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· 2021. 1. 19. · &ixve]ihe rhg ewxs yxj vsqx lil iezirw 9 uezmip x l i 6igvierx[ ewg ewxh s[rx...
Transcript of · 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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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.
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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.
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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
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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.
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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.
https://nephelomancer.net/http://www.tylerjacobsonart.com/