Ritualist DnD 5e Class

March 17, 2018 | Author: Colby Savell | Category: Runes, Magic (Paranormal), Role Playing Games, Gaming, Leisure


Comments



Description

RITUALISTLevel Prof Bonus Features Cantrips 1 2nd 3rd 4th 5th 6th 7th 8th 9th 1 1 Runecasting 3 2 - - - - - - - - 2 1 Dedication 3 2 - - - - - - - - 3 2 - 3 4 2 - - - - - - - 4 2 Ability Score Improvement 4 4 3 - - - - - - - 5 2 - 4 4 3 2 - - - - - - 6 2 Dedication Benefit 4 4 3 3 - - - - - - 7 3 - 4 4 3 3 1 - - - - - 8 3 Ability Score Improvement 4 4 3 3 2 - - - - - 9 3 - 4 4 3 3 2 1 - - - - 10 3 Dedication Benefit 5 4 3 3 2 2 - - - - 11 4 - 5 4 3 3 2 2 1 - - - 12 4 Ability Score Improvement 5 4 3 3 3 2 1 1 - - 13 4 - 5 4 3 3 3 2 1 1 - - 14 4 Dedication Benefit 5 4 3 3 3 2 1 1 - - 15 5 Swift Runes 5 4 3 3 3 2 1 1 1 - 16 5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 - 17 5 Dual Ritual 5 4 3 3 3 2 1 1 1 1 18 5 Dedication Benefit 5 4 3 3 3 2 1 1 1 1 19 6 Ability Score Improvement 5 4 3 3 3 2 1 1 1 1 6 - 5 4 3 3 3 2 1 1 1 1 20 st Class Features As a Ritualist, you gain the following class features: Hitpoints Hit Dice: 1d8 per Ritualist level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per ritualist level after 1st Proficiencies Armour: Light armor Weapons: Simple weapons, longswords, hand crossbows, shortswords Tools: Calligrapher’s Tools, Smith’s Tools, Mason’s Tools Saving Throws: Intelligence and Dexterity . you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. To cast one of these ritualist spells. Spells cast by foes during combat do not count as a demonstration. Of course. since memorisation of the complicated runes is essential to preparing runic rituals and the runes themselves glean power from your focus. Insight. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your intelligence modifier Spellcasting Focus You can use a runic focus as a spellcasting focus for all Ritualist spells and Runes. You may learn further Runes through tuition or reading spellbooks: If you come across a spellcaster capable of casting a spell on the Ritualist Rune list. Spell Slots The Ritualist table shows how many spell slots you have to channel your runes as spells of 1st level and higher. History. Each of these Runes must be of a level for which you have spell slots.Skills: Choose three from the following: Religion. You use your Wisdom whenever a spell refers to your spellcasting ability. For example. you can cast magic missile using either slot. you use your Wisdom modifier when setting the saving throw DC for a Ritualist spell or ritual you cast and when making an attack roll with one. Learning Runes of 1st Level to 9th level Each time you gain a Ritualist level. spellcasters are not compelled to offer such a demonstration: oftentimes financial compensation or some arduous task may be asked of you. See chapter 10 of the Player’s handbook for general spellcasting rules. Runes learnt in this manner may only be cast once you have the necessary spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your Ritualist spells and rituals. In addition. you may memorize two new Runes. half an hour per spell level must be expended contemplating the spell before you are capable of devising a way to express the spell through Runes. Arcana. as shown in the Cantrips Known column of the ritualist table. as shown on the Ritualist table. you are still capable of using your innate magical talent to channel lower level Runes as spells. nor do spells that are cast while the Ritualist is not paying undivided attention towards the caster. Perception. Nature. Cantrips You know three cantrips of your choice from the ritualist spell list. Either method is time-intensive: after the spell has been demonstrated or read about. Spellcasting Whilst the majority of your magical ability stems from your Runic Rituals. Medicine. You learn additional ritualist cantrips of your choice at higher levels. you may ask them to demonstrate the spell or show you its entry in their