5e:Nightstalker/Sorcerer
Nightstalker Relic is a sorcerous origin of the Sorcerer class.
Nightstalker Relic
You draw power from a mystical relic that was designed to confront, nullify, or eliminate creatures of enmity. Often nightstalker sorcerers possess one or more of these magical relics, 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 Relic 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:
- 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 (6th, 11th, and 16th). You do not gain an additional language at these levels from this feature.
Esoteric Knowledge
1st level Nightstalker Relic 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 Relic 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 Relic 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 Relic 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 Relic 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 Relic 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).
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