragon Magic
Your breath weapons are magical, but they are not spells. You can use your breath weapons in areas of magical Silence, for example, unless otherwise noted. Creatures that get a bonus to saving throws against spells can't apply that bonus to your breath weapon, but creatures that get a bonus against magic in general can.


Pact Magic
At first level, you learn two spells from the following list:
- Absorb Elements
- Chromatic Orb
- Command
- Earth Tremor
- False Life
- Healing Word

You do not learn any other spells from this class, except as indicated by your Aspiration features, Paragon features, and your Draconic Invocations.

Spell Slots
The Dragonfire Adept table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your dragonfire adept spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spellcasting Ability
Charisma is your spellcasting ability for your dragonfire adept spells. You use your Charisma whenever a spell refers to your spellcasting ability.

In addition, you use your Charisma modifier when setting the saving throw DC for a dragonfire adept spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your dragonfire adept spells.

Draconic Invocations
In your study of primal draconic power and pacts, you have unearthed arcane invocations, fragments of lost knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two draconic invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain dragonfire adept levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Dragonfire Adept table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.


Draconic Aspiration
At 3rd level, you choose your initial aspiration.

Disciple of the Claw - You focus on the physical aspects of draconic power.
Disciple of the Eye - You focus on the preternatural perception of dragons.
Dragon Samurai - You blend the power of dragons with martial combat.
Faerie Fabulist - You have purloined some of the best tricks of the Faerie dragons.
Loredrake - Dragons were the first keepers of arcane lore. You follow in their clawed footsteps.
Voice of the Dragon - Whether you come as a diplomat, demagogue, or dictator, none can ignore your words.


Draconic Paragon
Dracolexi - Your meditations upon the language of dragons has revealed some of their esoteric linguistic secrets.
Elemental Master - Within dragons, there is raw elemental power. You will make that power your own.
Hidecarved Dracolyte - You have emblazoned runes of arcane might onto your scaly hide.
Sacred Warder of Bahamut - You seek to emulate the compassion of the benevolent king of metallic dragons.
Shadow Delver — You infuse yourself with the unusual elemental essence of shadow dragons.
Unholy Ravager of Tiamat - You have pledged your service to the diabolical queen of chromatic dragons.


Dragon Wings
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.


Legendary Apotheosis
You have unlocked some powers of legendary dragons.

Legendary Reserves: If you have zero spell slots when you roll initiative, you immediately recover one spell slot.

Legendary Resistance: If you fail a saving throw, you can choose to succeed instead. You can't use this ability again until you've completed a long rest or a short rest.



Draconic Aspirations

Disciple of the Claw
Spells:
- Level 3: Alter Self
- Level 5: Vampiric Touch
- Level 7: Fire Shield
- Level 9: Bigby's Hand — The "hand" looks like a draconic claw.

Level 3: You grow claws. You are proficient with these claws, which enhance your unarmed strikes and deal 1d8 damage. When you hit with one of your claws, you can use your bonus action to ___________.

Level 6: When you use the Attack action to make an attack with your claws, make two attacks instead of one.

Level 9: When you use your action to cast a spell or use your breath weapon, you may spend a Bonus action to make two claw attacks.


Disciple of the Eye
Spells:
- Level 3: Beast Sense, Blur
- Level 5: Clairvoyance, Hypnotic Pattern
- Level 7: Arcane Eye
- Level 9: Scrying

Level 3: You have Advantage on Insight and Perception checks.

Level 6: Fearsome Strike: Your attacks come from unexpected angles. Once per turn when you hit a creature with a melee attack, you can deal an additional 1d8 psychic damage, and the creature must make a Wisdom saving throw against your Breath Weapon DC or become Frightened of you until the end of your next turn. At 16th level, you instead deal an additional 2d8 psychic damage.

Level 9: You gain Blindsight out to 30 feet. You can cast See Invisibility or Arcane Eye without spending a spell slot or any components a number of times equal to your Constitution modifier. All expended uses return when you complete a long rest.


Dragon Samurai
Spells:
- Level 3: Enhance Ability
- Level 5: Elemental Weapon
- Level 7: Elemental Bane
- Level 9: Circle of Power

Level 3: When you join the Order of Dragon Samurai at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

Level 6: When you use the Attack action on your turn, make two attacks instead of one.

Level 9: When you use a breath weapon that deals damage, your weapon attacks become infused with elemental energy. Your weapon attacks deal extra damage equal to your Constitution modifier until the end of your next turn. The type of extra damage is the same as the type of damage your breath weapon inflicted.


Faerie Fabulist
Spells:
- Level 3: Calm Emotions, Suggestion
- Level 5: Nondetection
- Level 7: Greater Invisibility
- Level 9: Mislead

Level 3: Chaotic Spellcasting: When you roll initiative, roll 1d6 to determine which bonus spell you temporarily learn:
1 — Color Spray
2 — Faerie Fire
3 — Mirror Image
4 — Misty Step
5 — Silent Image
6 — Tasha's Hideous Laughter
You know this spell until the next time you roll Initiative.

Level 6: You learn the cantrips Dancing Lights, Mage Hand, and Minor Illusion. Additionally, you can Concentrate for 1 minute to channel energies from the Feywild. These chaotic energies alter the color and pattern of 21 square yards of fabric, or one outfit.

Level 9: When you use a breath weapon that does not deal damage, you can spend a Bonus action to turn Invisible for 1 minute. You must Concentrate to remain invisible (exactly like a spell effect).


Loredrake
Spells:
- Level 3: Detect Thoughts, Locate Object
- Level 5: Magic Circle, Protection from Energy
- Level 7: Elemental Bane, Locate Creature
- Level 9: Contact Other Plane, Legend Lore — When you cast the Contact Other Plane spell, your call may be answered by a living ancient dragon, a brooding draco-lich, an ascended draconic demigod, or some other mysterious draconic entity, at the DM's option.

Level 3: Learn one spell of 2nd level or lower from any spell list. (Not a cantrip.) This spell is considered a Dragonfire Adept spell for you.

Level 6: You gain an additional spell slot.

Level 9: Learn one spell of 5th level or lower from any spell list. (Not a cantrip.) This spell is considered a Dragonfire Adept spell for you.


Voice of the Dragon
Spells:
- Level 3: Suggestion, Zone of Truth
- Level 5: Enthrall, Sending
- Level 7: Divination
- Level 9: Geas, Modify Memory

Level 3: You have Advantage on all Charisma ability or skill checks you make using the Draconic language.

Level 6: Thundering Strike: Once per turn when you hit a creature with a melee attack, you can deal an additional 1d8 thunder damage, and the creature must make a Strength saving throw against your Breath Weapon DC or fall Prone. At 16th level, you deal an additional 1d8 thunder damage (for a total of 2d8 thunder damage).

Level 9: Adoration of the Frightful: If a creature that is Frightened of you can hear you and understand your words, you can spend an action to make that creature Charmed instead of Frightened.



Draconic Paragons


Dracolexi
Level 11: Draconic Words: You can speak a word of power as a Bonus action to affect yourself or another creature within 30 feet. You can use your Draconic Words in any combination, using the same word several times, or using different words each time. You can affect any specific creature only once with your Draconic Words until you've completed a long rest; after a long rest, you can affect each specific creature one more time. At 11th level, you learn two draconic words:
* Burn (valignat)
- The target must make an Intelligence saving throw vs. your Spell DC or suffer 5d6 Fire damage.
* Flee (osvith)
- If you target an ally, the target's speed increases by +10 feet for one minute; or
- If you target an enemy, the target must make a Wisdom saving throw vs. your Spell DC or be Frightened of you for one minute.
* Prolong (ssearth)
- If you target an ally, the target is healed 20 hit points; or
- If you target an enemy, the target doesn't roll a d6 to recharge any abilities. The target makes a Charisma saving throw at the end of each turn to end this effect.
* Replenish (veschik)
- Remove one level of Exhaustion from the target; or
- If you target a friendly spellcaster, that spellcaster recovers 5 levels of spell-slots.
* See (Ocuir
- For one hour, the target doesn't suffer disadvantage due to visibility conditions on Insight, Investigation, Perception, or Survival checks; or
- For one minute, the target doesn't suffer disadvantage on attacks or saving throws due to any vision-related conditions, including blindness or invisibility.
* Speak (renthisj)
- For one hour, the target can be understood by all creatures who can speak at least one language; or
- For one minute, the target can't suffer disadvantage on any Charisma checks which involve speaking, and the target's lies can't be detected by magic.

Level 13: You learn two additional Draconic Words .

Voice in Silence: On the turn when your breath weapon recharges, you can use a Draconic Word or cast a spell which includes a verbal component even if you are in a zone of Silence or otherwise unable to speak.

Level 15: You can cast Power Word Stun without using a spell slot or any components. You can't use this ability again until you've completed a long rest or a short rest.

Level 17: You can cast one of the following spells without using a spell slot or any components: Symbol, Power Word Heal, Power Word Kill. You can't use this ability again until you've completed a long rest.


Elemental Master
Level 11: You learn the spells Conjure Minor Elementals and Conjure Elemental.

Level 13: Choose one elemental damage type: acid, cold, fire, or lightning. When you cast a spell or use your breath weapon to deal damage of this type, you may ignore Resistance.

Level 15: Animate Breath: On the turn after you use your breath weapon to deal acid, cold, fire, or lightning damage, you can use your action to cast Conjure Elemental (requiring only 1 action instead of 1 minute) without expending a spell slot or using any components. An elemental conjured in this way requires your Concentration as usual, but only lasts for 1 minute. You can't use this ability again until you've completed a long rest or a short rest.

Level 17: You can cast the spell Shapechange without using a spell slot or any components, but you can only transform into creatures of the Dragon or Elemental type. You can't use this ability again until you've completed a long rest or a short rest.


Hidecarved Adept
Special: You must already know the Draconic Invocation Adamant Scales to pursue this Draconic Paragon. You may never retrain that invocation.

Level 11: Adamant Body: You gain Resistance to poison, necrotic, and radiant damage. When you use your breath weapon, you gain temporary hit points equal to your Constitution modifier.

Level 13: Adamant Mind: You have Advantage on all saving throws against spells. Whenever you succeed on a saving throw against a hostile spell, you can use your reaction to force the spellcaster to make a Charisma saving throw vs. your Breath Weapon DC or suffer psychic damage equal to your breath weapon's normal damage.

Level 15: Adamant Heart: You can use your action to end one effect on yourself that is causing you to be charmed, frightened, paralyzed, or stunned. You can take this action while paralyzed or stunned. When you take this action, you gain temporary hit points equal to your Constitution modifier.

Level 17: Adamant Perfection: You gain Resistance to bludgeoning, piercing, and slashing damage.


Sacred Warder of Bahamut
Special: You must be good to pursue this Draconic Paragon.

Level 11: Breath Effect: Platinum Radiance (line) - Your breath weapon deals Radiant damage instead of Fire. Undead creatures and fiends have disadvantage on the saving throw. Additionally, when you use a breath effect that does not deal damage, you can spend a Bonus action to make an attack.

Level 13: You can cast either Divine Word or True Seeing without using a spell slot or any components. You can't use this ability again until you've taken a long rest or a short rest.

Level 15: Dragon Shapes: You can cast Animal Shapes without using a spell slot or any components, with the following difference: you and your allies turn into Large or smaller dragons of challenge rating 10 or less, instead of turning into beasts. You can't use this ability again until you've completed a long rest.

Level 17: Platinum Aura: You can cast Holy Aura without using a spell slot or any components. You can't use this ability again until you've completed a long rest or a short rest.


Shadow Delver
Special: You must already know the Draconic Invocation Shadow Adaptation to pursue this Draconic Paragon. You may never retrain that invocation.

Level 11: Breath Effect: Shadow Breath (line or cone) - Your breath weapon deals Necrotic damage instead of Fire. If your Necrotic breath weapon kills a small or medium humanoid, you can use a Bonus action to animate one such corpse as though you had cast Animate Dead. You can only have one such undead servitor at a time.

