[[],[],[],[],[],[],[],[{"id":7667,"name":"Cleric, Pestilence","type":"domain","hit_die":"","alignment":"Any","full_text":"
Type:<\/b> domain<\/p>
NOTE TO PLAYERS: This domain is only lightly tested and was created by a compete noob. Please be aware that balance issues are likely. It is a good idea to have your constitution score as high as possible if you use this domain. The idea for this domain came from warhammer 40k and age of sigmar, as is fairly obvious.<\/em><\/p> Whenever you cast a domain spell on an ally other than yourself it becomes Deseased and has disadvantage on ALL roles it makes for the duration of the spell. In addition, you can cast domain spells on yourself even if you normally could not. Also any time you cast a healing spell, roll a d4. On a 1, the target is not healed and instead takes necrotic damage equivalent to the amount of healing the spell would have done.<\/p> Bonus cantrip:<\/strong><\/p> you gain the resistance<\/em> cantrip. This counts as a domain spell for the purposes of the Des<\/em>eased magic <\/em>rule.<\/p> Channel divinity- Miasma of pestilence:<\/strong><\/p> (Starting at second level) As your channel divinity, you present your holy symbol and a noxious, green-yellow fog rolls of your body. All creatures within 150 feet of you must make a constitution saving throw. On a 1-5 they take 3d8 necrotic damage and suffer 1 effect of the DM's choice. On a 5-15 they take 1d8 necrotic damage and suffer 1 effect of the DM's choice. On a 15-20 they suffer 1 effect of the DM's choice. On a 20+ they are unaffected. The effect the DM chooses can be anything, from becoming poisioned to suffering penalties to ability checks. The DM sould choose an effect that a regular disease could cause.<\/p> Disgustingly resilient:<\/strong><\/p> by sixth level, your body has become horribly deseased, skin sloughing away, maggots eating through you, innards showing through massive holes in your flesh and even spilling out in places. Whenever you take damage from non-magical slashing, piercing or bludgeoning damage make a constitution saving throw (DC 10). On a successful save, you only take half damage.<\/p> Contagious blow:<\/strong><\/p> (starting at eighth level) your blows now are covered with the many contagious and diseases that riddle your body. Add your constitution modifier to any necrotic or bludgeoning damage you deal.<\/p> Withering touch<\/strong><\/p> (starting at seventeenth level) your touch now withers flesh, rotting it to the bone. Whenever you cause damage with a mele weapon, the target's max HP is reduced by 1 for the next three days. This effect can stack.<\/p> <\/p> <\/p> Domain spell table<\/strong>:<\/p> Type:<\/b> base Equipment:<\/strong><\/p> DESCRIPTION AND CLASS TABLE HERE Type:<\/b> base Thanks to years of study, you are automatically proficient with magical items.<\/p> You can draw power from the far realms, where strange things can happen an the laws of nature are different. You can use this connection to manifest strange effects, called rites. Two different types of rite exist, General and special rites. General rites can be manifested without a particularly strong connection to any realm. At first level you know two General rites. You learn more rites as you level up, as shown in the class table.<\/p> Your rune-covered robes project a magical shield, protecting you from harm. While you are wearing your Sorcerer's robes and no armour, you gain a +1 bonus to AC and gain temporary hit points equal to 3× your proficiency bonus. Each turn you regenerate 1d6 temporary hit points (up to 3× your proficiency bonus) if an attack removes your last temporary hit point, all excess damage from that attack is lost and you cannot regenerate temporary hit points for 1 minute. Psychic damage ignores these hit points and goes straight to your main pool.<\/p> At third level, your connection to one of the three closest dimensions stenthens, allowing you to channel more power from it more efficiently. Chose either the chaotic realm, the dark dimension or the probabaliatic universe. Your choice grants you new abilitys at third, fith and eleventh level and will allow you to manifest that dimension's special rites.