· 2021. 1. 19. · &ixve]ihe rhg ewxs yxj vsqx lil iezirw 9 uezmip x l i 6igvierx[ ewg ewxh s[rx...

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Spell Level Spells 1st Bane, Inflict Wounds 2nd Flaming Sphere, Scorching Ray 3rd Fireball, Nondetection 4th Fire Shield, Wall of Fire 5th Dawn, Flame Strike

Transcript of  · 2021. 1. 19. · &ixve]ihe rhg ewxs yxj vsqx lil iezirw 9 uezmip x l i 6igvierx[ ewg ewxh s[rx...

  • Betrayed and cast out from the heavens, Uqaviel, the

    Recreant was cast down to Material Plane. Here he bides his

    time preparing the Ritual of Severing. This requires many

    different materials to activate this ritual, and that is where his

    servants come in.

    Those who help Uqaviel serve a fallen angel , wrongly

    accused and cast out of the heavens. Servant share in his

    rage, useing it to empower their magic. Additionaly, mcuh like

    their master, Servants of Uqaviel share his prowess for

    battlefield control. Most of his servant do one of two things

    search for the needed reagents for the ritual, or gut the

    Servant of Anahita with the same fury they slain the devils

    she works with.

    Uqaviel lets you choose from an expanded list of spells when

    you learn a warlock spell. The following spells are added to

    the warlock spell list for you.

    Servant of Uqaviel Expanded Spells

    Spell Level Spells

    1st Bane, Inflict Wounds

    2nd Flaming Sphere, Scorching Ray

    3rd Fireball, Nondetection

    4th Fire Shield, Wall of Fire

    5th Dawn, Flame Strike

    At 1st level you share in your patrons rage of those who your

    you. If a creature deals damage to you, you have a +1 to spell

    attack rolls and deal your spells deal an additional 1d6

    damage against the creatures that damaged you until then

    end of your next turn.

    If a spell deals damage multiple times, only the first time

    deals the additional 1d6 damage.

    Starting at 6th level, you share your masters skill for

    battlefield control. As a reaction after being hit by an attack,

    you can cause them to suffer one of the two effects;

    The attacker is thrown 30ft. in the air and will remain

    their until the start of their next turn, at which point the

    fall, unless they have a flying speed. If they do fail they

    must make a Dexterity saving throw using your spell save

    DC as the DC take 3d6 damage as they fall to the ground.

    The attacker is forced prone, as the ground itself is pulls

    them down. Standing up costs all of their movement

    rather than half.

    Once you use this feature, you can't use it again until you

    finish a short or long rest.

    Starting at 10th level, You can either be balanced or

    unbalanced based on the number of hit points you have

    remaining. You are balanced when you have an even number

    of remaining hit points, and unbalanced if you don't.

    You gain the following benefits based on whether you are

    balanced or unbalanced;

    Balanced. While you are balanced, you have advantage on

    all Intelligence, Wisdom and Charisma saving throws.

    Unbalanced. When you become unbalanced, you can use

    your reaction to deal 1d10 force damage to a creature within

    5ft. of you. While unbalanced, you have a +3 to AC.

    At 14th level you can grasp at last stands of Uqaviels previous

    role as the Shard of Dawn. Choose a point within 60ft.. Each

    creature with 20ft. radius and a 120ft. height of that point

    must make a Constitution saving throw using your spell save

    DC as the DC. On a failed, a creature takes 9d6 radiant

    damage and is blinded for 1 minute. On a succesful save they

    take half damage and are blinded until the end of their next

    turn.

    A blinded creature can repeat the save at the end of their

    turns, ending the effect on a success.

    Once you use this feature, you can't use it again until you

    finish a long rest.

  • Anahita, Archangel of the brightest daylight Sentinel

    Apricate. After the traitors Uqaviel was cast out, Anahita was

    forced to take over his role and take control over the suns full

    evercycle.

    The allies and aids of Anahita gain access to the power of

    her Iridescent Bow, that can empower the magic you use in

    her service. As You grow as her acolyte, you learn more of her

    dual nature, her ability to hide and obscure what is real.

    Finally her followers learn of her truest nature, her treachery

    of Uqaviel and the friends she made to make it happen. In an

    attempt to retain their loyalty, she gifts you with the same

    power, making you complicit in her evil, sending her Friend in

    Low Places.

    Anahita lets you choose from an expanded list of spells when

    you learn a warlock spell. The following spells are added to

    the warlock spell list for you.