Level 13: One with Shadows: When you use your Shadow Breath, you are temporarily infused with elemental shadow energy. You gain resistance to all damage that isn't Radiant, Force, or Psychic until the end of your next turn. Additionally, when you are in an area of dim light or darkness, you can use your action to become Invisible until you move or take an action or a reaction.

Level 15: Shadow Dodge: When you are hit by an attack and the attack's damage type isn't Radiant, Force, or Psychic, you can use your Reaction to halve the attack's damage against you.

Level 17: Shadow Servitors: If your Necrotic breath weapon kills one or more small or medium humanoid(s), you can use a Bonus action to create one Shadow Servitor. Shadow Servitors have the same statistics as the Shadow monster, with the following exception: humanoids killed by Shadow Servitors do not rise as Shadows. You can control up to four Shadow Servitors. Your Shadow Servitors are all destroyed if you are exposed to direct sunlight, or at dawn, whichever comes first. Until that time, or until they are destroyed by other means, your Shadow Servitors obey your verbal commands to the best of their ability.


Unholy Ravager of Tiamat
Special: You must be evil to pursue this Draconic Paragon.

Level 11: Tiamat's Fangs: Once per turn when you hit with a claw attack or melee weapon attack, you can cause the attack to inflict an extra 1d8 damage of any type associated with Tiamat (acid, cold, fire, lightning, or poison). At 18th level, the extra damage increases to 2d8.

Level 13: Fivefold Breath of Tiamat: Breath Effect (line and cone) — You must spend a Pact Magic spell slot to use this breath effect. Four spectral dragon heads appear behind you, and you and the four heads simultaneously unleash a terrible barrage of destruction. You exhale a cone or line of fire, a cone or line of cold, a cone of poison, a line of lightning, and a line of acid. Each of these breath weapons can be targeted separately, overlapping if you wish, and each deals 3d8 damage of the appropriate type with a separate saving throw for half. (Constitution save for the cold and poison; Dexterity save for the other three.)
At 16th level, each deals 4d8 damage.
At 19th level, each deals 5d8 damage.

Level 15: You can cast Dominate Monster without using a spell slot or any components; at 17th level you cast this spell as though you used a 9th level spell slot. You can't use this ability again until you've taken a long rest or a short rest.

Level 17: You can cast True Polymorph to turn yourself into a chromatic dragon without using a spell slot or any components. You can't use this ability again until you've completed a long rest or a short rest.



Level Proficiency Bonus Features Spell Slots Spell Level Breath Invocations
1st +2 Attune Allies, Breath Weapon (30 ft. line), Pact Magic 1 1st 3d8
2nd +2 Draconic Invocations 2 1st 1 2
3rd +2 Draconic Aspiration 2 2nd 1 2
4th +2 Ability Score Improvement 2 2nd 1 2
5th +3 Breath Effect 2 3rd 2 3
6th +3 Aspirant Feature 2 3rd 2 3
7th +3 2 4th 2 4
8th +3 Ability Score Improvement 2 4th 3 4
9th +4 Aspirant Feature 2 5th 3 5
10th +4 Pact Tradition Feature 2 5th 3 5
11th +4 Archetype Aspect 3 5th 3 5
12th +4 Ability Score Improvement 3 5th 3 6
13th +5 Archetype Aspect 3 5th 3 6
14th +5 Pact Tradition Feature 3 5th 3 6
15th +5 Archetype Aspect 3 5th 3 7
16th +5 Ability Score Improvement 3 5th 3 7
17th +6 Archetype Aspect 4 5th 4 7
18th +6 Pact Tradition Feature 4 5th 4 8
19th +6 Ability Score Improvement 4 5th 4 8
20th +6 Draconic Apotheosis 4 5th 4 8


Breath Effects

Minimum Level Breath Effect Shape(s) Benefit
2nd Acid Breath Line Inflict Acid damage.
2nd Frost Breath Line or cone Inflict Cold damage vs. Constitution save.
2nd Lightning Breath Line only Inflict Lightning damage.
5th Poison Breath Cone Inflict Poison damage vs. Constitution save, and creatures who fail their save are Poisoned for 5 rounds.
5th Slow Gas Cone Save vs. Constitution or take no reactions and only a single action (or bonus action) each turn for 5 rounds.
5th Weakness Gas Cone Save vs. Strength or suffer disadvantage on Strength-based attacks, Strength checks, and Strength saving throws for 5 rounds.
11th Cloud Breath Special When you use a breath weapon that can be used as a cone, you can instead use it as a 20 ft. sphere centered on yourself.
11th Counterbreath Special As a Reaction, use one of your damaging breath weapon for half damage; you and allies within the area of the breath weapon take half damage from one acid, cold, fire, lightning, or poison effect.
11th Repulsion Cone Save vs. Strength or get pushed 30 feet away.
11th Sleep Gas Cone Save vs. Constitution or fall Unconscious for 1 minute.
17th Enduring Breath Special Creatures that fail a save vs. damaging breath weapon suffer the effect of that breath weapon on the next turn.
17th Paralysis Gas Cone Save vs. Constitution or be Paralyzed for 1 minute.




Draconic Invocations

Adamant Scales
Your skin is covered in tough draconic scales. You can add your Constitution modifier to your AC instead of your Dexterity.

At 8th level, you can add your Constitution modifier +1 to your AC instead of your Dexterity.

At 16th level, you can add your Constitution modifier +2 to your AC instead of your Dexterity.


Deafening Roar
You learn the spell Thunderwave, which is favored by bronze and white dragons.

Immediately after you use your breath weapon, you can spend a Bonus action to cause one creature which failed its saving throw against your breath weapon to become deafened. The target may make a Constitution saving throw at the end of each turn to end the deafness.


Draconic Knowledge
You learn two languages of your choice.

You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

You always correctly identify the tracks, markings, and spoor of any creature of the Dragon type. You always correctly identify dragons you can see, no matter how they may be disguised.


Entangling Exhalation
You learn the spell Entangle, which is favored by black and green dragons.

Immediately after you use your breath weapon, you can spend a Bonus action to cause one creature which failed its saving throw against your breath weapon to become restrained by the lingering elemental energy. The target may make a Strength saving throw each round to break free, or until it has spent three turns restrained, at which point the elemental energy dissipates.


Magic Insight
You can cast the spell Detect Magic without using a spell slot or expending any components.

If you are permitted to freely touch, smell, and taste an object for 1 minute, you can cast Identify on that object without spending a spell slot or expending any components. You can't use this ability again until you've completed a long rest or a short rest (due to the lingering flavors).

You always know when you're touching a magic item.


Wyrmtongue
You learn the spells Comprehend Languages and Charm Person, which are favored by brass and green dragons.

Choose two of the following skills: Deception, Intimidation, Insight, or Persuasion. You gain proficiency in those skills.


Aquatic Adaptation (level 5+)
You can breathe underwater.

You learn the spells Water Breathing, which is favored by black and gold dragons, and the spell Create or Destroy Water, which is favored by blue dragons.

You can choose to exhale a blast of steam instead of fire, in the same area that you could exhale fire. The steam deals fire damage to creatures, but does not set unattended objects on fire, and you can use your steam breath underwater without penalty.


Blinding Blast (level 5+)
You learn the spells Blinding Smite and Daylight, which are favored by silver and gold dragons.

Immediately after use your breath weapon to deal fire, lighting, or radiant damage, you can use a bonus action to cause one creature which failed it saving throw against your breath weapon to become blinded. The target may make a Constitution saving throw at the end of each turn to end the blindness.


Boreal Rover (level 5+)
Ice and snow are not difficult terrain for you. (Terrain that would be difficult without ice or snow remains difficult.)

Fog, sleet, and snow do not obscure your sight.

You learn the spells Fog Cloud and Sleet Storm, which are favored by silver and white dragons.


Desert Dweller (level 5+)
You learn the spells Gust of Wind and Create Food and Water, which are favored by blue and brass dragons.

On the turn when your breath weapon recharges, you can use your action to cast the spell Dust Devil without using a spell slot.


Draconic Aura of Vigor (level 5+)
You learn the spells Bless and Aura of Vitality, which are favored by gold and red dragons.

When you complete a short rest, you and all allies you can see whose current hit points are less than half maximum hit points are healed. This healing is enough to improve the target's current hit points to exactly half maximum.


Draconic Emissary (level 5+)
You learn the spells Disguise Self and Tongues, which are favored by copper and gold dragons.

On the turn when your breath weapon recharges, you can use your action to cast the spell Command without using a spell slot. (If you don't know the spell Command, then this free casting is as though you used a 1st level spell slot. If you do know the spell Command, then this free casting is as though you used your highest level spell slot.)


Draconic Toughness (level 5+)
Whenever you gain temporary hit points, add half your level (rounded down) to the temporary hit points gained.

You can spend an action to grant yourself temporary hit points equal to your Constitution modifier.


Frightful Presence (level 5+)
You learn the spells Fear and Phantasmal Force, which are favored by red and blue dragons.

Immediately after you use your breath weapon, you can spend a Bonus action to cause one creature which failed its saving throw against your breath weapon to become Frightened of you until the end of your next turn.


Shadow Adaptation (level 5+)
You learn the spells Darkness and Silence, which are favored by black and shadow dragons.

You gain Darkvision 60 ft., and your Darkvision penetrates magical darkness.

You gain resistance to necrotic damage.


Voracious Dispelling (level 5+)
You learn the spells Counterpsell and Dispel Magic, which are favored by wise old dragons.

When your breath weapon deals damage to a creature which is under the effect of a spell that could be dispelled, that creature suffers extra damage equal to your Charisma bonus, and the DM tells you that the target has a dispellable spell on it.

Immediately after you use your breath weapon, you can spend a Bonus action to attempt to dispel one spell from a creature that failed its saving throw against your breath weapon, or from an ally in the area of your breath effect. Roll an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.


Wyrm Visions (level 5+)
You learn the spells Major Image and See Invisibility, which are favored by copper and red dragons.

Immediately after you use your breath weapon, you can spend a Bonus action to negate concealment of one creature which failed its saving throw against your breath weapon. That creature can't hide or become Invisible until the end of your next turn.


Energy Adaptation (level 9+)
You can use your action to give yourself resistance to one elemental damage type for 24 hours, or until you use this ability again to choose a different damage type. You may choose to gain resistance to acid, cold, fire, lightning, or poison damage.

You can spend a Pact Magic spell slot to switch to a different damage type as a reaction.


Mountain Roots (level 9+)
You learn the spells Stone Shape and Transmute Rock, which are favored by red and silver dragons.

You are sure-footed. You have advantage on any save or check to avoid falling prone or otherwise falling.


Tempest Borne (level 9+)
You learn the spells Control Water and Wind Wall, which are favored by silver and bronze dragons.

Your skill checks don't suffer disadvantage and your movement isn't impeded due to high winds or heavy precipitation.


Verdant Serpent (level 9+)
You learn the spells Insect Plague and Spike Growth, which are favored by black and green dragons.

You can't be Poisoned.


Energy Immunity (level 18)
You can use your action to give yourself immunity to one elemental damage type for 24 hours, or until you use this ability again to choose a different damage type. You may choose to gain immunity to acid, cold, fire, lightning, or poison damage.

You can spend a Pact Magic spell slot to switch to a different damage type as a reaction.


Lord of the Sky (level 18)
The flight speed provided by your Dragon Wings is your current speed plus 30 feet.




15
General D&D Discussion / [Archive] Hexhammer Gish
« on: September 18, 2015, 07:22:06 AM »
Copying over from the WotC forums in anticipation of their imminent demise.

- - -

Hi guys. Here's something I thought I'd share: a nice use for a multi-class feat and some good Paragon Path synergy. It uses a Dwarf Warlock to quickly make a passable melee 2nd at Heroic tier, and at Paragon level able to hold his own against a Fighter in melee without sacrificing much as a Warlock.

