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Showing posts from April, 2024

Exhuastion

 Exhaustion has multiple tiers that you go through. Exhaustion works in waves of being a physical and mental exhaustion. Your character chooses one exhaustion effect to take (cannot take the same effect twice); 1. +1 disadvantage Disadvantage on ability checks 2. -1 advantage on ability checks 3. Speed halved 4. Disadvantage on attack rolls and saving throws 5. Spell cause double the spell stress 6. Hit point maximum halved 7. Speed reduced to fourth 8. death Simple ways of removing exhaustion is to sleep. A typical 8-hour long rest along with food and drink. Will reduce exhaustion by one step. Characters suffering from multiple levels of exhaustion will need several nights of rest. Exhaustion causes 1. You can go without food for as many days equal to three plus your hardy modifier (with a minimum of one) 2. Water is much harsher - if you drink even half the water you need in a day, you must succeed on a DC 12 hardy saving throw to prevent exhaustion. Lack of sleep  - if a PC...

Cantrips

Requirements; you have M for movement, dancing, moving, etc. 1. True Strike You point to a creature and the next attack they perform gets +4 to their attack roll. Area - 30 ft  time to cast - 6 seconds Type -  Knowledge  Spell stress  - 1 Requires ; movement School  - divination 2. Flare The cantrip creates a bursting ball of light. You can fire this into the air up to 30 ft, if you instead cause a burst of light in front of a creature, said creature becomes dazed for a 1 minute. Creatures that cannot see or are already blind cannot become blind. Area - 25 ft Time to cast  - 6 seconds Type  - light Spell stress  - 1 Requires ; voice School  - evocation 3. Foresight The cantrip gives you foresight for 3 + wisdom modifier minutes that act as a sixth sense relating to your person. Area  - self or touch Time to cast  - 12 seconds Duration  - 7 + wisdom modifier minutes Type  - none Spell stress  - 2 Requires ; voice, mo...

Witch Fighter

  LV - ability 1 - Spirit Training, Wake up and fight me! 3 - Spirit Weapon, Spirit Warrior Spirit Training - 1st LV, pick one of the following styles of training to go under, can change at long rest; 1. Berserker - +2 to your dmg rolls, if HP goes 50% or lower an additional +2 to your dmg rolls. 2. Mastery trainer - +1 mastery to one weapon and armor type. Wake up and fight me!  - At LV 1, You may go up to a dead body as a bonus action and declare, "wake up and fight me!" If you do so; the spirit comes from it's body and gains a +1 CR in difficulty to deal with when fighting. If you win; you can gain a +1 LV = CR -1 of the creature that you learn. When you two fight; you are transported to an arena where no one can enter or leave unless one of you submits or dies. If you give up you cannot use this ability again until you perform a long rest and don't gain the spell. If you win, you are transported back. Spirit Weapon  - At 3rd LV, after meditating for 10 minutes yo...

Witch Druid

Magical Cauldron  - 2nd level, you can turn any cup, hole, etc. For 25 GP into a magical cauldron. If you focus on your cauldron for one hour and pay 25 GP you can apply any of the one following effects; 1. Make the cauldron collapse to the size of a cup that's able to shrink and grow from a max of 90 LBS. When shrunk down to the size of a cup it's 5 LBS. 2. Additional 50 GP, takes 5 less minutes to make a single wild shape potion. 3. Extend the length/ time of the potion. 4. Cantrips that require components take 1 less minute (cannot go below 1 minute for the cantrip) Wild Shape Potion  - 2nd level, take 10 minutes to make a single wild shape potion, using up one of your wild shapes into your potion or take two CR 1 or higher beast soul into the potion. You combine two creatures into one wild shape form between two stat blocks. You can take a swig and use two wild shape beast ability. Can be applied on a non-druid creature but half the time for the length of the form if you d...

Witch Cleric

  LV - abilities 1 - Spiritual Secrets, Spirit Bridge Spiritual Secrets  - At LV 1, can be done as a bonus action, ask the spirit to question for it to ask the target's soul, perform a Communing check; must be able to roll above 8 + creature's LV + CR; if successful the spirit looks into the eyes of the creature (if the creature doesn't have eyes it looks through other means that the soul interacts with the world) and gets the answer. If trying to do this to another witch class you have a +2 disadvantage when trying to do so. The range of this action is 30 ft + communing. If failed and the target creature can interact with spirits, the spirit can bring back wrong information. Your uses are equal to your communing skill. You regain uses after a long rest. Note if your allies are witches as well; as long as they're within range you may use your spirit ally to give them info directly instead. At a +1 difficulty you may attempt to find other more than one question at a time...

Witch Bard

Rough Draft - before I hear it, yes it's based on Hexbound witches created by Pointy Hat. LV 1  Spiritual Instrument, songs beyond tongues LV 2 The Spirits Sing to me, Diva Armor LV 3 Spiritual Knowledge, Spiritual Music Writing, Arcane Voice LV 6 Spiritual Music Performance LV 8 Singing Dead LV 9 Arcane Duet Spiritual Instrument - At first level, You gain an instrument from the spirits, you gain one of the following to play.      1. Vocal - your vocal cords become even better, channeling magic through your voice gain a +2 to and increase the spell stress you can handle for vocal by +2.      2. Drummer - Your vocals intertwine with your soul with the spirits giving you a drum; +2 to attacks, when performing a roll against a caster said caster loses concertation if they fail, if successful they gain an advantage on casting their spell.      3. Glass Jug - as long as you have a jar or a jug in hand it'll become your spiritual glas...

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