spellbook if applicable). if you know the 1st-level Rune of magic missile and have a 1st-level and a 2nd-level spell slot available. Dual Ritual At 17th level. and again at 8th. 12th.Runic Rituals of 1st Level to 9th level The core spellcasting feature of a Ritualist. In order to cast a runic ritual. when you give up your action to allow the Golem to attack. and/or you may give up your bonus action to allow it to move. As normal. and 19th level. You gain class features exclusive to your dedication at 2nd. You may have a maximum of two effects for each (body and fists). If the spell may be cast at higher levels. Ability Score Improvement When you reach 4th level. neither of the Ritualist’s hands may be occupied and the Ritualist must have a solid floor upon which to inscribe runes. you may create a second Golem. you may cast two cantrips as a single action. for a time cost equivalent to the spell’s level in hours. If your Golem is lost or destroyed. a Ritualist’s dedication is chosen. you can’t increase an ability score above 20 using this feature. you may give up your action to allow it to move or attack. No writing implement is necessary for inscription-the act of recalling the runes and sketching them with a finger is sufficient. In combat. you may inset your Golem with gemstones for a chance to gain the appropriate effect. Golemic Command – At 14th level. Advanced Forging – At 6th level. Personal Assistants – At 18th level. Swift Runes At 15th level. Dedications RUNEFORGER Runic Forging – At 2nd level. All Runes may be cast as a runic ritual at will outside of combat. you may forge your Golem from a different material. Setting them into the Golem’s fists grants the effects the gem would have on a weapon. 14th and 18th level. however you may not finish either until both are complete. Different dedications allow the Ritualist to focus their magic in different ways. it may attack twice. Dedication At second level. 16th. You may raise the spell’s level by expending an additional minute per level raised. This Golem acts on your initiative step and has the profile laid out at the end of this class document. provided you have at least 1000 pounds of that material. 10th. Gemcrafting – At 10th level. RUNEBLADE . while setting a gem into the body grants the effects it would have on Armor. It may function as a Runic Focus if you wish it to. you may create a new one in the same manner. or you can increase two ability scores of your choice by 1. you can increase one ability score of your choice by 2. you may perform two rituals simultaneously outside of combat. you gain the ability to create a Runic Golem from the earth by expending eight hours of concentration. 6th. enemies also have advantage when attacking you. a d10. you may slice open your own flesh. Bloodsmite – At 6th level. a d10. you may choose an additional Bloodbound Ritual. Runic Infusion – At 14th level. d20. roll a d4. you may. Extra Attack – At 6th level. cast a spell as you would a Bloodbound Cantrip. you may choose to activate this benefit any time you attack: . . In addition. You inflict this amount of extra damage. you may select two rituals to become Bloodbound. You force all creatures within a 50 foot radius to make a Constitution Save at your spellcasting DC. you take damage equal to what that creature took minus your Wisdom Modifier. You heal an ally this amount of hit points. or d00. In addition. a d8.Runic Strike: You have advantage on all attack rolls. Spellblade Mastery – At 18th level. Blood Bath – At 18th level. which heals you for the number of hit points it damages your enemy. On an odd number. d8. BLOODBINDER Bloodbound – At 2nd level. Blood Sacrifice – At 14th level. Runestance – At 10th level. a d8. and may instead cast one spell that takes 1 action.Runic Ward: You have disadvantage on all attack rolls. Choose one of the following: d4. d12. you may infuse your weapon with a permanent minor rune. enemies also have disadvantage when attacking