Update:
- StarKiller_'s Hexforged -- a solid Warforged variant that kicks much posterior.
- The integral components: Build Skeleton.
- Hexhealer variant by MwaO.
- Accounted for July's rules update; added equipment section.

- - -


Original Build (through Paragon tier):

Stumpy MacHexhammer -- Dwarf Warlock (infernal pact)
Str: 16
Con: 18 (16 +2)
Dex: 10
Int: 12
Wis: 14 (12 +2)
Cha: 8

Level 1:
At-Will: Infernal pact = Eldritch Blast + Hellish Rebuke. No choices there.
Encounter: Vampiric Embrace is nice. It's a Will attack, and gives us 5+Int temporary HP.
Daily: Armor of Agathys. 10+Int temporary HP, and for the rest of the encounter, all enemies who start adjacent to us take 1d6+Con cold damage (or 2d6+Con with curse).
Feat: Chainmail Proficiency, so we can survive enemies starting adjacent to us.

Level 2:
Feat: Toughness, so we're slightly less squishy.
Utility power: Ethereal Stride. We're still kinda squishy.

Level 3:
Encounter: Fiery Bolt. It's a nice, fast way to clear minions away from a primary target, so you can curse the BBEG quickly.

Level 4: Con +1, Str +1
Feat: Dwarven Weapon Training (+2 damage with your warhammer). We could have taken this at 2nd level, but I'm a chicken.

Level 5:
Daily: Hunger of Hadar. "Sustain minor" is unappealing, but we are pretty sturdy by now, and not afraid of a charge attack, nor of being mobbed by minions (thanks to Armor of Agathys) -- thus, we can afford to regularly spend our Move action on a Curse.

Level 6:
Feat: Fighter multi-class feat (which is mostly useless in itself). We'll take the one-handed attack version, since we'll want our other hand free for an implement.
Utility power: Shroud of Black Steel seems most fitting. Gish buff! (However, note that Fey Switch is downright dirty if you've got your Armor of Agathys active, and your ally was surrounded by minions. Consider Fey Switch if you have a squishy Rogue who tends to get into trouble.)

Level 7:
Encounter: Howl of Doom! Our first Close power. Yay! This power is sweet if used in conjunction with a Wizard-made "zone of nastiness", and unlike the Wizard, you're tough enough to deliver it in person.

Level 8: +1 Str (-> 18), +1 Con (-> 20)
Free feat. Don't pay much attention to it, we're retraining this one at 11th level.

Level 9:
Daily: Summons of Khirad. I'd previously been in favor of the Iron Spike of Dis, because it deals half damage on a miss (and half + curse is still decent), but the ability to move a foe adjacent to you while you have your Armor of Agathys up is juicy. Unlike most Warlocks, you often enjoy standing toe-to-toe with a foe, so the opportunity to smack someone with your hammer is appealing too.

Level 10:
Feat: Wintertouched.
Utility power: Shielding Shades or Warlock's Leap. Both are good.
Retrain: Fiery Bolt (attack 3) -> Frigid Darkness (attack 3)

Level 11:
Feat: Hammer Rhythm (deal Con damage on a miss).
Enter Iron Vanguard paragon path (heal Con damage when we drop a foe; interrupt to spend an Action Point to act if we are dropped to zero).
Paragon Encounter: Frontline Surge. Str vs. AC, 2[w]+Str, and push the bugger one square, and we can Shift into into his old square, and if we do then our allies can shift as well.
Retrain: our 8th level Heroic feat into Lasting Frost*.
Equipment: You must now buy a Frost Warhammer. You should already own a Rod of Corruption.

Level 12:
Feat: Dwarven Durability (+2 healing surges; surges give you +5 healing).
Utility: Inexorable Shift. We can shift into any adjacent square, and if there was a critter there, we get to push him (no attack or save).
Retrain: Dwarven Weapon Training -> Scale Armor Proficency**.

*) Previously I'd had Twofold Curse as our 11th level feat, and it remains excellent, but the idea of Armor of Agythis + Summons of Khirad + a Frost Warhammer... makes me feel warm inside. In place of Twofold Curse, you should own and be familiar with the use of a Rod of Corruption, my favorite Rod in the whole game. NOTE: Armor of Agythis isn't an attack, so it can't impose cold vulnerability. However, it can sure as Hell be used to exploit cold vulnerability.

**) I'm counting on our +2d6 Curse to make up the damage, though the Frost trick won't hurt either. We'll probably take Weapon Focus (hammers) near Epic, just to be sure.

At 11th level, our basic attack deals Con damage on a miss, which is equivalent to a Fighter at-will (since our Con is higher than our Str). We have one (or two with power swap) Str vs. AC encounter powers that deal multiple Warhammer dice. We have one Close encounter power for crowd control, and of course we have many Warlock ranged attacks.

With our Curse, we deal 1d10+2d6+Str on a melee hit, and on a miss we still deal Con damage. We can benefit from items like Bracers of Mighty Striking, since we're mostly going to be making melee basic attacks.

Moreover, whenever we drop a foe, we get 5 hit points healed, and if that foe was cursed, we also get 11 temporary hit points. With Twofold Curse and Howl of Doom, we could drop two enemies in one round easy for 10 hit points and 11 temporary. That's staying power. Basically, if there are minions around, we can harvest them and heal up.

There's even more Con synergy between Iron Vanguard and Infernal Warlock. The 16th level ability ("Deal Con damage when you push a foe or knock a foe prone") is gold alongside the Iron Vanguard's regular powers (all of which push), and it makes Bull Rush a useful tactic against high-AC, low-Fortitude foes (though there are fewer of those than you'd expect). Con damage on a push makes Howl of Doom competitive with high-level powers, making me want to keep it alongside Spiteful Darts at high level.

Anyway, we're now getting to the point where we have to replace old stuff to get new stuff.

- - -

Level 12 Snapshot
Str: 19 (16 +3 level)
Con: 21 (16 +2 racial +3 level)
Dex: 11 (10 +1 level)
Int: 13 (12 +1 level)
Wis: 15 (12 +2 racial +1 level)
Cha: 9 (8 +1 level)

HP: 103 (12 +21 Con +60 level +10 feat); Bloodied 51; Surge 30 hp (25 +5 Con); Surges/Day: 13 (6 +5 Con +2 feat), plus one from Armor

Defenses:
- AC 26 (10 +6 level +10 armor)
- Fort 24 (10 +6 level +5 Con +3 item)
- Reflex 21 (10 +6 level +1 Int +3 item +1 class)
- Will 22 (10 +6 level +2 Wis +3 item +1 class)

Feats: Chainmail, Toughness, Dwarven Weapon Training -> Scale Armor, Fighter multi-class feat, Wintertouched, (whatever) -> Lasting Frost, Hammer Rhythm, Dwarven Durability


Magic Items:
- Frost Hammer +2 (8th level)
- Amulet of Protection +3 (11th level)
- Dwarven Scale Armor +3 (12th level)
- Rod of Corruption +3 (13th level)

Attacks: +2d6 Curse damage
Basic:
Frost Warhammer +14 vs. AC (6 level +4 Str +2 prof +2 weapon), hit 1d10 +6; miss 5 damage
Eldritch Blast +14 vs. Reflex (6 level +5 Con +3 impl), hit 1d10 +8

At-Will:

Hellish Rebuke: +14 vs. Reflex, damage 1d6 +8 fire

Encounter:
L1 - Vampiric Embrace: +14 vs. Will, hit 2d8 +8 necrotic
L3 - Frigid Darkness: +14 vs. Fort, hit 2d8 +8 cold +combat advantage
L7 - Howl of Doom: +14 vs. Fort, hit 2d6 +8 thunder +push 2 squares
Paragon - Frontline Surge: +14 vs. AC, hit 2d10 +6 +push +shift (+allies shift)

Daily:
L1 - Armor of Agathys (special), damage 1d4+5
L5 - Hunger of Hadar: 1-burst Zone, hit 2d10 necrotic and LoS; sustain attack +14 vs. Fort, damage 1d6 +8 necrotic
L9 - Summons of Khirad: +14 vs. Will, hit 2d10 +8 psychic and teleport; sustain minor teleport

Utility Powers:
L2 - Ethereal Stride (encounter)
L6 - Shroud of Black Steel (daily)
L10 - Shielding Shades (daily)
Paragon - Inexorable Shift (encounter)

- - -


Level 13:
Encounter: Vampiric Embrace -> Coldfire Vortex (yay cold synergy)

Level 14: +1 Str (-> 20), +1 Con (-> 22)
Feat: Plate Armor Proficiency

Level 15:
Daily: Hunger of Hadar -> Tendrils of Thuban (cold synergy, Zone immobilizes)

Level 16:
Paragon: Push or trip a foe = deal Con damage (6 points).
Feat: Plate Armor Specialization
Utility: Cloak of Shadow or Infuriating Elusiveness. Either way, nice mobility.

Level 17:
Frigid Darkness -> Warlock's Bargain. At last, a way to spend our copious temporary HP! Sadly, we won't be keeping this power for long.

Level 18: +1 Str (-> 21), +1 Con (-> 23)
Feat: Encounter Power Swap (Warlock's Bargain -> Vorpal Tornado). Now let me explain the awesome that is Vorpal Tornado. You get a Str vs. AC against all foes in a Close burst 1, and your hit deals 1[w]+Str +push +knockdown. Iron Vanguard deals Con damage on a push or a knockdown. So really, you're dealing 1[w] +Curse +Str +2Con, and your foes are prone and 1 square away from you. Together with Howl of Doom, we have two area Encounter powers that push. We can lay down a lot of damage when we're surrounded.

Level 19:
Daily: Armor of Agathys -> Minions of Mlbolge. Anyone who enters a square adjacent to you is pushed 3 squares and takes 2d10 fire damage, +implement bonus (keyword), +Con bonus (Trample the Fallen). That's a minimum of 2d10 +10. You don't even have to sustain it! You just need to keep replenishing your reservoir of temporary hit points.

Level 20:
Feat: Twofold Curse
Paragon Daily: Indomitable Strength. Str vs. AC, 4[w] +Str damage +push +knockdown +dazed, AND you get to spend a healing surge.

- - -

Equipment
Necessary:
  • Rod of Corruption. This is my favorite magic item for a Warlock who plans to use his Pact Boon frequently.
  • Armor: Duh. Get good armor. Preferably Dwarf armor, since extra Free action healing is tanky.
  • Bracers of Mighty Striking: You're only going to be making melee basic attacks, so the extra damage is tasty.
  • Weapon: Less important than your Armor & Rod. Can be up to 5 levels below you without impacting your awesomeness too much. Luckily Frost weapons are relatively cheap. (Compared to Flaming, for example -- why do they hate Tieflings? Oh well, not your problem.) If you are not taking the Lasting Frost route, look into a Relentless weapon (Dragon 365, Bazaar column) once you hit 16th level, and you'll probably have the most brutal critical hits possible before Vorpal at level 30.
Nice to Have:
  • Winged Boots: If you're 15th level or higher, it's hard to find a better pair of boots, particularly since falling damage got so nasty.
  • Cloak of Survival: Dwarves don't worry much about poison damage, so survival is superior to health IMHO.
  • Belt of Vigor: You have a lot of healing surges. This is a good item for you.
  • Rod of the Dragon's Heart: (Dragon 365, Bazaar column) Juicy, but highly situational. Since it's an Immediate power, you can't trigger it yourself, and it requires that your foes be clumped up. When it works, it can heal you a chunk of damage, but don't expect it to be useful every day.
  • Flask of the Dragon's Breath: (Dragon 365, Bazaar column) Hey look, a cheap area attack. It appears the attack is either a Minor or a free action, but this may just be poor writing.
- - -

For Epic Destiny, I'm thinking Eternal Seeker, so we can get a couple more Str vs. AC powers. There's nothing bad about Demigod, though.

