5e:Enkki Sorcerer: Difference between revisions
(Created page with "<div class="grid-container-std"> <div class="bctop">{{backto|{{5ed|Enkki}}}}</div> <div class="notice"></div> <div class="badge">{{Author |author_name=Rlyehable |date_created=...") |
No edit summary |
||
Line 45: | Line 45: | ||
|xp= <!--Experience points for destroying--> | |xp= <!--Experience points for destroying--> | ||
|summary=Enkki that trained in sorcery | |summary=Enkki that trained in sorcery | ||
{{ | |feature1=Fey Minds | ||
|flimit1= | |||
|fdesc1=Enkki have {{srd5lc|Advantage}} on saving throws against {{srd5lc|Enchantment}} spells and magic. | |||
|feature2=Spellcasting | |||
|flimit2= | |||
|fdesc2=The sorcerer is an 9th-level spellcaster. Its spellcasting ability is {{SRD5|Charisma}} (spell save DC 16, +8 to hit with spell attacks). The sorcerer has the following sorcerer spells prepared: <br /> | |||
Cantrips (at will): {{5e Spell Line|Acid Splash, Fire Bolt, Light, Mage Hand, Prestidigitation}} <br /> | Cantrips (at will): {{5e Spell Line|Acid Splash, Fire Bolt, Light, Mage Hand, Prestidigitation}} <br /> | ||
1st level (4 {{srd5lc|Spell Slot|slots}}): {{5e Spell Line|Detect Magic, Mage Armor, Magic Missile}} <br /> | 1st level (4 {{srd5lc|Spell Slot|slots}}): {{5e Spell Line|Detect Magic, Mage Armor, Magic Missile}} <br /> | ||
Line 55: | Line 59: | ||
4th level (3 slots): {{5espell|Polymorph}} <br /> | 4th level (3 slots): {{5espell|Polymorph}} <br /> | ||
5th level (1 slots): {{5espell|Insect Plague}} | 5th level (1 slots): {{5espell|Insect Plague}} | ||
|feature3=Wild Magic Surge | |||
|flimit3= | |||
|fdesc3=When an Enkii uses a spell of 1st level or higher, roll a d20. On the result of 1, roll on the Alternate Wild Magic Surge Table (below) or use the Wild Magic Surge table on p.104 {{pub|Player's Handbook (5e)|PHB}}. | |||
|feature4=Tides of Chaos | |||
|flimit4= | |||
|fdesc4=The Enkii can use this ability to gain {{srd5lc|Advantage}} on one {{srd5lc|Attack Roll}}, {{srd5lc|Ability Check}}, or {{srd5lc|Saving Throw}}. However, when it does so, the next spell cast (of 1st level or higher) causes a roll on a Wild Magic Surge Table. Once this trait is used, it may not be used again until either it has rolled on the Wild Magic Surge table or after a {{srd5lc|Long Rest}}. | |||
|feature5=Meta Magic | |||
|flimit5={{SRD5|Recharge}} 3-6 | |||
|fdesc5=The sorcerer can use this ability to modify a spell in one of the following ways:<br /> | |||
:'''''Empowered Spell.''''' The sorcerer may re-roll up to 3 of a spell's damage dice.<br /> | :'''''Empowered Spell.''''' The sorcerer may re-roll up to 3 of a spell's damage dice.<br /> | ||
:'''''Quickened Spell.''''' The sorcerer may use a {{srd5lc|Bonus Action}} to cast a spell with a casting time of 1 action. | :'''''Quickened Spell.''''' The sorcerer may use a {{srd5lc|Bonus Action}} to cast a spell with a casting time of 1 action. | ||
|feature6=Quills | |||
|flimit6= | |||
|fdesc6=A melee attack made by an unarmed strike or natural weapon (such as a claw or bite) or an undesired Touch range spell will take 1d4 {{srd5lc|Piercing}} damage. In addition, melee weapon attack against them that rolls a natural 1 will also cause the attacker to take this damage. | |||
|feature7=Sense Magic | |||
{{srd5lc|Action}} to {{srd5lc|Concentration|concentrate}} on the magic, they can determine its {{srd5lc|School of Magic|school}}, if any. | |flimit7= | ||
|fdesc7=Enkki can sense magic within 30 feet of themselves. If they use an | |||
{{srd5lc|Action}} to {{srd5lc|Concentration|concentrate}} on the magic, they can determine its {{srd5lc|School of Magic|school}}, if any. | |||
| | |action1=Dagger | ||
|alimit1= | |||
|adesc1=''{{SRD5|Melee Weapon Attack|Melee}} or {{SRD5|Ranged Weapon Attack}}:'' +4 to hit, reach 5 ft. or range 20/60 ft., one target. ''Hit:'' 3 (1d4+1) {{srd5lc|Piercing}} damage. | |||
| | |reaction1=Bend Luck | ||
|rlimit1={{SRD5|Recharge}} 6 | |||
|rdesc1=The sorcerer can add or subtract 1d4 to another creature's {{srd5lc|Attack Roll}}, {{srd5lc|Ability Check}}, or {{srd5lc|Saving Throw}} after the roll, but before any of its effects are realized. | |||
}} | }} | ||
'''Wild Magic Sorcerers''' tap into raw, wild essence of magic. Enkki do this intuitively. | |||
'''Wild Magic Sorcerers''' | |||
{{:5e:Enkki/Alternate Wild Magic Surge Table}} | {{:5e:Enkki/Alternate Wild Magic Surge Table}} | ||
Line 84: | Line 97: | ||
<div class="source"> | <div class="source"> | ||
---- | ---- | ||