    Servant of Anahita Expanded Spells

    Spell Level Spells

    1st Bless, Guiding Bolt

    2nd Aid, Lesser Restoration

    3rd Bestow Curse, Nondetection

    4th Greater Invisibility, Guardian of Faith

    5th Commune, Geas

    At 1st level Anahita grants her followers a simulacrum of her

    legendary bow. When casting a spell that requires an attack

    roll, you can choose to channel it through your bow. If you do

    you can either receive a +2 to hit for that attack roll, or one of

    the other following benefits;

    Rejuvinating Arrow. When you hit a creature with the

    spell, you gain 1d10 + warlock level temporary hit points.

    After firing this arrow, you can't use it again until you

    finish a short or long rest.

    Envervating Arrow. When you hit a creature with the

    spell, it deals an additional 1d6 + half your warlock level

    (rounded down) necrotic damage. After firing this arrow,

    you can't use it again until you finish a short or long rest.

    Forceful Arrow. When you hit a creature with the spell, it

    is pushed 5ft. away from you. After firing this arrow, you

    can't use it again until you finish a short or long rest.

    Destructive Arrow. The spell deals double damage to

    inorganic entities, including constructs. After firing this

    arrow, you can't use it again until you finish a short or long

    rest.

    Each spell can only receive one benefit from one effect at a

    time. If a spell has multiple attack rolls, only one can benefit.

    At 6th level, as an action you can call on the heavens for aid.

    At the start of your turn, for the next minute, you gain 1d10

    temporary hit points. While you have these hit points you can

    destroy them to reroll one saving throw.

    Once you use this feature, you can't use it again until you

    finish a short or long rest.

    Starting at 10th level, you can cast mirror image as a bonus

    action without expending a spell slot.

    At 14th level you can call on the same people your patron

    called on in her time of need. You can use your action to call

    on the momentary aid of the devils that aided Anahita in her

    betrayal. You summon a number of devils equal to your

    warlock level.

    Each devil makes an attack before vanishing back to the

    seven cities. Each attack uses your spell attack modifier and

    deal 1d8 + your charisma modifier damage.

    Once you use this feature, you can't use it again until you

    finish a long rest.

  • If an eldritch invocation has prerequisites, you must meet

    them to learn it. You can learn the invocation at the same

    time that you meet its prerequisites.

    Prerequisite: 7th level

    As a reaction when you take damage, you can cause you

    cloak to flash with bright light. The attacking creature must

    make a Constitution saving throw against your spell save DC.

    On a failure they are blinded until the end of their next turn.

    Once you use this invocation force a Constitution save, you

    can’t use it again until you finish a short or long rest.

    Prerequisite: Obscure Truth feature

    You can cast charm person at will, without expending a

    spell slot.

    Prerequisite: Fury of the Slighted feature, Pact of the Blade

    feature

    Fury of the Slighted benefits your pact weapon in addition

    to its normal effects.

    Prerequisite: Pact of the Tome feature

    If a creature makes an attack against you with advantage,

    you can note their name in your book of shadows.

    At a later time, you can use your reaction to strike their

    name from your book, to force disadvantage on another of

    their rolls.

    Prerequisite: 7th level

    You can cast banishment once using a warlock spell slot.

    You can't do so again until you finish a long rest.

    Prerequisite: 5th level

    As an action, you can sprout wings gaining a fly speed of

    60ft. for one minute.

    Once you use this invocation, you can’t use it again until

    you finish a short or long rest.

    Prerequisite: Iridescent Bow feature

    As a bonus action you can call on Anahita's aid. If you do

    your regain 1d10 hit points.

    Prerequisite: Scales of Balance feature

    As a bonus action, you can regain up to your warlock level

    hit points.

    Once you use this invocation, you can’t use it again until

    you finish a short or long rest.

    Prerequisite: 15th level

    You can cast hex at will, without expending a spell slot.

    Prerequisite: eldritch blast cantrip, 9th level

    When you cast eldritch blast, you can have it deal radiant

    damage instead of force.

    In addition you can force a creature hit by it to make a

    Constitution saving throw against your spell save DC. On a

    failure they are blinded until the end of their next turn.

    Once you use this invocation force a Constitution save, you

    can’t use it again until you finish a short or long rest.

    Here are some retains for the new subclasses.