What are your thoughts? I'm sure there's still room for improvement!

Thanks, -- N

16
Homebrew and House Rules (D&D) / [5e] Nifft's Chameleon Base class
« on: August 24, 2015, 04:16:00 PM »
5e Chameleon

"Someone called for a cleric? Oh, you needed a fighter instead? I'm sorry -- I meant to say that the cleric is on his way. I'm the fighter." -- Jonata Quimbel

Sometimes it's good to be a fighter, able to wield any weapon. Other times, you'd be better off as a rogue, with stealth and the ability to backstab foes. And sometimes, nothing but spells will do the trick. When these situations collide and you need one answer, you need a chameleon.

Chameleons are dilettantes in every class and masters of none. They know enough of each class's skills and abilities to mimic that class effectively. You can masquerade as a fighter, a rogue, or even a wizard or a cleric. Part of it is power, of course — you learn to harness your own natural energy, shaping it into whichever class you require that day. But the rest is pure attitude — you are a talented performer, and when you walk into a room with a holy symbol around your neck, people believe you have true faith.


Image Source

Class Features
As a Chameleon, you gain the following class features.

Hit Points
Hit Dice: 1d8 per chameleon level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per chameleon level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Choose one from Disguise Kit, Forgery Kit, Gaming Set (one type), or Musical Instrument (one type).

Saving Throws: Charisma
Skills: Choose one from Acrobatics, Insight, Investigation, Performance, Persuasion, or Sleight of Hand.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
* (a) a light crossbow and 20 bolts or (b) any simple weapon
* (a) a component pouch or (b) an arcane focus
* (a) thieves' tools, (b) a disguise kit, or (c) an herbalism kit
* (a) a burglar’s pack or (b) a dungeoneer’s pack
* Leather armor and any simple weapon



Level Proficiency Bonus Features Persona Points 1st 2nd 3rd 4th 5th
1st +2 Persona Points, Split Personas 3
2nd +2 Persona features 4 2
3rd +2 Diverging Paths 4 3
4th +2 Persona Ability Score Improvement 4 3
5th +3 Persona Features 5 4 2
6th +3 Path Feature 5 4 2
7th +3 Compartmentalization 5 4 3
8th +3 Flexible Feat 5 4 3
9th +4 Persona Features 6 4 3 2
10th +4 Path Feature 6 4 3 2
11th +4 Dual Focus 6 4 3 3
12th +4 Persona Ability Score Improvement 6 4 3 3
13th +5 Dual Focus 7 4 3 3 1
14th +5 Path Feature 7 4 3 3 1
15th +5 Dual Focus 7 4 3 3 2
16th +5 Ability Score Improvement 7 4 3 3 2
17th +6 Dual Focus 8 4 3 3 2 1
18th +6 Path Feature 8 4 3 3 2 1
19th +6 Persona Ability Score Improvement 8 4 3 3 2 2
20th +6 Persona Mastery 8 4 3 3 2 2




Persona Points
You gain a number of persona points, as indicated on the table. You use these points to power some of your abilities. These points refresh when you complete a short rest or a long rest.

You can spend one persona point gain proficiency with any one skill or tool for one hour.


Split Personas
You partition your mind and your magical ability into four distinct personas. Each persona has a different set of abilities, which you can only use while that persona has focus. At the end of a short rest or a long rest, you can choose to allocate focus to one of your personas, and you gain the abilities associated with that persona.

You can shift focus from your current persona to another persona by meditating for 5 minutes, or you can spend one persona point and use a bonus action to shift your focus into a different persona.

Create one persona character sheet for each of the following archetypes:
- Arcane
- Combat
- Divine
- Stealth


Persona Features
Each of your personas gains a different benefit. You only have access to that benefit while the appropriate persona has focus.


Diverging Paths
At third level, you specialize as a particular type of generalist. Choose one of the following Chameleon Paths:
- Hybrid Tactician: With great flexibility comes even greater power.
- Infiltrator: You are the right tool for a nasty kind of work.
- Seeker: The truth is seldom skin-deep, but you'll find it.


Persona Ability Score Improvement
Unlike a regular Ability Score Improvement, your Persona Ability Score Improvement only applies to a persona that has focus, and each persona gains a boost to a different ability score.
- Arcane: Intelligence
- Combat: Strength
- Divine: Wisdom
- Stealth: Dexterity
You gain +2 to the indicated score at 4th level, and again at levels 12 and 19 (to a total of +6). As usual, these boosts can't take your ability score above 20. If an improvement would do that, you may choose to allocate the leftover points to a different ability score of your choice.

Unlike a regular Ability Score Improvement, you can't trade a Persona Ability Score Improvement for a feat.


Compartmentalization
At level 7, your personas take on a life of their own. Invent up to three facts about each persona. While you are in a persona, all magical effects will reveal that those invented facts are true. You can change these facts whenever you complete a long rest.

Furthermore, if you are subject to a mental effect which you dislike, you can use a bonus action and spend two persona points to shift your focus to a new persona and force the mental effect to affect only the persona which you just un-focused, instead of you. The affected persona becomes unavailable to you until you complete a short rest or a long rest.


Flexible Feat
When you complete a long rest, you gain the benefit of one feat for which you qualify. This feat is yours until you finish a long rest, at which point you may choose a different feat or the same feat again.


Dual Focus
You create a new composite persona which combines the benefits of two of your original four personas (Arcane, Combat, Divine, or Stealth). Name this new persona.

Composite personas have no benefits of their own, merely access to the benefits of their constituent personas, except as follows:

Compartmentalization applies to composite personas. Each composite persona has its own three facts which detect as true (not six facts). These facts can be the same as or different from either constituent personas' facts.

You may create another composite persona at level 13, 15, and 17. Each composite persona must use a unique pair of constituent personas.



Persona Mastery
When you roll initiative, you may change your focus to a different persona without spending a persona point.




Arcane Persona

While this persona has focus, you gain proficiency on Intelligence (Arcana) checks and Intelligence saving throws.
At level 5, you gain training in a new Intelligence or Wisdom skill.
At level 9, you gain training in a new Intelligence or Wisdom skill.

You gain a spell book which you can use to record Wizard spells you find along your journeys, just like a Wizard, paying the GP cost for transcription as usual. Spells learned through this persona use Intelligence for their casting stat. While you have the spell book, you can cast spells from it as Rituals.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

At level 1, you learn three Cantrips from the Wizard list.

At level 2, you may add two 1st level spells from the Bard, Sorcerer, Warlock or Wizard list to your spell book. Every time you gain a new level of Chameleon, you add one more spell of a level you can cast from the Bard, Sorcerer, Warlock or Wizard list. The spells you learn in this way are always cast as Arcane Persona spells, using your Intelligence as your casting stat.

You prepare the list of spells that are available for you to cast. To do so, choose a number of spells from your spell book equal to your Chameleon level. The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Arcane Persona spells requires time spent studying your spell book and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Choose which spells you have readied even if you are not focused on this persona after your long rest.

At level 5, you learn a new Cantrip from the Wizard list, and you may choose two of these Wizard school features:
- Minor Alchemy
- Sculpt Spells
- Hypnotic Gaze
- Minor Conjuration
You can use either of your chosen features by spending a persona point and taking the required action, if any, using your Chameleon level in place of the ability's Wizard level.

At level 9, you learn a new Cantrip from the Wizard list, and choose one of the following abilities:
- Arcane Recovery: When you begin a short rest, you may cash in any unspent persona points to regain expended spell slots. Each recovered spell slot costs one persona point per spell slot level. You can cash in a total number of persona points up to half your Chameleon level — after that, you must complete a long rest before you can cash in any more.
- Arcane Metamagic: You can spend persona points to emulate a Sorcerer's metamagic. You can spend one persona point to Empower a spell (allowing you to re-roll a number of damage dice equal to your Charisma bonus), one point to make a spell Subtle (to cast it without any somatic or verbal components), or two points to Quicken a spell (and cast a spell which normally costs 1 action to cast as a bonus action instead).


Combat Persona

While this persona has focus, you gain proficiency on Strength (Athletics) checks and Strength saving throws.

At level 1, you gain proficiency with all martial weapons, with medium and heavy armor, and with shields.

At level 2, you gain one Fighting Style from the Fighter list.

At level 5, you can attack twice, instead of once, whenever you take the Attack action on your turn.

At level 9, you gain another Fighting Style from the Fighter list, and when you roll an 18 or 19 on a weapon attack roll, you can spend a persona point to make that attack a critical hit instead of a normal hit.



Divine Persona

While this persona has focus, you gain proficiency on Wisdom (Medicine) checks and Wisdom saving throws.
At level 5, you gain training in a new Intelligence or Wisdom skill.

At level 1, you learn two Cantrips from the Cleric or Druid lists.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

At level 2, when you finish a long rest, you can choose a number of spells from the Cleric list or Druid list equal to your Chameleon level plus your Charisma bonus. Choose which spells you have prepared even if you are not focused on this persona after your long rest. Spells gained through this persona use Wisdom for their casting stat.

At level 5, you learn a new Cantrip from the Cleric or Druid list, and you may choose two of these class features:
- Channel Divinity: Turn Undead
- Channel Divinity: Preserve Life
- Channel Divinity: Charm Animals and Plants
- Channel Divinity: Destructive Wrath
- Channel Divinity: Invoke Duplicity
You can use either of your chosen features by spending a persona point and taking the required action, if any, using your Chameleon level in place of the ability's Cleric level (or in addition to your Cleric level, if you have one). You can't use this ability again until you've completed a short rest or a long rest.

At level 9, you learn a new Cantrip from the Cleric or Druid list, and choose one of the following abilities:
- Wild Shape: You can spend persona points to emulate the Druid class feature of the same name, with the following limits:
  • 1 point — CR 1/4 — no flying or swimming speed — (Example: Wolf)
  • 2 points — CR 1/2 — no flying speed — (Example: Crocodile)
  • 4 points — CR 1 — (Example: Giant Eagle)
- Divine Smite: When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
- Expanded Spell Access: When you prepare Divine Persona spells, you may choose spells from the Cleric, Druid, Paladin and Ranger lists instead of only the Cleric and Druid lists.


Stealth Persona

While this persona has focus, you gain proficiency on Dexterity (Stealth) checks, Wisdom (Perception) checks, and Dexterity saving throws.
At level 5, you gain training in a new Dexterity or Charisma skill.
At level 9, you gain training in a new Dexterity or Charisma skill.

At level 1, you gain Sneak Attack +1d6. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

At level 2, you can spend a persona point to double your proficiency bonus on a Dexterity or Charisma skill check in which you already have proficiency, or on a check using thieves' tools.

At level 5, you deal +2d6 sneak attack damage, and you can spend a persona point to take a bonus action. This action can be used only to take the Dash, Disengage, or Hide action.

At level 9, you deal +3d6 sneak attack damage, and you may choose one of the following:
- Evasion: You can spend a persona point and use your reaction to dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Shadow Step: When you are in dim light or darkness, you can spend a persona point and use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.




Chameleon Paths

Hybrid Tactician
Every specialist has a weakness. Your ability to become any of them means you can more easily see these weaknesses, and compensate for them — or exploit them.

Level 3: Hybrid Training: You gain proficiency with medium armor and shields. Any time you make a skill check to which your proficiency bonus does not apply, add half your proficiency bonus anyway.

Level 6: Hybrid Vigor: You gain proficiency on Constitution saving throws. Also, when you spend a persona point to focus on a different persona as a bonus action, you regain hit points equal to your Charisma bonus + your Chameleon level, and you regain one expended spell slot of any level. You can't use this feature again until you've completed a short rest or a long rest.

