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*'''Sea.''' When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave. | *'''Sea.''' When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave. | ||
*'''Tundra.''' Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it. | *'''Tundra.''' Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it. | ||
== Path of Subjugation == | |||
Those who follow this path grant no mercy and ask for none. Weakness is seen as consent to be crushed by the strong. Those that are conquered are expected to serve not only in life, but also in death.<br> | |||
There are no great numbers of tribes that follow this path, for the path of the one who would rule the dead is a path made alone, save for the wailing that follows them. | |||
==== Grisly Treasure ==== | |||
At 3rd level, you draw strength from your foes. Beasts and Monstrosities killed by you or your allies can be looted for a trophy for one hour after death.<br> | |||
Trophies usually take the form of a body part or a notable item belonging to your enemy and must be displayed openly on your person to benefit you. This can take many forms, such as tying small bones to your clothing, wearing or wielding a notable item belonging to an enemy, or even crafting an item from their corpse.<br> | |||
You can hold a number of trophies equal to your proficiency bonus and taking a new trophy causes the trophy of the lowest CR creature you bear to crumble to dust and be destroyed. | |||
You cannot take more than one trophy from a single enemy for use with the features of this path. | |||
==== Savage Lore ==== | |||
At 3rd level, you can summon the spirit of your fallen foe. As an Action, you hold forth a creature's trophy to summon its shade to an unoccupied space you can see within 30 feet.<br> | |||
The shade has the same appearance and statistics that it had in life, but it is translucent and gray tone to it.<br> | |||
The shade can only obey simple commands such as guarding a location, or following an ally.<br> | |||
In combat, the shade disregards commands, mindlessly pursuing the closest enemy to make a single attack at the end of your turn. The shade's attacks deal Psychic Damage and use the statistics of the creature it's based off of. | |||
The shade disappears if it's reduced to 0 hit points, you summon another shade, or after it makes a number of attacks equal to your proficiency bonus.<br> | |||
When a shade disappears, the trophy that was used to summon it crumbles to dust and is destroyed. | |||
==== Grim Countenance ==== | |||
At 6th level, while you are raging, souls of the vanquished swirl around you in a 10ft sphere which follows you.<br> | |||
While the souls surround you, you have advantage on Wisdom Saving Throws. In addition, each time you hit a creature within the area of vanquished souls it must succeed a Wisdom saving throw against a DC of 8 + your Proficiency Bonus + your Strength Modifier, or take Psychic Damage equal to the Proficiency Bonus of the highest CR creature who's trophy you bear and become Frightened of you and Slowed until the end of its next turn. | |||
==== Primal Sovereignty ==== | |||
By 10th level, your dominance over the dead is implacable.<br> | |||
Your Grisly Treasure feature now additionally allows you to loot trophies from Humanoids, and shades you summon are treated as being permanently under the effects of the Speak With Dead spell and perceive you as an ally, though you can still only ask 5 questions. | |||
In addition, you can now use a Bonus Action to precisely direct a shade's movement and actions for its next turn, including ordering it to use any actions in its stat block, excluding legendary, mythic, villain, and lair actions. | |||
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. | |||
==== Dread Knowledge ==== | |||
At 14th level, you can call upon the greater powers that your enemies possessed in life.<br> | |||
As an action, you hold forth a trophy to absorb the spirit held within it.<br> | |||
As you do this, the trophy crumbles to dust and is destroyed. If the shade of your trophy is currently upon the battlefield it disappears and is drawn into yourself.<br> | |||
In this state you gain the ability to use any single action, legendary action, or spell-cast that was available to the creature that the spirit was in life. This state persists until you use that creature's action or use this feature again.<br> | |||
Once you absorb a spirit, you can't do so again until you finish a long rest. | |||
== Path of Totem Warriors == | == Path of Totem Warriors == |