5e:Nightstalker/Sorcerer: Difference between revisions

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|trait5name=Iron Resolve.
|trait5name=Iron Resolve.
|trait5desc=Beginning at 14th level, 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.
|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
|trait6name=Turn Creatures of Enmity
|trait6desc=Starting at 14th 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 {{SRD5|Charisma}} modifier). If the creature fails its saving throw, it is ''turned''. This lasts for 1 {{srd5lc|Minute}}, or until it takes any damage.  
|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 {{SRD5|Charisma}} 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.  
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|trait7name=Dangerous Knowledge
|trait7name=Dangerous Knowledge
|trait7desc=Starting at 18th level, your knowledge of your creatures of enmity increases the damage of your spells cast against them. When you {{SRD5|Damage Roll|roll damage}} for a spell you cast that would cause damage to a creature of enmity, reroll any 1s that you roll (only reroll a given die once).
|trait7lvl=18th
|trait7desc=Your knowledge of your creatures of enmity increases the damage of your spells cast against them. When you {{SRD5|Damage Roll|roll damage}} for a spell you cast that would cause damage to a creature of enmity, reroll any 1s that you roll (only reroll a given die once).


|desc=You draw power from a number of mystical sources, discovered by your order, that are designed to confront, nullify, or eliminate creatures of enmity. Often nightstalker sorcerers possess one or more of these magical sources, either having it on their person or hidden away in a safe location.<br />
|desc=You draw power from a number of mystical sources, discovered by your order, that are designed to confront, nullify, or eliminate creatures of enmity. Often nightstalker sorcerers possess one or more of these magical sources, either having it on their person or hidden away in a safe location.<br />

Revision as of 07:12, 22 January 2021

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User Creation
Source: Rlyehable
Date Created: 2020-12-05
Status: 1st draft


Nightstalker is a sorcerous origin of the
Identifier must not contain quote, dot or null characters
class.

Nightstalker

You draw power from a number of mystical sources, discovered by your order, that are designed to confront, nullify, or eliminate creatures of enmity. Often nightstalker sorcerers possess one or more of these magical sources, either having it on their person or hidden away in a safe location.
Nightstalker Features

Sorcerer Level Features  
1st Enmity, Esoteric Knowledge, Nightstalker Magic 
6th Resistance of Emnity 
14th Iron Resolve, Turn Creatures of Enmity 
18th Dangerous Knowledge

 

Enmity

1st level Nightstalker feature.
You have enmity with a certain type of creature. Choose one of the following types: aberrations, celestials, constructs, dragons, fey, fiend, shapechanger, or undead. These are creatures of enmity.

You also learn to speak, read, and write one of the following languages: Abyssal, Celestial, Deep Speech, Draconic, Infernal, or Sylvan.
You may gain enmity with an additional type every 3rd level hereafter (4th, 7th, 11th, 14th, and 17th). You do not gain an additional language at these levels from this feature. 

Esoteric Knowledge

1st level Nightstalker feature.
Your esoteric knowledge grants you advantage on Intelligence and Wisdom skill checks that are related to creatures of enmity

Nightstalker Magic

1st level 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 sorcerer spell for you, but it doesn’t count against the number of ranger spells you know.
Nightstalker Spells

Sorcerer Level Spells  
1st spell name [1], spell name [1] 
3rd spell name [1] 
5th spell name [1] 
7th spell name [1] 
9th spell name [1]
 

Resistance of Emnity

6th level Nightstalker feature.
At the end of a long rest you may choose one damage type. You have resistance to that damage type until you finish a long rest.

At the end of a short rest, you may spend 1 sorcery point to change this resistance to a different damage type. 

Iron Resolve.

14th level 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 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 Charisma 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 a nightstalker uses this feature, he/she may not use it again until he/she finishes a short or long rest. 

Dangerous Knowledge

18th level Nightstalker feature.
Your knowledge of your creatures of enmity increases the damage of your spells cast against them. When you roll damage for a spell you cast that would cause damage to a creature of enmity, reroll any 1s that you roll (only reroll a given die once).

Sources and Notes


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