Level 10: Ability Score Improvement

Level 14: Choose one of the following benefits:
- Spellblade: You have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast an Arcane Persona or Divine Persona spell, you can make one weapon attack as a bonus action.
- Runehammer: You have woven brutality into your spells, and magic into your weapon use. You can add your Strength bonus to the damage of any spell with a melee spell attack. You can add your Dexterity bonus to the damage of any spell with a ranged spell attack. Your weapon attacks deal +1d4 force damage.
- Magical Ambush: If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Level 18: If you have one or zero persona points when you roll initiative, you instead have two persona points.


Infiltrator
The easiest way to get inside a fortress protected by thick walls is to walk through the front door wearing a friendly face. If they don't trust outsiders, you'll just become an insider.

Level 3: Mental Infiltration: You can spend a persona point to read a creature's thoughts. You can then use your access to the creature's mind to command it. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.

If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.
During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

Level 6: Body Double: You gain the ability to unerringly mimic another person's speech, writing, and behavior. You must either spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms, or you must read the person's thoughts for a full minute (forgoing your option to implant a suggestion).

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Level 10: Real-Time Reading: While you are reading a creature's mind, you have advantage on all checks and attacks against that creature, and the creature has disadvantage on all checks and attacks made against you.

Level 14: Shapechanger: You can cast alter self at-will without using a spell slot or any components.

Level 18: You can cast glibness without spending a spell slot. You can't use this ability again until you complete a short rest or a long rest.


Seeker
The truth of the world may be hidden, but hidden things are your area of expertise. You can and will find any answers that you seek.

Level 3: You can cast detect magic at will without spending a spell slot or using any components. Also, you can telepathically communicate with any creature you can see within 30 feet, if that creature knows at least one language.

Level 6: Aura Vision: You can cast detect good and evil at will without spending a spell slot or using any components. Also, you always know when someone is lying to you.

Level 10: You are immune to being charmed. You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Level 14:
- Blindsense: If you are able to hear, you are aware of the location of any hidden or invisible creature within 30 feet of you.
- Uncanny Awareness: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
- Third Eye: You gain the benefits of the 10th level Wizard(Diviner) class feature of the same name. Activating this feature costs one persona point.

Level 18: You can cast one of the following spells without spending a spell slot or any components: legend lore, scrying, true seeing, or contact other plane. Once you've used this feature, you can't use it again until you've completed a short rest or a long rest.

17
Homebrew and House Rules (D&D) / [5e] Nifft's Binder
« on: August 15, 2015, 05:44:30 AM »
Nifft's Binder

Class Features
As a Binder, you gain the following class features.

Hit Points
Hit Dice: 1d8 per binder level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per binder level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None

Saving Throws: Constitution
Skills: Choose any two from Arcana, Deception, History, Intimidation, Insight, Investigation, Nature, Persuasion, and Religion

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
* (a) a light crossbow and 20 bolts or (b) any simple weapon
* (a) a component pouch or (b) an arcane focus
* (a) a scholar's pack or (b) a dungeoneer's pack
* Leather armor, any simple weapon, and two daggers


Cantrips and Spells Known
The Binder base class does not provide any spells or cantrips directly. Instead, you gain access to cantrips and spells when you bind one or more vestiges, or when you gain a feature from a subclass. Spells provided by vestiges are considered known to you for as long as the vestige is bound.

When you finish a long rest, you can bind as many of your known vestiges as you have Vestige Slots. You can't bind the same vestige in two different slots, but you can leave a slot open if you wish.

When you finish a short rest, you can expel one of your current vestiges and bind another in its place.

If you leave a vestige slot unbound, you can take five minutes to bind any unbound vestige you know.

Spell Slots
The Binder table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your known spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have three 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spellcasting Ability
Constitution is your spellcasting ability for your binder pact spells, since you channel your spells through your own body and soul. You use your Constitution whenever a spell refers to your spellcasting ability.

In addition, you use your Constitution modifier when setting the saving throw DC for a binder pact spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier


Arcane Archetype
Anima Magus - You are an academic type, delving deep into the secrets offered by vestiges.
Blood Bound - Your connection to the arcane realms is etched into your body.
Knight of the Sacred Seal - You are a puissant warrior-mage.


Expert Negotiator
Choose two of the following skills: Deception, Intimidation, Insight, or Persuasion.
- If you are not proficient in the skill, you gain proficiency.
- If you are proficient in the skill, your proficiency bonus is doubled for checks made with the skill.


Pact Tradition
Goetic - Your research expands your access to powers low and high: you may bind certain fiends and celestials.
Hermetic - The arcane vestiges you bind have taught you many arcane secrets, some of which you remember even when the vestiges leave.
Primal - Your research into the ancient magic of soul-binding gives you insight into the natural order, and you learn to bind certain natural entities to your will.


Pact Mastery
You can use your action to expel one of your bound vestiges and bind any other unbound vestige that you know. You can't expel a suppressed vestige. You can't use this ability again until you have completed a short rest or a long rest.
If you have no remaining spell slots when you roll initiative, then you immediately recover one expended spell slot.



Level Proficiency Bonus Features Spell Slots Spell Level Vestige Slots Vestiges Known
1st +2 Arcane Archetype, Pact Magic 1 1st 1 2
2nd +2 Expert Negotiator 2 1st 1 3
3rd +2 Pact Tradition 2 2nd 1 3
4th +2 Ability Score Improvement 2 2nd 1 3
5th +3 Extra Attack 2 3rd 2 4
6th +3 Pact Tradition Feature 2 3rd 2 4
7th +3 2 4th 2 4
8th +3 Ability Score Improvement 2 4th 2 5
9th +4 2 5th 2 5
10th +4 Pact Tradition Feature 2 5th 2 5
11th +4 Archetype Aspect 3 5th 3 6
12th +4 Ability Score Improvement 3 5th 3 6
13th +5 Archetype Aspect 3 5th 3 6
14th +5 Pact Tradition Feature 3 5th 3 7
15th +5 Archetype Aspect 3 5th 3 7
16th +5 Ability Score Improvement 3 5th 3 7
17th +6 Archetype Aspect 4 5th 4 8
18th +6 Pact Tradition Feature 4 5th 4 8
19th +6 Ability Score Improvement 4 5th 4 8
20th +6 Pact Master 4 5th 4 8

Important Note
This is currently only mechanics. There is flavor for each Vestige, but typing them out is a lot of work, and right now I'm mostly interested in getting feedback on mechanics only.

Thanks!

Arcane Archetypes

Anima Magus
1 - You gain proficiency on Intelligence saving throws.
1 - You learn two Cantrips from the Wizard's list, which you cast as Binder spells.
1 - Book of Seals: You store your known pact seals in a tome, not unlike a Wizard's spell book.
1 - Ritualist: You can inscribe magical rituals in your Book of Seals. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Seals in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast any binder spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Book of Seals. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your binder level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

11 - Exploit Vestige: As a bonus action, you can suppress all benefits of one of your bound vestiges in order to regain all your expended spell slots. You lose all benefits of the suppressed vestige, but it still occupies a vestige slot until you take a short rest or a long rest. You can't use this ability again until you have completed a long rest.
11 - Unlock the ultimate power of one Vestige you know.

13 - Unlock the ultimate power of one Vestige you know.
15 - Unlock the ultimate power of one Vestige you know.
17 - Unlock the ultimate power of one Vestige you know.


Blood Bound
1 - You gain proficiency on Charisma saving throws.
1 - Scar Seal Soul Shield: You store your known pact seals as scars carved into your body. Whenever you use a spell slot to cast a spell provided by a bound vestige, that vestige's scar-seal pulses, and you gain temporary hit points equal to your Binder level plus your Constitution modifier.

1 - Bloodcasting: If your current hit points are above half of your maximum hit points, you can use a bonus action to reduce your current hit points to half your maximum hit points, and recover one of your expended Binder spell slots. You can't use this ability again until you've completed a short rest or a long rest.

11 - Blood Fury: You may add your Constitution modifier to the damage of any Binder cantrip you cast.
13 - When you use your Bloodcasting ability, you regain two expended spell slots instead of one.
15 - Armor of Scars: You gain a +1 bonus to armor class.
17 - Unlock the ultimate power of one Vestige you know.


Knight of the Sacred Seal
1 - You gain proficiency on Strength saving throws.
1 - You gain proficiency with medium armor, shields, and martial weapons. You etch your known pact seals into your arms and armor, stitch them into your garments and tabard — perhaps visibly, perhaps in places only you can find.
11 - Unlock the ultimate power of one Vestige you know.
13 - Your weapons attacks deal +1d4 extra Force damage.
15 - Clear Mind: You can't be frightened. Additionally, your weapon attacks score a critical hit on a roll of 19 or 20.
17 - Magic Resistance: You have advantage on saving throws against spells and other magical effects.


Pact Traditions

Tradition Spells:
Cantrips and spells learned through a Tradition are always considered prepared, and you cast these spells as Binder spells, just like any spells provided by a Vestige.


Goetic Tradition
3 - Spirits of Light and Dark: You learn one language from the following list: Celestial, Infernal, or Abyssal. You immediately learn one Celestial or Fiendish spirit. This spirit does not count against your limit of known vestiges. From now on, whenever you can learn a new vestige, you may choose instead to learn a new Celestial or Fiendish spirit. You can bind spirits that you know as though they were vestiges, and all of your class abilities which reference vestiges also apply to spirits.

6 - You learn the spell Magic Circle. You may either learn one new Celestial or Fiendish spirit, or gain an additional spell slot.

10 - You learn the spell Planar Binding. You have advantage on all Charisma checks targeting Celestials or Fiends.

14 - Outsider Wings: You gain the ability to sprout a pair of feathery or bat-like wings from your back, like those of a celestial or fiend, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

18 - Unlock the ultimate power of one spirit you know, or learn one Celestial or Fiendish spirit.


Hermetic Tradition
3 - Learn one Cantrip and two spells of a level you can cast from the Wizard spell list.

6 - You gain an additional spell slot, and learn one more spell from the Wizard spell list of any level you can cast.

10 - You learn two more spells from the Wizard spell list of any level you can cast.

14 - You learn one spell from any spell list of any level you can cast.

18 - You gain an additional spell slot, and all of your spell slots are 6th level instead of 5th level. You learn one spell from any spell list of any level you can cast.



Primal Tradition
3 - Primal Spirits: You can speak, read, and write Sylvan and Primordial. You immediately learn one Elemental or Fey spirit. This spirit does not count against your limit of known vestiges. From now on, whenever you can learn a new vestige, you may choose instead to learn a new Elemental or Fey spirit. You can bind spirits that you know as though they were vestiges, and all of your class abilities which reference vestiges also apply to spirits.

6 - You learn one cantrip from the Bard or Druid lists. Whenever you make a Charisma check when interacting with Fey or Elementals, your proficiency bonus is doubled if it applies to the check.

10 - You learn the spells Conjure Woodland Beings and Conjure Minor Elementals.

14 - Primal Attendant: When you complete a short rest or a long rest, you can summon an Elemental or Fey of CR 1/2 or lower to serve you. You may attempt to lure a specific type of creature, but the DM decides what actually shows up based on the local environment. The attendant obeys your commands until you complete your next rest, or until you dismiss it, or until it is slain (its body disappears, including everything it's carrying).

18 - Unlock the ultimate power of one spirit you know, or learn one Elemental or Fey spirit.







Vestiges

Note: When you gain "vestigial knowledge", that usually means you gain Proficiency in a skill. If you already had Proficiency in that skill, you instead gain Advantage on that skill's checks.


Andromalius
Inherent:
- You gain Sneak Attack +1d6, as the Rogue class feature.
- You gain vestigial knowledge on Wisdom (Insight) checks.
- Cantrip: Mage Hand
- Spell: Tasha's Hideous Laughter
Advanced:
* Binder level 3: Spells: Locate Object, See Invisibility
* Binder level 5: Your Sneak Attack improves to +2d6.
* Binder level 7: You always know when a creature is lying to you. You automatically notice when a creature makes an opposed Dexterity (Sleight of Hand) check against you.
* Binder level 9: Your Sneak Attack improves to +3d6.
Ultimate:
+ Your Sneak Attack improves to +5d6, and you always see invisible creatures and objects as if they were visible.


