Maledictor: Difference between revisions

9,993 bytes added ,  18:48, 4 January 2023
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! Level !! Proficiency Bonus !! Features !! Brand Die !! Experience Points
! Level !! Proficiency Bonus !! Features !! Brand Die !! Experience Points
|-
|-
| 1st || +2 || Brand, Brandshaper Attuenement || - || 0
| 1st || +2 || [[Maledictor#Brand|Brand]], [[Maledictor#Brandshaper Attuenement|Brandshaper Attuenement]] || - || 0
|-
|-
| 2nd || +2 || Spellcasting, Arcane Detonation, Maledictor Fighting Style || d6 || 300
| 2nd || +2 || [[Maledictor#Spellcasting|Spellcasting]], [[Maledictor#Arcane Detonation|Arcane Detonation]], [[Maledictor#Maledictor Fighting Style|Maledictor Fighting Style]] || d6 || 300
|-
|-
| 3rd || +2 || Cursing Attacks || d6 || 1,000
| 3rd || +2 || [[Maledictor#Cursing Attacks|Cursing Attacks]] || d6 || 1,000
|-
|-
| 4th || +2 || Ability Score Improvement || d6 || 3,000
| 4th || +2 || [[Maledictor#Ability Score Improvements|Ability Score Improvement]] || d6 || 3,000
|-
|-
| 5th || +3 || Extra Attack || d6 || 6,000
| 5th || +3 || [[Maledictor#Extra Attack|Extra Attack]] || d6 || 6,000
|-
|-
| 6th || +3 || Brandshaper Attunement Feature || d8 || 10,000
| 6th || +3 || [[Maledictor#Brandshaper Attunement|Brandshaper Attunement Feature]] || d8 || 10,000
|-
|-
| 7th || +3 || Cursebinder (2) || d8 || 20,000
| 7th || +3 || [[Maledictor#Cursebinder|Cursebinder (2)]] || d8 || 20,000
|-
|-
| 8th || +3 || Ability Score Improvement || d8 || 40,000
| 8th || +3 || [[Maledictor#Ability Score Improvements|Ability Score Improvement]] || d8 || 40,000
|-
|-
| 9th || +4 || - || d8 || 60,000
| 9th || +4 || - || d8 || 60,000
|-
|-
| 10th || +4 || Brandshaper Attunement Feature || d10 || 80,000
| 10th || +4 || [[Maledictor#Brandshaper Attunement|Brandshaper Attunement Feature]] || d10 || 80,000
|-
|-
| 11th || +4 || Forceful Attacks (1 Die) || d10 || 100,000
| 11th || +4 || [[Maledictor#Forceful Attacks|Forceful Attacks (1 Die)]] || d10 || 100,000
|-
|-
| 12th || +4 || Ability Score Improvement || d10 || 120,000
| 12th || +4 || [[Maledictor#Ability Score Improvements|Ability Score Improvement]] || d10 || 120,000
|-
|-
| 13th || +5 || - || d10 || 140,000
| 13th || +5 || - || d10 || 140,000
|-
|-
| 14th || +5 || Brandshaper Attunement Feature || d12 || 160,000
| 14th || +5 || [[Maledictor#Brandshaper Attunement|Brandshaper Attunement Feature]] || d12 || 160,000
|-
|-
| 15th || +5 || Cursebinder (3), Forceful Attacks (2 Dice) || d12 || 180,000
| 15th || +5 || [[Maledictor#Cursebinder|Cursebinder (3)]], [[Maledictor#Forceful Attacks|Forceful Attacks (2 Dice)]] || d12 || 180,000
|-
|-
| 16th || +5 || Ability Score Improvement || d12 || 200,000
| 16th || +5 || [[Maledictor#Ability Score Improvements|Ability Score Improvement]] || d12 || 200,000
|-
|-
| 17th || +6 || - || d12 || 225,000
| 17th || +6 || - || d12 || 225,000
|-
|-
| 18th || +6 || Cursebinder (3) || d12 || 250,000
| 18th || +6 || [[Maledictor#Cursebinder|Cursebinder (4)]] || d12 || 250,000
|-
|-
| 19th || +6 || Ability Score Improvement || d12 || 300,000
| 19th || +6 || [[Maledictor#Ability Score Improvements|Ability Score Improvement]] || d12 || 300,000
|-
|-
| 20th || +6 || Hexmage, Forceful Attacks (3 Dice) || d20 || 350,000
| 20th || +6 || [[Maledictor#Hexmage|Hexmage]], [[Maledictor#Forceful Attacks|Forceful Attacks (3 Dice)]] || d20 || 350,000
|}
|}


