https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Alucarddragonborn&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T12:28:04ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Vampyre_(5e_Class)&diff=1585196Vampyre (5e Class)2022-03-23T16:57:10Z<p>Alucarddragonborn: /* Vampyre Curse */</p>
<hr />
<div>==Vampyre==<br />
{{quote|What is a man but a miserable pile of secrets? But enough talk; have at you.|orig=Dracula introduces himself as a Vampyre}}<br />
<br />
=== History ===<br />
Long ago before mankind discovered magic, there were those who were said to be the most powerful beings in existence. They were fast, agile, charming, and above all had everlasting life. These are Vampyres, Powerful, dangerous, and very intelligent the vampyres sometimes choose to just live their lives in solitude drinking the blood of animals, but there are those who crave the blood of all living things they hide in shadow and stalk all like prey, this is where you begin. Before choosing the vampyre class, work with your DM to learn how you became a vampyre. Have you always been one? Does anyone know of your secret and who was your mentor, if you had one?<br />
<br />
===Creating a Vampyre ===<br />
When creating a vampyre, keep in mind that you're a beast of the night and aren't like mortal humans. You have no reflection, so you should try and do your best to stay out of the way of mirrors and objects made of silver. Also, keep in mind your social status. Are you a peasant or a noble? Do you have any connections to any religions or guilds? What is your coffin structure? Is it a marble coffin, like a sarcophagus? Or is it a plain wooden box? Did you get a proper burial? Where did you rise from the soil? Also, what do you use your abilities for? This is where your alignment will come in handy. Do you use them to defend the peace, or maybe cause a little chaos. Maybe your vampyre is in a coven of others that work together for a common goal. <br />
<br />
<!--Questions to help player develop character--><br />
<br />
<div class="externalimage-holder" style="width:25%;float:right"> {{5e Image|float:right|[[File:Vlad.jpg]]|Vlad the Impaler}}</div><br />
;Quick Build<br />
You can make a Vampyre quickly by following these suggestions. First, {{5a|str}} should be your highest ability score, followed by {{5a|dex}}. You may want to choose {{5a|cha}} if you plan on having servants under you control. Next, choose the exiled ruler background. <br />
<br />
{{5e Class Features<br />
|name=Vamprye<br />
|summary= You are a night walker. One who glides through oceans of blood. Beyond human. A monster whose power radiates with a darkness. One that casts a shadow on darkness itself.<br />
|hd=8<br />
|spellcasting=<br />
|armor=Light armor<br />
|weapons=Simple weapons, shortswords<br />
|tools=None<br />
|saves={{5a|str}}, {{5a|dex}}<br />
|skills={{5s|Stealth}} and choose any two<br />
|item1a=a {{5e|Shortsword}} and a {{5e|Dagger}}<br />
|item1b=any simple weapon and a {{5e|Dagger}}<br />
|item1c=a [[5e SRD:Equipment Packs#Dungeoneer's Pack|dungeoneer's pack]]<br />
|item2a=an [[5e SRD:Equipment Packs#Explorer's Pack|explorer's pack]]<br />
|item2b=10 {{5e|Dart|darts}}<br />
|item2c=<br />
|item3a=dark cloak with hood<br />
|item3b=<br />
|item3c=<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth=<br />
|classfeatures1= {{inpage|Cursed Blood}}, {{inpage|Vampire Curse}}<br />
|classfeatures2= {{inpage|Bat Swarm}}, {{inpage|Vampire Sight}}<br />
|classfeatures3= {{inpage|Vampyre Archetype}}, {{inpage|Dark Metamorphosis}}<br />
|classfeatures4=<br />
|classfeatures5= {{inpage|Extra Attack}}, {{inpage|Bat Form}}<br />
|classfeatures6= Vampyre Archetype Feature<br />
|classfeatures7= {{inpage|Mist Form}}, {{inpage|Crimson Flame}} <br />
|classfeatures8=<br />
|classfeatures9= {{inpage|Cloak Wings}}<br />
|classfeatures10= Vampyre Archtype feature<br />
|classfeatures11= {{inpage|Wolf Form}}<br />
|classfeatures12=<br />
|classfeatures13= Bat Swarm Improvement<br />
|classfeatures14= Transformation Improvement<br />
|classfeatures15= {{inpage|Drink Dry}} <br />
|classfeatures16=<br />
|classfeatures17= {{inpage|Charm}}<br />
|classfeatures18= {{inpage|Unholy resonance}}<br />
|classfeatures19=<br />
|classfeatures20= {{inpage|Prince of Darkness}}, Vampyre archetype feature<br />
<br />
|extrasonleft=<br />
|extra1_name=Blood Points<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
}}<br />
<br />
====Cursed Blood====<br />
Starting at 1st level, you can use your blood to activate the powers you receive with your curse. <br />
<br />
''' Blood Points.''' Your use of your blood is represented by a number of blood points. You have a number of blood points as shown in the Blood Points column of the Vampyre table. You can spend your blood points to activate various of your vampyre powers. <br />
<br />
'''Recovering Blood.''' You have retractable fangs which are used for sucking blood. To suck a persons blood, they must be {{5c|grappled}} by you, {{5c|incapacitated}} or {{5c|paralyzed}}. When you suck a creature's blood, you regain a number of blood points equal to its total number of Hit Die. Once you recover blood in that manner, you cannot do it again until you complete a short or a long rest. <br />
<br />
'''Blood Deprivation.''' You must drink blood at least once a week. If you don't, you suffer 1 level of {{5c|exhaustion}}.<br />
<br />
Some of your blood features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:<br />
<br />
<code><tt>Blood save DC = 8 + your proficiency bonus + your {{5a|cha}} modifier</tt></code><br />
<br />
;Blood Renewal<br />
When you are reduced to 0 hit points, you can spend 1 blood point to recover a number of hit points equal to your Hit Die. Your hit die is spent when you do this.<br />
<br />
====Vampyre Curse====<br />
As a vampyre you have different traits about you. At 1st level, you have the following traits:<br />
<br />
*Your unarmed strikes deal 1d6 + {{5a|str}} modifier bludgeoning damage. The damage die increases as you gain levels in this class, becoming a d8 at 5th level, a d10 at 11th level and a d12 at 17th level. <br />
*You are cold to the touch. <br />
*You are vulnerable to sunlight and running water, taking 1d10 points of radiant damage when you end your turn in those environments.<br />
*You can't enter a residence without an invitation from one of the occupants. <br />
*If a piercing weapon made of wood is driven into your heart while you are incapacitated in your resting place, you are {{5c|paralyzed}} until the stake is removed. <br />
*While in sunlight, you have disadvantage on attack rolls and ability checks.<br />
<br />
====Bat Swarm====<br />
Starting at 2nd level, as an action you can spend 1 blood point to summon a [[5e SRD:Swarm of Bats|Swarm of Bats]] that surrounds you. The swarm obeys your commands in the best way possible. <br />
<br />
When you summon the bats, they occupy your space, surrounding you. While surrounding you, all ranged attacks against you (but not attacks against the bats) are made with disadvantage. <br />
<br />
In combat, the swarm shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command the swarm to take one of the actions on its stat block.<br />
<br />
The bats last for 1 minute or until you dismiss them as a bonus action. You can have up to three bat swarms active at a time but only one can be surrounding you.<br />
<br />
At 13th level you can use your action and spend 1 blood point to transform 1 of your active bat swarms into a [[Nightwing Bat (5e Creature)|Nightwing Bat]] for 1 minute, after which it will disappear.<br />
<br />
====Vampyre Sight====<br />
At 2nd level, your awareness to the smell of blood is more than keen than before. You gain advantage on {{5s|Perception}} checks against creatures that have blood flowing in their veins within 30 feet of you and cannot be surprised by them. This feature does not work on constructs and undead because they do not have flowing blood. You also gain darkvision of 60 feet. If you already have darkvision, then it is increased to 120 feet.<br />
<br />
====Vampiric Grip====<br />
Starting at 3rd level, you have advantage on grapple checks made against creatures medium size or smaller. Additionally, grapple checks against creatures one size category smaller than you can be done with one hand.<br />
<br />
====Vampyre Archetype====<br />
Starting at 3rd level the time has come for you to choose how you will live the rest of your existence will you become the '''{{inpage|Night Stalker}}''' becoming the very thing all mortals fear or the '''{{inpage|Vampyre Slayer}}''' the one who wishes to use their dark gift to do some good.<br />
<br />
==== Ability Score Increase ====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th 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.<br />
<br />
====Extra Attack====<br />
At 5th level you can make one additional attack when you take the attack action.<br />
<br />
====Bat Form====<br />
Staring at 5th level, as a bonus action, you can expend one blood point to turn into a bat. Your size is small, you have a walk speed of 10 feet, a fly speed of 40 feet, and anything you are wearing transforms with you. This form last for 1 hour or until you dismiss it as an bonus action. You cannot be in running water or sunlight in order to use this feature.<br />
<br />
====Mist Form====<br />
At 7th level, you can transform into a mist of air. As an action you can spend 3 blood points to become living mist and gain the following abilities:<br />
<br />
*you can enter an occupied space and stay there<br />
*if air can pass through a space, you can do so without squeezing but it can’t pass through water<br />
*you are immune to nonmagical damage<br />
*you have a walking speed of 0 and a fly speed of 30 feet.<br />
*you have advantage on {{5a|str}}, {{5a|dex}}, and {{5a|con}} {{5e|saving throws}}<br />
<br />
This form last for 1 minute or until you dismiss it as a bonus action or fall unconscious.<br />
<br />
====Crimson Flame====<br />
At 7th level you learn to turn your blood in to a crimson fire. As an action, for 5 blood points you can you teleport up to 30 feet, after which you send small fire balls against a target no more then 30 feet away. The creatures must succeed a {{5a|dex}} saving throw or take 3d8 fire damage or half as much damage on a successful one.<br />
<br />
====Cloak Wings====<br />
{{5e Image|float:right|http://media.wizards.com/images/magic/daily/mm/mm191_blo.jpg|Art by Jason Chan (Source: [http://company.wizards.com/ Wizards of the Coast])}}<br />
<br />
At 9th level you gain huge black wings that allow you to fly up to your movement speed. When not in use, these wings drape over your shoulders and back and look like a normal black cloak. A DC 16 {{5s|Perception}} check is required to tell they're wings. <br />
<br />
====Wolf Form====<br />
At 11th level, you can use a bonus action become a Dire Wolf for 4 blood points, and you can keep all of your ability scores. This form lasts for 1 hour or until you dismiss it as a bonus action.<br />
<br />
====Transformation Improvement====<br />
At 14th level, your ability to transform have become more powerful, the duration of all your forms is doubled and they cost 1 less blood point to activate.<br />
;Bat Form <br />
You can now turn into a [[Nightwing Bat (5e Creature)|Nightwing Bat]] and gain its ability scores and features.<br />
<br />
;Mist Form <br />
You now become a poisonous mist when you enter a creatures space while in mist form they must succeed a {{5a|con}} saving throw or take 4d6 poison damage or half as much on a success.<br />
<br />
;Wolf Form<br />
Your wolf form is twice as large and has a walking speed of 70 feet and can make a running long jump of 30 feet.<br />
<br />
====Drink Dry====<br />
You hunger for blood and always want more than you can gulp. Starting at 15th level you can make a grapple check against a creature, on a success it is grappled by you and it takes 3d10 necrotic damage and you gain hit points equal to the amount of damage dealt. If a creature dies by this feature it is raised up from the dead as your servant with all of its stats but its treated as undead. Your servant does whatever you tell it. It reacts in your turn.<br />
<br />
====Charm====<br />
At 17th level, you become the definition of edgy and many people think it's quite charming. As an action and 3 blood points you can touch a creature, the creature must succeed on a {{5a|cha}} {{5e|saving throw}} or become {{5c|charmed}}. The charmed creature is loyal to you and does whatever you tell it. The charm last for 1 day, but you can only have 3 charmed creatures under your control at a time.<br />
<br />
====Unholy Resonance====<br />
A Vampyre is powerful on its own but when they use their shadow magic to its fullest they can summon up those they killed to serve them forever. At 18th level as an action you can use 7 blood points to raise any creature that you have killed provided that it's CR is no greater than your proficiency bonus + {{5a|cha}} modifier. When it is raised it becomes undead and it retains any features it knew and any languages it knew in life.<br />
<br />
====Prince Of Darkness====<br />
The Prince of Darkness a title held by very few. They are the meaning of power and darkness. At 20th level you become a Prince of the Darkness and gain these features:<br />
<br />
;Blood Lust<br />
When you use drink someone's blood you gain 3 blood points instead if 1.<br />
<br />
;Night Creature<br />
you can assume the form of a true vampire. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:<br />
<br />
• Wings sprout from your back and grant you a flying speed of 60 feet.<br />
<br />
• You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a {{5a|wis}} {{5e|saving throw}} or become {{5c|frightened}} of you for 1 minute or until it takes any damage. Attack rolls against the {{5c|frightened}} creature have {{5e|advantage}}.<br />
<br />
Once you use this feature, you can't use it again until you finish a {{5e|long rest}}.<br />
<br />
===Night Stalker===<br />
The Night Stalker is the classical Vampyre capable of many things being versatile in strength and stealth.<br />
<br />
;Nights Blessing<br />
At 3rd level you become one with the night.When you are in dim light or darkness you have a +2 on all {{5a|dex}} checks and {{5e|saving throws}}.<br />
<br />
;Night Stride<br />
At 6th level while in dim light or darkness your movement speed is doubled and you can Dash as a bonus action.<br />
<br />
;Nights Grasp<br />
At 10th level you can summon a pair of black tendrils that can't attack but can make Grapple checks and have reach of 10 feet.<br />
<br />
;Nights Vengeance<br />
At 15th level you learn to convert your blood points into necrotic energy. As a bonus action, when you hit a creature you can spend 1 blood point to deal 1d6 necrotic damage. You can use additional blood points adding an extra 1d6 necrotic damage per blood point spent in this way.<br />
<br />
;Knight of the Night<br />
You have been exposed to what the night has in store for you. At 20th level you gain proficiency in heavy armor and do not suffer a disadvantage to {{5a|dex}} ({{5s|Stealth}}) checks when wearing it. And can make an additional attack when you take the Attack action.<br />
<br />
You also gain as an action, for three blood points you can create a magical darkness for 1 minute that only you can see through. Sunlight cannot pass through this darkness and radiant damage taken inside of it is halved. At the start of each of your turns, you regain 10 hit points while inside the darkness.<br />
<br />
===Vampyre Slayer===<br />
The vampyre slayer is one that takes down their kin, destroying them to bring peace to the land.<br />
{| class="5e"<br />
! Vampyre Slayer level !! Cantrips !! Spells Known !! 1st-level !! 2nd-level !! 3rd-level !! 4th-level <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 3rd || 2 || 3 || 2 || - || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 4th || 2 || 4 || 3 || - || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 5th || 2 || 4 || 3 || - || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 6th || 2 || 4 || 3 || - || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 7th || 2 || 5 || 4 || 2 || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 8th || 2 || 6 || 4 || 2 || - || - <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 9th || 2 || 6 || 4 || 2 || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 10th || 3 || 7 || 4 || 3 || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 11th || 3 || 8 || 4 || 3 || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 12th || 3 || 8 || 4 || 3 || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 13th || 3 || 9 || 4 || 3 || 2 || - <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 14th || 3 || 10 || 4 || 3 || 2 || - <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 15th || 3 || 10 || 4 || 3 || 2 || - <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 16th || 3 || 11 || 4 || 3 || 3 || - <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 17th || 3 || 11 || 4 || 3 || 3 || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 18th || 3 || 11 || 4 || 3 || 3 || - <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 19th || 3 || 12 || 4 || 3 || 3 || 1 <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 20th || 3 || 13 || 4 || 4 || 3 || 1 <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
|}<br />
<br />
;Spellcasting<br />
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.<br />
<br />
