Maledictor: Difference between revisions

4,140 bytes added ,  18:12, 23 December 2022
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= Brandshaper Attunements =
= Brandshaper Attunements =
== Arcane Ravager's Attunement ==
== Arcane Ravager Attunement ==
Arcane Ravagers are maledictors who have chosen not to alter how their curse works, but to instead perfect their mix of martial and arcane practices with their brand.
Arcane Ravagers are maledictors who have chosen not to alter how their curse works, but to instead perfect their mix of martial and arcane practices with their brand.
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==== Brand Spells ====
==== Brand Spells ====
''3rd Level Arcane Ravager's Attunement Feature''<br>
''3rd Level Arcane Ravager Attunement Feature''<br>
You gain Brand Spells at the Maledictor Levels listed in the Brad Spells table. You Know these Spells, always have them Prepared, they count as Maledictor Spells for you, and they don't count against your number of Spells Known.
You gain Brand Spells at the Maledictor Levels listed in the Brad Spells table. You Know these Spells, always have them Prepared, they count as Maledictor Spells for you, and they don't count against your number of Spells Known.
{| class="wikitable"
{| class="wikitable"
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|-
|-
! Maledictor Level !! Spells
! Maledictor Level !! Spells
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| Cantrip || Booming Blade
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|-
| 3rd || Absorb Elements, Shield
| 3rd || Absorb Elements, Shield
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|}
|}
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==== Bonus Cantrip ====
''3rd Level Arcane Ravager's Attunement Feature''<br>
You Learn the Booming Blade Cantrip, it counts a Maledictor Spell for you and it doesn't count against your Cantrips Known..
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==== Ravager's Curse ====
==== Ravager's Curse ====
''3rd Level Arcane Ravager's Attunement Feature''<br>
''3rd Level Arcane Ravager Attunement Feature''<br>
Your curse adapts, granting your Brand a new affliction. Branded creatures have Disadvantage on Saving Throws made against the first Spell you cast in a turn.
Your curse adapts, granting your Brand a new affliction. Branded creatures have Disadvantage on Saving Throws made against the first Spell you cast in a turn.
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==== Brand Infusion ====
==== Brand Infusion ====
''6th Level Arcane Ravager's Attunement Feature''<br>
''6th Level Arcane Ravager Attunement Feature''<br>
The magic of your Brand resonates through your Weapon. Whenever you hit a creature with a Melee Weapon Attack that is cursed by your Brand feature, you can use your Bonus Action to deal Force Damage to the creature. The extra Damage equals your Brand Die.
The magic of your Brand resonates through your Weapon. Whenever you hit a creature with a Melee Weapon Attack that is cursed by your Brand feature, you can use your Bonus Action to deal Force Damage to the creature. The extra Damage equals your Brand Die.
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==== Arcane Dominion ====
==== Arcane Dominion ====
''10th Level Arcane Ravager's Attunement Feature''<br>
''10th Level Arcane Ravager Attunement Feature''<br>
The curse of your Brand reacts violently to its host when your Spellcasting is interrupted, allowing you to better maintain your composure. If an Attack made by a Branded creature would force you to make Constitution Saving Throw made to maintain Concentration on an effect, you add your Intelligence Modifier to the roll.
The curse of your Brand reacts violently to its host when your Spellcasting is interrupted, allowing you to better maintain your composure. If an Attack made by a Branded creature would force you to make Constitution Saving Throw made to maintain Concentration on an effect, you add your Intelligence Modifier to the roll.
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==== Curse of the Weave ====
==== Curse of the Weave ====
''14th Level Arcane Ravager's Attunement Feature''<br>
''14th Level Arcane Ravager Attunement Feature''<br>
You've mastered the art of returning the magic of your brands to your body. When you reduce a Branded creature to 0 Hit Points, you can use a Bonus Action to regain your highest Level expended Spell Slots.
You've mastered the art of returning the magic of your brands to your body. When you reduce a Branded creature to 0 Hit Points, you can use a Bonus Action to regain your highest Level expended Spell Slots.
You can use this Bonus Action a number of times equal to your Intelligence Modifier, regaining expended uses at the end of a Long Rest.