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'''Equipment.''' A Martial Weapon, a Martial Weapon or a Shield, a Simple Weapon, an Equipment Pack, Chain Mail, and an Arcane Focus
'''Equipment.''' A Martial Weapon, a Martial Weapon or a Shield, a Simple Weapon, an Equipment Pack, Chain Mail, and an Arcane Focus
<br><br>
<br><br>
{| class="wikitable"
|+ Maledictor Features Summarized
|-
! Feature !! Level !! Quick Explanation
|-
| [[Maledictor#Brand|Brand]] || 1st || You can Brand enemies, marking them for death while slowing them and making them worse at Attacking
|-
| [[Maledictor#Brandshaper Attuenement|Brandshaper Attuenement]] || 1st || You choose your subclass, and gain features at 1st, 6th, 10th, and 14th Level
|-
| [[Maledictor#Spellcasting|Spellcasting]] || 2nd || You gain half Spellcasting that uses Intelligence and Learning Spells
|-
| [[Maledictor#Arcane Detonation|Arcane Detonation]] || 2nd || You can spend Spell Slots to deal Damage to a Branded creature, ending the Brand
|-
| [[Maledictor#Maledictor Fighting Style|Maledictor Fighting Style]] || 2nd || You get a unique Fighting Style unique to Maledictors
|-
| [[Maledictor#Cursing Attacks|Cursing Attacks]] || 3rd || You can inflict one of a few curses on Branded enemies
|-
| [[Maledictor#Ability Score Improvements|Ability Score Improvements]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level
|-
| [[Maledictor#Extra Attack|Extra Attack]] || 5th || [[Maledictor#Extra Attack|Extra Attack]]
|-
| [[Maledictor#Cursebinder|Cursebinder]] || 7th || You can Brand more creatures at once
|-
| [[Maledictor#Forceful Attacks|Forceful Attacks]] || 11th || You deal more Damage with your Attacks
|-
| [[Maledictor#Hexmage|Hexmage]] || 20th || You get an unlimited number of uses for your Brand, and you get a bunch of buffs to your Brand
|}


==== Brand ====
==== Brand ====
''1st Level Maledictor Feature''<br>
''1st Level Maledictor Feature''<br>
You learn to use a special curse known as a Brand. As a Bonus Action you curse a creature within 60ft of you with your Brand, which only you and creatures of your choice can see. While Branded, the target's Speed is reduced by 10ft, and it suffers a penalty to it's Attack Rolls equal to your Proficiency Bonus.<br>
You learn to use a special curse known as a Brand. As a Bonus Action you curse a creature within 60ft of you with your Brand, which only you and creatures of your choice can see. While Branded, the target's Speed is reduced by 10ft, and it suffers a penalty to it's Attack Rolls equal to your Proficiency Bonus.<br>
The Brand lasts for 1 minute. It ends early if you are reduced to 0 Hit Points, you are Incapacitated, or if you Consume the Brand.<br>
The Brand lasts for 1 minute. It ends early if you are reduced to 0 Hit Points, you are [[Conditions#Incapacitated|Incapacitated]], or if you Consume the Brand.<br>
When a Branded creature is reduced to 0 Hit Points before the Brand's duration ends, you can use a Bonus Action on a subsequent turn to move the Brand to another creature within Range.
When a Branded creature is reduced to 0 Hit Points before the Brand's duration ends, you can use a Bonus Action on a subsequent turn to move the Brand to another creature within Range.
You can only Brand one creature at a time in this way, and a creature can only be affected by one Brand at a time. You can use your Brand a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
You can only Brand one creature at a time in this way, and a creature can only be affected by one Brand at a time. You can use your Brand a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
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''1st, 6th, 10th, and 14th Level Maledictor Feature''<br>
''1st, 6th, 10th, and 14th Level Maledictor Feature''<br>
You choose one of the Brandshaper Attunements in the table below to show how you hone your skills and learn to manipulate your Brand in powerful ways.
You choose one of the Brandshaper Attunements in the table below to show how you hone your skills and learn to manipulate your Brand in powerful ways.
<br><br>
 