you. you may roll a d100 for your Bloodsmite or Blood Oath abilities. or a d20 any time you hit with a weapon attack. There are two stances you may take: . In addition. it uses its reaction to attack its nearest ally. as a bonus action. Choose one of the following to inscribe. In addition. you may choose an additional Bloodbound Ritual. EARTH GOLEM AC: 14 HP: 133 Speed: 20 Feet . but you take the damage as well. or a d20. . you may choose an additional Bloodbound Ritual. This rune can only activate while the weapon is wielded by you.Furor: A creature hit by this infusion must immediately roll a d6. but falls prone. you gain proficiency in medium armor and martial weapons. once per day. but take the same amount minus your Wisdom modifier in damage. it uses its reaction to attack the Runeblade that struck it. a d6. Doing so costs d8 hit points per spell level. Any creature that fails the save takes an amount of damage equal to the die you chose. you may roll a d4. however.Warmaster – At 2nd level. On an even number. These may be cast in combat with a cast time of one action. you may. Blood Oath – At 10th level. a d6. however. d10. but any cantrip that deals damage becomes a Bloodbound Cantrip. In addition. you may choose an additional Bloodbound Ritual. you may forgo your second attack when taking the Attack action. d6.Infirmatis: A creature hit by this infusion has resistance to the triggering attack. you may. as an action. declare a Stance. For each creature that takes this damage. Also at this level. your cantrips deal half damage. a d12. you may make a second attack any time you take the attack action. a d12. one target. Hit: 3d8+6 bludgeoning damage. Psychic. the golem attacks the nearest creature it can see. Poisoned Languages: Can’t speak. reach 5 feet. On a 6. A golem remains berserk until destroyed or fully healed. but understands the languages of its creator Berserk: Any turn the golem begins with 60 HP or fewer. Petrified Languages: Can’t speak. the golem attacks an object. Actions Slam: Melee Weapon Attack: +10 to hit. A golem remains berserk until destroyed or fully healed. If no creature is near enough to move to and attack. the golem attacks an object. one target. Paralyzed. reach 5 feet. one target. Petrified Languages: Can’t speak. the golem attacks the nearest creature it can see. Frightened. A golem remains berserk until destroyed or fully healed. If no creature is near enough to move to and attack. roll a d6. Frightened. Poisoned. Psychic Damage Resistances: Nonmagical Physical Damage Condition Immunities: Charmed. If no creature is near enough to move to and attack. Poison. . Paralyzed.STR: 20 (+5) DEX: 9 (-1) CON: 18 (+4) INT: 3 (-4) WIS: 8 (-1) CHA: 1 (-5) Damage Immunities: Acid. On each of its turns while berserk. Actions Slam: Melee Weapon Attack: +13 to hit. the golem goes berserk. the golem attacks the nearest creature it can see. but understands the languages of its creator Berserk: Any turn the golem begins with 60 HP or fewer. On each of its turns while berserk. the golem goes berserk. STONE GOLEM AC: 17 HP: 178 Speed: 30 Feet STR: 22 (+6) DEX: 9 (-1) CON: 20 (+5) INT: 3 (-4) WIS: 11 (+0) CHA: 1 (-5) Damage Immunities: Poison. On a 6. roll a d6. Frightened. Exhaustion. On a 6. Exhaustion. Paralyzed. the golem goes berserk. Poisoned. Hit: 3d8+7 bludgeoning damage. Exhaustion. reach 5 feet. but understands the languages of its creator Berserk: Any turn the golem begins with 60 HP or fewer. Actions Slam: Melee Weapon Attack: +8 to hit. roll a d6. the golem attacks an object. On each of its turns while berserk. Psychic Damage Resistances: Nonmagical Physical Damage Condition Immunities: Charmed. Hit: 2d10+5 bludgeoning damage. Fire Damage Resistances: Nonmagical Physical Damage Condition Immunities: Charmed. IRON GOLEM AC: 20 HP: 210 Speed: 30 Feet STR: 24 (+7) DEX: 9 (-1) CON: 18 (+4) INT: 3 (-4) WIS: 8 (-1) CHA: 1 (-5) Damage Immunities: Poison.
Copyright © 2024 DOKUMEN.SITE Inc.