Cantrips<br />
You learn two cantrips of your choice from the {{5e|wizard}} spell list. You learn an additional wizard cantrip of your choice at 10th level.<br />
<br />
Spell Slots<br />
The Vampyre Slayer Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.<br />
<br />
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.<br />
<br />
Spells Known of 1st Level and Higher<br />
You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.<br />
<br />
The Spells Known column of the Vampyre Slayer Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.<br />
<br />
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.<br />
<br />
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the {{5e|wizard}} spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level from any school of magic.<br />
<br />
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the {{5e|saving throw}} DC for a wizard spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Holy Spirit<br />
At 6th level you learn to summon tiny white spirits that aid you in combat. As an action, for 4 blood points you summon four Holy Spirits. They surround you much like your bat swarms can and when you are hit with a melee attack they deal 1d8 radiant damage to the attacker after which one of the spirits disappears.<br />
<br />
;Warp Sword<br />
At 10th level you know how to let your sword loose for a short time. As an action for 2 blood points you can teleport 20 feet and make two attacks to any creature in front of you, and at the end of your turn you teleport back from whence you started.<br />
<br />
;Day Walker<br />
At 15th level you become a day walker, a vampyre who can walk in the sunlight without getting burned. Starting at 15th level you no longer need to drink blood to survive and you take no damage from sunlight or running water. You also no longer have disadvantage on attack rolls and ability checks whilst in sunlight and can enter a residence without an invitation.<br />
<br />
;Knight of the Light<br />
At 20th level,You have tangled with the undead for so long that all your melee attacks deal +10 radiant damage to them. You can also turn regular water into holy water if you use 5 blood points and 1 hour of your time.<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Vampyre class, you must meet these prerequisites: {{5a|str}} 13, {{5a|dex}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Vampyre class, you gain the following proficiencies:<br />
Light armor, simple weapons, shortswords<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Necromancer Tag]] <!-- archetypal - N - Death, undeath, or necromancy related classes. --><br />
[[Category:Sorcery Tag]] <!-- archetypal - O - A sorcery class gets magic power from somewhere other than themselves, and that often does not have spell points or spell slot table --><br />
[[Category:5e Class Mashup]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Dominion_Overlord_(5e_Class)&diff=1585195Dominion Overlord (5e Class)2022-03-23T16:55:02Z<p>Alucarddragonborn: </p>
<hr />
<div><br />
=='''Dominion Overlord'''==<br />
{{quote|I was once a ruler of many lands, unrivaled by all, but death comes for us all. But not I. With so much power and so little time, I will achieve everlasting life. The gods will open the heavens to me so I can keep my power, but they do not grant me my request. No matter. The burning hatred I have will never cease, and those with the same hatred shall share my power. |orig=A quote from a dying overlord}}<br />
<br />
===Hate Gauntlet===<br />
There are many conquering rulers throughout the land but none like these, wielding a powerful Gauntlet that thrives on hatred they use that power to gain domination over all things, no one knows the origin of the Gauntlet other than it houses a powerful being that has an undying hatred those who wear the Gauntlet of Hatred inherent the same hatred but is also granted with power like none other.<br />
<br />
=== Creating a Dominion Overlord ===<br />
A Dominion Overlord is a person who has an undying hate for the God's as has decided the only way to get back at them was to take all they hold dear something to reckon is a good backstory how did you come into contact with the Gauntlet did your hate become so strong that the Gauntlet couldn't stay away from you in anycase work with your DM to determine how you fulfil your roll of Domination and slayer of God's.<br />
<div class="externalimage-holder" style="float:right;width:50%"><br />
{{5e Image|float:right|https://i.pinimg.com/originals/95/a6/4a/95a64a4def35c30ccdd420f4bdf50aaa.jpg|[https://www.deviantart.com/wen-xaeroaaa/art/dragon-knight-320726583] by [https://www.deviantart.com/wen-xaeroaaa wen-xaeroaaa]}}</div><br />
<br />
;Quick Build<br />
You can make a Dominion Overlord quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the [[Dark Lord (5e Background)|Dark Lord]] background. <br />
<br />
{{5e Class Features<br />
|name=Dominion Overlord<br />
|summary=you are the person you chops beholders in half and slays kings men with you great sword and turn even the most powerful of Dragons into pets.<br />
|hd=10<br />
|armor=All<br />
|weapons=Simple and martial melee weapons<br />
|tools=None<br />
|saves=Constitution and Charisma<br />
|skills=Choose two from Deception, Insight, Intimidation, Perception, Athletics, and Religion<br />
|item1a=a longsword with a shield<br />
|item1b=a battleaxe with a shield<br />
|item1c=a Warhammer with a shield<br />
|item2a=one martial melee weapon<br />
|item2b=two simple weapons<br />
|item3a=chain mail<br />
|item3b=half-plate armor<br />
|item4a=a gauntlet and whip<br />
|item4b=dungeons pack<br />
|item4c=explorers pack<br />
|wealth=5d4 x 10<br />
|classfeatures1=Hate,Hate Gauntlet, You're Too Weak<br />
|classfeatures2=Hate Burst<br />
|classfeatures3=Domination Path<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Domination Path feature<br />
|classfeatures7=Force Aura,Carnage<br />
|classfeatures8=<br />
|classfeatures9=Dominion Over The Weak<br />
|classfeatures10=Gauntlet Fury, Domination Path Feature<br />
|classfeatures11=Extra Attack (2), You're Too Weak Improvement<br />
|classfeatures12=<br />
|classfeatures13=Overlord's Strength<br />
|classfeatures14=Gauntlet Fury Improvement <br />
|classfeatures15=Carnage Improvement<br />
|classfeatures16=<br />
|classfeatures17=Dominion Over The Strong<br />
|classfeatures18=Overlord Supreme<br />
|classfeatures19=<br />
|classfeatures20=Domination Path feature<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Gauntlet Damage<br />
|extra1_1=1d4<br />
|extra1_2=1d4<br />
|extra1_3=1d4<br />
|extra1_4=1d4<br />
|extra1_5=1d6<br />
|extra1_6=1d6<br />
|extra1_7=1d6<br />
|extra1_8=1d6<br />
|extra1_9=1d8<br />
|extra1_10=1d8<br />
|extra1_11=1d8<br />
|extra1_12=1d8<br />
|extra1_13=1d10<br />
|extra1_14=1d10<br />
|extra1_15=1d10<br />
|extra1_16=1d10<br />
|extra1_17=1d12<br />
|extra1_18=1d12<br />
|extra1_19=1d12<br />
|extra1_20=1d12<br />
|extra2_name=Hate Points<br />
|extra2_1=5<br />
|extra2_2=7<br />
|extra2_3=9<br />
|extra2_4=11<br />
|extra2_5=13<br />
|extra2_6=15<br />
|extra2_7=17<br />
|extra2_8=19<br />
|extra2_9=21<br />
|extra2_10=23<br />
|extra2_11=25<br />
|extra2_12=27<br />
|extra2_13=29<br />
|extra2_14=31<br />
|extra2_15=33<br />
|extra2_16=35<br />
|extra2_17=37<br />
|extra2_18=39<br />
|extra2_19=41<br />
|extra2_20=45+{{5a|cha}} Modifier<br />
<br />
}}<br />
====Gauntlet====<br />
At 1st level you have a blackish gauntlet with a crimson rim around it. It is a sentient item with {{5a|int}}, {{5a|wis}} and {{5a|cha}} scores of 12, each score increasing by 1 every time you gain a ability score improvement, becoming 13 at 4th level, 14 at 8th level, 15 at 12th level and 16 at 16th level. At 19th level, you can choose to increase one of the ability scores to 18. It communicates by talking common and draconic out loud and when it talks the crimson rim glows. <br />
<br />
Its purpose is to instruct the wielder to use their hate to gain domination over all things. The Gauntlet can also break. It has an AC of 15 and hit points equal to half of yours. When broken, you can't use any Dominion Overlord features that require hate points. The Gauntlet will repair itself when you finish a {{5e|long rest}}. The Gauntlet is immune to magic and cannot be removed. <br />
<br />
The gauntlet is also considered a simple weapon you are proficient with, dealing 1d4 bludgeoning damage on a hit. As you gain levels in this class, this damage increases, as shown on the Gauntlet Damage column on the Dominion Overlord table.<br />
<br />
;Grapple Throw<br />
You can spend 1 hate point to attempt to grapple a creature that is your size or smaller. On a success, you can use your {{5e|bonus action}} to throw it 15 feet away from you. If it hits a solid object like a wall or another creature, the creature takes 2d6 bludgeoning damage.<br />
<br />
;Retaliate<br />
When hit with a melee attack, you can use 1 hate point to attack that creature with your gauntlet as a {{5e|reaction}}.<br />
<br />
;Boost<br />
As a {{5e|bonus action}}, you can spend 1 hate point to gain a boost in power, as hate rushes through your veins. For 10 minutes, you count as size larger for the purpose of lifting, carrying, and dragging. You also gain {{5e|Advantage|Advantage}} on {{5a|str}} [[5e_SRD:Saving_Throws|saving throws]] and ability checks.<br />
<br />
====Hate ====<br />
At 1st level, a Gauntlet of Hatred equips itself to your arm and stores your power. Your access to the hate is represented by an amount of hate points. Your dominion overlord level determines the number of points you have, as shown in the Hate Points column of the Dominion Overlord table. <br />
<br />
When you spend a hate point, it is unavailable until you finish a short or long rest, at the end of which you channel your inner anger and loath back to your gauntlet, replenishing your hate energy. <br />
<br />
Some of your hate features require your target to make a {{5e|saving throw}} to resist the feature's effects. The {{5e|saving throw}} DC is calculated as follows:<br />
<br />
<code><tt>Hate save DC = 8 + your proficiency bonus + your {{5a|cha}} modifier</tt></code><br />
<br />
====You're Too Weak====<br />
Weak creatures cant even harm you unless you allow them to. Starting at 1st level as a {{5e|reaction}} to being hit, you can reduce all damage you take, except psychic and force, until the start of your turn by 2d10 + {{5a|con}} modifier for 2 hate points. At 11th level you can reduce the damage by 4d10. You can use this feature a number, of times equal to your {{5a|con}} modifier, regaining all uses after you finish a {{5e|long rest}}.<br />
<br />
====Hate Burst====<br />
At 2nd level, as an action and 1 hate point, you let loose a small burst of hate, causing all creatures within 10 feet of you to make a {{5a|str}} {{5e|saving throw}}. On a failed save, the creature takes 1d6 force damage and is pushed back by 10 feet. On a successful save, the creature is not pushed back and takes half as much damage. You can spend additional hate points a number of times equal to your level to increases the damage by 1d6 for every point beyond the first. At 7th level, the damage die increases to d8, and the range increases to 20 feet.<br />
<br />
====Domination Path====<br />
At 3rd level, The time has come for power to truly awaken choose a path of domination to follow each grants you power that will be used to rule several lands.<br />
<br />
====Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th 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.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the {{5e|Attack Action|Attack}} action on your turn. The number of attacks increases to three when you reach 11th level in this class.<br />
<br />
====Force Aura==== <br />
At 7th level your aura has become so strong that creatures have a hard time hitting you. As an action you can spend 5 hate points and have an aura that last for 1 hour. The aura has a radius of 10 feet and all ranged attacks are made within or that go in it have disadvantage and creatures who enter the aura must make a {{5a|str}} {{5e|saving throw}} or be pushed out. You can only use this feature 4x regaining all uses on a short or long rest. You can end the Force Aura as a bonus action.<br />
<br />
====Carnage====<br />
At 7th level, your hatred spreads to weapons, giving them a boost in power. As a {{5e|bonus action}} when you hit a creature with a weapon attack, you can spend 1 [[Dominion_Overlord (5e Class)#Hate|hate]] point to deal additional damage equal to the damage die of the weapon. This damage is force. You can spend up to 3 [[Dominion_Overlord (5e Class)#Hate|hate]] points, increasing the damage in three additional damage dices. At 15th level, you can spend up to five damage dices.<br />
<br />
====Dominion Over The Weak====<br />
At 9th level, you have walked down the long road, the road that leads you down the past of utter domination.<br />
You can use your action and spend 10 [[Dominion_Overlord_(5e Class)#Hate|hate]] points, to try to control a creature. Touch a creature whose CR is no higher than half of your proficiency bonus. The creature must make a {{5a|wis}} {{5e|saving throw}} or submit to your will for 1 hour, the creature is friendly to you and to your allies and obeying all your commands. In combat, you can command this creature's actions as a {{5e|bonus action}}. At the end of the duration they repeat the saving throw ending it on a success if they fail they are still submit to your will for another hour if a creature fails this saving throw three times they permanently submit to your will. A successful {{5c|saving throw}} the creature becomes immune to your control for the next 24 hours. You can only have a number of creatures under your control equal to half your {{5a|cha}} modifier rounded down.<br />
<br />
In addition, you deal 1d6 of additional damage to creatures with a d6 hit die or lower.<br />
<br />
====Gauntlet Fury====<br />
At 10th level, you can spend 5 hate points and use your action to move in a 40-foot line. Any creature in that line must succeed on a {{5a|str}} {{5e|saving throw}} or be knocked prone.<br />
<br />
In addition, if a creature is knocked {{5c|prone}}, you can as part of the same attack make three attacks with the {{inpage|Gauntlet}} against the creature. Any successful attack is a critical hit. <br />
<br />
At 14th level, creatures who are your size or small have {{5e|disadvantage}} on the {{5e|saving throw}}.<br />
<br />
====Overlord's Strength====<br />
At 13th level your hate has taken your body to new heights of physical strength and you can now wield two handed weapons with one hand and [[Oversized (5e Variant Rule)|oversized weapons]] with two hands. Also, your {{5a|str}} score is considered 18, if it was lower. <br />
<br />
In addition, the ability score maximum for your {{5a|str}} and {{5a|cha}} becomes 22.<br />
<br />
====Dominion Over The Strong====<br />
At 17th level, you have learned to twist the strong minds of the land and bend them to your will. As an action, you can spend 10 [[Dominion_Overlord (5e Class)#Hate|hate]] points to touch a creature with the CR no higher than your level + half your {{5a|cha}} modifier. The creature must make a {{5a|wis}} {{5e|saving throw}} or submit to your will completely for 1 hour, following the same rules as dominion over the weak. Creatures with a CR of 5 or lower have {{5e|disadvantage}} on the roll. You can only have 2 creatures under your control at the same time while using this feature. <br />
<br />
In addition, you deal 1d8 additional damage to creatures with a d8 hit die or lower.<br />
<br />
====Overlord Supreme====<br />
The Overlord of Domination uses his gauntlet to defend against the most mightiest of spells. At 18th level your Gauntlet of Hatred grants you advantage on [[5e_SRD:Saving_Throws|saving throws]] against spells, and you take only half damage from spells.<br />
<br />
===Dominion Overlord Archetypes===<br />
As they walk the mortal planes they are bursting with power none dare challenge them, those who are smart stay out of their way but those who wise befriend them with power like theirs the earth shall quake and oceans will roar and the very sky will darken as winds twist and swallow all on lower planes.<br />
<br />
==== Dominion of Land ====<br />
<br />
;Stride<br />
Starting at 3rd level you no longer need to use additional speed when walking through difficult terrain. You can use 1 hate point to increase your speed by 10 for one minute.<br />
<br />
;Twisted Earth<br />
Starting at 6th level as an action you can use 3 hate point to make 15 feet of terrain become difficult terrain, you also gain resistance to non-magical slashing,bludgeoning and piercing damage.<br />
<br />
;Terra Control<br />
Starting at 10th level you learn to draw power from the earth. As a {{5e|bonus action}} you can turn your body into stone for 8 hate points. Your AC is increased by 4 and you gain resistance to bludgeoning, piercing, and slashing damage. For the duration, you are three times heavier than normal, and your movement speed is reduced to 0. You can spend up to 10 extra hate points when activating this ability to add +1 AC per 2 hate points spent. You can end this effect without requiring an action on your turn.<br />
<br />
;Precipice Blades<br />
At 15th level the land is now your to control and can cause it to move and throw off your enemies. As an action using 10 hate points you can cause the earth to make 4 stone spike in 60 feet in front of you. If a creature is in the area it must succeed a {{5a|dex}} {{5e|saving throw}} or take 8d8 piercing damage, half as much on failed save.<br />