{| class="wikitable"
|+ Brandshaper Attunements
|-
! Brandshaper Attunement !! Complexity (1-5) !! Description
|-
| [[Maledictor#Ravager Attunement|Ravager Attunement]] || 1 || You begin to use your Spells more effectively against Branded creatures, shaping your magic to specifically be devastated to those you curse.
|-
| [[Maledictor#Blackguard Attunement|Blackguard Attunement]] || 3 || You see the benifits of using your Brand in cursed ways, beginning to Brand yourself, casuing your body to mutate in powerful ways that others would deem unnatural.
|-
| [[Maledictor#Forerunner Attunement|Forerunner Attunement]] || 2 || You use your Brands as a catalyst for the power of the elements that you use unleash devastation on your foes, turning their strength into their weakness.
|-
| [[Maledictor#Hierophant Attunement|Hierophant Attunement]] || 3 || You shape your Brand to the power of the divine, transmuting it into a Glyph that you use to assist your allies, protecting them from those you would have Branded.
|-
| [[Maledictor#Runebinder Attunement|Runebinder Attunement]] || 2 || You steal the knowledge that the creatures you Brand have, knowing that you will get more use out of it then a dead man would.
|}
<br>


==== Spellcasting ====
==== Spellcasting ====
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'''Spell Save DC.''' 8 + your Intelligence Modifier + your Proficiency Bonus<br>
'''Spell Save DC.''' 8 + your Intelligence Modifier + your Proficiency Bonus<br>
'''Spell Attack Bonus.''' Your Intelligence Modifier + your Proficiency Bonus<br>
'''Spell Attack Bonus.''' Your Intelligence Modifier + your Proficiency Bonus<br>
'''Spellcasting Focus.''' An Arcane Focus<br>
'''Spellcasting Focus.''' An [[Armor and Weapons#Spellcasting Focuses|Arcane Focus]]<br>
'''Spell Learning Method.''' You start knowing 2 Spells, and then Learn 1 new Spell every odd Level.
'''Spell Learning Method.''' You start knowing 2 Spells, and then Learn 1 new Spell every odd Level.


{| class="wikitable"
{| class="wikitable"
|+ Level and Spells Slots per Level
|+ [[Maledictor Spells|Maledictor Spell List]]
|-
|-
! Level !! Spells Known !! 1st !! 2nd !! 3rd !! 4th !! 5th
! Level !! Spells Known !! 1st !! 2nd !! 3rd !! 4th !! 5th
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''2nd Level Maledictor Feature''<br>
''2nd Level Maledictor Feature''<br>
You adopt a particular style of fighting unique to Maledictors. Choose one of the following options you do not already have:
You adopt a particular style of fighting unique to Maledictors. Choose one of the following options you do not already have:
*'''Blade Dancer.''' Your Attacks that deal Sashing Damage have a their Crit Range increased by 1.
*'''Blade Dancer.''' Your Attacks that deal Sashing Damage have their Crit Range increased by 1.
*'''Vicious Lancer.''' When you hit a creature with a Melee Weapon that deals Piercing Damage, if you roll the maximum result for a Damage Die, you roll the die again, adding it to the Damage Roll.
*'''Vicious Lancer.''' When you hit a creature with a Melee Weapon that deals Piercing Damage, if you roll the maximum result for a Damage Die, you roll the die again, adding it to the Damage Roll.
*'''Crushing Dominator.''' When you Crit on a Melee Weapon Attack that deals Bludgeoning Damage, the target is knocked Prone, and its Speed is reduced to 0 until the end of your next turn.
*'''Crushing Dominator.''' When you Crit on a Melee Weapon Attack that deals Bludgeoning Damage, the target is knocked Prone, and its Speed is reduced to 0 until the end of your next turn.
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= Brandshaper Attunements =
= Brandshaper Attunements =
== Arcane Ravager Attunement ==
== Blackguard 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.
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.
<br><br>
<br><br>