    Armor: Light (AC 13)Primary Ability: CharismaSaves: Wisdom, CharismaSkills: Arcana, IntimidationSignature Attack: Eldritch Blast

    Special ActionsSpecial Actions3rd Level. (3/day): Hold Person

    5th Level. (3/day): Slow

    7th Level. (1/day): Flame Strike.

    Armor: Light (AC 13)Primary Ability: CharismaSaves: Wisdom, CharismaSkills: Deception, ReligionSignature Attack: Eldritch Blast

    Special ActionsSpecial Actions3rd Level. (3/day): Lesser Restoration

    5th Level. (1/day): Spirit Guardians

    7th Level. (1/day): Dominated Person

  • Much like in the titan heart article, I wanted to create a

    couple of NPCs for these new player options.

    ’’Tasish'nier is an elf that has served Uqaviel for a long time,

    even before his fall from grace. A faithful servant, as soon as

    they learned of their patrons banishment, they hunted for

    them and became one of the first to find Uqaviel in the

    mundane world.

    Tasish'nier still believes in their masters ultimate goodness,

    but will serve Uqaviel in whatever ways they require, while

    trying to remind him of this fact. Tasish'nier is one of Uqaviels

    most loyal followers, knowing the truth of his descension.

    A powerful caster in their own right, Tasishnier is

    competent with many forms of magic, but now with a direct

    connection to Uqaviel their magic is bolstered.

    Tasish'nier now acts as a defender of Uqaviel, protecting

    him from diabolic attacks and would be assalents sent by

    Anahita.

    ’’Medium Humanoid, Chaotic Good

    Armor Class 12 (15 with mage armor)Hit Points 111 (17d8+34)Speed 30ft.

    STR DEX CON INT WIS CHA

    9 (-1) 15 (+2) 14 (+2) 13 (+1) 14 (+2) 20 (+5)

    Saving Throws Wis +6, Cha +9Skills Arcana +5, Deception +9, History +5, Persuasion

    +9, Religion +5Senses Darkvision 60ft.Languages Celestial, CommonChallenge 12 (8,400 XP)

    Fury of the Slighted. If a creature deals damage to you,you have a +1 to spell attack rolls and deal your spellsdeal an additional 1d6 damage against the creaturesthat damaged you until then end of your next turn.

    Scales of Balance. You are balanced when you have aneven number of remaining hit points, and unbalanced ifyou don't.

    You gain the following benefits based on whether youare balanced or unbalanced;

    Balanced. While you are balanced, you have advantageon all Intelligence, Wisdom and Charisma savingthrows.

    Unbalanced. When you become unbalanced, you canuse your reaction to deal 1d10 force damage to acreature within 5ft. of you. While unbalanced, you havea +3 to AC.

    Spellcasting. The warlock is a 17th-level spellcaster. Itsspellcasting ability is Charisma (spell save DC 17, +9 tohit with spell attacks). It regains its expended spell slotswhen it finishes a short or long rest. It knows thefollowing warlock spells:

    Cantrips (at will): eldritch blast, fire bolt, friends, magehand, minor illusion, prestidigitation, shocking grasp

    1st-5th level (4 5th level slots): banishment, burninghands, flame strike, magic circle, scorching ray, scrying,suggestion, wall of fire

    ActionsActionsDagger. Melee Weapon Attack: +6 to hit, 5ft., onetarget. Hit: 5 (1d4+2) piercing damage

    Last Flash of Dawn (Recharges after a Long Rest). Choosea point within 60ft.. Each creature with 20ft. radius anda 120ft. height of that point must make a Constitutionsaving throw using your spell save DC as the DC. On afailed, a creature takes 9d6 radiant damage and isblinded for 1 minute. On a succesful save they take halfdamage and are blinded until the end of their next turn.

    A blinded creature can repeat the save at the end oftheir turns, ending the effect on a success.

    Mystic Arcanum. Tasish'nier casts Sunbeam at 6th level.

    Ancient Vestige. (Recharges after a Long Rest) Tasish'nierencases them self in burning light. Each round theyremain this way, they cannot move, can take no otheractions, regain 15 hit points, and 1 spell slot. Anyattack made against them while like this are made adisadvantage and successful melee attack deal 9 (2d8)fire damage to the attacker.

    ReactionsReactionsThe Air and Earth are Mine. (Recharges after a Short orLong Rest) After being hit by an attack, you can causethem to suffer one of the two effects;

    Rejuvinating Arrow. When Caryn hit a creature with thespell, she gains 1d10 + 9 temporary hit points. Afterfiring this arrow, she can't use it again until shefinishes a short or long rest.