Buer
Inherent:
- You gain vestigial knowledge on Intelligence (Nature), Wisdom (Medicine), and Wisdom (Survival) checks, including checks to track a creature.
- Spell: Healing Word
- Fast Recovery: If you have less than half of your maximum hit points when you roll initiative, increase your hit points to half of your maximum.
Advanced:
* Binder level 3: Spell: Hunter's Mark.
* Binder level 5: You and all allies within 30 ft. have advantage on saves against poison and disease. When you bind Buer during a short rest, you or any of your allies who are below half maximum hit points are healed to half maximum hit points. This healing occurs before you or your ally spend any hit dice.
* Binder level 7: Spell: Aura of Purity
* Binder level 9: Spell: Mass Cure Wounds
Ultimate:
+ Fast Healing: At the start of your turn, if you have at least 1 hit point, you are healed for 5 hit points.


Dantalion
Inherent:
- You gain advantage on all Intelligence skill checks, and proficiency on Intelligence saving throws.
- Spells: Comprehend Languages, Sanctuary
- Cantrip: Guidance
Advanced:
* Binder level 3: Spells: Detect Thoughts, Misty Step
* Binder level 5: Spells: Sending, Tongues
* Binder level 7: Spells: Compulsion, Locate Creature
* Binder level 9: Spells: Modify Memory, Legend Lore
Ultimate:
+ You can cast any one of Dantalion's spells (as a 5th level spell) as a bonus action without spending a spell slot or any components. You can't use this ability again until you complete a short rest or a long rest.


Dhalver-Nar
Inherent:
- You gain proficiency on Wisdom saving throws.
- You gain resistance to bludgeoning damage.
- Spell: Dissonant Whispers
Advanced:
* Binder level 3: Spell: Blindness / Deafness
* Binder level 5: Spell: Fear
* Binder level 7: You gain immunity to madness, insanity, and confusion effects.
* Binder level 9: Baleful Sympathy: As an action, you can spend a spell slot to designate one opponent you can see within 120 ft. as your sympathetic shield. If the target makes an Intelligence save, then the ability fails, and you can't target that creature with Baleful Sympathy until you've completed a long rest. If the target fails the save, then you take only half damage from all effects that deal hit point damage, and the target suffers the rest. This effect ends immediately if the target has no hit points or moves beyond range (120 ft.), or if you use Baleful Sympathy to designate a different target.
Ultimate:
+ You can activate Baleful Sympathy without spending a spell slot.


Eligor
Inherent:
- You gain vestigial knowledge on Wisdom (Animal Handling) checks. You gain advantage on any check made to ride or control a mount.
- You gain proficiency with medium and heavy armor, and on Strength saving throws.
- Spell: Chromatic Orb
Advanced:
* Binder level 3: Spells: Branding Smite, Find Steed (note that the steed leaves when you unbind Eligor)
* Binder level 5: Spell: Elemental Weapon
* Binder level 7: Spell: Dimension Door
* Binder level 9: Spell: Dispel Good and Evil
Ultimate:
+ You gain a +1 bonus to your armor class.


Halphax
Inherent:
- You gain vestigial knowledge on Intelligence (Investigation) and Intelligence (History) checks.
- Cantrip: Mending
- Spells: Sanctuary, Unseen Servant
Advanced:
* Binder level 3: Spells: Find Traps, Warding Bond
* Binder level 5: Spells: Leomund's Tiny Hut, Wind Wall
* Binder level 7: Spells: Stoneskin, Wall of Fire
* Binder level 9: Spells: Wall of Force, Wall of Stone
Ultimate:
+ You know Wall of Ice or Wall of Thorns. You can cast one of these spells without using a spell slot or any components. You can't use this ability until you've completed a short rest or a long rest.


Haures
Inherent:
- Inaccessible Mind: You can't be charmed, and you have resistance to Psychic damage.
- Cantrip: Minor Illusion
- Spell: Sleep
Advanced:
* Binder level 3: Spell: Phantasmal Force; additionally, when you move, you become partially ethereal. You ignore difficult terrain, you can move through opponents as though they were difficult terrain, and attacks against you during your movement have disadvantage.
* Binder level 5: Spell: Major Image
* Binder level 7: Spell: Phantasmal Killer
* Binder level 9: Spell: Mislead; additionally, your thoughts can't be read.
Ultimate:
+ Inaccessible Mind: You gain the benefit of Mind Blank, which can't be dispelled.


Karsus
Inherent:
- You gain proficiency on Charisma saving throws.
- You can cast Detect Magic at will without using a spell slot or any components.
- Spells: Identify, False Life
Advanced:
* Binder level 3: Spell: Silence
* Binder level 5: Spells: Counterspell, Dispel Magic
* Binder level 7: Heavy Magic: When you cast a spell from a magic item, increase the spell's save DC by +2.
* Binder level 9: Karsus's Will: If you are attuned to a magic item which can cast a spell, you can cast that spell using one of your spell slots, so long as the spell is 5th level or below. Spells cast in this way benefit from Heavy Magic, and may also gain some benefit from being cast using a 5th level spell slot.
Ultimate:
+ You can attune two additional magic items.


Focalor
Inherent:
- You can breathe underwater.
- You gain proficiency on Dexterity saving throws.
- Spell: Thunderwave
- Cantrip: Ray of Frost
Advanced:
* Binder level 3: Aura of Sadness: Adjacent enemies can't use the Disengage action.
* Binder level 5: Spell: Call Lightning
* Binder level 7: Spell: Control Water
* Binder level 9: Aura of Sadness: Adjacent enemies also suffer disadvantage on attacks and skill checks.
Ultimate:
+ Aura of Sadness: Adjacent enemies also suffer disadvantage on all saving throws.


Marchosias
Inherent:
- You gain vestigial knowledge on Dexterity (Stealth) checks.
- You gain proficiency with poisoner's kits.
- Cantrip: Poison Spray
- Spell: Hellish Rebuke
Advanced:
* Binder level 3: Spell: Invisibility
* Binder level 5: Spell: Gaseous Form
* Binder level 7: When an enemy fails its saving throw against your Poison Spray cantrip, it is poisoned until the end of your next turn.
* Binder level 9: You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Ultimate:
+ You can cast Gaseous Form at-will as a 5th level spell without expending a spell slot or any components.


Naberius
Inherent:
- You gain vestigial knowledge on Charisma (Persuasion) checks.
- You gain proficiency with disguise kits.
- Spell: Disguise Self
- Cantrip: Vicious Mockery
Advanced:
* Binder level 3: Spell: Command
* Binder level 5: You gain vestigial knowledge on Charisma (Deception) checks.
* Binder level 7: Spell: Suggestion
* Binder level 9: You can cast the spell Disguise Self at-will as a 5th level spell without using a spell slot or any components.
Ultimate:
+ You can cast Suggestion at-will as a 5th level spell without using a spell slot or any components, but only against targets who are not already under one of your Suggestions. If a target saves against your Suggestion, you must pay a spell slot to make another attempt, or you must complete a long rest before you can try again without spending a spell slot.


Otiax
Inherent:
- Air Claws: You can use the air around yourself to make melee attacks up to 10 ft. away. You can use these air claws to make attacks of opportunity. Your air claws deal 2d6 damage.
- You gain proficiency with thieve's tools.
- Cantrip: Thaumaturgy
- Spells: Fog Cloud, Jump
Advanced:
* Binder level 3: Spells: Gust of Wind, Knock
* Binder level 5: Misty Shield: You can use your reaction to impose disadvantage on any melee attack that occurs within 10 ft. of you.
* Binder level 7: Spells: Freedom of Movement, Dimension Door
* Binder level 9: Spell: Passwall; Also, your air claws deal 2d10 damage.
Ultimate:
+ You know the spells Teleport and Plane Shift. You can wrap the warped winds of Otiax around yourself and cast one of these spells without using a spell slot or any components. You can't use this ability again until you've completed a short rest or a long rest.


Orthos
Inherent:
- Cantrip: Message
- Displacement: Your image is displaced, and attack rolls against you have Disadvantage until you are hit by an attack, which ends your displacement. You can use an action to regain displacement.
- Whirlwind Breath: You can expend a spell slot to exhale a 30 foot cone of cutting wind. Each creature in the cone suffers 2d6/slot level magical slashing damage, or half on a successful Dexterity save. Additionally, each creature must make a Strength saving throw, or be pushed back 10 feet per spell slot level.
Advanced:
* Binder level 3: Spell: Gust of Wind
* Binder level 5: Spell: Wind Wall
* Binder level 7: Spell: Greater Invisibility
* Binder level 9: You can regain displacement as a bonus action. Your Whirlwind Breath cone is 60 feet long.
Ultimate:
+ You gain Blindsight out to 30 feet, you automatically regain displacement at the start of your turn without using an action, and your Whirlwind Breath deals 2d10/spell slot level magical slashing damage.


Ronove
Inherent:
- Iron Fists: You gain proficiency on unarmed attacks, and your unarmed attacks deal 1d4 damage. You may use either your Strength or Dexterity for attack and damage.
- You gain vestigial knowledge on Dexterity (Acrobatics) checks.
- Spells: Feather Fall, Longstrider
Advanced:
* Binder level 3: Spells: See Invisibility, Spider Climb
* Binder level 5: Deflect Missile: You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your binder level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free.
* Binder level 7: Spell: Dimension Door
* Binder level 9: Your unarmed attacks deal 1d6 damage, and your unarmed strikes count as a magical weapon.
Ultimate:
+ Your unarmed attacks deal 1d8 damage, and you can use your bonus action to make two extra unarmed attacks.


Savnok
Inherent:
- You gain proficiency with medium and heavy armor.
- Call Armor: You can use your action to summon a suit of half-plate or plate armor which appears on your body. The armor accommodates any anatomical oddities you may possess. If you become unconscious or use a bonus action to dismiss the armor, it disappears. If you try to take off the armor, it likewise disappears. If the armor is destroyed, all its pieces disappear. You can summon a new suit as an action.
- Spell: Shield
Advanced:
* Binder level 3: Spell: Misty Step
* Binder level 5: Spell: Beacon of Hope
* Binder level 7: Move Ally: You can use your reaction or a bonus action to switch places with an ally you can see within 30 feet. This is a teleportation effect. You can't use this ability again until you hit an enemy in melee or roll initiative.
* Binder level 9: Spell: Circle of Power
Ultimate:
+ Fortification: While wearing your Called Armor, any critical hit against you becomes a normal hit.


Shax
Inherent:
- You gain resistance to lightning damage.
- Cantrip: Shocking Grasp
- Spell: Create or Destroy Water
Advanced:
* Binder level 3: You gain a swim speed equal to your base speed. You have proficiency and advantage on Athletics checks made to Swim. Also, when you hit with Shocking Grasp, you deal an additional +1d6 thunder damage.
* Binder level 5: Spell: Protection from Energy
* Binder level 7: Spell: Freedom of Movement
* Binder level 9: You gain resistance to thunder damage. Also, when you hit with Shocking Grasp, you deal an additional +1d6 thunder damage (for a total of +2d6 thunder damage).
Ultimate:
+ You gain immunity to lightning and thunder damage. All of your weapon attacks deal either +1d8 lighting damage or +1d8 thunder damage, as you choose when you attack.