==== Brand Spells ====
''1st Level Arcane Ravager Attunement Feature''<br>
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
|+ Blackguard Features Features
|-
|-
! Maledictor Level !! Spells
! Feature !! Level !! Quick Explanation
|-
|-
| 1st || Booming Blade
| [[Maledictor#Brand Spells|Brand Spells]] || 1st || You gain free bonus Spells and a Cantrip
|-
|-
| 3rd || Absorb Elements, Shield
| [[Maledictor#Blackguard's Curse|Blackguard's Curse]] || 1st || You can Brand yourself, when you do, you get one of a few mutations that give you a buff
|-
|-
| 5th || Hold Person, Mirror Image
| [[Maledictor#Arcane Necrosis|Arcane Necrosis]] || 6th || When you hit a creature with an Attack and one of you is Branded, you do extra Damage
|-
|-
| 9th || Bestow Curse, Haste
| [[Maledictor#Harvest Essence|Harvest Essense]] || 10th || You can end Brands when you would die to not die instead
|-
|-
| 13th || Confusion, Elemental Bane
| [[Maledictor#Permanent Mutation|Permanent Mutation]] || 14th || You can permanantly Brand yourself without it counting against your number of Brands
|-
| 17th || Circle of Power, Far Step
|}
|}
<br>
<br>
==== Ravager's Curse ====
''1st 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.
<br><br>
==== Brand Infusion ====
''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.
<br><br>
==== Arcane Dominion ====
''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.
<br><br>
==== Curse of the Weave ====
''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 can use this Bonus Action a number of times equal to your Intelligence Modifier, regaining expended uses at the end of a Long Rest.
<br><br><br>
== 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.
<br><br>


==== Brand Spells ====
==== Brand Spells ====
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! Maledictor Level !! Spells
! Maledictor Level !! Spells
|-
|-
| 1st || Chill Touch
| 1st || [[Cantirps#Chill Touch|Chill Touch]]
|-
|-
| 3rd || Bane, Ray of Sickness
| 3rd || [[Level 1#Bane|Bane]], [[Level 1#Ray of Sickness|Ray of Sickness]]
|-
|-
| 5th || Blindness/Deafness, Shadow Blade
| 5th || [[Level 2#Blindness/Deafness|Blindness/Deafness]], [[Level 2#Shadow Blade|Shadow Blade]]
|-
|-
| 9th || Fear, Vampiric Touch
| 9th || [[Level 3#Fear|Fear]], [[Level 3#Vampiric Touch|Vampiric Touch]]
|-
|-
| 13th || Blight, Shadow of Moil
| 13th || [[Level 4#Blight|Blight]], [[Level 4#Shadow of Moil|Shadow of Moil]]
|-
|-
| 17th || Negative Energy Flood, Steel Wind Strike
| 17th || [[Level 5#Negative Energy Flood|Negative Energy Flood]], [[Level 5#Steel Wind Strike|Steel Wind Strike]]
|}
|}
<br>
<br>
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==== Arcane Necrosis ====
==== Arcane Necrosis ====
''6th Level Blackguard Attunement Feature''<br>
''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.
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 to the target. This Damage cannot be reduced in any way.
<br><br>
<br><br>


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==== Permanent Mutation ====
==== Permanent Mutation ====
''14th Level Blackguard Attunement Feature''<br>
''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.
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.
<br><br><br>
<br><br><br>


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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>
{| class="wikitable"
|+ Forerunner Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Maledictor#Brand Spells|Brand Spells]] || 1st || You gain free bonus Spells and a Cantrip
|-
| [[Maledictor#Elemental Attunement|Elemental Attunement]] || 1st || You choose one of four elements
|-
| [[Maledictor#Forerunner's Curse|Forerunner's Curse]] || 1st || When you Consume your Brand, you do an extra effect based on the element you chose
|-
| [[Maledictor#Primordial Hex|Primordial Hex]] || 6th || You can change the Damage of your Cantrips to the Damage Type based on your element, also if you do Damage to a Branded creature with a Cantrip, you do extra Damage
|-
| [[Maledictor#Hold Elements#Hold Elements]] || 10th || You can Consume your Brand to give a creature Vulnerability or cause it to lose its Resistance or Immunity to the Damage Type based on the element you chose
|-
| [[Maledictor#Primordial Detonation|Primordial Detonation]] || 14th || When you use a Spell on a Branded creature, you can use your Arcane Detonation feature for free on the Branded creature
|}
<br>