    Envervating Arrow. When Caryn hits a creature with thespell, it deals an additional 1d6 + 4 necrotic damage.After firing this arrow, she can't use it again until shefinishes a short or long rest.

  • A young woman whose parents were recently killed by a

    diabolic summon, in that moment she called out to the

    heavens for aid, and Anahita answered.

    While only being a recent convert, she has received an

    shocking number of responsibilities for her station. Primary

    among them is dealing with Uqaviel. Anahita has told her that

    Uqaviel is planning to attack heaven, and has tasked her with

    finding him and learning more of his plan.

    In spite of youth she is surprisingly proficient with her gifts.

    Additionally, Anahita has seen fit to grant Caryn with many

    boons to help her in her mission.

    Caryn can now be found in either one of Anahita's

    Cathedrals, performing rite and counseling those there, or

    out hunting Uqaviels followers to interrogate and kill.

    Credits

    Lead Designer/Producer: u/DriverX9References: Player's Handbook.Art, in order of appearance: Nephelomancer (First

    two illustrations), Tyler Jacobson.

    Medium humanoid, Lawful Good

    Armor Class 13 (shield, 16 with mage armor)Hit Points 65 (10d8+ 20)Speed 30ft.

    STR DEX CON INT WIS CHA

    10 (+0) 13 (+1) 14 (+2) 13 (+1) 14 (+2) 18 (+4)

    Saving Throws Wis +5, Cha +7Skills Arcana +5, Deception +9, Persuasion +9, Religion

    +5Languages Celestial, CommonChallenge Challenge and Xp

    Iridescent Bow. When casting a spell that requires anattack roll, Caryn can choose to channel it through herbow. If she does, she can either receive a +2 to hit forthat attack roll, or one of the other following benefits;

    Rejuvinating Arrow. When Caryn hit a creature withthe spell, she gains 1d10 + 9 temporary hit points.After firing this arrow, she can't use it again until shefinishes a short or long rest.Envervating Arrow. When Caryn hits a creature withthe spell, it deals an additional 1d6 + 4 necroticdamage. After firing this arrow, she can't use it againuntil she finishes a short or long rest.Forceful Arrow. When Caryn hits a creature with thespell, it is pushed 5ft. away from her. After firing thisarrow, she can't use it again until she finishes a shortor long rest.Destructive Arrow. The spell deals double damage toinorganic entities, including constructs. After firingthis arrow, she can't use it again until she finishes ashort or long rest.

    Each spell can only receive one benefit from oneeffect at a time. If a spell has multiple attack rolls, onlyone can benefit.

    Spellcasting. Caryn is a 9th-level spellcaster. Itsspellcasting ability is Charisma (spell save DC 15, +7 tohit with spell attacks). She regains her expended spellslots when she finishes a short or long rest. She knowsthe following warlock spells:

    Cantrips (at will): eldritch blast, friends, mage hand

    1st-5th level (2 5th level slots): armor of agathys,banishment, dimension door, fireball, hold monster,hellish rebuke, remove curse, scorching ray, scrying,shatter

    Boon of the Evercycle. As a bonus action on her turns,Caryn can move to the next phase in the cycle, gainingits benefit. Se resets to Dawn at the next dawn.

    Dawn. Caryn regains 5 hit point at the start of herturn and has advantage on dexterity saving throws.The next phase is Zenith.Zenith. Caryn has advantage on all attack rolls, andtargets have disadvantage on all saves against hereffects. The next phase is Dusk.Dusk. Double Caryn's movement. Additionally sheknows and can cast the darkness spell withoutexpanding a spell slot. There is not next phase.

    ActionsActionsHeavenly Mace. Melee Weapon Attack: +3 to hit, 5ft.,one target. Hit: 4 (1d6) bludgeoning damage plus 9(2d8) radiant damage.

    Pride of the Heavens. (Recharges after a Short or LongRest) At the start of Caryn's turn, for the next minute,she gains 1d10 temporary hit points. While she hasthese hit points, she can destroy them to reroll onesaving throw.

    Boon of Strength. (Recharges after a Long Rest) Gain +2to spell save DC, spell attack rolls, weapon attack rolls,weapon damage rolls for the next minute.

    ReactionsReactionsBoon of Salvation. (Recharges after a Long Rest) WhenCaryn fails a saving throw, she can choose to succeedinstead.

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