<\/p> When you reach fourth level, and again at 7th, 13th, 16th and 18th level, you can increase one ability score of your choice by 2 or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<\/p> Starting at fith level, you can spring into the air and create platfoms of energy under your feet, alowing you to effectively walk in nothing. You can replace up to 10 feet of your walking movement with flying movement each turn, or can treat 10 feet of dificult terrain as regular terrain.<\/p> Starting at ninth level, you learn how to transmute matter into energy and vice versa. As a bonus action, you can cause any magical object that you are attuned to to dissipate in a shower of sparks. You can re-summon it as a bonus action, calling the sparks back out of the chaotic realm and collecting them together, forming the object.<\/p> By thirteenth level, you know how to separate your Astral form from your physical body, and how to do the same to others. As an action, you can enter the astral plane, a layer of reality always there, but virtually undetectable, similar to the reflected realm or the weave. Time stops for all creatures but you, and you can pass through walls. You can veiw events and objects, but cannot interact with them. This effect only ends when you choose for it to, but for every minuite longer than 10 you spend in the astral realm you take 1d4 psychic damage. Alternatively, you can force an enemy's astral form out of their body, dealing 3d12 psychic damage. This ability can be used a number of times equal to your intelligence modifier per long rest.<\/p> By seventeenth level, your connection to the other realms is strong enough that you can open a physical link between them. You can use an action to open a 5 foot wide, eight foot tall portal to a different plane of your choice. Any medium or smaller creature can pass through the portal, but a large creature requires a successful DC 15 dexterity check and 30 seconds to pass through. The portal can be shut by a sorcerer as an action on a successful DC 10 strength check, and any creatures passing through take 10d12 force damage.<\/p> At twentieth level, you automatically succeed sorcery checks.<\/p> <\/p> 1<\/p><\/td> The chaotic realm is a place of pure energy, an almost infinite source of power to be tapped into. Sorcerers who learn to access this power are renowned for ther potency in combat, summoning weapons of energy to assist their fellows.<\/p> When you pick this prefered source at third level, you can add your intelligence modifier to damage you deal with any chaotic realm general rites as an additional small shock of energy sparks from the point of contact<\/p> At fifth level, you learn new ways to channel power from the Chaotic realm, allowing you to manifest new, powerful rites that would have been impossible to create before. You learn one special rite of your choice from the Chaotic realm special rites list, and another at tenth and fifteenth level.<\/p> By eleventh level, you can manifest simple rites by habbit, without thinking too hard on it. You have advantage on sorcery checks for chaotic realm general rites, and can manifest the chaotic shield rite as a reaction to being attacked.<\/p> The dark dimension is a strange, almost hallucion-like place, where time and space can be re-shaped like clay. Sorcerers that pull from the dark dimension are often feared as a necromancer or a warlock, and some do indeed form pacts with the strange entitys that dwell there.<\/p> When you pick this source at third level, you learn to slip into the reflected realm, where the material plane meets the dark dimension, far easier than before. You automatically succeed the sorcery check for the reflected realm rite.<\/p> At fifth level, you begin to comprehend the power of the dark dimension, alowing you to bend the fabric of reality to your will. You learn one special rite of your choice from the dark dimension special rites list, and learn another at tenth and fifteenth level.<\/p> At eleventh level you create a deal with an entity from the dark dimention, granting you powers beyond other sorcerer's wildest dreams. While in the reflected realm, the alter reality rite can create almost any effect, as long as it doesn't directly harm a creature. For example, you could split the whole world into chunks, create a floating arena or split a mountain like a knife through butter. As normal, any effects are removed when you leave the reflected realm. <\/p> The probabalistic universe is a place of funny quirks and interesting puzzles. In this place, time is relative, there is no weave of magic, nothing is cirtain, stuff can be two things at once, in two places at once, and probability is in charge.