==== Brand Spells ====
==== Brand Spells ====
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! Maledictor Level !! Air Spells !! Earth Spells !! Fire Spells !! Water Spells
! Maledictor Level !! Air Spells !! Earth Spells !! Fire Spells !! Water Spells
|-
|-
| 1st || Shocking Grasp || Poison Spray || Fire Bolt || Ray of Frost
| 1st || [[Cantrips#Shocking Grasp|Shocking Grasp]] || [[Cantrips#Poison Spray|Poison Spray]] || [[Cantrips#Fire Bolt|Fire Bolt]] || [[Cantrips#Ray of Frost|Ray of Frost]]
|-
|-
| 3rd || Fog Cloud, Witch Bolt || Earth Tremor, Entangle || Burning Hands, Faerie Fire || Create or Destroy Water
| 3rd || [[Level 1#Fog Cloud|Fog Cloud]], [[Level 1#Witch Bolt|Witch Bolt]] || [[Level 1#Earth Tremor|Earth Tremor]], [[Level 1#Entangle|Entangle]] || [[Level 1#Burning Hands|Burning Hands]], [[Level 1#Faerie Fire|Faerie Fire]] || [[Level 1#Create or Destroy Water|Create or Destroy Water]], [[Level 1#Frost Fingers|Frost Fingers]]
|-
|-
| 5th || Dust Devil, Levitate || Barkskin, Protection from Poison || Flaming Sphere, Heat Metal || Misty Step, Snowball Swarm
| 5th || [[Level 2#Dust Devil|Dust Devil]], [[Level 2#Levitate|Levitate]] || [[Level 2#Barkskin|Barkskin]], [[Level 2#Protection from Poison|Protection from Poison]] || [[Level 2#Flaming Sphere|Flaming Sphere]], [[Level 2#Heat Metal|Heat Metal]] || [[Level 2#Misty Step|Misty Step]], [[Level 2#Snowball Swarm|Snowball Swarm]]
|-
|-
| 9th || Call Lightning, Gaseous Form || Erupting Earth, Meld Into Stone || Daylight, Minute Meteors || Sleet Storm, Tidal Wave
| 9th || [[Level 3#Call Lightning|Call Lightning]], [[Level 3#Gaseous Form|Gaseous Form]] || [[Level 3#Erupting Earth|Erupting Earth]], [[Level 3#Meld into Stone|Meld into Stone]] || [[Level 3#Daylight|Daylight]], [[Level 3#Minute Meteors|Minute Meteors]] || [[Level 3#Sleet Storm|Sleet Storm]], [[Level 3#Tidal Wave|Tidal Wave]]
|-
|-
| 13th || Freedom of Movement, Storm Sphere || Freedom of Movement, Stone Shape || Fire Shield, Wall of Fire || Control Water, Ice Storm
| 13th || [[Level 4#Freedom of Movement|Freedom of Movement]], [[Level 4#Storm Sphere|Storm Sphere]] || [[Level 4#Freedom of Movement|Freedom of Movement]], [[Level 4#Stone Shape|Stone Shape]] || [[Level 4#Fire Shield|Fire Shield]], [[Level 4#Wall of Fire|Wall of Fire]] || [[Level 4#Control Water|Control Water]], [[Level 4#Ice Storm|Ice Storm]]
|-
|-
| 17th || Control Winds, Destructive Wave || Transmute Rock, Tree Stride || Dawn, Immolation || Arcane Hand, Maelstrom
| 17th || [[Level 5#Control Winds|Control Winds]], [[Level 5#Destructive Wave|Destructive Wave]] || [[Level 5#Transmute Rock|Transmute Rock]], [[Level 5#Tree Stride|Tree Stride]] || [[Level 5#Dawn|Dawn]], [[Level 5#Immolation|Immolation]] || [[Level 5#Arcane Hand|Arcane Hand]], [[Level 5#Maelstrom|Maelstrom]]
|}
|}
<br>
<br>
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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:
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.
*'''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.
*'''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 [[Conditions#Prone|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.
*'''Fire.''' When you use your Arcane Detonation feature on a Branded creature, the creature is bathed in searing light. The target is [[Conditions#Blinded|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.
*'''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.
<br>
<br>
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==== Primordial Hex ====
==== Primordial Hex ====
''6th Level Forerunner Attunement Feature''<br>
''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.
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 Spells targeting Branded creatures to the Damage Type of your Elemental Attunement feature.
<br><br>
<br><br>