{{5e Monster | {{5e Footer|Monster|CC-BY-SA}} | ||
{{5e Monster Data}} | |||
</div><!--source--> | </div><!--source--> | ||
</div><!--grid-container-std--> | </div><!--grid-container-std--> | ||
[[Category:User]] | [[Category:User]] |
Revision as of 12:20, 19 March 2020
Enkki Sorcerer | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Small Fey (Enkki), Chaotic Neutral | ||||||||||||
Armor Class: 12 (15 with Mage Armor) | ||||||||||||
Hit Points: 31 (9d8-9) | ||||||||||||
Speed: 30 ft. | ||||||||||||
| ||||||||||||
Saving Throws: Con +2, Cha +8 | ||||||||||||
Skills: Arcana +3, History +6 | ||||||||||||
Senses: passive perception 11 | ||||||||||||
Languages: Common, Sylvan, plus any one other | ||||||||||||
Challenge: 6 (2,300 xp)Proficiency Bonus (PB): +3 | ||||||||||||
FeaturesFey Minds. Enkki have advantage on saving throws against enchantment spells and magic.
Quills. A melee attack made by an unarmed strike or natural weapon (such as a claw or bite) or an undesired Touch range spell will take 1d4 piercing damage. In addition, melee weapon attack against them that rolls a natural 1 will also cause the attacker to take this damage. ActionsDagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage. ReactionsBend Luck (Recharge 6). The sorcerer can add or subtract 1d4 to another creature's attack roll, ability check, or saving throw after the roll, but before any of its effects are realized. |
Wild Magic Sorcerers tap into raw, wild essence of magic. Enkki do this intuitively.
Alternate Wild Magic Surge Table
d20 | Effect |
---|---|
1 | All creatures within 10 feet gain a fly speed of 30 feet for 1 minute. |
2 | All creatures within 10 feet gain 10 hit points up to their hit point maximum |
3 | Clingy vines sprout from the ground. The area around you is difficult terrain in a 120 foot radius. |
4 | All creatures within a 20 foot radius become 1 size larger for 1 minute. Their Strength and Constitution scores increase by 1 during this effect. |
5 | Within a 60 foot radius all creatures skin becomes a random color. Roll a d6 1. Red, 2. Orange, 3. Yellow, 4. Green, 5. Blue, 6. Purple |
6 | 1d6 random CR1 beasts appear within a 30 foot radius of the caster. |
7 | A fireball lands in a random spot within 60 feet of the caster. It does 8d6 fire damage to all creatures that fail a DC 13 Dexterity saving throw or half as much on a successful save. |
8 | A purple cloud covers the caster in a 60 foot radius, heavily obscuring the area. The cloud dissipates after 1 minute. |
9 | All enemies within 60 feet gain 1 level of exhaustion. |
10 | All creatures within 20 feet become invisible for 1 minute. Casting a spell or making an attack ends the invisibility on that creature. |
11 | All creatures within 20 feet gain truesight |
12 | All dead creatures within 60 feet become skeletons or zombies. |
13 | Lighting strikes a random 20' radius spot within 60 feet of the caster. It does 8d6 lightning damage to all creatures that fail a DC 13 Dexterity saving throw or half as much on a successful save. |
14 | A Swarm of Insects (random type) appears within 60 feet of the caster. |
15 | 1d8 Shriekers appear in unoccupied spaces within 100 feet of the caster. |
16 | An antimagic field covers a random spot within 60 feet of the caster. |
17 | An cylinder of bright light 100 feet radius and 100 feet high, centered on the caster, appears. dim light radiates 50 feet beyond the edges of the cylinder. This light lasts for the next week (and does not move with the caster). |
18 | Vague whispers, moans, creaking noises, snaps, animal noises, and other harmless, but annoying sounds randomly project from varied locations over the next month within a 1 mile radius. |
19 | Everyone within a 1 mile radius has their language scrambled. They no longer can understand or speak Common. Instead they gain the same, random, language. They treat this language as if it were Common, not knowing that they are speaking a different language. |
20 | The caster regains its highest spent spell slot. |
Back to Main Page → DnD → 5x → 5e (2014) → Monster
This is article is covered by the Creative Commons Attribution Sharealike License.
Monster data +
Enkki Sorcerer (Sort Text: Enkki Sorcerer 5e, Size: Small, Type: Fey, Subtypes: Enkki, Alignment: Chaotic Neutral, HP: 31, CR: 6, Features: Fey Minds • Spellcasting • Wild Magic Surge • Tides of Chaos • Meta Magic • Quills • Sense Magic • Dagger • Has Lair, Has Lair: No, NPC: No, Canon: No, Pointer: No, UA: No, User: Yes, Sources: Rlyehable)