Zagan
Inherent:
- You gain vestigial knowledge on Strength (Athletics) checks.
- Keen Senses: You can identify creatures by scent like a hound, and you have advantage on any Wisdom (Perception) checks which rely on hearing or smell.
- Snake Bane: You have advantage on all attack rolls targeting reptilian foes, including snakes, dragons, and yuan-ti.
- Spell: Animal Friendship
Advanced:
* Binder level 3: Spell: Enlarge/Reduce
* Binder level 5: Spell: Fear
* Binder level 7: Spell: Compulsion
* Binder level 9: Snake Bane: When you hit a reptilian foe with a melee weapon attack, you deal +1d6 damage.
Ultimate:
+ You can expend a spell slot to Wild Shape into a tiny viper, a medium giant poisonous snake, a huge constrictor snake, or a large yuan-ti abomination. In the yuan-ti abomination form you cast spells. In all other ways, this functions as the Druid class feature.
+ Snake Bane: When you hit a reptilian foe with a melee weapon attack, you deal another +1d6 damage (total +2d6).





Bright Spirits

Note: If you bind a Fiend, you cannot bind a Celestial, and vice-versa.


Amon, the Horned Void [Fiend]
Inherent:
- You gain resistance to fire damage.
- You gain darkvision 60 ft.
- You can use your action to grow horns. The horns last while Amon is bound, or until you use an action to dismiss them. You can use your horns as a melee weapon which deals 1d10 piercing damage.
- Spell: Hellish Rebuke
Advanced:
* Binder level 3: Spit Fire: You can exhale a 30 foot line of fire which deals 4d6 fire damage (Dexterity save for half). You can't use this ability again until you either hit a foe with your horns in melee, or roll initiative.
* Binder level 5: Spells: Fly, Tongues
* Binder level 7: Your Spit Fire deals 6d6 fire damage in a 60 foot line, and your melee attacks deal double damage to objects or structures.
* Binder level 9: Goring Charge: On your turn, if you move at least 15 feet in a straight line before making a melee attack, your first attack this turn with your horns deals double damage.
Ultimate:
+ Your horns deal 2d10 damage. Your Spit Fire deals 8d6 in a 60 foot line, and you can expend a spell slot when you use Spit Fire to increase the damage to 12d6 fire in a 120 foot line.


Ashardalon, Pyre of the Unborn [Fiend]
Inherent:
- You gain vestigial knowledge on Intelligence (History) checks.
- You gain resistance to fire damage.
- Ashardalon's Vigor: When you drop a foe with a melee attack, you gain a temporary spell slot at your highest spell slot level which you can only use to cast False Life. This temporary spell slot lasts until the end of your next turn.
- Spell: False Life, Identify
Advanced:
* Binder level 3: Spells: Enhance Ability, Locate Object
* Binder level 5: Ashardalon's Presence: When you strike a foe with a melee attack, you can use a bonus action to make the target frightened (Charisma save negates).
* Binder level 7: When you strike a foe who is frightened with a melee weapon attack, you deal +1d8 fire damage.
* Binder level 9: Hoard Gullet: You gain access to a specialized bag of holding which is connected to your mouth. This extra dimensional space is roughly 2 feet in diameter and 4 feet deep, and can accommodate items which you can fit through your mouth. Your gullet can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. If you suppress or expel Ashardalon, you immediately vomit forth your gullet's contents into your space.
Ultimate:
+ When you cast False Life, you gain double the usual temporary hit points. When you strike a foe who is frightened with a melee weapon attack, you deal +1d8 necrotic damage.


Astaroth, the Unjustly Fallen [Celestial]
Inherent:
- You gain vestigial knowledge on Charisma (Persuasion) and Charisma (Deception) checks.
- Spells: Bane, Detect Poison and Disease
- Cantrips: Guidance, Mending
Advanced:
* Binder level 3: Spell: Suggestion
* Binder level 5: Spell: Stinking Cloud
* Binder level 7: Spell: Fabricate
* Binder level 9: Spell: Creation
Ultimate:
+ Unwholesome Stench: When you strike a foe in melee, you can use a bonus action to force that foe to make a Constitution save or be nauseated until the end of its next turn. When a foe strikes you in melee, you can use your reaction to force that foe to make a Constitution save or be nauseated until the end of its next turn. This ability has no effect on foes who are immune to poison.



Balam, the Bitter Angel [Celestial]
Inherent:
- You gain vestigial knowledge on Intelligence (Religion) checks.
- Icy Glare: You can use a bonus action to force one creature within 30 feet who can see you to make a Charisma save or suffer 2d6 cold damage.
- Spell: Guiding Bolt
Advanced:
* Binder level 3: Spell: Moonbeam
* Binder level 5: Spell: Crusader's Mantle
* Binder level 7: Spell: Ice Storm
* Binder level 9: Your Icy Glare damage increases to 3d6.
Ultimate:
+ Your Icy Glare damage increases to 4d6, and the effect targets all enemies within 60 feet who can see you.


Bel, Door of the Pit [Fiend]
Inherent:
- You gain vestigial knowledge on Charisma (Intimidate) checks.
- Spells: Detect Magic, Heroism
- Cantrip: Thorn Whip
Advanced:
* Binder level 3: Your Thorn Whip deals an additional +1d6 fire damage.
* Binder level 5: Spells: Fear, Fireball
* Binder level 7: Spells: Fire Shield, Wall of Fire
* Binder level 9: Spell: Hold Monster; Also, when you cast Thorn Whip, you can make a single melee weapon attack as a bonus action.
Ultimate:
+ You gain the effect of True Seeing, which can't be dispelled. Your Thorn Whip deals an additional +1d6 fire damage (total +2d6).


Geryon, the Twice-Betrayed [Fiend]
Inherent:
- Devil Sight: You can see perfectly well in normal or magical darkness.
- All-Around Vision: You gain vestigial knowledge on Wisdom (Perception) checks, but you suffer disadvantage against saving throws vs. gaze effects.
- Cantrip: Acid Splash
- Spell: Ray of Sickness
Advanced:
* Binder level 3: Spells: Darkness, Ray of Enfeeblement
* Binder level 5: Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
* Binder level 7: Spells: Blight, Ice Storm
* Binder level 9: Swift Flight: Immediately after you spend a spell slot to cast a spell, you can use a bonus action to fly 60 ft.
Ultimate:
+ Geryon's Gaze: You can use a bonus action to inflict 4d6 acid damage on every opponent within 30 ft. who can see you.



Primus, the One and the Prime [Celestial]
Inherent:
- You gain vestigial knowledge on Strength (Athletics) checks.
- Cantrips: Chill Touch, Sacred Flame
- Spells: Color Spray, Command
Advanced:
* Binder level 3: Blind Justice: If a creature succeeds on a saving throw against a spell you cast, that creature can't see or hear you for 1d4 turns.
* Binder level 5: Primus's Order: When you bind Primus, roll a d20 and record the result. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this roll. You must choose to do so before the roll. Each roll can be used only once. If unused, a roll goes away when you begin a short rest or a long rest.
* Binder level 7: Spells: Compulsion, Otiluke's Resilient Sphere
* Binder level 9: Spells: Banishing Smite, Destructive Wave
Ultimate:
+ You gain the effect of True Seeing, which can't be dispelled. You can read and write any language.



Prospero, the Eldest Imp [Fiend]
Let your indulgence set me free.
Inherent:
- You gain proficiency on Dexterity saving throws.
- You gain resistance to poison damage and you can't be poisoned.
- Spells: Bane, Detect Magic
Advanced:
* Binder level 3: Spells: Alter Self, Invisibility
* Binder level 5: When you hit with a melee attack on your turn, you can use a bonus action to poison your target. The target must make a Constitution saving throw. If the target fails the save, it takes 3d6 poison damage and is poisoned until the end of your next turn. If it succeeds, it takes half damage and is not poisoned.
* Binder level 7: Spell: Polymorph
* Binder level 9: Spell: Cloudkill
Ultimate:
+ You gain immunity to poison damage. You can cast Alter Self or Invisibility at-will without spending a spell slot or using any components.



Quezel-Couatl, the Argent Flame [Celestial]
Inherent:
- You are immune to scrying and to any effect that would sense your emotions, read your thoughts, or detect your location.
- Cantrip: Sacred Flame
- Spells: Bless, Detect Good and Evil
Advanced:
* Binder level 3: Spells: Detect Thoughts, Lesser Restoration
* Binder level 5: Spells: Fly, Mass Healing Word
* Binder level 7: You gain resistance to radiant and psychic damage.
* Binder level 9: Spells: Greater Restoration, Scrying
Ultimate:
+ Argent Phoenix: You can use your reaction to discorporate in a burst of brilliant flame. All enemies within 30 feet of you must make a Dexterity saving throw. The enemies suffer 5d10 fire damage and 5d10 radiant damage on a failed save, or half as much damage on a successful one. You appear at the beginning of your next turn anywhere within 30 feet of your previous location. If you use this ability in reaction to an attack, the attack misses you. You can't use this ability again until you've taken a short rest or a long rest.



Tenebrous, the Shadow Tyrant [Fiend]
Inherent:
- You gain vestigial knowledge on Dexterity (Stealth) checks.
- You gain darkvision 120 feet, and magical darkness does not impede your darkvision.
- Cantrip: Chill Touch
- Spells: Bane, Dissonant Whispers
Advanced:
* Binder level 3: Spells: Darkness, Ray of Enfeeblement
* Binder level 5: Spells: Animate Dead, Speak with Dead
* Binder level 7: Flicker: You can use your reaction to teleport yourself up to 60 feet into an area of dim light or darkness. If you use this ability in reaction to an attack, the attack misses you. You can't use this ability again until you've taken a short rest or a long rest.
* Binder level 9: You gain immunity to necrotic damage.
Ultimate:
+ When you are in dim light or darkness, you can take the Hide action as a bonus action.
+ You can momentarily switch places with your own shadow. As a bonus action, you can end the Grappled, Prone, or Restrained condition on yourself.



Green Spirits


Aym, the Avaricious Azer [Elemental, Fire]
Inherent:
- You gain proficiency on Strength saving throws.
- You gain vestigial knowledge on Strength (Athletics) checks.
- Beard and Crown of Fire: As a bonus action, you can ring your face with flame. These flames don't harm you or your equipment. The flames provide illumination like a torch, and make stealth impossible. Any foe who strikes you in melee suffers 5 (1d10) fire damage as your beard lashes out in retaliation.
- Spell: Burning Hands
Advanced:
* Binder level 3: Spells: Flame Blade, Flaming Sphere
* Binder level 5: You gain resistance to fire damage.
* Binder level 7: While your Beard and Crown of Fire is active, all of your melee attacks deal +1d4 fire damage.
* Binder level 9: Spells: Conjure Elemental, Flame Strike
Ultimate:
+ You gain immunity to fire damage. While your Beard and Crown of Fire is active, foes who strike you in melee suffer 15 (3d10) fire damage.



Agates, the Truth Betrayed [Elemental, Earth, Air]
Inherent:
- You cannot be frightened.
- Earthshaking Strike: If you move at least 10 feet before hitting an opponent, or if you score a critical melee weapon hit, then your opponent and all other foes within 10 feet of you who aren't flying must make a Strength saving throw or be knocked prone.
- Spell: Thunderwave
Advanced:
* Binder level 3: Spells: Gust of Wind, Shatter
* Binder level 5: Spells: Fly, Tongues
* Binder level 7: Spells: Conjure Minor Elementals, Stone Shape
* Binder level 9: Spells: Conjure Elemental, Wall of Stone
Ultimate:
+ Earth and Air Mastery: If you are touching the ground, all flying creatures suffer disadvantage when attacking you. If you are flying, all land-bound creatures suffer disadvantage when attacking you.



Chupoclops, the Phase Weaver [Fey]
Inherent:
- When you hit with a melee attack, you can use a bonus action to inflict the poisoned or frightened condition on the target until the end of your next turn. The target can make an Intelligence saving throw to avoid the condition.
- Spell: Jump
Advanced:
* Binder level 3: Spells: Misty Step, Web
* Binder level 5: Spells: Blink, Fear
* Binder level 7: Aura of Dread: Whenever a frightened enemy starts its turn within 10 feet of you, that enemy takes 1d10 psychic damage.
* Binder level 9: Soulsense: You notice and locate living creatures within 10 feet of you, as though through Blindsight. You also sense each living creature's type and whether its current hit points are more or less than yours.
Ultimate:
+ You can see into the Ethereal Plane within 60 feet of you. Also, you can cast Blink at-will, without spending a spell slot or using any components. While you are under the effect of Blink, you can use a bonus action at the beginning of your turn to decide if you are corporeal or incorporeal, instead of rolling.