==== Mold Elements ====
==== Mold Elements ====
''10th Level Forerunner Attunement Feature''<br>
''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>
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 chosen with 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 the 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.
Once you've used this feature, you can't do so again until you finish a Long Rest.
<br><br>
<br><br>
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Hierophants are righteous maledictors who have learned to use semi-divine power to turn their brand from a curse into a blessing.
Hierophants are righteous maledictors who have learned to use semi-divine power to turn their brand from a curse into a blessing.
<br><br>
<br><br>
{| class="wikitable"
|+ Hierophant Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Maledictor#Brand Spells|Brand Spells]] || 1st || You gain free bonus Spells and a Cantrip
|-
| [[Maledictor#Hierophant's Glyph|Hierophant's Glyph]] || 1st || Your Brand becomes a Glyph to gain Temporary Hit Points and heal
|-
| [[Maledictor#Radiant Protector|Radiant Protector]] || 6th || You can casue a Glyphed creature to do extra Damage
|-
| [[Maledictor#Hierophant's Grace|Hierophant's Grace]] || 10th || When a Glyphed creature would die, you can Consume the Glyph to cause it to not die instead
|-
| [[Maledictor#Armor of Enchantment|Armor of Enchantment]] || 14th || Glyphed creatures have Resistance to Bludgeoning, Piercing, and Slasing Damage
|}
<br>


==== Brand Spells ====
==== Brand Spells ====
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! Maledictor Level !! Spells
! Maledictor Level !! Spells
|-
|-
| 1st || Sacred Flame
| 1st || [[Cantrips#Burning Radiance|Burning Radiance]]
|-
|-
| 3rd || Bless, Guiding Bolt
| 3rd || [[Level 1#Bless|Bless]], [[Level 1#Guiding Bolt|Guiding Bolt]]
|-
|-
| 5th || Calm Emotions, Zone of Truth
| 5th || [[Level 2#Calm Emotions|Calm Emotions]], [[Level 2#Zone of Truth|Zone of Truth]]
|-
|-
| 9th || Beacon of Hope, Revivify
| 9th || [[Level 3#Beacon of Hope|Beacon of Hope]], [[Level 3#Revivify|Revivify]]
|-
|-
| 13th || Aura of Purity, Death Ward
| 13th || [[Level 4#Aura of Purity|Aura of Purity]], [[Level 4#Death Ward|Death Ward]]
|-
|-
| 17th || Greater Restoration, Heavenly Pillar
| 17th || [[Level 5#Greater Restoration|Greater Restoration]], [[Level 5#Heavenly Pillar|Heavenly Pillar]]
|}
|}
<br>
<br>
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==== Armor of Enchantment ====
==== Armor of Enchantment ====
''14th Level Hierophant Attunement Feature''<br>
''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.
Your Glyphs armor those they protect. While a creature is enchanted with a Glyph, it has Resistance to non-magical Bludgeoning, Piercing, and Slashing Damage.
<br><br><br>
 
== Ravager Attunement ==
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.
<br><br>
 
{| class="wikitable"
|+ Ravager Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Maledictor#Brand Spells|Brand Spells]] || 1st || You gain free bonus Spells and a Cantrip
|-
| [[Maledictor#Ravager's Curse|Ravager's Curse]] || 1st || Your Branded creatures are worse at resisting your Spells
|-
| [[Maledictor#Brand Infusion|Brand Infusion]] || 6th || You can deal extra Damage to a Branded creature with your Weapon Attacks
|-
| [[Maledictor#Arcane Dominion|Arcane Dominion]] || 10th || You're better at Constitution Saving Throws to maintain Concentration imposed by Branded creatures
|-
| [[Maledictor#Curse of the Weave|Curse of the Weave]]|| 14th || When you kill a Branded creature, you regain some Spell Slot
|}
<br>
 
