5e:Nightstalker/Bard: Difference between revisions
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{{5e Subclass Traits | {{5e Subclass Traits | ||
|name=Nightstalker | |name=College of the Nightstalker | ||
|sorttext=Nightstalker | |sorttext=Nightstalker College of | ||
|class=Bard | |class=Bard | ||
|classNS=s <!-- s=SRD5, p=pointer, u=user --> | |classNS=s <!-- s=SRD5, p=pointer, u=user --> | ||
|subclassType=Bard College | |subclassType=Bard College | ||
|summary=Vampire/Witch/Ghost Hunter | |summary=Vampire/Witch/Ghost Hunter | ||
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Your choice grants you features at 3rd level and again at 6th and 14th level. | |||
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|trait1name=Enmity | |trait1name=Enmity | ||
| | |trait1lvl=3rd | ||
|trait1desc=You have enmity with a certain {{SRD5|Monster Type|type}} of {{srd5lc|Creature}}. Choose one of the following types: {{srd5lc|Aberration}}s, {{srd5lc|Celestial}}s, {{srd5lc|Construct}}s, {{srd5lc|Dragon}}s, {{srd5lc|Fey}}, {{srd5lc|Fiend}}s, {{srd5lc|Shapechanger}}s, or {{srd5lc|Undead}}. These are creatures of enmity. | |||
You also learn to speak, read, and write one of the following languages: {{5elang|Abyssal}}, {{5elang|Celestial}}, {{5elang|Deep Speech}}, {{5elang|Draconic}}, {{5elang|Infernal}}, or {{5elang|Sylvan}}. | You also learn to speak, read, and write one of the following languages: {{5elang|Abyssal}}, {{5elang|Celestial}}, {{5elang|Deep Speech}}, {{5elang|Draconic}}, {{5elang|Infernal}}, or {{5elang|Sylvan}}. | ||
You may gain enmity with an additional type every | You may gain enmity with an additional type every 5th level hereafter (8th,13th, and 18th). You do not gain additional languages at these levels. | ||
|trait2name=Esoteric Knowledge | |trait2name=Esoteric Knowledge | ||
|trait2desc= | |trait2lvl=3rd | ||
|trait2desc=Your esoteric knowlege grants you {{srd5lc|Advantage}} on {{SRD5|Intelligence}} and {{SRD5|Wisdom}} {{srd5lc|Skill}} {{srd5lc|Check}}s that are related to creatures of {{iplink|Enmity|enmity}}. | |||
|trait3name= | |trait3name=Nightstalker Magic | ||
|trait3desc= | |trait3lvl=3rd | ||
|trait3desc=You learn an additional {{srd5lc|Spell}}s when you reach certain levels in this class, as shown in the Nightstalker Spells table. The spell counts as a board spell for you, but it doesn’t count against the number of bard spells you know.<br /> | |||
{{5e Subclass Spells Table | |||
|name=Nightstalker | |||
|class=Bard | |||
|spells1=Hunter's Mark, Protection from Evil and Good | |||
|spells3=Gentle Repose, Spiritual Weapon | |||
|spells5=Counterspell, Remove Curse | |||
|spells7=Banishment, Staggering Smite | |||
|spells9=Dispel Evil and Good, Holy Weapon | |||
}} | |||
|trait4name=Iron Resolve | |trait4name=Extra Attack | ||
| | |trait4lvl=6th | ||
|trait4desc=You can attack twice, instead of once, whenever you take the {{SRD5|Attack}} {{srd5lc|Action}} on your turn. | |||
|trait5name=Iron Resolve | |||
|trait5lvl=14th | |||
|trait5desc=You gain {{srd5lc|Proficiency}} is Wisdom {{srd5lc|Saving Throw}}. If you already have proficiency in this, you gain proficiency in either Intelligence or Charisma saving throws. | |||
| | |trait6name=Turn Creatures of Enmity | ||
| | |trait6lvl=14th | ||
|trait6desc=You gain the ability to turn creatures of enmity. As an {{srd5lc|Action}}, you present your {{srd5lc|Holy Symbol}} or item that is a bane to the creature (wolf's bane, cold iron, silver, etc.) and verbally censure the creature of enmity. Each creature of enmity that can see or hear you within 30 feet of you must make a Wisdom saving throw ({{SRD5|DC}} = 8 + your {{srd5lc|Proficiency Bonus}} + your Chrisma modifier). If the creature fails its saving throw, it is ''turned''. This lasts for 1 {{srd5lc|Minute}}, or until it takes any damage. | |||
A turned creature must spend its {{srd5lc|Turn}}s trying to {{srd5lc|Move}} as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take {{srd5lc|Reaction}}s. For its action, it can use only the {{srd5lc|Dash}} action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the {{srd5lc|Dodge}} action. | A turned creature must spend its {{srd5lc|Turn}}s trying to {{srd5lc|Move}} as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take {{srd5lc|Reaction}}s. For its action, it can use only the {{srd5lc|Dash}} action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the {{srd5lc|Dodge}} action. | ||
