Maledictor: Difference between revisions

489 bytes added ,  14:32, 7 January 2023
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'''Hit Dice.''' 1d10 per Maledictor Level<br>
'''Hit Dice.''' 1d10 per Maledictor Level<br>
'''1st Level Hitpoints.''' 10 + your Constitution Modifier<br>
'''1st Level Hitpoints.''' 10 + your Constitution Modifier<br>
'''Higher Level Hitpoints.''' 1d10 (or 6) + your Constitution Modifier per Maledictor Level after 1st<br>
'''Higher Level Hitpoints.''' 1d10 (increase to 6) + your Constitution Modifier per Maledictor Level after 1st<br>
'''Armor Proficiencies.''' Light Armor, Medium Armor, Heavy Armor and Shields<br>
'''Armor Proficiencies.''' [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Heavy Armor|Heavy Armor]] and [[Armor and Weapons#Shields|Shields]]<br>
'''Weapon Proficiencies.''' Simple Weapons and Martial Weapons<br>
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]] and [[Armor and Weapons#Martial Weapons|Martial Weapons]]<br>
'''Tool Proficiencies.''' None<br>
'''Tool Proficiencies.''' None<br>
'''Saving Throw Proficiencies.''' Constitution and Intelligence<br>
'''Saving Throw Proficiencies.''' Constitution and Intelligence<br>
'''Skill Proficiencies.''' Choose two from Arcana, Athletics, History, Insight, Intimidation, Medicine, Religion, and Survival<br>
'''Skill Proficiencies.''' Choose two from Arcana, Athletics, History, Insight, Intimidation, Medicine, Religion, and Survival<br>
'''Equipment.''' A Martial Weapon, a Martial Weapon or a Shield, a Simple Weapon, an Equipment Pack, Chain Mail, and an Arcane Focus
'''Equipment.''' A [[Armor and Weapons#Martial Weapons|Martial Weapon]], a [[Armor and Weapons#Martial Weapons|Martial Weapon]] or a [[Armor and Weapons#Shields|Round Shield]], a [[Armor and Weapons#Simple Weapons|Simple Weapon]], an [[Equipment Packs|Equipment Pack]], [[Armor and Weapons#Heavy Armor|Chain Mail]], and an [[Armor and Weapons#Spellcasting Focuses|Arcane Focus]]
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When you hit a creature with a Weapon Attack, you can use your Bonus Action to force it to make a Charisma Saving Throw against your Spell Save DC. On a failed Save, choose one of the following curses to impart on that creature:
When you hit a creature with a Weapon Attack, you can use your Bonus Action to force it to make a Charisma Saving Throw against your Spell Save DC. On a failed Save, choose one of the following curses to impart on that creature:
*'''Harrying Curse.''' Choose one Ability Score, the target of the Attack has Disadvantage on Ability Checks made with that Ability Score.
*'''Harrying Curse.''' Choose one Ability Score, the target of the Attack has Disadvantage on Ability Checks made with that Ability Score.
*'''Frightening Curse.''' The target is Frighted of you. At the end of each of the target's turns, it can repeat the Saving Throw, ending the effect on a successful Save.
*'''Frightening Curse.''' The target is [[Conditions#Frightened|Frighted]] of you. At the end of each of the target's turns, it can repeat the Saving Throw, ending the effect on a successful Save.
*'''Inaccuracy Curse.''' The target cannot have Advantage on Attacks against other.
*'''Inaccuracy Curse.''' The target cannot have Advantage on Attacks against other.
*'''Targeting Curse.''' Attacks against the target cannot have Disadvantage.
*'''Targeting Curse.''' Attacks against the target cannot have Disadvantage.
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! Maledictor Level !! Spells
! Maledictor Level !! Spells
|-
|-
| 1st || [[Cantirps#Chill Touch|Chill Touch]]
| 1st || [[Cantrips#Chill Touch|Chill Touch]]
|-
|-
| 3rd || [[Level 1#Bane|Bane]], [[Level 1#Ray of Sickness|Ray of Sickness]]
| 3rd || [[Level 1#Bane|Bane]], [[Level 1#Ray of Sickness|Ray of Sickness]]