Desharis, the Sewer Spriggan [Fey]
Inherent:
- You gain vestigial knowledge on Intelligence (Investigation) checks. You can add your proficiency bonus on Charisma checks to fit into a crowd, discover key topics of conversation, and anything relating to gossip or rumors.
- Enemy of the Wild: Once per turn when you make a weapon attack on your turn against an animal, elemental, fey, or plant, you may add a +2 bonus to your attack or damage roll. You can decide to add the bonus after you know the result of the attack roll.
- Spells: Charm Person, Grease
Advanced:
* Binder level 3: Spells: Calm Emotions, Enlarge/Reduce
* Binder level 5: Spells: Tongues
* Binder level 7: Infinite Doors: You gain the ability to step from one exterior doorway into another. When you are in or adjacent to an exterior doorway, as a bonus action you can teleport up to 100 feet to an unoccupied space you can see that is also in or adjacent to an exterior doorway. You then have advantage on the first melee attack you make before the end of the turn.
* Binder level 9: Spell: Animate Objects
Ultimate:
+ The once-per-turn bonus provided by Enemy of the Wild increases to +4.
+ The distance you can travel with Infinite Doors increases to 500 feet, and you don't need to be able to see your destination, but if you can't your destination, it must be a place you have previously visited.
+ You can turn an exterior doorway into a one-way gate which connects to any other exterior doorway you know for one minute. You and your allies can use the one-way gate to travel. You can't use this ability again until you've taken a short rest or a long rest.



Helios, the Fallen Sun [Elemental, Fire]
Inherent:
- You gain resistance to radiant damage.
- Cantrip: Fire Bolt
- Spell: Searing Smite
Advanced:
* Binder level 3: Spell: Heat Metal
* Binder level 5: Your Fire Bolt cantrip inflicts an additional +1d8 radiant damage.
* Binder level 7: Spell: Fire Shield
* Binder level 9: Fire Echo: Whenever you hit an enemy with a melee weapon attack, a different enemy adjacent to you suffers fire damage equal to your Constitution bonus.
Ultimate:
+ Your Fire Bolt cantrip inflicts an additional +1d8 radiant damage (total +2d8). You gain immunity to radiant damage.



Leraje, Herald of the Wild [Fey]
Inherent:
- You gain proficiency on Dexterity saving throws.
- You gain low-light vision.
- You gain proficiency with longbows.
- Spell: Ensnaring Strike
Advanced:
* Binder level 3: Ricochet: When you hit with a ranged weapon attack using a longbow or shortbow, you can deal damage equal to your Dexterity modifier to one other enemy within 30 ft. of the original target.
* Binder level 5: Spells: Conjure Barrage, Lightning Arrow
* Binder level 7: Spells: Grasping Vine, Hallucinatory Terrain
* Binder level 9: Spells: Conjure Volley, Swift Quiver
Ultimate:
+ You gain a +2 bonus to damage rolls for ranged weapon attacks made with a longbow or shortbow, and a +2 bonus to Ricochet damage.



Melisseus, the Titan of Honey [Elemental, Plant]
Inherent:
- You gain vestigial knowledge on Charisma (Perform) checks, and you gain proficiency on any skill check to prepare food.
- Dance of the Bee: When you move on your turn, creatures making opportunity attacks against you have disadvantage.
- Spells: Cure Wounds, Purify Food and Drink
Advanced:
* Binder level 3: Spells: Enthrall, Lesser Restoration
* Binder level 5: Spells: Create Food and Water, Remove Curse
* Binder level 7: Honey Must Flow: You cannot be restrained or slowed by magic without your consent.
* Binder level 9: Spell: Insect Plague
Ultimate:
+ You can use your action to conjure a giant bee or a swarm of bees (as though you cast the Conjure Animals spell to conjure a swarm of wasps or a giant wasp, respectively) but you don't need to spend a spell slot or use any components. Just like the spell, if your concentration is broken, the swarm disperses.




18
Basic premise: an Anima Mage who can't buy spell scrolls, so his or her only spells are the ones s/he gets as class features, or (later) can extract from the various planar binding critters.

Assume:
- Optimal (cheesy) entry into Anima Mage:
  • L1 Sorc or Wiz 1 with Precocious Apprentice;
  • L2 one level of anything (probably Sorc or Wiz or Binder);
  • L3 Binder with Improved Binding;
  • and then Anima Mage entry at character level 4.
- Easy Bake ingredients are allowed, but Dragon Magazine is generally not allowed.
- All official Vestiges are allowed, including the (cheesy) online ones.
- Up to 2 Flaws.
- Elite array (15, 14, 13, 12, 10, 8).

Constraints:
- The focus is making a great Anima Mage.
- Being Pun-Pun at level 4 is not within the spirit of the exercise (even though it would be strictly stronger).
- Max out Anima Mage as fast as possible (which I think means level 13).
- When possible, optimization of spells and Vestige combos which support Vestige Influence is a nice bonus. For example, if you want to keep Naberius bound, then spells & feats & skills which make people want to listen to you are valid optimization.
- It's a modern world, so assume combat is rare but can be very dangerous.
- The character's short-term goal is to survive in an unfamiliar and (sometimes) dangerous world.
- The character's long-term goal is, of course, to take over the world.

Minor Optimization Axes:
- Wizard or Sorcerer?
- If Wizard, what kind of Elf (for Elf Generalist ACF), and which Wizard Domain?
- If Sorcerer, what race? (Dragonwrought Kobold is valid.)

Major Optimization Axis:
- Spell list.
- Which Vestiges would you bind for general daily activities at each level?
- The spells chosen ought to complement your general Vestiges.
- If setting-specific spells are allowed, which setting would be best?

Thanks!

- - -

Some initial thoughts:
- Due to the early Anima Mage entry, the usual Easy Bake feat (Collegiate Wizard) seems inappropriate.
- Assume protection from arrows works on modern firearms.
- Persistent Spell [Metamagic] is probably what gets used for Vestige Metamagic as often as possible. Picking which spells to Persist seems pretty important.
- Since the modern world is entirely human, it seems like being an Elf or Kobold might be more of a disadvantage than usual -- though in some big cities, people might believe you're cosplaying. The ability to disguise yourself will be relevant.

19
D&D 5e / Blindsight / Tremorsense in 5e
« on: July 09, 2015, 10:05:03 PM »
Quote from: Monster Manual
BLINDSIGHT

A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius.

Creatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons.

If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception.

This is a very general ability. It's used to represent a variety of monster senses, including echolocation and unnaturally accurate scent. Unfortunately, it's a bit over-general, and it's not clear how it actually works under a variety of conditions.

Similar abilities, for reference:

Quote from: Monster Manual
DARKVISION
A monster with darkvision can see in the dark within a specific radius. (...)

TREMORSENSE
A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius (...)

TRUESIGHT
A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures (...)

Darkvision is pretty clear. It allows you to see in the dark out to a certain range. You're limited to whatever information sight could provide. Darkvision works through a window or wall of force or even a mirror, allowing a spy to peek around a corner with a mirror just as she could under lighted conditions.

Truesight is similarly clear. It's a type of sight, and it penetrates a bunch of deceptive or inhibitory effects which target sight.

Blindsight, in spite of its name, does not provide sight. It allows a creature to perceive its surroundings without relying on sight.

What we MUST assume:
- Blindsight is precise enough to allow a monster to be effective in combat. The text doesn't actually say if Blindsight permits a creature to target enemies precisely, but it must mean that, or it would not be relevant for monsters.
- Blindsight is precise enough to allow a monster to navigate at its full speed.
- Blindsight is precise enough to allow a monster to cook, eat, mate, and maintain its weapons or gear.
- Blindsight seems to penetrate some substances, such as water, just as easily as it penetrates air. There are no special notes on
- Blindsight does not automatically counter Stealth. Doesn't say if it does or doesn't, but monsters with Blindsight do have Perception scores, so it's reasonable to assume they must roll Perception. This is a welcome change from how Blindsight worked in 3.x D&D.


Open questions: (This is basically the stuff that I'm interested in discussing in this thread.)
- Does Blindsight work like vision through transparent or invisible barriers? (Wall of Force, a glass window, etc.)
- How about thin, porous barriers? (A paper wall, a cloth tent, etc.)
- Can Blindsight see around corners? Not using a mirror, presumably, but instead using acoustic reverberations or scent or whatever.
- How about over walls or hedges? An open-top stone or hedge maze could be very challenging against the right opponent(s).


Other notes:
- Bats are explicitly using only echolocation.
- Darkmantles are explicitly using only echolocation.
- Grimlocks can use either hearing or scent as Blindsight vectors. Both are equally effective without the other.
- Other creatures, including Dragons and Half-Dragons, can use Blindsight with no particular vector.
- Firebeetles have Blindsight, which is weird, because their biology expends energy to create light.
- Crabs have Blindsight, which I did not expect. Now I kinda want a crab familiar.

20
Disciple of the Elements

When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.

You know the Elemental Attunement discipline and one other elemental discipline of your choice, which are detailed in the “Elemental Disciplines” section below. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.

Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.


Spellcasting

A Disciple of the Elements Monk is a spell caster, and can attune Elemental-themed spell casting items such as a Ring of Elemental Command, a Staff of Fire, or a Wand of Lightning Bolts. If an attuned magic item allows you to cast a spell which is on your list of elemental spells (below), you may spend ki points instead of item charges to cast that spell. This costs the same number of ki points as casting the spell normally would cost.

Calculate your spell DC as though you were a Cleric or Druid, using your Wisdom modifier and your Proficiency bonus.

   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.

   Spell attack modifier = your proficiency bonus + your Wisdom modifier.


Casting Elemental Spells

You can cast some elemental spells using ki points. Some disciplines will teach you a spell, but if you know any of the elemental spells through another class feature, you can cast them as well. When you cast a spell using ki points, you don't expend a spell slot, and you don't need to provide material components.

Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 2 ki points plus 1).

The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.

Spells and Ki Points
Spell NameLevelKi Point Cost
Burning Hands12
Thunderwave12
Gust of Wind12
Shatter23 (requires level 5)
Hold Person23 (requires level 5)
Fireball34 (requires level 9)
Lightning Bolt34 (requires level 9)
Fly (self only)34 (requires level 9)
Gaseous Form (self only)34 (requires level 9)
Stoneskin (self only)45 (requires level 13)
Wall of Fire45 (requires level 13)
Cone of Cold56 (requires level 17)
Wall of Stone56 (requires level 17)

Monk Levels Max Ki Spent per Spell
3rd—4th2 points (1st level spell slot)
5th—8th3 points (2nd level spell slot)
9th—12th 4 points (3rd level spell slot)
13th—16th5 points (4th level spell slot)
17th—20th 6 points (5th level spell slot)


Elemental Disciplines

Elemental Attunement (free)
You can use your action to briefly control elemental forces nearby, causing one of the following effects of your choice:
- Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
- Instantaneously light or snuff out a candle, a torch, or a small campfire.
- Chill or warm up to 1 pound of nonliving material for up to 1 hour.
- Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you desig­nate for 1 minute.


Elemental Spell Lore
Learn two spells from the list (above). You must be high enough level to cast these spells using ki points. You my choose this discipline multiple times, learning two different spells each time. If you replace this discipline, then you lose access to the two spells which it granted you, unless you know them through another source.


Fangs of the Fire Snake
When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn.
A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.


Fist of Unbroken Air
You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.


Shape the Flowing River
As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the ice to trap or injure a creature in the area.


Water Whip
You can spend 2 ki points as a bonus action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.

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