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==== Brand Spells ==== | ==== Brand Spells ==== | ||
''3rd Level Arcane Ravager Attunement Feature''<br> | ''3rd Level Arcane Ravager Attunement Feature''<br> | ||
You gain Brand Spells at the Maledictor Levels listed in the | You gain Brand Spells at the Maledictor Levels listed in the Brand 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" | ||
|+ Brand Spells | |+ Brand Spells | ||
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==== Brand Spells ==== | ==== Brand Spells ==== | ||
''3rd Level Blackguard Attunement Feature''<br> | ''3rd Level Blackguard Attunement Feature''<br> | ||
You gain Brand Spells at the Maledictor Levels listed in the | You gain Brand Spells at the Maledictor Levels listed in the Brand 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" | {| class="wikitable" | ||
|+ Brand Spells | |+ Brand Spells | ||
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Forerunners are maledictors who have studied the oldest of elemental magics, absorbing primordial energies of the world's first days in order to harvest and use pure elemental power. | Forerunners are maledictors who have studied the oldest of elemental magics, absorbing primordial energies of the world's first days in order to harvest and use pure elemental power. | ||
<br><br> | <br><br> | ||
==== Brand Spells ==== | |||
''3rd Level Forerunner Attunement Feature''<br> | |||
You gain Brand Spells at the Maledictor Levels listed in the Brand Spells table according to the element you chose with your Elemental Attunement feature. 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 | |||
|- | |||
! Maledictor Level !! Air Spells !! Earth Spells !! Fire Spells !! Water Spells | |||
|- | |||
| Cantrip || Shocking Grasp || Poison Spray || Fire Bolt || Ray of Frost | |||
|- | |||
| 3rd || Fog Cloud, Witch Bolt || Earth Tremor, Entangle || Burning Hands, Faerie Fire || Create or Destroy Water | |||
|- | |||
| 5th || Dust Devil, Levitate || Barkskin, Protection from Poison || Flaming Sphere, Heat Metal || Misty Step, Snowball Swarm | |||
|- | |||
| 9th || Call Lightning, Gaseous Form || Erupting Earth, Meld Into Stone || Daylight, Minute Meteors || Sleet Storm, Tidal Wave | |||
|- | |||
| 13th || Freedom of Movement, Storm Sphere || Freedom of Movement, Stone Shape || Fire Shield, Wall of Fire || Control Water, Ice Storm | |||
|- | |||
| 17th || Control Winds, Destructive Wave || Transmute Rock, Tree Stride || Dawn, Immolation || Arcane Hand, Maelstrom | |||
|} | |||
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==== Elemental Attunement ==== | |||
''3rd Level Forerunner Attunement Feature''<br> | |||
Your magic takes on an element that fuels your magic. Choose one of the following elements: Air (Lightning), Earth (Poison), Fire (Fire), Water (Cold). The Damage dealt by your Arcane Detonation feature is changed to the Damage Type determined by the element you chose. | |||
<br><br> | |||
==== Forerunner's Curse ==== | |||
''3rd Level Forerunner Attunement Feature''<br> | |||
Your attunement to the elements alters how your curse functions when you Consume a Brand with your Arcane Detonation feature based on which element you chose with your Elemental Attunement feature as follows: | |||
*'''Air.''' When you use your Arcane Detonation feature on a Branded creature, a wild twister swirls around the target during the detonation. A friendly creature of your choice within 5ft of the target can use its Reaction to move up to its Speed without provoking Opportunity Attacks from the target. | |||
*'''Earth.''' When you use your Arcane Detonation feature on a Branded creature, the ground beneath it erupts causing the creature to lose its footing. The target is knocked Prone. | |||
*'''Fire.''' When you use your Arcane Detonation feature on a Branded creature, the creature is bathed in searing light. The target is Blinded until the end of your next turn. | |||
*'''Water.''' When you use your Arcane Detonation feature on a Branded creature, a layer of frost coats its body. Until the end of your next turn, the target can't take Reactions and it is Slowed. | |||
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==== Primordial Hex ==== | |||
''6th Level Forerunner Attunement Feature''<br> | |||
The primordial power within you seeps into your spells. When you cast the Cantrip granted by your Brand Spells feature targeting a Branded creature, you can use a Bonus Action to add one roll of your Brand Die to the Damage dealt by the Cantrip. You can also change the Damage Type of Cantrips targeting Branded creatures to the Damage Type of your Elemental Attunement feature. | |||