<\/p> As you tap into this probability-based universe, a little knowledge spills back out. After each long rest, you can choose two skills to become proficient in, or randomly generate three. Next time you take a long rest, you loose these proficiencys. <\/p> At fith level, You learn to not only bend probability, but to break it entirely, allowing you to create near impossible coincidences. You learn one special rite of your choice from the probabalistic universe special rites lisr, and another at tenth and fifteenth level.<\/p> At eleventh level, you learn to slip into a state existent in the probabalistic universe where you are two things at once. When you make a death saving throw, you can also have a full round as if you were still on full health as you occupy two states at once. Your body doesn't move and is treated as a separate character for the duration.<\/p> <\/p>","reference":"Usergen","class_skills":"","proficiencies":"A sorcerer is proficient in all simple weapons, light and medium armour, Inteligence and dexterity saving throws and two skills of your choice"}],[],[],[]]
Proficiencies:<\/b> You gain proficiency with heavy armour and warhammers when you pick this domain<\/p>
Deseased magic:<\/strong><\/p>Cleric level<\/td> Spell 1<\/td> Spell 2<\/td><\/tr> 1<\/td> False life<\/td> Ray of sickness<\/td><\/tr> 3<\/td> Gentle repose<\/td> Ray of enfeeblement<\/td><\/tr> 5<\/td> Feign death<\/td> Animate dead<\/td><\/tr> 7<\/td> Death ward<\/td> Blight<\/td><\/tr> 9<\/td> Contagion<\/td> Insect plauge<\/td><\/tr><\/tbody><\/table>","reference":"Usergen","class_skills":"","proficiencies":"You gain proficiency with heavy armour and warhammers when you pick this domain"},{"id":7797,"name":"Battle Mage","type":"base","hit_die":"1d10","alignment":"Any","full_text":" Battle Mage<\/h2>
Hit Die:<\/b> 1d10
Proficiencys:<\/strong><\/p>
<\/p>
Reference:<\/b><\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":7802,"name":"Sorcerer (alternate)","type":"base","hit_die":"1d8","alignment":"Any","full_text":"Sorcerer (alternate)<\/h2>
Hit Die:<\/b> 1d8<\/p>Proficiencies:<\/b>A sorcerer is proficient in all simple weapons, light and medium armour, Inteligence and dexterity saving throws and two skills of your choice<\/h5>
Relics of an ancient time<\/h3>Sorcery<\/h3>
Sorcerer's robes<\/h3>
Prefered sorce<\/h3>
Ability score improvement<\/h3>
Sorcery step<\/h3>
Summons<\/h3>
Astral projection<\/h3>
Rift<\/h3>
Sorcerer supreme<\/h3>
Class table<\/h2>
Level<\/td> features<\/td> General rites<\/td> special rites<\/td><\/tr> Sorcery, Sorcerer's robes, Relics of an ancient time<\/td> 2<\/td> <\/td><\/tr> 2<\/td> -<\/td> 3<\/td> <\/td><\/tr> 3<\/td> Prefered source, Source feature<\/td> 4<\/td> <\/td><\/tr> 4<\/td> Ability score improvement<\/td> 4<\/td> <\/td><\/tr> 5<\/td> Sorcery step, Source feature<\/td> 4<\/td> 1<\/td><\/tr> 6<\/td> -<\/td> 4<\/td> 1<\/td><\/tr> 7<\/td> Ability score improvement<\/td> 5<\/td> 1<\/td><\/tr> 8<\/td> -<\/td> 5<\/td> 1<\/td><\/tr> 9<\/td> Summons<\/td> 5<\/td> 1<\/td><\/tr> 10<\/td> Source feature<\/td> 5<\/td> 2<\/td><\/tr> 11<\/td> Source feature<\/td> 6<\/td> 2<\/td><\/tr> 12<\/td> -<\/td> 6<\/td> 2<\/td><\/tr> 13<\/td> Ability score improvement<\/td> 7<\/td> 2<\/td><\/tr> 14<\/td> -<\/td> 8<\/td> 2<\/td><\/tr> 15<\/td> Source feature<\/td> 8<\/td> 3<\/td><\/tr> 16<\/td> -<\/td> 9<\/td> 3<\/td><\/tr> 17<\/td> Rift<\/td> 9<\/td> 3<\/td><\/tr> 18<\/td> Ability score improvement<\/td> 10<\/td> 3<\/td><\/tr> 19<\/td> -<\/td> 10<\/td> 3<\/td><\/tr> 20<\/td> Sorcerer supreme<\/td> 11<\/td> 3<\/td><\/tr><\/tbody><\/table> <\/h1>
Sources<\/h1>
The chaotic realm<\/h2>Shocking blow<\/h3>
Special rites<\/h3>
Force of habbit<\/h3>
<\/h2>
The dark dimension<\/h2>
Pocket of the dark<\/h3>
Special rites<\/h3>
Bargin of dormamu<\/h3>
<\/h2>
The probabalistic universe<\/h2>
Knowledge of the non-sensical<\/h3>
Special rites<\/h3>
Strödinger's state<\/h3>