<br />
;Earth Tremor<br />
Starting at 20th level, With a single step you create a shake in the ground in such a matter that causes the Earth it self to crack open as an action and 20 hate points you can start an Earth Tremor that last for 10 minutes and can use a bonus action and 5 hate points to cause one of these effects.<br />
<br />
*Magma erupts from a point on the ground that you can see within 120 feet of you,creating a 20-foot-high, 20-foot-radius flaming geyser. Each creature within the radius must succeed a {{5a|dex}} saving throw or take takes 20d6 fire damage.<br />
<br />
*A tremor shakes the ground in a 80-foot radius around you. Each creature other than the you on the ground in that area must succeed on a {{5a|dex}} {{5e|saving throw}} against your [[Dominion_Overlord_(5e_Class)#Hate|hate]] save DC or be knocked {{5c|prone}}. Creatures who are concentrating must succeed a {{5a|con}} {{5e|saving throw}} or lose [[5e_SRD:Casting_a_Spell#Concentration|concentration]].<br />
<br />
*The ground shakes vigorously causing the earth to split open in certain places you choose, you open 1d10 fissures in a 80 foot area, each fissure is 15 feet deep and 15 feet wide a creature who stands over a fissure as it opens must succeed {{5a|dex}} {{5e|saving throw}} or fall into the fissure. A creature with Evasion does not benefit from it. A fissure that opens under a structure takes 50 bludgeoning damage and collapses if destroyed. Using this feature uses 15 hate points.<br />
<br />
==== Dominion of the Sea ====<br />
<br />
The ocean hides many creatures in its depths and carries a rage unlike any other with crushing waves and unstoppable tidal waves that will wash away your foes. <br />
<br />
;Gift of the Sea<br />
Starting at 3rd level, you gain a swim speed of 30 feet and you become Amphibious allowing you to breath both air and water, also by using one hate point you touch another creature to allow them to breath water for ten minutes.<br />
<br />
;Shielding Wave<br />
At 6th level, your hatred takes form as a small aura of water surrounds you, at the start of each of your turns you gain temporary hit points equal to your level, at 11th level you add x2 your {{5a|cha}} modifier to the hit points.<br />
<br />
;Gauntlet Wave<br />
you learn to strike with the force of an almighty wave.<br />
At 10th level when ever you use the Carnage feature the creature must make a {{5a|str}} {{5e|saving throw}} or be pushed back 15 feet. Also you can make one more attack as a bonus action (Gauntlet Attack only).<br />
<br />
;Crushing Flood<br />
You bring the rage of the very ocean to your side in battle. At 15th level when you are near a large source of water you can use your action and 6 hate points too cause an area within a 30-foot radius to become {{5e|difficult terrain}} for 10 minutes. When you activate this feature, all creatures within the area msut succeed on a {{5a|str}} saving throw, or be pushed 10 feet back. You can move through the {{5c|difficult terrain}} created by this feature freely. <br />
<br />
As a {{5c|bonus action}} for the duration, you can cause the water to grapple a creature within range. The creature must make a {{5a|Str}} {{5e|saving throw}} against your [[Dominion_Overlord_(5e Class)#Hate|hate]] save DC, or is {{5c|grappled}}. <br />
<br />
;Tsunami<br />
You have complete dominion over the ocean and strike with intense force.<br />
At 20th level you can use your action and 10 hate points to gain these abilities for 5 minutes.<br />
<br />
*when you make an attack against a creature, it and creatures in a 30-foot cone must succeed a {{5a|str}} {{5e|saving throw}} or be pushed back 20 feet, if you kill a creature with this ability you can spend 5 hate points to stay in this for for an extra minute.<br />
<br />
*You have a pillar of water around you and ranged attacks made against you are made with disadvantage.<br />
<br />
*As an action you can send water to surround a creature no larger than huge size it must succeed a {{5a|con}} {{5e|saving throw}} or start to drown, a creature repeats this {{5e|saving throw}} the start of its turn on another fail it drops to 0 hit points and can’t regain hit points until it can breath again.<br />
<br />
*you regain hit points at the start of your turn equal to your proficiency modifier.<br />
<br />
Once you exit this form you cant enter it again until you complete a {{5e|long rest}}.<br />
<br />
====Dominion of the Skies====<br />
<br />
The heavens twist and thunder roars, signaling the coming of this Overlord of Domination and the dawn of true power. Those who choose this path will someday with enough power rule the sky once more.<br />
<br />
;Power of the Sky’s<br />
At 3rd level your attacks strike with the power of the sky all of your Gauntlet attacks deal lighting damage, at 5th level you can deal thunder damage and at 10th level you can spend 1 hate point to have all your attacks deal lighting or thunder damage for 1 minute.<br />
<br />
;Twisted Winds<br />
At 6th level, You cause the winds to boost you into the air small moments at a time you gain a flying speed equal to half your walking speed.<br />
<br />
;Zephyr’s shield<br />
At 10th level, Your body becomes attached to the azure itself granting you resistance to lightning and thunder damage, at 18th level when ever you take lightning or thunder damage you can as a reaction spend 1 hate point to gain the remaining damage as hit points instead.<br />
<br />
;Thundering Fury<br />
At 15th level, As you rule over the sky you create thunderstorms at will when you are outside you can use your action and 15 hate points to create a Tempest that is 1500 feet high and a 1500-feet radius that is 100 feet above you that last for 10 minutes you can only have one Tempest active at a time. The Tempest covers the sky and arcs lighting and booms thunder, as an action you use 5 hate points to cause 1d6 arcs of lighting to shoot down on creatures of your choice a creature must succeed a {{5a|dex}} {{5e|saving throw}} or take 8d10 lighting damage or half as much on a success, as an bonus action you can cause the Tempest to boom causing creature in the area of the Tempest to succeed a {{5a|con}} {{5e|saving throw}} or take 5d6 thunder damage on a fail and become deafened on a success they take half damage and are not deafened.<br />
<br />
;Unbridled Storm<br />
At 20th level you have the sky´s bend to your control and nothing but the strong can even come close to you. You gain the following features.<br />
<br />
:;Tornado<br />
:You conjure an spiraling cylinder of wind in range for 12 hate points, which has a 45 foot radius and 40 foot height. This cylinder becomes difficult terrain for the duration, even for flying creatures. Unattended objects in this cylinder that are Large or smaller are pulled towards the center. A creature that starts its turn in the cylinder must succeed on a Strength save or be pulled to the center of the cylinder, and be restrained while it remains in the center.<br />
<br />
:All creatures inside the cylinder take damage when you use this feature, and again at the start of each of every turn. The damage inflicted depends on how many objects and creatures are in the cylinder itself.<br />
:*'''''Small or Medium.''''' + 1d6 bludgeoning<br />
:*'''''Large.''''' + 2d6 bludgeoning<br />
:*'''''Huge.''''' + 3d6 bludgeoning<br />
:The tornado last for 5 minutes or until you dismiss it as a bonus action you can only have one tornado action at a time. Also as a bonus action you can move the tornado for ten feet.<br />
<br />
;Gale Force Wall<br />
You push wind in from your direction as an action and 12 hate points you can push a gust of wind in a line of 15 x 50 feet and creatures in the area must succeed a {{5a|str}} {{5e|saving throw}} or be pushed back 30 feet this wind snuffs all unprotected fire creatures. If hit by a solid object the creature takes 2d8 damage for each 10 feet they where pushed.<br />
<br />
;Earth Bind<br />
The sky is ruled by the strong, the weak creatures of the world do not have right to fly like the strong do. As an action and 5 hate points you can make 50 x 50 feet area become unusable for flight all creatures in that area must succeed a {{5a|str}} {{5e|saving throw}} or plummet towards the earth,the area which you chose is also counted as {{5e|difficult terrain}}.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To multiclass in the [[Dominion Overlord (5e Class)|Dominion Overlord]] you must have a {{5a|str}} score of 13 and a {{5a|cha}} score of 13 <br />
<br />
'''Proficiencies.''' When you multiclass into the Dominion Overlord class, you gain the following proficiencies: in medium and heavy armor and simple and martial weapons.<br />
<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Dominion_Overlord_(5e_Class)&diff=1585191Dominion Overlord (5e Class)2022-03-23T16:51:37Z<p>Alucarddragonborn: /* Dominion Over The Weak */</p>
<hr />
<div>{{needsbalance|"Dominion Over The Weak" grants you potentially unlimited CR 6 and lower minions. I hope i don't have to explain why this is overpowered}}<br />
=='''Dominion Overlord'''==<br />
{{quote|I was once a ruler of many lands, unrivaled by all, but death comes for us all. But not I. With so much power and so little time, I will achieve everlasting life. The gods will open the heavens to me so I can keep my power, but they do not grant me my request. No matter. The burning hatred I have will never cease, and those with the same hatred shall share my power. |orig=A quote from a dying overlord}}<br />
<br />
===Hate Gauntlet===<br />
There are many conquering rulers throughout the land but none like these, wielding a powerful Gauntlet that thrives on hatred they use that power to gain domination over all things, no one knows the origin of the Gauntlet other than it houses a powerful being that has an undying hatred those who wear the Gauntlet of Hatred inherent the same hatred but is also granted with power like none other.<br />
<br />
=== Creating a Dominion Overlord ===<br />
A Dominion Overlord is a person who has an undying hate for the God's as has decided the only way to get back at them was to take all they hold dear something to reckon is a good backstory how did you come into contact with the Gauntlet did your hate become so strong that the Gauntlet couldn't stay away from you in anycase work with your DM to determine how you fulfil your roll of Domination and slayer of God's.<br />
<div class="externalimage-holder" style="float:right;width:50%"><br />
{{5e Image|float:right|https://i.pinimg.com/originals/95/a6/4a/95a64a4def35c30ccdd420f4bdf50aaa.jpg|[https://www.deviantart.com/wen-xaeroaaa/art/dragon-knight-320726583] by [https://www.deviantart.com/wen-xaeroaaa wen-xaeroaaa]}}</div><br />
<br />
;Quick Build<br />
You can make a Dominion Overlord quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the [[Dark Lord (5e Background)|Dark Lord]] background. <br />
<br />
{{5e Class Features<br />
|name=Dominion Overlord<br />
|summary=you are the person you chops beholders in half and slays kings men with you great sword and turn even the most powerful of Dragons into pets.<br />
|hd=10<br />
|armor=All<br />
|weapons=Simple and martial melee weapons<br />
|tools=None<br />
|saves=Constitution and Charisma<br />
|skills=Choose two from Deception, Insight, Intimidation, Perception, Athletics, and Religion<br />
|item1a=a longsword with a shield<br />
|item1b=a battleaxe with a shield<br />
|item1c=a Warhammer with a shield<br />
|item2a=one martial melee weapon<br />
|item2b=two simple weapons<br />
|item3a=chain mail<br />
|item3b=half-plate armor<br />
|item4a=a gauntlet and whip<br />
|item4b=dungeons pack<br />
|item4c=explorers pack<br />
|wealth=5d4 x 10<br />
|classfeatures1=Hate,Hate Gauntlet, You're Too Weak<br />
|classfeatures2=Hate Burst<br />
|classfeatures3=Domination Path<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Domination Path feature<br />
|classfeatures7=Force Aura,Carnage<br />
|classfeatures8=<br />
|classfeatures9=Dominion Over The Weak<br />
|classfeatures10=Gauntlet Fury, Domination Path Feature<br />
|classfeatures11=Extra Attack (2), You're Too Weak Improvement<br />
|classfeatures12=<br />
|classfeatures13=Overlord's Strength<br />
|classfeatures14=Gauntlet Fury Improvement <br />
|classfeatures15=Carnage Improvement<br />
|classfeatures16=<br />
|classfeatures17=Dominion Over The Strong<br />
|classfeatures18=Overlord Supreme<br />
|classfeatures19=<br />
|classfeatures20=Domination Path feature<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Gauntlet Damage<br />
|extra1_1=1d4<br />
|extra1_2=1d4<br />
|extra1_3=1d4<br />
|extra1_4=1d4<br />
|extra1_5=1d6<br />
|extra1_6=1d6<br />
|extra1_7=1d6<br />
|extra1_8=1d6<br />
|extra1_9=1d8<br />
|extra1_10=1d8<br />
|extra1_11=1d8<br />
|extra1_12=1d8<br />
|extra1_13=1d10<br />
|extra1_14=1d10<br />
|extra1_15=1d10<br />
|extra1_16=1d10<br />
|extra1_17=1d12<br />
|extra1_18=1d12<br />
|extra1_19=1d12<br />
|extra1_20=1d12<br />
|extra2_name=Hate Points<br />
|extra2_1=5<br />
|extra2_2=7<br />
|extra2_3=9<br />
|extra2_4=11<br />
|extra2_5=13<br />
|extra2_6=15<br />
|extra2_7=17<br />
|extra2_8=19<br />
|extra2_9=21<br />
|extra2_10=23<br />
|extra2_11=25<br />
|extra2_12=27<br />
|extra2_13=29<br />
|extra2_14=31<br />
|extra2_15=33<br />
|extra2_16=35<br />
|extra2_17=37<br />
|extra2_18=39<br />
|extra2_19=41<br />
|extra2_20=45+{{5a|cha}} Modifier<br />
<br />
}}<br />
====Gauntlet====<br />
At 1st level you have a blackish gauntlet with a crimson rim around it. It is a sentient item with {{5a|int}}, {{5a|wis}} and {{5a|cha}} scores of 12, each score increasing by 1 every time you gain a ability score improvement, becoming 13 at 4th level, 14 at 8th level, 15 at 12th level and 16 at 16th level. At 19th level, you can choose to increase one of the ability scores to 18. It communicates by talking common and draconic out loud and when it talks the crimson rim glows. <br />
<br />
Its purpose is to instruct the wielder to use their hate to gain domination over all things. The Gauntlet can also break. It has an AC of 15 and hit points equal to half of yours. When broken, you can't use any Dominion Overlord features that require hate points. The Gauntlet will repair itself when you finish a {{5e|long rest}}. The Gauntlet is immune to magic and cannot be removed. <br />
<br />
The gauntlet is also considered a simple weapon you are proficient with, dealing 1d4 bludgeoning damage on a hit. As you gain levels in this class, this damage increases, as shown on the Gauntlet Damage column on the Dominion Overlord table.<br />
<br />
;Grapple Throw<br />
You can spend 1 hate point to attempt to grapple a creature that is your size or smaller. On a success, you can use your {{5e|bonus action}} to throw it 15 feet away from you. If it hits a solid object like a wall or another creature, the creature takes 2d6 bludgeoning damage.<br />
<br />
;Retaliate<br />
When hit with a melee attack, you can use 1 hate point to attack that creature with your gauntlet as a {{5e|reaction}}.<br />
<br />
;Boost<br />
As a {{5e|bonus action}}, you can spend 1 hate point to gain a boost in power, as hate rushes through your veins. For 10 minutes, you count as size larger for the purpose of lifting, carrying, and dragging. You also gain {{5e|Advantage|Advantage}} on {{5a|str}} [[5e_SRD:Saving_Throws|saving throws]] and ability checks.<br />
<br />
====Hate ====<br />
At 1st level, a Gauntlet of Hatred equips itself to your arm and stores your power. Your access to the hate is represented by an amount of hate points. Your dominion overlord level determines the number of points you have, as shown in the Hate Points column of the Dominion Overlord table. <br />
<br />
When you spend a hate point, it is unavailable until you finish a short or long rest, at the end of which you channel your inner anger and loath back to your gauntlet, replenishing your hate energy. <br />
<br />
Some of your hate features require your target to make a {{5e|saving throw}} to resist the feature's effects. The {{5e|saving throw}} DC is calculated as follows:<br />
<br />
<code><tt>Hate save DC = 8 + your proficiency bonus + your {{5a|cha}} modifier</tt></code><br />
<br />
====You're Too Weak====<br />
Weak creatures cant even harm you unless you allow them to. Starting at 1st level as a {{5e|reaction}} to being hit, you can reduce all damage you take, except psychic and force, until the start of your turn by 2d10 + {{5a|con}} modifier for 2 hate points. At 11th level you can reduce the damage by 4d10. You can use this feature a number, of times equal to your {{5a|con}} modifier, regaining all uses after you finish a {{5e|long rest}}.<br />
<br />
====Hate Burst====<br />
At 2nd level, as an action and 1 hate point, you let loose a small burst of hate, causing all creatures within 10 feet of you to make a {{5a|str}} {{5e|saving throw}}. On a failed save, the creature takes 1d6 force damage and is pushed back by 10 feet. On a successful save, the creature is not pushed back and takes half as much damage. You can spend additional hate points a number of times equal to your level to increases the damage by 1d6 for every point beyond the first. At 7th level, the damage die increases to d8, and the range increases to 20 feet.<br />
<br />
====Domination Path====<br />
At 3rd level, The time has come for power to truly awaken choose a path of domination to follow each grants you power that will be used to rule several lands.<br />