<br><br> | |||
==== Mold Elements ==== | |||
''10th Level Forerunner Attunement Feature''<br> | |||
You can Consume a Brand to fill a creature with primordial energy in order to substantially weaken it. As an Action you can Consume a Brand on a creature you have cursed with it. That creature gains Vulnerability to the Damage Type of chosen wit your Elemental Attunement feature for 1 minute. If the creature is Immune to the Damage Type, it loses the Immunity and gains Resistance to the Damage Type instead for he same duration. If the creature has Resistance to the Damage Type, it loses its Resistance instead.<br> | |||
Once you've used this feature, you can't do so again until you finish a Long Rest. | |||
<br><br> | |||
==== Primordial Detonation ==== | |||
''14th Level Forerunner Attunement Feature''<br> | |||
The primordial energy of your Spells overloads your Brands. Whenever a you hit a Branded creature with a Spell Attack or it fails a Saving Throw against one of your Spells, you can use your Arcane Detonation feature without expending a Spell Slot. When you use your Arcane Detonation feature in this way, you treat it as if you expended a Spell Slot equal to the Spell used to trigger this feature. | |||
<br><br><br> | |||
== Hierophant Attunement == | |||
Hierophants are righteous maledictors who have learned to use semi-divine power to turn their brand from a curse into a blessing. | |||
<br><br> | |||
==== Brand Spells ==== | |||
''3rd Level Hierophant Attunement Feature''<br> | |||
You gain Brand Spells at the Maledictor Levels listed in the Brand 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 | |||
|- | |||
! Maledictor Level !! Spells | |||
|- | |||
| Cantrip || Sacred Flame | |||
|- | |||
| 3rd || Bless, Guiding Bolt | |||
|- | |||
| 5th || Calm Emotions, Zone of Truth | |||
|- | |||
| 9th || Beacon of Hope, Revivify | |||
|- | |||
| 13th || Aura of Purity, Death Ward | |||
|- | |||
| 17th || Greater Restoration, Heavenly Pillar | |||
|} | |||
<br> | |||
==== Hierophant's Glyph ==== | |||
''3rd Level Hierophant Attunement Feature''<br> | |||
Your training has fundamentally altered your Brand. It has gone from a cursed Brand to a enchanted Glyph of restorative magic. Your Brand is now a Glyph, and afflictions are now blessings. This transformation radically alters several Maledictor features, detailed below: | |||
*With your Glyph, you lose access to your afflictions. Instead, at the beginning of the Glyphed creature's turn, it gains Temporary Hit Points equal to your Maledictor Level + your Intelligence Modifier. These Temporary Hit Points last for 1 minute. | |||
*You deal no Damage when you Consume a Glyph with your Arcane Detonation feature, you instead restore a number of Hit Points to the Glyphed creature equal to the amount of Force Damage you would have dealt. | |||
*You can no longer move a Glyph when the target is reduced to 0 Hit Points, instead, when a friendly creature drops below its Hit Points Maximum, you can use your Bonus Action on a subsequent turn to move the Glyph from its current target to the creature that was reduced below its Hit Points Maximum. When you move your Glyph in this way, the new target gains half of the Temporary Hit Points described in this feature. | |||
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==== Radiant Protector ==== | |||
''6th Level Hierophant Attunement Feature''<br> | |||
You can channel the power of your Glyph through the Weapon of those it enchants. Whenever an enchanted creature hits a on a Melee Weapon Attack, you can use your Reaction to cause the Attack to deal Radiant Damage equal to one roll of your Brand Die. When you do this, the Glyphed creature can change the Damage Type of the Attack to Radiant. | |||
<br><br> | |||
==== Hierophant's Grace ==== | |||
''10th Level Hierophant Attunement Feature''<br> | |||
You can use your Glyph's restorative power to stave off death. Whenever a Glyphed creature within 30ft is reduced to 0 Hit Points, you can use your Reaction to Consume the Glyph. When you do, the creature regains Hit Points equal to one roll of your Brand Die + your Intelligence Modifier.<br> | |||
You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | |||
<br><br> | |||
==== Armor of Enchantment ==== | |||
''14th Level Hierophant Attunement Feature''<br> | |||
Your Glyphs armor those they protect. While a creature is enchanted with a Glyph, it has Resistance to nonmagical Bludgeoning, Piercing, and Slashing Damage. | |||
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