5e:Nightstalker/Bard: Difference between revisions

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|trait4desc=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.  
|trait4desc=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.  


|trait5name=
|trait5name=Turn Creatures of Enmity
|trait5desc=
|trait5desc=Starting at 14th level, 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. 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.
 
Once nightstalker uses this feature, he/she may not use it again until he/she finishes a short or long rest.


|trait6name=
|trait6name=
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|level3={{iplink|Enmity}}, {{iplink|Esoteric Knowledge}}
|level3={{iplink|Enmity}}, {{iplink|Esoteric Knowledge}}
|level6={{iplink|Additional Spells}}
|level6={{iplink|Additional Spells}}
|level14={{iplink|Iron Resolve}}
|level14={{iplink|Iron Resolve}}, {{iplink|Turn Creatures of Enmity}}
}}
}}
}}
}}

Revision as of 10:35, 26 August 2020

Rlyehable  +

User Creation
Source: Rlyehable
Date Created: 2020-08-24
Status: 1st Draft


Nightstalker is a bard college of the Bard class.

Nightstalker

Nightstalker fighters bring their martial prowess against creatures of the night.

Nightstalker Features

Fighter Level Features  
3rd Enmity, Esoteric Knowledge 
6th Additional Spells 
14th Iron Resolve, Turn Creatures of Enmity

 

Enmity

When you choose this subclass at 3rd level, 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:

  1. redirect: Template:5xlang,
  2. redirect: Template:5xlang,
  3. redirect: Template:5xlang,
  4. redirect: Template:5xlang,
  5. redirect: Template:5xlang, or
  6. redirect: Template:5xlang.

You may gain enmity with an additional type every 3rd level hereafter (6th, 9th, 12th, 15th, and 18th). You do not gain additional languages at these levels. 

Esoteric Knowledge

Beginning at 3rd level, your esoteric knowlege grants you advantage on Intelligence and Wisdom skill checks that are related to creatures of enmity

Additional Spells

Starting at 6th level, you learn the counterspell spell. At 10th level, you learn the antimagic field spell. These spells count as bard spells for you and do not count against the number of spells known. 

Iron Resolve

Beginning at 14th level, 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

Starting at 14th level, 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. 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.


Sources and Notes


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