<br />
====Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th 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.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the {{5e|Attack Action|Attack}} action on your turn. The number of attacks increases to three when you reach 11th level in this class.<br />
<br />
====Force Aura==== <br />
At 7th level your aura has become so strong that creatures have a hard time hitting you. As an action you can spend 5 hate points and have an aura that last for 1 hour. The aura has a radius of 10 feet and all ranged attacks are made within or that go in it have disadvantage and creatures who enter the aura must make a {{5a|str}} {{5e|saving throw}} or be pushed out. You can only use this feature 4x regaining all uses on a short or long rest. You can end the Force Aura as a bonus action.<br />
<br />
====Carnage====<br />
At 7th level, your hatred spreads to weapons, giving them a boost in power. As a {{5e|bonus action}} when you hit a creature with a weapon attack, you can spend 1 [[Dominion_Overlord (5e Class)#Hate|hate]] point to deal additional damage equal to the damage die of the weapon. This damage is force. You can spend up to 3 [[Dominion_Overlord (5e Class)#Hate|hate]] points, increasing the damage in three additional damage dices. At 15th level, you can spend up to five damage dices.<br />
<br />
====Dominion Over The Weak====<br />
At 9th level, you have walked down the long road, the road that leads you down the past of utter domination.<br />
You can use your action and spend 10 [[Dominion_Overlord_(5e Class)#Hate|hate]] points, to try to control a creature. Touch a creature whose CR is no higher than half of your proficiency bonus. The creature must make a {{5a|wis}} {{5e|saving throw}} or submit to your will for 1 hour, the creature is friendly to you and to your allies and obeying all your commands. In combat, you can command this creature's actions as a {{5e|bonus action}}. At the end of the duration they repeat the saving throw ending it on a success if they fail they are still submit to your will for another hour if a creature fails this saving throw three times they permanently submit to your will. A successful {{5c|saving throw}} the creature becomes immune to your control for the next 24 hours. You can only have a number of creatures under your control equal to half your {{5a|cha}} modifier rounded down.<br />
<br />
In addition, you deal 1d6 of additional damage to creatures with a d6 hit die or lower.<br />
<br />
====Gauntlet Fury====<br />
At 10th level, you can spend 5 hate points and use your action to move in a 40-foot line. Any creature in that line must succeed on a {{5a|str}} {{5e|saving throw}} or be knocked prone.<br />
<br />
In addition, if a creature is knocked {{5c|prone}}, you can as part of the same attack make three attacks with the {{inpage|Gauntlet}} against the creature. Any successful attack is a critical hit. <br />
<br />
At 14th level, creatures who are your size or small have {{5e|disadvantage}} on the {{5e|saving throw}}.<br />
<br />
====Overlord's Strength====<br />
At 13th level your hate has taken your body to new heights of physical strength and you can now wield two handed weapons with one hand and [[Oversized (5e Variant Rule)|oversized weapons]] with two hands. Also, your {{5a|str}} score is considered 18, if it was lower. <br />
<br />
In addition, the ability score maximum for your {{5a|str}} and {{5a|cha}} becomes 22.<br />
<br />
====Dominion Over The Strong====<br />
At 17th level, you have learned to twist the strong minds of the land and bend them to your will. As an action, you can spend 10 [[Dominion_Overlord (5e Class)#Hate|hate]] points to touch a creature with the CR no higher than your level + half your {{5a|cha}} modifier. The creature must make a {{5a|wis}} {{5e|saving throw}} or submit to your will completely for 1 hour, following the same rules as dominion over the weak. Creatures with a CR of 5 or lower have {{5e|disadvantage}} on the roll. You can only have 2 creatures under your control at the same time while using this feature. <br />
<br />
In addition, you deal 1d8 additional damage to creatures with a d8 hit die or lower.<br />
<br />
====Overlord Supreme====<br />
The Overlord of Domination uses his gauntlet to defend against the most mightiest of spells. At 18th level your Gauntlet of Hatred grants you advantage on [[5e_SRD:Saving_Throws|saving throws]] against spells, and you take only half damage from spells.<br />
<br />
===Dominion Overlord Archetypes===<br />
As they walk the mortal planes they are bursting with power none dare challenge them, those who are smart stay out of their way but those who wise befriend them with power like theirs the earth shall quake and oceans will roar and the very sky will darken as winds twist and swallow all on lower planes.<br />
<br />
==== Dominion of Land ====<br />
<br />
;Stride<br />
Starting at 3rd level you no longer need to use additional speed when walking through difficult terrain. You can use 1 hate point to increase your speed by 10 for one minute.<br />
<br />
;Twisted Earth<br />
Starting at 6th level as an action you can use 3 hate point to make 15 feet of terrain become difficult terrain, you also gain resistance to non-magical slashing,bludgeoning and piercing damage.<br />
<br />
;Terra Control<br />
Starting at 10th level you learn to draw power from the earth. As a {{5e|bonus action}} you can turn your body into stone for 8 hate points. Your AC is increased by 4 and you gain resistance to bludgeoning, piercing, and slashing damage. For the duration, you are three times heavier than normal, and your movement speed is reduced to 0. You can spend up to 10 extra hate points when activating this ability to add +1 AC per 2 hate points spent. You can end this effect without requiring an action on your turn.<br />
<br />
;Precipice Blades<br />
At 15th level the land is now your to control and can cause it to move and throw off your enemies. As an action using 10 hate points you can cause the earth to make 4 stone spike in 60 feet in front of you. If a creature is in the area it must succeed a {{5a|dex}} {{5e|saving throw}} or take 8d8 piercing damage, half as much on failed save.<br />
<br />
;Earth Tremor<br />
Starting at 20th level, With a single step you create a shake in the ground in such a matter that causes the Earth it self to crack open as an action and 20 hate points you can start an Earth Tremor that last for 10 minutes and can use a bonus action and 5 hate points to cause one of these effects.<br />
<br />
*Magma erupts from a point on the ground that you can see within 120 feet of you,creating a 20-foot-high, 20-foot-radius flaming geyser. Each creature within the radius must succeed a {{5a|dex}} saving throw or take takes 20d6 fire damage.<br />
<br />
*A tremor shakes the ground in a 80-foot radius around you. Each creature other than the you on the ground in that area must succeed on a {{5a|dex}} {{5e|saving throw}} against your [[Dominion_Overlord_(5e_Class)#Hate|hate]] save DC or be knocked {{5c|prone}}. Creatures who are concentrating must succeed a {{5a|con}} {{5e|saving throw}} or lose [[5e_SRD:Casting_a_Spell#Concentration|concentration]].<br />
<br />
*The ground shakes vigorously causing the earth to split open in certain places you choose, you open 1d10 fissures in a 80 foot area, each fissure is 15 feet deep and 15 feet wide a creature who stands over a fissure as it opens must succeed {{5a|dex}} {{5e|saving throw}} or fall into the fissure. A creature with Evasion does not benefit from it. A fissure that opens under a structure takes 50 bludgeoning damage and collapses if destroyed. Using this feature uses 15 hate points.<br />
<br />
==== Dominion of the Sea ====<br />
<br />
The ocean hides many creatures in its depths and carries a rage unlike any other with crushing waves and unstoppable tidal waves that will wash away your foes. <br />
<br />
;Gift of the Sea<br />
Starting at 3rd level, you gain a swim speed of 30 feet and you become Amphibious allowing you to breath both air and water, also by using one hate point you touch another creature to allow them to breath water for ten minutes.<br />
<br />
;Shielding Wave<br />
At 6th level, your hatred takes form as a small aura of water surrounds you, at the start of each of your turns you gain temporary hit points equal to your level, at 11th level you add x2 your {{5a|cha}} modifier to the hit points.<br />
<br />
;Gauntlet Wave<br />
you learn to strike with the force of an almighty wave.<br />
At 10th level when ever you use the Carnage feature the creature must make a {{5a|str}} {{5e|saving throw}} or be pushed back 15 feet. Also you can make one more attack as a bonus action (Gauntlet Attack only).<br />
<br />
;Crushing Flood<br />
You bring the rage of the very ocean to your side in battle. At 15th level when you are near a large source of water you can use your action and 6 hate points too cause an area within a 30-foot radius to become {{5e|difficult terrain}} for 10 minutes. When you activate this feature, all creatures within the area msut succeed on a {{5a|str}} saving throw, or be pushed 10 feet back. You can move through the {{5c|difficult terrain}} created by this feature freely. <br />
<br />
As a {{5c|bonus action}} for the duration, you can cause the water to grapple a creature within range. The creature must make a {{5a|Str}} {{5e|saving throw}} against your [[Dominion_Overlord_(5e Class)#Hate|hate]] save DC, or is {{5c|grappled}}. <br />
<br />
;Tsunami<br />
You have complete dominion over the ocean and strike with intense force.<br />
At 20th level you can use your action and 10 hate points to gain these abilities for 5 minutes.<br />
<br />
*when you make an attack against a creature, it and creatures in a 30-foot cone must succeed a {{5a|str}} {{5e|saving throw}} or be pushed back 20 feet, if you kill a creature with this ability you can spend 5 hate points to stay in this for for an extra minute.<br />
<br />
*You have a pillar of water around you and ranged attacks made against you are made with disadvantage.<br />
<br />
*As an action you can send water to surround a creature no larger than huge size it must succeed a {{5a|con}} {{5e|saving throw}} or start to drown, a creature repeats this {{5e|saving throw}} the start of its turn on another fail it drops to 0 hit points and can’t regain hit points until it can breath again.<br />
<br />
*you regain hit points at the start of your turn equal to your proficiency modifier.<br />
<br />
Once you exit this form you cant enter it again until you complete a {{5e|long rest}}.<br />
<br />
====Dominion of the Skies====<br />
<br />
The heavens twist and thunder roars, signaling the coming of this Overlord of Domination and the dawn of true power. Those who choose this path will someday with enough power rule the sky once more.<br />
<br />
;Power of the Sky’s<br />
At 3rd level your attacks strike with the power of the sky all of your Gauntlet attacks deal lighting damage, at 5th level you can deal thunder damage and at 10th level you can spend 1 hate point to have all your attacks deal lighting or thunder damage for 1 minute.<br />
<br />
;Twisted Winds<br />
At 6th level, You cause the winds to boost you into the air small moments at a time you gain a flying speed equal to half your walking speed.<br />
<br />
;Zephyr’s shield<br />
At 10th level, Your body becomes attached to the azure itself granting you resistance to lightning and thunder damage, at 18th level when ever you take lightning or thunder damage you can as a reaction spend 1 hate point to gain the remaining damage as hit points instead.<br />
<br />
;Thundering Fury<br />
At 15th level, As you rule over the sky you create thunderstorms at will when you are outside you can use your action and 15 hate points to create a Tempest that is 1500 feet high and a 1500-feet radius that is 100 feet above you that last for 10 minutes you can only have one Tempest active at a time. The Tempest covers the sky and arcs lighting and booms thunder, as an action you use 5 hate points to cause 1d6 arcs of lighting to shoot down on creatures of your choice a creature must succeed a {{5a|dex}} {{5e|saving throw}} or take 8d10 lighting damage or half as much on a success, as an bonus action you can cause the Tempest to boom causing creature in the area of the Tempest to succeed a {{5a|con}} {{5e|saving throw}} or take 5d6 thunder damage on a fail and become deafened on a success they take half damage and are not deafened.<br />
<br />
;Unbridled Storm<br />
At 20th level you have the sky´s bend to your control and nothing but the strong can even come close to you. You gain the following features.<br />
<br />
:;Tornado<br />
:You conjure an spiraling cylinder of wind in range for 12 hate points, which has a 45 foot radius and 40 foot height. This cylinder becomes difficult terrain for the duration, even for flying creatures. Unattended objects in this cylinder that are Large or smaller are pulled towards the center. A creature that starts its turn in the cylinder must succeed on a Strength save or be pulled to the center of the cylinder, and be restrained while it remains in the center.<br />
<br />
:All creatures inside the cylinder take damage when you use this feature, and again at the start of each of every turn. The damage inflicted depends on how many objects and creatures are in the cylinder itself.<br />
:*'''''Small or Medium.''''' + 1d6 bludgeoning<br />
:*'''''Large.''''' + 2d6 bludgeoning<br />
:*'''''Huge.''''' + 3d6 bludgeoning<br />
:The tornado last for 5 minutes or until you dismiss it as a bonus action you can only have one tornado action at a time. Also as a bonus action you can move the tornado for ten feet.<br />
<br />
;Gale Force Wall<br />
You push wind in from your direction as an action and 12 hate points you can push a gust of wind in a line of 15 x 50 feet and creatures in the area must succeed a {{5a|str}} {{5e|saving throw}} or be pushed back 30 feet this wind snuffs all unprotected fire creatures. If hit by a solid object the creature takes 2d8 damage for each 10 feet they where pushed.<br />
<br />
;Earth Bind<br />
The sky is ruled by the strong, the weak creatures of the world do not have right to fly like the strong do. As an action and 5 hate points you can make 50 x 50 feet area become unusable for flight all creatures in that area must succeed a {{5a|str}} {{5e|saving throw}} or plummet towards the earth,the area which you chose is also counted as {{5e|difficult terrain}}.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To multiclass in the [[Dominion Overlord (5e Class)|Dominion Overlord]] you must have a {{5a|str}} score of 13 and a {{5a|cha}} score of 13 <br />
<br />
'''Proficiencies.''' When you multiclass into the Dominion Overlord class, you gain the following proficiencies: in medium and heavy armor and simple and martial weapons.<br />
<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=5e_Classes_(Vanchilia_Supplement)&diff=15817965e Classes (Vanchilia Supplement)2022-03-14T21:58:01Z<p>Alucarddragonborn: /* Barbarian */</p>
<hr />
<div>Adventures come in all shapes and sizes with diverse tactics as well as skill sets. As the braves souls arrive in Vanchilia most will adhere to a specific style that the ordinary can not dream of.<br />
In this chapter you will find the most common character classes as well as the roles of these characters. This chapter will also go over classes not inside the Players Hand Book.<br />
=Barbarian=<br />
<br />
'''(Player's Handbook pg. 46)'''<br />
<br />
In Vanchilia, the rise of the Overlord has left the nomadic tribes in a great struggle. Crops grow slowly but even then they are weak and scarce, this has led for many Barbarians to raid small villages and leave none alive. But there are those who are opposed to this world ending threat that is the Overlord.<br />
<br />
The Barbarians who venture out and leave their tribes and attempt to bring peace to the land the only way the know how, through the strength of the arm and the wisdom of the spirits who guide them. The common militia will welcome these adventures as hired help and townsfolk may praise them for stopping the Overlord despite being uncivilized.<br />
<br />
=Necromancer=<br />
<br />
[[Necromancer (5e Class)]]<br />
<br />
The Necromancer is a very powerful with the knowledge of the undead and know how to control them.the necrotic aura that surrounds them makes them feared by peasants but magic in this land is forbidden so watch out for that.A Necromancer's strengths are in bolstering undead, summoning or raising undead minions (which they can control up to a number of a large mob) and being able to cast a vast repertoire of various necromancy spells. They are strong spell casters but are not durable in physical combat. A Necromancer should primarily be used for crowd control, able to curse the enemy while animating different undead to occupy the enemy while their teammates continue to sustain a mass of dead bodies for you.<br />
<br />
A Necromancer is a caster that is able to expel negative energies flowing through their veins. Necromancers are similar to sorcerers, but are more adept with necromancy and, to some extent, enchantment spells. They use their abilities to gain absolute control over their enemies' bodies, minds and souls. Often the best way to do this is by raising/summoning undead from their fallen enemies; a skill at which they are unparalleled. Necromancers are also effective with diseases, poison spells, and affecting opponents with fear, fatigue, exhaustion, pain, negative energy damage, or even gaining mindless supporters through the use of enchantment spells like charm or dominate.<br />
