5e:Nightstalker/Sorcerer: Difference between revisions

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|trait3name=TBD
|trait3name=Resistance of Emnity
|trait3desc=At 6th level,  
|trait3desc=At 6th level, at the end of a {{srd5lc|Long Rest}} you may choose one {{srd5lc|Damage Type}}. You have {{srd5lc|Resistance}} to that damage type until you finish a long rest.
 
At the end of a {{srd5lc|Short Rest}}, you may spend 1 {{srd5lc|Sorcery Point}} to change this resistance to a different damage type.


|trait5name=Iron Resolve.
|trait5name=Iron Resolve.
Line 43: Line 45:


|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|Intelligence}}/{{SRD5|Wisdom}}/{{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.  
|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.  


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


|trait7name=TBD
|trait7name=Dangerous Knowledge
|trait7desc=Starting at 18th level,  
|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).


|desc=You draw from the mystical studies of the Nightstalker discipline to confront and nullify the unnatural creatures of enmity.
|desc=You draw from the mystical studies of the Nightstalker discipline to confront and nullify the unnatural creatures of enmity.

Revision as of 17:10, 5 December 2020

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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 from the mystical studies of the Nightstalker discipline to confront and nullify the unnatural creatures of enmity.  

Enmity

When you choose this subclass at 1st level, 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

Beginning at 1st level, your esoteric knowledge grants you advantage on Intelligence and Wisdom skill checks that are related to creatures of enmity

Resistance of Emnity

At 6th level, 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.

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 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

Starting at 18th level, 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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