You can use this Bonus Action a number of times equal to your Intelligence Modifier, regaining expended uses at the end of a Long Rest.
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== Blackguard Attunement ==
Blackguards are powerful maledictors who have turned to the dark arts to become stronger. These once noble warriors now infuse their body and soul with vile energies that change their brand into grotesque mutations, granting them immense power.
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==== Brand Spells ====
''3rd Level Blackguard Attunement Feature''<br>
You gain Brand Spells at the Maledictor Levels listed in the Brad Spells table as well as one Cantrip. You Know these Spells, always have them Prepared, they count as Maledictor Spells for you, and they don't count against your number of Spells Known.
{| class="wikitable"
|+ Brand Spells
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! Maledictor Level !! Spells
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| Cantrip || Chill Touch
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| 3rd || Bane, Ray of Sickness
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| 5th || Blindness/Deafness, Shadow Blade
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| 9th || Fear, Vampiric Touch
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| 13th || Blight, Shadow of Moil
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| 17th || Negative Energy Flood, Steel Wind Strike
|}
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==== Blackguard's Curse ====
''3rd Level Blackguard Attunement Feature''<br>
You discover the benefits of Branding yourself. With this knowledge, you alter the curse to temporarily mutate your body to suit your own needs. When choosing a target for your Brand feature, you can choose to Brand yourself instead of another creature.<br>
When you Brand yourself, you ignore the standard effects as described in your Brand feature, instead, choose one of the following mutations, gaining the benefits described while the Brand is active:
*'''Carapace.''' Your skin hardens, granting you some protection from enemy attacks. You gain a +1 bonus to AC.
*'''Claws.''' Your fingers grows in to sharp Claws that can be used as Weapons or to climb vertical surfaces. You gain Claws as a Natural Weapon which deal 1d6 Slashing Damage, and you gain a Climbing Speed equal to your Walking Speed.
*'''Gills.''' Shallow slits form along your neck, allowing you aquatic adaptability. You gain a Swimming Speed equal to your Walking Speed, and you can breathe both air and water.
*'''Ethereal Sight.''' Your eyes form twisted visages to allow you better vision. You gain Darkvision out to a Range of 60ft. In addition, your Darkvision allows you to see in magical Darkness as if it were Dim Light, and magical Dim Light as if it were Bright Light.
*'''Reflexes.''' Your perception enhances and your body reacts quicker. When you make a Melee Weapon attack against a creature, you don't provoke Opportunity Attacks from that creature for the rest of the turn.
*'''Tendrils.''' Your arms become more akin to tentacles, able to stretch and twist. Your Reach increases by 5ft.
*'''Wings.''' You sprout massive leathery wings, allowing you to take to the skies. You gain a Flying Speed equal to your Walking Speed.
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==== Arcane Necrosis ====
''6th Level Blackguard Attunement Feature''<br>
You can channel the necrotic energies of your Brand through your Weapon. When you hit a creature with a Melee Weapon Attack, if you or the target is Branded, you can use your Bonus Action to deal Necrotic Damage equal to one roll of your Brand Die. This Damage cannot be reduced in any way.
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==== Harvest Essence ====
''10th Level Blackguard Attunement Feature''<br>
You can use your Brand to siphon the energy it has stored in order to stave off death. If you are reduced to 0 Hit Points while you are Branded, you can roll your Brand Die and regain a number of Hit Points equal to the result. When you do, the Brand on yourself ends.<br>
When you reach 11th Level in this class, you can choose to end the Brand on another creature within 30ft of you to use this feature. When you reach 14th Level in this class, no Brands end when you use this feature.<br>
Once you use this feature, you can't do so again until you finish a Long Rest.
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==== Permanent Mutation ====
''14th Level Blackguard Attunement Feature''<br>
You learn how to infuse your Brand’s magic into yourself. You can perform a 1 minute ritual, during which you curse yourself with a special Brand. This Brand does not count against the maximum number of Brands you can have active at once. You can only have one of these permanent Brands at a time. This special Brand ends only if you choose to as an Action. When you Brand yourself in this way, choose two mutations from your Blackguard's curse feature to retain until you lose this special Brand.
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