<br />
=Knight=<br />
<br />
[[Knight (5e Class)]]<br />
<br />
Lords of honor, masters of glory, and the defenders of their ladies' virtue and beauty. They are the envy of all men, the love of every woman, and the dream of each and every single child. Knights are known to have a great moral compass that helps them through their daily life, plus some have a great hair (which is by the way always a plus). It is no wonder why ladies adore such men, even without looking at them.<br />
<br />
In truth, most knights are not at all alike. As a matter of fact, most are quite the opposite from what tales depict. Instead of being the handsome, charming, and charismatic leaders, many knights are ugly, blunt, and somewhat repulsive at best. That might go to the fact that most knights spend their life marching across the wilderness, killing people they've never met, in a conflict that is not their own.<br />
<br />
=Lich=<br />
<br />
[[Lich (5e Class)]]<br />
<br />
It truly doesn't matter how you became a lich, what matters is what you choose to do now. Like any A properly created Lich will always have a powered phylactery that sustains the Lich and reconstructs their body when they die, and the proper method for creating a lich is a closely guarded secret. However, there are many ways a "lesser lich" can be created. These liches have phylacteries that are simply random objects that were near their body when they died, and they can be created in a wide variety of ways.Even though magic is forbidding the Overlord of this world has a thing for the undead and may want them as a servant.<br />
<br />
----<br />
[[Category:5e]]<br />
[[Category:Supplement]]<br />
[[Category:Vanchilla]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=5e_Classes_(Vanchilia_Supplement)&diff=15817905e Classes (Vanchilia Supplement)2022-03-14T21:37:26Z<p>Alucarddragonborn: /* Barbarian */</p>
<hr />
<div>Adventures come in all shapes and sizes with diverse tactics as well as skill sets. As the braves souls arrive in Vanchilia most will adhere to a specific style that the ordinary can not dream of.<br />
In this chapter you will find the most common character classes as well as the roles of these characters. This chapter will also go over classes not inside the Players Hand Book.<br />
=Barbarian=<br />
<br />
'''(Player's Handbook pg. 46)'''<br />
<br />
In Vanchilia, the rise of the Overlord has left the nomadic tribes in a great struggle. Crops grow slowly but even then they are weak and scarce, this has led for many Barbarians to raid small villages and leave none alive. But there are those who are opposed to this world ending threat that is the Overlord.<br />
<br />
=Necromancer=<br />
<br />
[[Necromancer (5e Class)]]<br />
<br />
The Necromancer is a very powerful with the knowledge of the undead and know how to control them.the necrotic aura that surrounds them makes them feared by peasants but magic in this land is forbidden so watch out for that.A Necromancer's strengths are in bolstering undead, summoning or raising undead minions (which they can control up to a number of a large mob) and being able to cast a vast repertoire of various necromancy spells. They are strong spell casters but are not durable in physical combat. A Necromancer should primarily be used for crowd control, able to curse the enemy while animating different undead to occupy the enemy while their teammates continue to sustain a mass of dead bodies for you.<br />
<br />
A Necromancer is a caster that is able to expel negative energies flowing through their veins. Necromancers are similar to sorcerers, but are more adept with necromancy and, to some extent, enchantment spells. They use their abilities to gain absolute control over their enemies' bodies, minds and souls. Often the best way to do this is by raising/summoning undead from their fallen enemies; a skill at which they are unparalleled. Necromancers are also effective with diseases, poison spells, and affecting opponents with fear, fatigue, exhaustion, pain, negative energy damage, or even gaining mindless supporters through the use of enchantment spells like charm or dominate.<br />
<br />
=Knight=<br />
<br />
[[Knight (5e Class)]]<br />
<br />
Lords of honor, masters of glory, and the defenders of their ladies' virtue and beauty. They are the envy of all men, the love of every woman, and the dream of each and every single child. Knights are known to have a great moral compass that helps them through their daily life, plus some have a great hair (which is by the way always a plus). It is no wonder why ladies adore such men, even without looking at them.<br />
<br />
In truth, most knights are not at all alike. As a matter of fact, most are quite the opposite from what tales depict. Instead of being the handsome, charming, and charismatic leaders, many knights are ugly, blunt, and somewhat repulsive at best. That might go to the fact that most knights spend their life marching across the wilderness, killing people they've never met, in a conflict that is not their own.<br />
<br />
=Lich=<br />
<br />
[[Lich (5e Class)]]<br />
<br />
It truly doesn't matter how you became a lich, what matters is what you choose to do now. Like any A properly created Lich will always have a powered phylactery that sustains the Lich and reconstructs their body when they die, and the proper method for creating a lich is a closely guarded secret. However, there are many ways a "lesser lich" can be created. These liches have phylacteries that are simply random objects that were near their body when they died, and they can be created in a wide variety of ways.Even though magic is forbidding the Overlord of this world has a thing for the undead and may want them as a servant.<br />
<br />
----<br />
[[Category:5e]]<br />
[[Category:Supplement]]<br />
[[Category:Vanchilla]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=5e_Classes_(Vanchilia_Supplement)&diff=15817895e Classes (Vanchilia Supplement)2022-03-14T21:37:09Z<p>Alucarddragonborn: </p>
<hr />
<div>Adventures come in all shapes and sizes with diverse tactics as well as skill sets. As the braves souls arrive in Vanchilia most will adhere to a specific style that the ordinary can not dream of.<br />
In this chapter you will find the most common character classes as well as the roles of these characters. This chapter will also go over classes not inside the Players Hand Book.<br />
=Barbarian=<br />
<br />
'''(Player's Handbook pg. 46)'''<br />
In Vanchilia, the rise of the Overlord has left the nomadic tribes in a great struggle. Crops grow slowly but even then they are weak and scarce, this has led for many Barbarians to raid small villages and leave none alive. But there are those who are opposed to this world ending threat that is the Overlord.<br />
=Necromancer=<br />
<br />
[[Necromancer (5e Class)]]<br />
<br />
The Necromancer is a very powerful with the knowledge of the undead and know how to control them.the necrotic aura that surrounds them makes them feared by peasants but magic in this land is forbidden so watch out for that.A Necromancer's strengths are in bolstering undead, summoning or raising undead minions (which they can control up to a number of a large mob) and being able to cast a vast repertoire of various necromancy spells. They are strong spell casters but are not durable in physical combat. A Necromancer should primarily be used for crowd control, able to curse the enemy while animating different undead to occupy the enemy while their teammates continue to sustain a mass of dead bodies for you.<br />
<br />
A Necromancer is a caster that is able to expel negative energies flowing through their veins. Necromancers are similar to sorcerers, but are more adept with necromancy and, to some extent, enchantment spells. They use their abilities to gain absolute control over their enemies' bodies, minds and souls. Often the best way to do this is by raising/summoning undead from their fallen enemies; a skill at which they are unparalleled. Necromancers are also effective with diseases, poison spells, and affecting opponents with fear, fatigue, exhaustion, pain, negative energy damage, or even gaining mindless supporters through the use of enchantment spells like charm or dominate.<br />
<br />
=Knight=<br />
<br />
[[Knight (5e Class)]]<br />
<br />
Lords of honor, masters of glory, and the defenders of their ladies' virtue and beauty. They are the envy of all men, the love of every woman, and the dream of each and every single child. Knights are known to have a great moral compass that helps them through their daily life, plus some have a great hair (which is by the way always a plus). It is no wonder why ladies adore such men, even without looking at them.<br />
<br />
In truth, most knights are not at all alike. As a matter of fact, most are quite the opposite from what tales depict. Instead of being the handsome, charming, and charismatic leaders, many knights are ugly, blunt, and somewhat repulsive at best. That might go to the fact that most knights spend their life marching across the wilderness, killing people they've never met, in a conflict that is not their own.<br />
<br />
=Lich=<br />
<br />
[[Lich (5e Class)]]<br />
<br />
It truly doesn't matter how you became a lich, what matters is what you choose to do now. Like any A properly created Lich will always have a powered phylactery that sustains the Lich and reconstructs their body when they die, and the proper method for creating a lich is a closely guarded secret. However, there are many ways a "lesser lich" can be created. These liches have phylacteries that are simply random objects that were near their body when they died, and they can be created in a wide variety of ways.Even though magic is forbidding the Overlord of this world has a thing for the undead and may want them as a servant.<br />
<br />
----<br />
[[Category:5e]]<br />
[[Category:Supplement]]<br />
[[Category:Vanchilla]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=5e_Classes_(Vanchilia_Supplement)&diff=15817885e Classes (Vanchilia Supplement)2022-03-14T21:09:47Z<p>Alucarddragonborn: </p>
<hr />
<div>Adventures come in all shapes and sizes with diverse tactics as well as skill sets. As the braves souls arrive in Vanchilia most will adhere to a specific style that the ordinary can not dream of.<br />
In this chapter you will find the most common character classes as well as the roles of these characters. This chapter will also go over classes not inside the Players Hand Book.<br />
<br />
=Necromancer=<br />
<br />
[[Necromancer (5e Class)]]<br />
<br />
The Necromancer is a very powerful with the knowledge of the undead and know how to control them.the necrotic aura that surrounds them makes them feared by peasants but magic in this land is forbidden so watch out for that.A Necromancer's strengths are in bolstering undead, summoning or raising undead minions (which they can control up to a number of a large mob) and being able to cast a vast repertoire of various necromancy spells. They are strong spell casters but are not durable in physical combat. A Necromancer should primarily be used for crowd control, able to curse the enemy while animating different undead to occupy the enemy while their teammates continue to sustain a mass of dead bodies for you.<br />
<br />
A Necromancer is a caster that is able to expel negative energies flowing through their veins. Necromancers are similar to sorcerers, but are more adept with necromancy and, to some extent, enchantment spells. They use their abilities to gain absolute control over their enemies' bodies, minds and souls. Often the best way to do this is by raising/summoning undead from their fallen enemies; a skill at which they are unparalleled. Necromancers are also effective with diseases, poison spells, and affecting opponents with fear, fatigue, exhaustion, pain, negative energy damage, or even gaining mindless supporters through the use of enchantment spells like charm or dominate.<br />
<br />
=Knight=<br />
<br />
[[Knight (5e Class)]]<br />
<br />
Lords of honor, masters of glory, and the defenders of their ladies' virtue and beauty. They are the envy of all men, the love of every woman, and the dream of each and every single child. Knights are known to have a great moral compass that helps them through their daily life, plus some have a great hair (which is by the way always a plus). It is no wonder why ladies adore such men, even without looking at them.<br />
<br />
In truth, most knights are not at all alike. As a matter of fact, most are quite the opposite from what tales depict. Instead of being the handsome, charming, and charismatic leaders, many knights are ugly, blunt, and somewhat repulsive at best. That might go to the fact that most knights spend their life marching across the wilderness, killing people they've never met, in a conflict that is not their own.<br />
<br />
=Lich=<br />
<br />
[[Lich (5e Class)]]<br />
<br />
It truly doesn't matter how you became a lich, what matters is what you choose to do now. Like any A properly created Lich will always have a powered phylactery that sustains the Lich and reconstructs their body when they die, and the proper method for creating a lich is a closely guarded secret. However, there are many ways a "lesser lich" can be created. These liches have phylacteries that are simply random objects that were near their body when they died, and they can be created in a wide variety of ways.Even though magic is forbidding the Overlord of this world has a thing for the undead and may want them as a servant.<br />
<br />
----<br />
[[Category:5e]]<br />
[[Category:Supplement]]<br />
[[Category:Vanchilla]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Vampyre_Knight_(5e_Class)&diff=1565957Vampyre Knight (5e Class)2022-02-04T15:58:32Z<p>Alucarddragonborn: /* Order of Death */</p>
<hr />
<div>== Vampyre Knight ==<br />
A being has lived in solitude for as long as he can remember not knowing what to do he tries to be an adventurer on his travels he discovers he is a descendant of a long and ancient race of vampyre who also where knights of the Blood Order dangerous and deceptive they live close to mortal races and are not very far away when a war has started.<br />
=== Blood Magic ===<br />
The Vampyre's of old knew an ancient form of magic but was lost when they where killed studying their ancient tombs and tomes you have learned the basics of blood magic and with a strong bloodline you know how to turn your blood vampiric even more without needing to die first and lose all the disadvantages that other Vampyre's have.<br />
<br />
=== Creating a Vampyre Knight ===<br />
{{5e Image|float:right|https://orig00.deviantart.net/4cf2/f/2010/192/d/2/vampire_lord_by_jimhatama.jpg|I am chosen by my ancestors to bring immortality to my kind I must not fail. Credit to jimhatama at Deviantart}}<br />
<br />
<br />
;Quick Build<br />
You can make a Vampyre Knight quickly by following these suggestions. First, {{5a|str}} should be your highest ability score, followed by {{5a|int}} last {{5a|con}} should be your next highest. Second, choose the [[Exiled Ruler (5e Background)|Exiled Ruler]] background.<br />
<br />
{{5e Class Features<br />
|name=Vampyre Knight<br />
|summary=You are one of the last descendants of old these Vampyre's use their blood to empower them selves and show true fear. <br />
|hd=10<br />
|spellcasting=half<br />
|armor=Light,Medium and Heavy Armor and shields <br />
|weapons=All melee weapons <br />
|tools=None<br />
|saves={{5a|str}} , {{5a|Con}}<br />
|skills=Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival<br />
|item1a=short sword<br />
|item1b=whip<br />
|item1c=explores pack<br />
|item2a=long sword<br />
|item2b=a dagger<br />
|item2c=adventures pack<br />
|item3a=any sword<br />
|item3b=a simple wepon<br />
|item3c=leather armor<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4<br />
|classfeatures1= Immortality,Blood Sense<br />
|classfeatures2= Blood Magic,Spellcasting,Fighting Style<br />
|classfeatures3= Ancient Blood, Blood Order<br />
|classfeatures4=<br />
|classfeatures5= Extra Attack <br />
|classfeatures6= Vampric Aura<br />
|classfeatures7= Blood Order feature<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10= Blood Aura<br />
|classfeatures11= Vampyre Blade<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14= Vampirism<br />
|classfeatures15= Blood Order Feature<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18= Aura Improvements<br />
|classfeatures19=<br />
|classfeatures20= Blood Order Feature<br />
<br />
}}<br />
<br />
====Immortality====<br />
<br />
Starting at 1st level,You gain immortality you stop ageing and can not be magically aged and your body does not decay,you are also immune to non magical disease.<br />
<br />
====Blood Sense====<br />
Your Vampyre nature allows you to see what others cannot. You know the location and alignment of all living creatures within 50ft of you,you also have Darkvision of 60ft if you already have it it's 120ft and your Blood Sense gets increased to 100ft.<br />
<br />
==== Fighting Style ====<br />
<br />
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the the second attack.<br />
<br />
;Dueling stance<br />