Once nightstalker uses this feature, he/she may not use it again until he/she finishes a short or long rest. | Once nightstalker uses this feature, he/she may not use it again until he/she finishes a short or long rest. | ||
|trait7name= | |trait7name= | ||
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|desc=Nightstalker {{srd5lc|Fighter}}s bring their martial prowess against creatures of the night. | |desc=Nightstalker {{srd5lc|Fighter}}s bring their martial prowess against creatures of the night. | ||
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Your choice grants you features at 3rd level and again at 6th and 14th level. | |||
--> | |||
{{5e Subclass Feature Table | {{5e Subclass Feature Table | ||
|name=Nightstalker <!-- name of subclass --> | |name=College of the Nightstalker <!-- name of subclass --> | ||
|class=Fighter <!-- name of the class --> | |class=Fighter <!-- name of the class --> | ||
|level3={{iplink|Enmity}}, {{iplink|Esoteric Knowledge}} | |level3={{iplink|Enmity}}, {{iplink|Esoteric Knowledge}}, {{iplink|Nightstalker Magic}} | ||
|level6={{iplink| | |level6={{iplink|Extra Attack}} | ||
|level14={{iplink|Iron Resolve}}, {{iplink|Turn Creatures of Enmity}} | |level14={{iplink|Iron Resolve}}, {{iplink|Turn Creatures of Enmity}} | ||
}} | }} |
Latest revision as of 19:12, 2 February 2021
College of the Nightstalker is a bard college of the Bard class.
College of the Nightstalker
Nightstalker fighters bring their martial prowess against creatures of the night. College of the Nightstalker Features
Fighter Level | Features |
---|---|
3rd | Enmity, Esoteric Knowledge, Nightstalker Magic |
6th | Extra Attack |
14th | Iron Resolve, Turn Creatures of Enmity |
Enmity
3rd level College of the Nightstalker feature.
You have enmity with a certain type of creature. Choose one of the following types: aberrations, celestials, constructs, dragons, fey, fiends, shapechangers, or undead. These are creatures of enmity.
You also learn to speak, read, and write one of the following languages:
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang, or
- redirect: Template:5xlang.
You may gain enmity with an additional type every 5th level hereafter (8th,13th, and 18th). You do not gain additional languages at these levels.
Esoteric Knowledge
3rd level College of the Nightstalker feature.
Your esoteric knowlege grants you advantage on Intelligence and Wisdom skill checks that are related to creatures of enmity.
Nightstalker Magic
3rd level College of the Nightstalker feature.
You learn an additional spells when you reach certain levels in this class, as shown in the Nightstalker Spells table. The spell counts as a board spell for you, but it doesn’t count against the number of bard spells you know.
Nightstalker Spells
Bard Level | Spells |
---|---|
1st | hunter's mark, protection from evil and good |
3rd | gentle repose, spiritual weapon |
5th | counterspell, remove curse |
7th | banishment, staggering smite |
9th | dispel evil and good, holy weapon |
Extra Attack
6th level College of the Nightstalker feature.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Iron Resolve
14th level College of the Nightstalker feature.
You gain proficiency is Wisdom saving throw. If you already have proficiency in this, you gain proficiency in either Intelligence or Charisma saving throws.
Turn Creatures of Enmity
14th level College of the Nightstalker feature.
You gain the ability to turn creatures of enmity. As an action, you present your holy symbol or item that is a bane to the creature (wolf's bane, cold iron, silver, etc.) and verbally censure the creature of enmity. Each creature of enmity that can see or hear you within 30 feet of you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Chrisma modifier). If the creature fails its saving throw, it is turned. This lasts for 1 minute, or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the dodge action.
Once nightstalker uses this feature, he/she may not use it again until he/she finishes a short or long rest.