5e:Nightstalker: Difference between revisions

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{{!}}{{iplink|Enmity}}, {{iplink|Esoteric Knowledge}}
{{!}}{{iplink|Enmity}}, {{iplink|Esoteric Knowledge}}, {{iplink|Nightstalker Magic}}<ref name="spellcaster">Note: only for classes with the ''Spellcasting'' feature</ref>
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{{!}}2nd Tier
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'''Enmity'''. When you choose this subclass at ___<ref name="trait1">This is the level the trait obtains the first trait.</ref> {{SRD5|Class Level|level}}, you have enmity with a certain {{SRD5|Monster Type|type}} of {{srd5lc|Creature}}. Choose one of the following types: {{srd5lc|Aberration}}s, {{srd5lc|Celestial}}s, {{srd5lc|Construct}}s, {{srd5lc|Dragon}}s, {{srd5lc|Fey}}, {{srd5lc|Fiend}}, {{srd5lc|Shapechanger}}, or {{srd5lc|Undead}}. These are {{anchor|creatures of enmity}}.  
===Enmity===
''___th level feature''<ref name="tier1" /><br />
You have enmity with a certain {{SRD5|Monster Type|type}} of {{srd5lc|Creature}}. Choose one of the following types: {{srd5lc|Aberration}}s, {{srd5lc|Celestial}}s, {{srd5lc|Construct}}s, {{srd5lc|Dragon}}s, {{srd5lc|Fey}}, {{srd5lc|Fiend}}, {{srd5lc|Shapechanger}}, or {{srd5lc|Undead}}. These are {{anchor|creatures of enmity}}.  


You also learn to speak, read, and write one of the following languages: {{5elang|Abyssal}}, {{5elang|Celestial}}, {{5elang|Deep Speech}}, {{5elang|Draconic}}, {{5elang|Infernal}}, or {{5elang|Sylvan}}.
You also learn to speak, read, and write one of the following languages: {{5elang|Abyssal}}, {{5elang|Celestial}}, {{5elang|Deep Speech}}, {{5elang|Draconic}}, {{5elang|Infernal}}, or {{5elang|Sylvan}}.
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You may gain enmity with an additional type every 3rd level hereafter (_th, _th, __th, __th, and __th).
You may gain enmity with an additional type every 3rd level hereafter (_th, _th, __th, __th, and __th).


'''Esoteric Knowledge'''. Beginning at ___<ref name="trait1" /> level, your esoteric knowlege grants you {{srd5lc|Advantage}} on {{SRD5|Intelligence}} and {{SRD5|Wisdom}} {{srd5lc|Skill}} {{srd5lc|Check}}s that are related to creatures of {{iplink|Enmity|enmity}}.
===Esoteric Knowledge===
''___th level feature''<ref name="tier1" /><br />
Your esoteric knowlege grants you {{srd5lc|Advantage}} on {{SRD5|Intelligence}} and {{SRD5|Wisdom}} {{srd5lc|Skill}} {{srd5lc|Check}}s that are related to creatures of {{iplink|Enmity|enmity}}.


'''Iron Resolve.''' Beginning at ___<ref name="trait2">This is the second level at which the subclass gains traits.</ref> 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.
===Nightstalker Magic===
<div class="ringed shaded">
''This feature is only available to classes with the ''Spellcasting'' feature.<ref name="addlspells">Note: If a class's subclasses have a tradition of providing additional spells , such as a cleric's divine domain's domain spells feature, the traditional feature may replace this feature (or this feature may be renamed to match the tradition).</ref>''
</div>
''___th level feature''<ref name="tier1">Note: This is the level the class obtains the subclass.</ref> ''<br />


'''Turn Creatures of Enmity'''. Starting at ___<ref name="trait2" /> 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.  
You learn an additional {{srd5lc|Spell}}s when you reach certain levels in this class, as shown in the Nightstalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.<br />
{{5e Subclass Spells Table
|name=Nightstalker subclass name
|class=Class name
|spells1=spell name, spell name
|spells3=spell name
|spells5=spell name
|spells7=spell name
|spells9=spell name
}}
 
===Iron Resolve===
''___th level feature''<ref name="tier3">This is the level the trait obtains the 3rd tier of traits.</ref>
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.
 
===Turn Creatures of Enmity===
''___th level feature''<ref name="tier3" />  
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.  


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.  

Revision as of 09:24, 21 January 2021

Work in Progress
Rlyehable  +

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


Nightstalker is a group of subclasses sharing a common theme, that of the Vampire Slayer, Paranormal Investigator, Witch Hunter, Exorcist, etc. They have studied gothic monsters and ways to defeat them. There are societies devoted to protecting people from and eliminating the treat from such creatures of emnity.

Some famous nightstaklers[1] are: Rudolph van Richten[2], Ezmerelda d'Avenir[2], Carl Kolchak[3], and Abraham Van Helsing[4]

Common Nightstalker Traits

The following traits are common to all Nightstalkers:

Trait Tier Traits
1st Tier Enmity, Esoteric Knowledge, Nightstalker Magic[5]
2nd Tier varies by class
3rd Tier Iron Resolve, Turn Creatures of Enmity
4th Tier and later varies by class

Enmity

___th level feature[6]
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 (_th, _th, __th, __th, and __th).

Esoteric Knowledge

___th level feature[6]
Your esoteric knowlege grants you advantage on Intelligence and Wisdom skill checks that are related to creatures of enmity.

Nightstalker Magic

This feature is only available to classes with the Spellcasting feature.[7]

___th level feature[6]

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 ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Nightstalker subclass name Spells

Class name Level Spells  
1st spell name [8], spell name [8] 
3rd spell name [8] 
5th spell name [8] 
7th spell name [8] 
9th spell name [8]

Iron Resolve

___th level feature[9] 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

___th level feature[9] 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 Intelligence/Wisdom/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 nightstalker uses this feature, he/she may not use it again until he/she finishes a short or long rest.

If the class already has a "Turn" feature (such as the Cleric's Turn Undead) this feature just extends the kind of creatures that may be turned.

Nightstalker Subclasses

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Subclasses (official and unofficial)
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Class Subclass Features Summary Marked Source

Sources and Notes

  1. These NPC's and fictional characters may not conform to the nightstalker subclasses as presented here.
  2. Christopher Perkins. Curse of Strahd (5e) (2016). Wizards of the Coast. 2.0 2.1
  3. Kolchak: The Nightstalker, television program 1974-1975
  4. Bram Stoker (1897-05-26). Dracula. Archibald Constable and Company (UK).
  5. Note: only for classes with the Spellcasting feature
  6. Note: This is the level the class obtains the subclass. 6.0 6.1 6.2
  7. Note: If a class's subclasses have a tradition of providing additional spells , such as a cleric's divine domain's domain spells feature, the traditional feature may replace this feature (or this feature may be renamed to match the tradition).
  8. Note: Spell has yet to be described on this wiki. 8.0 8.1 8.2 8.3 8.4 8.5
  9. This is the level the trait obtains the 3rd tier of traits. 9.0 9.1

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