You can use your bonus action to gain advantage to your attack rolls for this turn.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the ancestors of old grant you the means to cast ancient spells like they did so long ago.<br />
<br />
;Preparing and Casting Spells<br />
The Vampyre Knight table shows how many spell slots you have to cast your spells. To cast one of your Vampyre Knight spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.<br />
<br />
You prepare the list of Vampyre Knight spells that are available for you to cast, choosing from the Sorcerer spell list. When you do so, choose a number of Sorcerer spells equal to your {{5a|int}} modifier + half your Vampyre Knight level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Vampyer Knight spells requires time spent in contemplation: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your spells, since power derives from the strength of your convictions. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a Vampyre Knight spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Spellcasting Focus<br />
Your Blood is your spellcasting focus because it is ancient and a gift from your ancestors.<br />
<br />
====Blood Magic====<br />
It is hard to understand it's nature and harder to control but it is powerful nonetheless. At 2nd level 10% of your body is always covered in blood. Whenever you cast a spell you roll percentile die if it lands on your Blood Magic Percentage or lower you consult the table and use it's effects. Each time you get an ability score improvement you roll 1d10 + half of your Intelligence modifier (minimum 1) and add that to your Blood Magic Percentage.<br />
<br />
{| class="5e"<br />
|-<br />
! D100 !! Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1-5 || You must roll on this table at the start of each of your turns for the next minute.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6-10 || You turn invisible for 1d4 hours this ends if you attack or cast a spell.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11-15|| If your spell deals damage it deals necrotic,if your spell does not deal damage a random creature takes 2d10 necrotic damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16-20 || You become deaf for the next hour.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21-25|| You cast fireball 10ft in front of you at the lowest level.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26-30 || You choose one creature to become blind for 24 hours.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 31-35|| You go in to a deep trance for 8 hours and can't be awoken.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 36-40 || A Troll is summoned in front of you it is controlled by the DM but vanishes after one minute.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 41-45|| You turn into a Giant Bat for 1d4 days.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 46-50 || Every creature within 30ft radius takes 4d10 lighting damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 51-55|| You have your lowest ability score switch with your highest ability score for one hour.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 56-60 || Every creature becomes blinded until the start of your turn.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 61-65|| You teleport to a random space 30 ft in front of you.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 66-70 || You learn another language for 12 hours.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 71-75|| You become a puddle of blood until the start of your next turn.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 76-80 || 1 target creature recives one level of exhaustion.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 81-85|| Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 86-90 || You summon a unicorn under the Dm control but vanishes after one minute.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 91-95|| You gain a magical flying speed of 20ft for 1 hour.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 96-100 || You shoot blood out of your entire body,creatures in a 20ft sphere centered on you must make a constitution saving throw or take 10d10 necrotic damage or half on a success.<br />
|}<br />
<br />
====Ancient Blood====<br />
At 3rd level your blood becomes like the ancient ones. Your hit point maximum can't be reduced and you have advantage on death saving throws.<br />
<br />
====Blood Order====<br />
The time has come for you to choose how you will serve your ancestors. Your choice of the blood order grants you features at 3rd level and again at 7th, 15th, and 20th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th 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.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
====Vampiric Aura====<br />
You learn to use the ancient art of draining a creatures blood using the essence of death. At 6th level you gain an aura of 10 feet hostile creatures in that aura take 1d10 necrotic damage at the start of your turn and you heal half that amount. At 18th level the damage becomes 3d10 and the aura increases to 30 feet.<br />
<br />
====Blood Aura====<br />
Your blood essence can stretch out to your allies protecting them and you. At 10th level you gain a 10 feet aura friendly creatures within the aura gain 5 hit points while they are conscious at the start of their turns and their hit point maximum cannot be reduced. At 18th level they heal 10 hit points and the aura increases to 30 feet.<br />
<br />
====Vampyre Blade====<br />
The Vampyre's of old know that you need to add more power to your strikes. At 11th level you can attune to one of your weapons the attunement time is 1 hour,after you attune to a weapon it becomes magical and it deals an extra 1d8 necrotic damage to all creatures and 1d10 necrotic damage to celestial creatures,a creature that is slain by this weapon rises as a zombie at dusk.<br />
<br />
====Vamprism====<br />
At 14th level you can turn anyone into a [[5e SRD:Vampire Spawn|Vampire Spawn]] you must first grapple the creature and they must succeed a constitution saving throw or take 5d10 necrotic damage or half as much on a success if the creature dies by this effect it turn into a [[5e SRD:Vampire Spawn|Vampire Spawn]]. It has hit points equal to half of yours and knows one 3rd level spell from spells that it can cast once per day. It listen to your mental commands and has it's own initiative you can only have 2 Vampire Spawn under your control.<br />
<br />
== Ancient Blood Order ==<br />
Vampyre's of old knew that the day of their demise was rearing so to ensure the survival of their knowledge and magic they took a more noble approach so they created different Blood Orders so their next in line kin will have their power and so much more.Each Blood Order has Tenants with the Knight must follow to the letter or risk becoming the Blood Breaker. Each Blood Order is different with Tenants providing more rules and some are more lenient. The 3 Blood Orders are '''{{inpage|Order of Chaos}}''' '''{{inpage|Order of Death}}''' and the '''{{inpage|Order of Ancients}}'''<br />
<br />
=== Order of Chaos ===<br />
<br />
The Order of Chaos is one chosen by few because Paladins and holy Clerics seek to cleanse them of their ways but when you fully embrace your bloodline '''EVERYTHING''' holy will fear your power. <br />
<br />
'''Tenets Of Chaos'''<br />
<br />
*'''Loyalty'''<br />
You will never betray a fellow Vampyre Knight or ally under any circumstance.<br />
<br />
*'''Respect'''<br />
You will obey and respect your vampyre elders no matter the cost. <br />
<br />
*'''Destruction''' <br />
Chaos follows you wherever you may go for destruction is your way. <br />
<br />
*'''Pride''' <br />
Giving up in battle is a far worse punishment than death.<br />
<br />
{| class="5e"<br />
|+ Order of Chaos Spells<br />
|-<br />
! Vampyre Knight Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[Magechain (5e Spell)|magechain]], [[Chaos Orb (5e Spell)|chaos orb]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[Chaos Blade (5e Spell)|chaos blades]], [[Raise Mount (5e Spell)|raise mount]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align: left;" | ''[[5e SRD:Fear|fear]], [[5e SRD:Slow|slow]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || style="text-align: left;" | ''[[5e SRD:Phantasmal Killer|phantasmal killer]], [[5e SRD:Dominate Beast|dominate beast]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || style="text-align: left;" | ''[[Chaos Storm (5e Spell)|chaos storm]], [[5e SRD:Dominate Person|dominate person]]''<br />
|}<br />
<br />
;Controlled Chaos<br />
At 3rd level you have more control over the chaos you bring into the world when you roll on the blood magic table you can instead choose one effect to happen instead once you to use this feature you must take a long rest before using it again<br />
<br />
;Chaos of Old<br />
At 7th level the Ancients show you their past ways and how they brought the chaos in their time. you can now choose to roll when your blood magic table when you make an attack, you can do this another of times equal to your Intelligence modifier (minimum 1), after which you need to complete a short or long rest.<br />
<br />
;Unleashed Chaos<br />
Chaos and destruction run through your heart and your bloodline will carry on as one to be truly feared. At 15th level each time you attack a creature and deal damage another creature or object you choose takes the same damage. Objects,structures and constructs take triple the damage.<br />
<br />
;Embodiment Of Chaos <br />
At 20th level you reach the the highest level of Chaos as a bonus action you unleash all of your Blood Magic. For the next minute at the start of each of your turns and at the end of another creatures turn you roll from the Blood Magic table and regardless of what it lands on you choose 1 creature to take 5d10 necrotic damage. Once you use this feature you have to take a long rest before using it again.<br />
<br />
=== Order of Death ===<br />
<br />
The Order Of Death is feared by mortals for they bring the very essence of Death to the battle field,mortals will crawl to you begging you to spare them because everything and everyone fears '''Death'''.<br />
<br />
;'''Tenants Of Death'''<br />
<br />
*'''Everlasting'''<br />
Death is everlasting nothing must be brought back to life if it does it's your job to stop it. Unless the ancients allow it. <br />
<br />
*'''Clergy'''<br />
It is your enemy the priests raised the dead you must stop them. <br />
<br />
*'''Balance'''<br />
You are the equalizer of Life and Death,that means you must keep the balance.<br />
<br />
*'''Darkness Eternal'''<br />
The shroud of darkness is within you can never deny what you are.<br />
<br />
{| class="5e"<br />
|+ Order of Death Spells<br />
|-<br />
! Vampyre Knight Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[Black Snow (5e Spell)|black snow]], [[Net of Shadows (5e Spell)|net of shadows]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[Spectral Hammer (5e Spell)|spectral hammer]], [[Withering Ray (5e Spell)|withering ray]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align: left;" | ''[[Crushing Despair (5e Spell)|crushing despair]], [[Slashing Darkness (5e Spell)|slashing darkness]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || style="text-align: left;" | ''[[5e SRD:Phantasmal Killer|phantasmal killer]], [[5e SRD:Dominate Beast|dominate beast]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || style="text-align: left;" | ''[[Chaos Storm (5e Spell)|chaos storm]], [[5e SRD:Dominate Person|dominate person]]''<br />
|}<br />
<br />
;Deaths Solace <br />
At 3rd level you become used to deaths door and gain proficiency in death saving throws additionally you gain one hit point if you roll an 18 or higher.<br />
<br />
;Death Domain <br />
At 7th level your becomes in tune with death and it's dark energy whenever you attack a creature you can have make a {{5a|Con}} saving throw on a fail their hit points and hit point maximum are reduced by 3d10 if a creature dies like this they become a [[5e SRD:Wight|Wight]] under your control.The Wight is a servant of death much like your self,you can only have one Wight under your control.Once you use this feature you can't use it again until you complete a long rest.<br />
<br />
;Vampiric Decay<br />
You have learned a new way of killing your prey. At 15th level you can use your action to target one creature within 15 feet around you,have it make a constitution saving throw on a fail their constitution score is reduced by 1d6 they repeat the save at the start of their turn ending it on a success but if they fail reduce the constitution score by another 1d6 the creature dies if the score reaches 0, and you gain half of the remaining hit points of the target creature.You can use this feature a number of times equal to your {{5a|int}} modifier regaining all uses on a long rest.<br />
<br />
;Death Incarnate <br />
You have reached the limits of your power vampyre ancestry. At 20th level as a bonus action you gain these abilities for ten minutes. <br />
<br />
*You have a 30 feet aura any hostile creature in the aura has Disadvantage in {{5a|con}} saves and checks.<br />
<br />
*You gain hit points equal to the amount of hit points you dealt last turn. <br />
<br />
*When a creature dies do to Deaths Bane instead of receiving hit points you receive 1 additional use.<br />
<br />
*You have advantage Constitution and strength saves and checks.<br />
<br />
After you use this feature you can't use it again until you finish a long rest.<br />
<br />
==== Order of Ancients====<br />
This Order are to those who are direct descendants to the ancestors, in doing so the risk as well as the reward are great those who follow this order become one of the few who can summon the dead as well bring the Ancients fury into battle.<br />
<br />
;'''Tenants of Ancients'''<br />
<br />
*'''Anceint Knowledge'''<br />
Never to turn down the chance to recover forgotten knowledge even at the cost of your life.<br />
<br />
*'''Honor the Dead'''<br />
The dead sacrifice their body to serve you in your cause do not disrespect the dead <br />
<br />
*'''Deciveing'''<br />
Let your tongue often be like silver but not to other knights.<br />
<br />
*'''Life & Death'''<br />
Sacrificing your life for other knights is the best honor even in death.<br />
<br />
{| class="5e"<br />
|+ Order of Ancients Spells<br />
|-<br />
! Vampyre Knight Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[Animate Shadow (5e Spell)|animate shadow]], [[Hand of the Undead (5e Spell)|hand of the undead ]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[Crimson Skin (5e Spell)|crimson skin]], [[Withering Ray (5e Spell)|withering ray]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align: left;" | ''[[Animal Resurrection (5e Spell)|animal resurrection]], [[Conjure Wraith (5e Spell)|conjure wraith]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || style="text-align: left;" | ''[[Black Arrow (5e Spell)|black arrow]], [[Blood Rain (5e Spell)|blood rain]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || style="text-align: left;" | ''[[Enlighten Undead (5e Spell)|enlighten undead]], [[Grip of Death (5e Spell)|grip of death]]''<br />
|}<br />
<br />
;Black Energy<br />
At 3rd level you learn to draw some power from the ancestors themselves as an action you gain all the spell slots of one Spellcasting level doing so half’s you’re hit points once you use this feature you must finish a long rest before using it again.<br />
<br />
;Skeletal<br />
The most loyal and powerful minion is at hand, the skeletons summoned by liches are weak compared to the ancients this minion is built for combat.<br />
<br />
At 7th level as an action you summon a [[5e SRD:Skeleton|skeleton]] and by using half of your hit points. The skeleton hit points are equal its own and to the amount that you sacrificed. The skeleton acts after your turn and follows all of you spoken commands,if you do not issue any commands it protects you from any threat.If your skeleton should die you can raise another one <br />
<br />
;Weapon Tactics<br />
At 15th level you and your skeleton learn how to chain your attacks together,while your skeleton is within 5 feet next to you when you make an attack your skeleton can use its reaction to attack after which you make an additional attack, in addition your skeleton now has attack and damage bonus equal to yours.<br />
<br />
;Ancients Protection<br />
At 20th level the Ancients bless you and your minion with more power.Your skeleton no longer has damage vulnerability and can make three attacks.You at the start of each of your turns if you cast a spell last turn gain hit points equal to your current hit points and every time you are hit by an attack the attacking creature takes 10d8 necrotic damage.<br />
<br />
====Blood Breaker====<br />
When a Vampyre Knight does not live up to the tenets that the Ancients have bestowed upon and shows no sign of remorse become a Blood Breaker gaining life once more and power, but not from Gods from there own inner fury using said power to kill other undead and fiends to prove that they are mighty,the Blood Breaker does not have a tenet but acts on there own merit using what they learned from the Ancients and giving it back to the hundred fold.<br />
<br />
{| class="5e"<br />
|+ Order of Ancients Spells<br />
|-<br />