==== Brand Spells ====
''1st Level Ravager Attunement Feature''<br>
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"
|+ Brand Spells
|-
! Maledictor Level !! Spells
|-
| 1st || [[Cantrips#Booming Blade|Booming Blade]]
|-
| 3rd || [[Level 1#Absorb Elements|Absorb Elements]], [[Level 1#Shield|Shield]]
|-
| 5th || [[Level 2#Hold Person|Hold Person]], [[Level 2#Mirror Image|Mirror Image]]
|-
| 9th || [[Level 3#Bestow Curse|Bestow Curse]], [[Level 3#Haste|Haste]]
|-
| 13th || [[Level 4#Confusion|Confusion]], [[Level 4#Elemental Bane|Elemental Bane]]
|-
| 17th || [[Level 4#Circle of Power|Circle of Power]], [[Level 5#Far Step|Far Step]]
|}
<br>
 
==== Ravager's Curse ====
''1st Level 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.
<br><br>
 
==== Brand Infusion ====
''6th Level 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 one roll of your Brand Die.
<br><br>
 
==== Arcane Dominion ====
''10th Level 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.
<br><br>
 
==== Curse of the Weave ====
''14th Level 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 Slot.
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.
<br><br><br>
<br><br><br>


Line 409: Line 523:
Runebinders are maledictors who use their curse to bind their enemies abilities to themselves. They are masters of manipulation and savvy arcane thieves.
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>
<br><br>
{| class="wikitable"
|+ Runebinder Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Maledictor#Brand Spells|Brand Spells]] || 1st || You gain free bonus Spells and a Cantrip
|-
| [[Maledictor#Runebinder's Curse|Runebinder's Curse]] || 1st || You can gain Proficiency or Expertise in a Skill a Branded creature is Proficient in
|-
| [[Maledictor#Branded Retribution|Branded Retribution]] || 6th || When a Branded creature makes an offensive act, you can cause it to take Damage
|-
| [[Maledictor#Arcane Mimic|Arcane Mimic]] || 10th || You can gain a Branded creatures senses, [[Languages]], or special feature
|-
| [[Maledictor#Spell Siphon|Spell Siphon]] || 14th || When a Branded creature casts a Spell, you can copy that Spell, and potentially permanantly learn that Spell
|}
<br>


==== Brand Spells ====
==== Brand Spells ====
Line 418: Line 549:
! Maledictor Level !! Spells
! Maledictor Level !! Spells
|-
|-
| 1st || Minor Illusion
| 1st || [[Cantrips#Minor Illusion|Minor Illusion]]
|-
|-
| 3rd || Charm Person, Disguise Self
| 3rd || [[Level 1#Charm Person|Charm Person]], [[Level 1#Disguise Self|Disguise Self]]
|-
|-
| 5th || Enthrall, Phantasmal Force
| 5th || [[Level 2#Enthrall|Enthrall]], [[Level 2#Phantasmal Force|Phantasmal Force]]
|-
|-
| 9th || Enemies Abound, Hypnotic Pattern
| 9th || [[Level 3#Enemies Abound|Enemies Abound]], [[Level 3#Hypnotic Pattern|Hypnotic Pattern]]
|-
|-
| 13th || Confusion, Phantasmal Killer
| 13th || [[Level 4#Confusion|Confusion]], [[Level 4#Phantasmal Killer|Phantasmal Killer]]
|-
|-
| 17th || Dream, Seeming
| 17th || [[Level 5#Dream|Dream]], [[Level 5#Seeming|Seeming]]
|}
|}
<br>
<br>
Line 441: Line 572:
==== Branded Retribution ====
==== Branded Retribution ====
''6th Level Runebinder Attunement Feature''<br>
''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.
You learn how to use your Brand to use a creatures offensive potential against. Whenever a Branded creature makes 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>
<br><br>


==== Arcane Mimic ====
==== Arcane Mimic ====
''10th Level Runebinder Attunement Feature''<br>
''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>
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.
Once you've used this feature, you can't do so again until you finish a long rest.
<br><br>
<br><br>
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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>
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>
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>
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 + the 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>
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.
Once you consume your Brand in this way, you can't do so again until you finish a Long Rest.
<br><br><br>
<br><br><br>