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Your Glyphs armor those they protect. While a creature is enchanted with a Glyph, it has Resistance to nonmagical Bludgeoning, Piercing, and Slashing Damage. | Your Glyphs armor those they protect. While a creature is enchanted with a Glyph, it has Resistance to nonmagical Bludgeoning, Piercing, and Slashing Damage. | ||
<br><br><br> | <br><br><br> | ||
== Runebinder Attunement == | |||
Runebinders are maledictors who use their curse to bind their enemies abilities to themselves. They are masters of manipulation and savvy arcane thieves. | |||
<br><br> | |||
==== Brand Spells ==== | |||
''3rd Level Runebinder 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 || Minor Illusion | |||
|- | |||
| 3rd || Charm Person, Disguise Self | |||
|- | |||
| 5th || Enthrall, Phantasmal Force | |||
|- | |||
| 9th || Enemies Abound, Hypnotic Pattern | |||
|- | |||
| 13th || Confusion, Phantasmal Killer | |||
|- | |||
| 17th || Dream, Seeming | |||
|} | |||
<br> | |||
==== Runebinder's Curse ==== | |||
''3rd Level Runebinder Attunement Feature''<br> | |||
Your Brand siphons the knowledge and power from your enemies and grants it to you. As an Action you can learn what Skills a Branded creature is Proficient in, if any. You can choose one of the Skills you do not have Expertise with to temporarily gain.<br> | |||
If you have Proficiency with the chosen Skill, you gain Expertise in that Skill. If you do not have Proficiency with the chosen Skill, you gain Proficiency with that Skill.<br> | |||
You retain this Proficiency or Expertise for 8 hours. | |||
<br><br> | |||
==== Branded Retribution ==== | |||
''6th Level Runebinder Attunement Feature''<br> | |||
You learn how to use your Brand to use a creatures offensive potential against. Whenever a Branded creature make an Attack or imposes a Saving Throw, you can use your Reaction deal Force Damage to the target equal to two rolls of your Brand Die. | |||
<br><br> | |||
==== Arcane Mimic ==== | |||
''10th Level Runebinder Attunement Feature''<br> | |||
Your Brand harnesses a creature's natural capabilities and passes them on to you. As an Action, you gain one of the Branded creature's senses, Languages or any special traits they may have, such as a Wolf's Pack Tactic features. The DM determines what you learn. Once learned, you can Consume your Brand on that creature to gain the learned trait for 1 hour.<br> | |||
Once you've used this feature, you can't do so again until you finish a long rest. | |||
<br><br> | |||
==== Spell Siphon ==== | |||
''14th Level Runebinder Attunement Feature''<br> | |||
Your curse is capable of copying the Spells of those its Brands. Whenever a Branded creature casts a Spell, you learn the name of the Spell and its School of Magic.<br> | |||
As a Reaction when a Spell of a Level you can cast is cast by a Branded creature, you can Consume the Brand to replace one of your Spells Known with the Spell cast by the Branded creature. You retain the copied Spell until you finish a Long Rest, after which the Spell you replaced it with returns to your list of Learned Spells. The copied Spell counts as a Maledictor Spell for you while it is copied.<br> | |||
You can also attempt to permanently Learn the copied Spell. By spending 1 hour studying the Spell in your mind, you can expend a Spell Slot equal to the Spell's Level and make an (Intelligence) Arcana Check. If the Spell is on the Maledictor Spell List, the DC of this Arcana Check is equal to 15 + the Spell's Level. If the Spell is not on the Maledictor Spell List, the DC of this Arcana Check is equal to 20 + he Spell's Level.<br> | |||
On a successful Arcana Check, you permanently Learn the Spell, it counts as a Maledictor Spell for you, it does not count against your Spells Known, and the Spell you replaced it with returns to your list of Spells Known.<br> | |||
Once you consume your Brand in this way, you can't do so again until you finish a Long Rest. | |||
<br><br><br> | |||
== Thaumaturgist Attunement == | |||
Thaumaturgists are maledictors who are in tune with the flow of the natural world. They have transformed their curse into a runic totem that expands its influence over the battlefield. In the same vein, the Thaumaturgist uses this magic to summon both living creatures and spiritual entities. | |||
==== Brand Spells ==== | |||
''3rd Level Thaumaturgist 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 || Minor Illusion | |||
|- | |||
| 3rd || Charm Person, Disguise Self | |||
|- | |||
| 5th || Enthrall, Phantasmal Force | |||
|- | |||
| 9th || Enemies Abound, Hypnotic Pattern | |||
|- | |||
| 13th || Confusion, Phantasmal Killer | |||
|- | |||
| 17th || Dream, Seeming | |||
|} | |||
<br> | |||
Thaumaturgist's Totem | |||
At 3rd level, you have used the magic of the world to shift your curse into a physical object known as a totem. As a bonus action you place the totem in an unoccupied space within 60 feet of you. The totem is considered a medium size object with an AC of 10 + your proficiency bonus + Intelligence modifier and has hit points equal to twice your Maledictor Level + your Intelligence modifier. The totem is immune to all conditions, poison damage, psychic damage, and has resistance to all other damage types. Since the totem is now a physical object in the world, it is now visible for all to see. | |||
When you place the totem, it creates an aura that is a 15-foot radius sphere centered on it. Whenever a creature enters the aura for the first time, or starts its turn there, you can choose to force it to make a Constitution saving throw equal to your spell save DC. On a failure, the creature suffers all afflictions your brand would normally bestow upon it. At the end of each of the afflicted creature's subsequent turns, it can make the save again, ending the effect on a success. | |||
On a successful save, the creature is immune to the totem's afflictions for as long as it remains in the aura. If the creature leaves the aura and later enters it again, it must make the save again. If a creature succeeds on the saving throw by 5 or more, it is immune to the totem's afflictions for 24 hours. When a creature leaves the totem's aura, it automatically loses all afflictions. | |||
The totem alters how several of your maledictor class features work, detailed below. | |||
Arcane Detonation | |||
When you choose to detonate a totem, it explodes as a normal brand would. However when it does, each creature within the totem's aura must make a Dexterity saving throw equal to your spell save DC. Creatures that fail this saving throw take the damage as they would normally with this feature. | |||
Curse Jumper | |||
While there are no creatures within the aura of your totem, you can use your bonus action to teleport the totem within 5 feet of a hostile creature. | |||
Cursebinder | |||
You gain one additional totem, but do not get more at higher levels. | |||
Totemic Infusion | |||
Starting at 6th level, your totem empowers you and your allies strikes. Whenever a friendly creature hits a hostile creature with a melee weapon attack, if the target is within the totem's aura, you can use your reaction to roll one of your brand die to deal additional force damage to the target without consuming the totem. | |||
Invigorating Detonation | |||
At 10th level you can use your totem's life energy to invigorate your allies. As an action you can consume your totem, granting all friendly creatures within its aura advantage on attack rolls, ability checks, and saving throws until the end of your next turn. If you have multiple allies in different totem auras, you may consume those totems as well. | |||
Once you've used this feature, you can't do so again until you finish a short or long rest. | |||
Totem Master | |||
Beginning at 14th level, your totem strengthens with your connection to the world. Your totem's aura increases to a 30-foot radius sphere, and its hit points are equal to three times your Maledictor Level + twice your Intelligence modifier. |