! Vampyre Knight Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[Mental Bindings (5e Spell)|mental bindings]], [[Suppress Pain (5e Spell)|suppress pain]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[Smoke Screen (5e Spell)|smoke screen]], [[Venomous Succor (5e Spell)|venomous succor]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align: left;" | ''[[Magic Fang, Greater (5e Spell)|magic fang, greater]], [[Chameleon (5e Spell)|chameleon]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || style="text-align: left;" | ''[[Zantetsuken (5e Spell)|zantetsuken]], [[Life Drain (5e Spell)|life drain]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || style="text-align: left;" | ''[[Enlighten Undead (5e Spell)|enlighten undead]], [[Grip of Death (5e Spell)|grip of death]]''<br />
|}<br />
<br />
=== Multiclassing ===<br />
'''Prerequisites.''' To qualify for multiclassing into the vampyre knight class, you must meet these prerequisites: 13 {{5a|str}} and 13 {{5a|int}}.<br />
<br />
'''Proficiencies.''' When you multiclass into the vampyre knight class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Fighter Tag]] <!-- core class - F - Melee and/or ranged fighter with magic less than or equal to an eldritch knight. --><br />
[[Category:Necromancer Tag]] <!-- archetypal - N - Death, undeath, or necromancy related classes. --><br />
[[Category:5e Class Mashup]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Inferno_(5e_Class)&diff=1557549Inferno (5e Class)2022-01-15T01:09:59Z<p>Alucarddragonborn: /* Primal Invocation */</p>
<hr />
<div><br />
<br />
== Inferno ==<br />
<br />
<!--Introduction--><br />
<br />
=== Inferno ===<br />
A human making his way down a town path begins to smell smoke. Acting quickly he runs to find a building on fire. Without hesitation he runs into the flames and spots two individuals unconscious. Using his magic he places protective runes on them after which he carries the two to safety. <br />
<br />
<br />
<br />
Few have the power of the inferno but even fewer actually master it. It is said to contain two dragons souls, one, The Blue Inferno Dragon Of Incineration and the other, The Red Inferno Dragon Of Disintegration. How will you control their power?<br />
<br />
=== Creating a Inferno ===<br />
<br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make an Inferno quickly by following these suggestions. First, {{5a|cha}} should be your highest ability score, followed by {{5a|con}}. Second, choose the Hellborn background. <br />
<br />
{{5e Class Features<br />
|name=Inferno<br />
|summary=Wield the flames of blue or red and show entire kingdoms that no matter how solid their shields are your flames are hotter.<br />
|hd=8<br />
|spellcasting=<br />
|armor=Light armor, medium armor <br />
|weapons=daggers, darts, slings, quarterstaffs, light crossbows, rapiers.<br />
|tools=none<br />
|saves={{5a|con}} and {{5a|cha}}<br />
|skills=Choose two from Arcana, Deception, Insight, Investigation, Intimidation, Persuasion, and Religion.<br />
|item1a=a Light Crossbow and 20 bolts <br />
|item1b=any simple weapon<br />
|item1c=<br />
|item2a=a Component pouch<br />
|item2b=an arcane focus<br />
|item2c=<br />
|item3a=Two daggers<br />
|item3b=<br />
|item3c=<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth=3d4 x 10 gp<br />
|classfeatures1= Primordial Patron, Primal Magic<br />
|classfeatures2=Primal Invocations <br />
|classfeatures3=Primal Boon <br />
|classfeatures4=<br />
|classfeatures5= <br />
|classfeatures6=Primal Patron Feature<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Primal Patron Feature<br />
|classfeatures11=Primal Ascension(6th level)<br />
|classfeatures12=<br />
|classfeatures13=Primal Ascension(7th level) <br />
|classfeatures14=Primal Patron Feature <br />
|classfeatures15=Primal Ascension(8th level)<br />
|classfeatures16=<br />
|classfeatures17=Primal Ascension(9th level)<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20=Primordial Champion <br />
<br />
| extrasonleft=<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
|extra2_name=Spells Known<br />
|extra2_1=2<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=5<br />
|extra2_5=6<br />
|extra2_6=7<br />
|extra2_7=8<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
|extra3_name=Spell Slots<br />
|extra3_1=1<br />
|extra3_2=2<br />
|extra3_3=2<br />
|extra3_4=2<br />
|extra3_5=2<br />
|extra3_6=2<br />
|extra3_7=2<br />
|extra3_8=2<br />
|extra3_9=3<br />
|extra3_10=3<br />
|extra3_11=3<br />
|extra3_12=3<br />
|extra3_13=3<br />
|extra3_14=3<br />
|extra3_15=3<br />
|extra3_16=4<br />
|extra3_17=4<br />
|extra3_18=4<br />
|extra3_19=4<br />
|extra3_20=4<br />
|extra4_name=Slot Level<br />
|extra4_1=1st<br />
|extra4_2=1st<br />
|extra4_3=2nd<br />
|extra4_4=2nd<br />
|extra4_5=3rd<br />
|extra4_6=3rd<br />
|extra4_7=4th<br />
|extra4_8=4th<br />
|extra4_9=5th<br />
|extra4_10=5th<br />
|extra4_11=5th<br />
|extra4_12=5th<br />
|extra4_13=5th<br />
|extra4_14=5th<br />
|extra4_15=5th<br />
|extra4_16=5th<br />
|extra4_17=5th<br />
|extra4_18=5th<br />
|extra4_19=5th<br />
|extra4_20=5th<br />
|extra5_name=Invocations Known<br />
|extra5_1=-<br />
|extra5_2=2<br />
|extra5_3=2<br />
|extra5_4=2<br />
|extra5_5=3<br />
|extra5_6=3<br />
|extra5_7=4<br />
|extra5_8=4<br />
|extra5_9=5<br />
|extra5_10=5<br />
|extra5_11=5<br />
|extra5_12=6<br />
|extra5_13=6<br />
|extra5_14=6<br />
|extra5_15=7<br />
|extra5_16=7<br />
|extra5_17=7<br />
|extra5_18=8<br />
|extra5_19=8<br />
|extra5_20=8<br />
<br />
}}<br />
<br />
====Primordial Patron====<br />
At 1st level, you have caught the attention of primordial a being of immense power of your choice: The Incinerator or the Evoker both which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.<br />
<br />
====Primal Magic====<br />
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for Sorcerer spell list.<br />
<br />
;Cantrips<br />
You know two cantrips of your choice from the Sorcerer spell list. You learn additional Sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Inferno table.<br />
<br />
;Spell Slots<br />
The Inferno table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Inferno Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Short or Long Rest.<br />
<br />
For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.<br />
<br />
;Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the {{5e|Sorcerer Spell List}}.<br />
The Spells Known column of the Inferno table shows when you learn more spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new spell from the {{5e|Sorcerer Spell List}}, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the {{5e|Sorcerer Spell List}}, which also must be of a level for which you have spell slots.<br />
<br />
;Spellcasting Ability<br />
Charisma is your spellcasting ability for your Inferno spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a channeler spell you cast and when making an attack roll with one.<br />
*Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
*Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
Spellcasting Focus<br />
You can use a arcane focus (found in chapter 5) as a spellcasting focus for your Inferno spells.<br />
<br />
;Eldritch Flame<br />
A special cantrip available to the Inferno. The Eldritch Flame functions as the warlock's ''{{5e|Eldritch Blast}}'', but deals 1d10 flame damage instead of 1d10 force damage.<br />
<br />
====Primal Invocations====<br />
As you walk the earth the Primordials share with you some secret knowledge that has been long forgotten or even forbidden, these small fragments of knowledge enhance your fire capabilities as you slowly become a primordial yourself. At 2nd level, you gain two primal invocations of your choice. Your invocation options are detailed at the end of this class description. When you gain certain levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Inferno table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.<br />
<br />
{{inpage|Primal Invocation}}<br />
<br />
==== Primal Boon ====<br />
At 3rd level, the primordials bless your flames with a boon each boon changes the color of your flames and grants a unique feature. You gain one of the features of your choice.<br />
<br />
;Pact of the Consuming Flame<br />
You gain a special mark on your hand that turns your flames turn a deep dark blue in color. Whenever you cast a fire based spell you can as a bonus action activate your mark while active creatures have disadvantages on saving throws to resist your fire based spells additionally you have advantage on ranged spell attacks on that target. The mark can only stay active for one minute at which you must complete a Short or Long Rest to use your mark again.<br />
<br />
;Pact of the Searing Flame<br />
You gain special tattoos on your arms that glow bright red whenever you cast fire based spells. As a bonus action you can choose one creature within 90 feet to place a ''fire seal'' on for one hour. While the ''fire seal'' is up that target is vulnerable to fire damage and you deal an extra 1d6 fire damage whenever you deal damage to the creature with fire based attacks. If the target drops to 0 hit points and the hour is not yet up you can move the ''fire seal'' to another creature with range as a bonus action on your next turn.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier after which you must complete a short or long rest to do so again.<br />
<br />
;Pact of the Soul Flame <br />
<br />
Your patron blesses your eyes making them able to start fire with just the blink of an eye as well as your flames turn black or white in color. You can ignore the somatic component when casting fire based spells. Whenever you deal fire damage to a creature(s) you can have them make a Wisdom saving throw against your Inferno spell save DC on a failed save they become Frightened of you for one minute. A creature who succeeds the saving throw is immune to this effect for 24 hours.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th 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.<br />
<br />
====Primordial Ascension====<br />
<br />
At 11th level, your patron bestows upon you a magical secret called an ascension. Choose one 6th-level spell from the Sorcerer spell list as this arcanum.<br />
<br />
You can cast your ascension spell once without expending a spell slot. You must finish a long rest before you can do so again.<br />
<br />
At higher levels, you gain more Sorcerer spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Primal ascension when you finish a long rest.<br />
<br />
====Primordial Champion====<br />
At 20th level your patron recognizes you as one worthy of the title of champion. Choose 2 first level spells you always have these spells prepared and they don’t count towards your spells known and you can cast them at there lowest level without expending a spell slot. In addition, hostile creatures that are not immune to fire damage have disadvantage on saving throws to resist your fire based spells, the damage die for your fire based spells becomes a d12.<br />
<br />
===Primal Invocation===<br />
If a primal Invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.<br />
;Ascension Blast <br />
''Prerequisite: Eldritch Flame cantrip''<br><br />
When you cast the Eldritch Flame cantrip, add your {{5a|cha}} modifier to the damage it deals on a hit.<br><br><br />
<br />
;Commanding Speech<br />
You gain proficiency in Persuasion and Intimidation skills.<br />
<br />
;Minor Flame Armor<br />
You can cast [[Mana Shield (5e Spell)|Mana Shield]] at will, without expending a spell slot or material components.<br />
<br />
;Primal Vision <br />
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.<br />
<br />
;Arcane Barrier <br />
''Prerequisite:5th Level Pact of the Searing Flame''<br><br />
You can place a fire seal on one friendly creature within 30ft of you while they have this seal they do not become vulnerable to fire damage and they deal an 1d6 fire damage on their attacks. Additionally if they would take damage from a spell you can choose to take the damage instead.<br><br><br />
<br />
;Burnout<br />
''Prerequisite:5th Level Pact of the Searing Flame''<br><br />
While your Mark is active and a creature dies from a fire spell you cast you gain hitpoints equal to half of the damage you dealt.<br />
<br />
=== Primal Patrons ===<br />
The Primordial beings that serve as patrons for the Inferno are mighty inhabitants the worlds long before the gods even came here. While not gods themselves they possess immense power. Various patrons give Infernos access to different powers and invocations, and the secret ways of using fire but expect significant favors in return.<br />
<br />
====The Incinerator ====<br />
You made a pact with one of the most powerful primordials the Incinerator. This patron thrives and is the embodiment of flame, they are the natural phenomena of the world from a volcanic eruption to the friction of two stones even the sun they aim to bring about the natural burning of all things whether it be the forest and it’s trees or lava creating new and fresh land. Whatever the case they chose you to carry out this plan and now you must answer the call.<br />
<br />
;Expanded Spell List:<br />
The Evoker lets you choose from an expanded list of spells when you learn a Inferno spell. The following spells are added to the Inferno spell list for you. <br />
{| class="5e"<br />
|+ Incinerator Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[Blast (5e Spell)|Blast]], [[Hellfire Bolt (5e Spell)| Hellfire Bolt]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[Hellfire Harpoon (5e Spell)|Hellfire Harpoon]], [[Withering Ray (5e Spell)|Withering Ray]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[Black Flame (5e Spell)|Black Flame]](Damage type is fire), [[Afterburner (5e Spell)| Afterburner]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[Mordenkainen's Force Missiles (5e Spell)| Mordenkainen's Force Missiles]],[[Lava Line (5e Spell)|Lava Line ]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[Infernal Law (5e Spell)|Infernal Law]], [[Fire Volley (5e Spell) | Fire Volly]]''<br />
|}<br />
<br />
<br />
;{{#anc:Ancient Flames}}<br />
At 1st level, whenever you cast a fire based spell you add double your proficiency bonus to the attack.<br />
<br />
;{{#anc:Primal Resistance}}<br />
At 6th level, you gain resistance to fire damage and have advantage on saving throws on spells and effects that deal fire damage such as a red dragons fire breath. Additionally can you withstand high temperatures like extreme heat.<br />
<br />
;{{#anc:Cindering Flames}}<br />
At 10th level, You ignore a creatures resistance to fire and treat immunity as resistance whenever you attack it with a fire damage spell or attack. In addition whenever you take fire damage you can use your reaction to absorb the remaining damage as temporary hit points.<br />
<br />
;{{#anc:Chaotic Flame}}<br />
At 14th level you learn of the Primordials way to chain your flames almost infinitely. Whenever you reduce a creatures hit points to zero with using a fire based attack the creature explodes with fire, dealing fire damage in 5 foot cylinder and damage equal to xd12 in fire damage x being your proficiency bonus. In addition whenever this feature reduces another creatures hit points to zero the next explosion damage is increased by 1d12 and size by 5 feet.<br />
<br />
==== The Evoker ====<br />
Weilders of the ghostly flames these primordials are the essence fire. A primordial who dies but is not yet done with living comes back as the Evoker. Representing the spiritual side of fire they use thier flames to attack the soul of thier victims searing it and making they vulnerable to fire in the process. The Evoker aims to show others that fire is not just mindless destructive but is light and life.<br />
<br />
;Expanded Spell List:<br />
The Evoker lets you choose from an expanded list of spells when you learn a Inferno spell. The following spells are added to the Inferno spell list for you. <br />
{| class="5e"<br />
|+ Evokers Expanded Spells<br />
|-<br />
! Spell Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | ''[[Necrostrike (5e Spell)|Necrostrike]], [[Armor of Prometheus (5e Spell)| Armor of Prometheus]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || style="text-align: left;" | ''[[Internal Flame (5e Spell) |Internal Flame]], [[Ethereal Hunter (5e Spell)|Ethereal Hunter]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | ''[[Black Flame (5e Spell)|Black Flame]](Damage type is fire), [[Arcane Sight (5e Spell)|Arcane Sight]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || style="text-align: left;" | ''[[Elemental Blessing Rune (5e Spell)| Elemental Blessing Rune]],[[Summon Tree Nymph (5e Spell)| Summon Tree Nymph]](The summon is a Fire Elemental)''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | ''[[Healing Fire (5e Spell) |Healing Fire]], [[Witchfire (5e Spell) | Witchfire]]''<br />
|}<br />
<br />
;{{#anc:Evokers Curse}}<br />
At 1st level, whenever you cast fire based spell on a hostile creature(s) you can have the spells damage become force and the creature(s) must succeed a {{5a|wis}} saving throw or suffer from short term madness for 1d4 minutes.<br />
<br />
;{{#anc:Flame Recovery}}<br />
You learn another way to use fire the way to heal wounds of yourself or other creatures by simply touching them. At 6th level, You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Inferno Level x 5.<br />
<br />
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br />
<br />
Alternatively, you can expend 5 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.<br />
<br />
This feature has no Effect on Undead and Constructs.<br />
<br />
;{{#anc:Primordial Gift}}<br />
Your patron gifts you with a companion to aid you in your travels an fire elemental. At 10th level you can cast {{5e|Conjure Elemental}} as a ritual that lasts until you dismiss it as an bonus action and it can never become hostile toward you and always listens to your spoken commands. Your elemental can hold spells for you to do so you must spend 5 minutes giving your elemental a spell, the spell must have a spellcasting time of one action and must deal fire damage. Your elemental can hold a number of spells equal to your {{5a|cha}} modifier (minimum 1) and your elemental loses all held spells when you start a Short or Long Rest.<br />
<br />
;{{#anc:Searing Soul}}<br />
At 14th level, you can use the flames you produce to attack the very soul of a creature. Whenever you deal fire damage to a creature(s) they must succeed a {{5a|wis}} saving throw or suffer from Long-Term Madness for 1d12 minutes. Additionally when a creature dies while still inflicted with madness that you caused you gain a spell slot. When you use this feature you can’t do so again until you finish a Long Rest.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the [[Inferno (5e Class)|Inferno]] class, you must meet these prerequisites: {{5a|dex}} 13 {{5a|cha}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the [[Inferno (5e Class)|Inferno]] class, you gain the following proficiencies: simple weapons<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Sorcery Tag]] [[Category:5e Class Variant]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Shinobi_(5e_Class)&diff=1541293Shinobi (5e Class)2021-11-27T21:35:35Z<p>Alucarddragonborn: /* Way of The Dragon */</p>
<hr />
<div>== Shinobi ==<br />
<br />
<br />
<br />
=== History ===<br />
<br />
For centuries the Shinobi were a myth, the stories bards would tell made them seem drunk or even mad. Masters of espionage the shadow warriors end coups and wars before they even start. No fortress is safe no knowledge is kept secret but what makes the shinobi feared is that they look just like everyone else, no one knows where one could be or when one could strike and when the damage is done they’ve already left.<br />
<br />
[[File:Micah-lopez-shinobi-aschallenge.jpg|thumb]]<br />
<br />
=== Creating a Shinobi ===<br />
<br />
When making the Shinobi consider the following:How did your character become shinobi? Is it a family secret, passed down from parents to children? Did they learn from a master who took them under their wing? Or did they learn it all on their own from a difficult life, and perhaps the most common were you raised in a clan of sorts.<br />
<br />
;Quick Build<br />
You can make a Shinobi quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|wis}}. Second, choose the [[Professional Assassin (5e Background)|Professional Assassin]] background.<br />
<br />
{{5e Class Features<br />
|name=Shinobi<br />
|summary=Be patient then strike hard then fade away.<br />
|hd=8<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple weapons, Martial weapons<br />
|tools=Poisoners kit<br />
|saves={{5a|dex}} {{5a|wis}}<br />
|skills=Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth<br />
|item1a=A long sword<br />
|item1b=Two Sickles<br />
|item1c=Hand Crossbow and 20 bolts<br />
|item2a=One Martial Weapon<br />
|item2b=2 Simple Weapons<br />
|item2c=2 Daggers<br />
|item3a=A Long Bow and a quiver of 20 arrows<br />
|item3b=Two Daggers<br />
|item3c=One Simple Weapon<br />
|item4a=An explorer's pack<br />
|item4b=An adventurer's pack<br />
|item5a=A set of blue Shinobi clothing with a mask with an insignia of your clan<br />
|wealth=6d4 x 10 gp<br />
|classfeatures1={{inpage|Sneak Attack}}, {{inpage|Expertise}}, {{inpage|Ranged Expert}}<br />
|classfeatures2={{inpage|Fade Away}}<br />
|classfeatures3={{inpage|Shinobi Path}},<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wind Run}}, {{inpage|Deflect}}<br />
|classfeatures6={{inpage|Expertise}} Improvement, {{inpage|Invisible Path}}<br />
|classfeatures7={{inpage|Evasion}} <br />
|classfeatures8=<br />
|classfeatures9={{inpage|Shinobi Path}} Feature<br />
|classfeatures10={{inpage|Smoke Screen}}<br />
|classfeatures11={{inpage|Invisible Path}} Improvement <br />
|classfeatures12=<br />
|classfeatures13={{inpage|Shinobi Path}} Feature<br />
|classfeatures14={{inpage|Sixth Sense}}<br />
|classfeatures15={{inpage|Exploit Weakness}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Shinobi Path}} Feature<br />
|classfeatures18={{inpage|Homing Projectile}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Marked For Death}}<br />
<br />
|extrasonleft=0<br />
|extra1_name=Sneak Attack<br />
|extra1_1=1d6<br />
|extra1_2=1d6<br />
|extra1_3=2d6<br />
|extra1_4=2d6<br />
|extra1_5=3d6<br />
|extra1_6=3d6<br />
|extra1_7=4d6<br />
|extra1_8=4d6<br />
|extra1_9=5d6<br />
|extra1_10=5d6<br />
|extra1_11=6d6<br />
|extra1_12=6d6<br />
|extra1_13=7d6<br />
|extra1_14=7d6<br />
|extra1_15=8d6<br />
|extra1_16=8d6<br />
|extra1_17=9d6<br />
|extra1_18=9d6<br />
|extra1_19=10d6<br />
<br />
}}<br />
==== Sneak Attack ====<br />
<br />
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Shinobi table.<br />
<br />
==== Expertise ====<br />
<br />
When you start, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Thieves' Tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.<br />
<br />
==== Ranged Expert ====<br />
Throughout the training you have acquired you learn how throw weapons with increased ease. At 1st level, whenever you make a ranged weapon attack you can throw three small weapons on each hand at the same time also you recover twice as many ammunition when scavenging the battlefield.<br />
<br />
==== Fade Away ====<br />
<br />
Beginning at the 2nd level, you learn how to quickly disappear after landing a successful strike.When you are in dim light,Darkness, or even lightly or heavily obscured you can take the hide action as a bonus action. At 9th level you can fade away as a free action.<br />
<br />
==== Shinobi Path ====<br />
<br />
Beginning at the 3rd level, you are able to walk a Shinobi Path of your choice. You may choose between The Way Of The Dragon, The Way Of The Falcon or The Way Of The Snake. Depending on your choice, you learn feature's at the 3rd level, and again at the 9th, 13th and 17th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th 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.<br />
<br />
==== Wind Run ====<br />
<br />
Beginning at the 5th level you gain +10ft to your movement speed and you can move through a creatures space that is your size and one size taller at the cost of no extra movement.<br />
<br />
==== Deflect ====<br />
At 5th level, as a reaction to being hit with a melee attack you can reduce the amount of damage you take by 3d10 + your Dexterity modifier + your Shinobi level.<br />
<br />
==== Invisible Path ====<br />
<br />
Beginning at the 6th level you learn to get to hard to reach places more easily. You can now run up and across any vertical surface at no extra cost to your movement speed. At 11th level you can run along horizontal surfaces and across water at the cost of no extra movement.<br />
<br />
==== Evasion ====<br />
<br />
Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
==== Smoke Screen====<br />
At 10th level, when the Shinobi makes a successful attack they can cause a smoke screen immediately after, the smoke screen covers a 10x10 ft sphere and heavily obscures the area, the shinobi can use this feature a number of times equal to {{5a|wis}} modifier regaining expended uses on a short or long rest.<br />
<br />
==== Sixth Sense ====<br />
<br />
Beginning at the 14th level, your training has made you more alert to danger, you cannot be surprised while you are conscious also you gain a blind sense of 15ft.<br />
<br />
==== Exploit Weakness ====<br />
You learn to strike an opponent’s weak point reducing the effectiveness of their armor. At 15th level as a bonus action you can make against a creature haven their AC reduced by your dexterity modifier until the start of your next turn.<br />
<br />
==== Homing Projectile ====<br />
Your long proficiency with thrown weapons has paid off and now you can throw your weapons with extreme ease. At 18th level, whenever you make a successful attack with a thrown weapon the rest of the weapons that you would throw automatically hit, in addition all weapons you throw now deal a die damage equal to 1d6 plus your Shinobi level.<br />
<br />
==== Marked For Death ====<br />
<br />
Beginning at the 20th level, You can as a bonus action target a creature within 30ft to be ''Marked'' 1 minute, all attacks rolls you make against a marked creature are done with advantage. If the original target dies within the 1 minute duration of this ability, you may elect a new target as your mark. Once you use this feature you can not do so again until you finish a long rest.<br />
<br />
== Shinobi Paths ==<br />
<br />
=== Way of The Dragon ===<br />
<br />
The Shinobi who study’s the Way of the Dragon are seen as the most brave to their peers, strong, sturdy, and unnerving these shinobi are among the most fearsome combatants.<br />
<br />
;{{#anc:Tough Hide}}<br />
At the 3rd level, you are already tougher than other shinobi. When you are not wearing armor, your AC equals 13 + your dexterity modifier + your proficiency bonus.<br />
<br />
;{{#anc:Wing Run}}<br />
At the 7th level, whenever you use the Wind Run ability you gain a temporary flying speed equal to your current flying speed.<br />
<br />
;{{#anc:Tail Deflect}}<br />
At the 11th level, you learn to deliver a quick blow after a successful deflect. Whenever you Deflect an attack and there is damage you reduce is greater than the damage you would have received the attacker takes the remaining damage as bludgeoning and is knocked prone.<br />
<br />
;{{#anc:Ancestor Perception}}<br />
At the 15th level, you gain Darkvision of 90ft that can see through magical and non magical darkness, you also have advantage on ability checks when seeing through illusions.<br />
<br />
;{{#anc:Daunting Strike}}<br />
At the 20th level, when you have advantage on attack you can can instead have the creature make a constitution saving throw (DC=8+proficiency+dexterity) or have it’s hit points be reduced to 0. When you use this feature you can not do so again until you complete a long rest.<br />
<br />
=== Way Of The Falcon ===<br />
Speed, Swift and Sight are the things that a Shinobi must have those who follow the falcon enhance the capabilities to new levels.<br />
<br />
;{{#anc:Falcon Boost}}<br />
At the 3rd level, you become lighter and faster. Your base walking speed is increased 10 feet and non magical difficult terrain cost you no extra movement.<br />
<br />
;{{#anc:Take Off}}<br />
At the 7th level, you learn to emulate the creature of the path you walk. As an action, you are able to jump a number of feet into the air equal to half your base walking speed x 2. Additionally, you are able to fall a number of feet equal to your jump without taking any damage.<br />
<br />
;{{#anc: Wing Deflect}}<br />
At the 11th level, your body instinctively moves out of harms way with ease. Whenever you Deflect an attack you can move half of your movement speed in any direction. This movement does not provoke opportunity attacks.<br />
<br />
;{{#anc:Iron Talons}}<br />
At the 15th level, you can empower your attacks with the talons of your beast, the strikes are now magical and deal an extra 1d4 piercing damage, reach increases by 5 ft, and now has a width of 3 ft (this size increases by its amount for every size you go up) All creatures that are the same size, or smaller when hit with this attack must make a dexterity saving through or be locked in a grapple with the talon apparition. Takes up 15 Chakra points<br />
<br />
;{{#anc:Hayabusa Hunter}}<br />
At the 20th level, you have reached the end of your path and become one with a falcon. As an action, you are able to channel the powers of this path for 1 minute. When this feature is active, you gain the following benefits: <br />
<br />
*You gain a flight speed equal to 60 feet, even without wings.<br />
*You have an advantage on all stealth checks<br />
*You have a advantage on checks made to avoid being knocked prone<br />
<br />
=== Way of the Snake ===<br />
<br />
The Way Of The Snake is the path of the underhanded and deceitful. The shinobi who walk this path are adept in dealing damage indirectly and stopping enemies in their tracks.<br />
<br />
'''The Cunningness Of Snakes <br />
<br />
At the 3rd level, you can channel the cunningness of the snake, giving you the advantage on persuasion, intimidation, and insight checks. You also gain immunity to poison and acid.<br />
<br />
'''Snake Clone<br />
<br />
At the 7th level, any clones when made and killed now break into a Swarm of Poisonous Snakes. the snakes follow any commands you give them as a bonus action. <br />
<br />
'''Agility of Serpentine Grace<br />
<br />
At the 11th level, you gain burrowing speed equal to 2 times your max walking distance<br />
<br />
'''Snake Infusion<br />
<br />
At the 15th level, you perform a ritual infusing a snake with your body, now you can infuse unarmed strikes with the power of the snake, as a snake bursts forth from your arm your reach increases by 10 ft, unarmed strikes now deals piercing damage and 1d10 acid damage. Takes up 12 chakra points<br />
<br />
'''Hydra Apparition<br />
<br />
At the 20th level, you can form a hydra-like apparition made out of an acid cloud. As an action, you can form a dragon from your snake venom. You can form and control up to 9 Hydra heads at a time. Beyond being large, vulnerable to slashing, immune to bludgeoning damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. this takes up 20 chakra points. It acts on your initiative and has the following actions:<br />
<br />
* Multiattack. It can make one bite attack and two claw attacks.<br />
* Bite deals 1d6 piercing damage<br />
* Claw deals 1d4 slashing damage<br />
* Grapple. The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.<br />
* Venom bite. The dragon can take a bonus action after a bite and add 3d12 acid damage.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: Dexterity 14, Wisdom 12<br />
<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: Light armor, Martial weapons<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Shinobi_(5e_Class)&diff=1541159Shinobi (5e Class)2021-11-27T16:01:19Z<p>Alucarddragonborn: /* Way of The Dragon */</p>
<hr />
<div>== Shinobi ==<br />
<br />
<br />
<br />
=== History ===<br />
<br />
For centuries the Shinobi were a myth, the stories bards would tell made them seem drunk or even mad. Masters of espionage the shadow warriors end coups and wars before they even start. No fortress is safe no knowledge is kept secret but what makes the shinobi feared is that they look just like everyone else, no one knows where one could be or when one could strike and when the damage is done they’ve already left.<br />
<br />
[[File:Micah-lopez-shinobi-aschallenge.jpg|thumb]]<br />
<br />
=== Creating a Shinobi ===<br />
<br />
When making the Shinobi consider the following:How did your character become shinobi? Is it a family secret, passed down from parents to children? Did they learn from a master who took them under their wing? Or did they learn it all on their own from a difficult life, and perhaps the most common were you raised in a clan of sorts.<br />
<br />
;Quick Build<br />
You can make a Shinobi quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|wis}}. Second, choose the [[Professional Assassin (5e Background)|Professional Assassin]] background.<br />
<br />
{{5e Class Features<br />
|name=Shinobi<br />
|summary=Be patient then strike hard then fade away.<br />
|hd=8<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple weapons, Martial weapons<br />
|tools=Poisoners kit<br />
|saves={{5a|dex}} {{5a|wis}}<br />
|skills=Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth<br />
|item1a=A long sword<br />
|item1b=Two Sickles<br />
|item1c=Hand Crossbow and 20 bolts<br />
|item2a=One Martial Weapon<br />
|item2b=2 Simple Weapons<br />
|item2c=2 Daggers<br />
|item3a=A Long Bow and a quiver of 20 arrows<br />
|item3b=Two Daggers<br />
|item3c=One Simple Weapon<br />
|item4a=An explorer's pack<br />
|item4b=An adventurer's pack<br />
|item5a=A set of blue Shinobi clothing with a mask with an insignia of your clan<br />
|wealth=6d4 x 10 gp<br />
|classfeatures1={{inpage|Sneak Attack}}, {{inpage|Expertise}}, {{inpage|Ranged Expert}}<br />
|classfeatures2={{inpage|Fade Away}}<br />
|classfeatures3={{inpage|Shinobi Path}},<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wind Run}}, {{inpage|Deflect}}<br />
|classfeatures6={{inpage|Expertise}} Improvement, {{inpage|Invisible Path}}<br />
|classfeatures7={{inpage|Evasion}} <br />
|classfeatures8=<br />
|classfeatures9={{inpage|Shinobi Path}} Feature<br />
|classfeatures10={{inpage|Smoke Screen}}<br />
|classfeatures11={{inpage|Invisible Path}} Improvement <br />
|classfeatures12=<br />
|classfeatures13={{inpage|Shinobi Path}} Feature<br />
|classfeatures14={{inpage|Sixth Sense}}<br />
|classfeatures15={{inpage|Exploit Weakness}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Shinobi Path}} Feature<br />
|classfeatures18={{inpage|Homing Projectile}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Marked For Death}}<br />
<br />
|extrasonleft=0<br />
|extra1_name=Sneak Attack<br />
|extra1_1=1d6<br />
|extra1_2=1d6<br />
|extra1_3=2d6<br />
|extra1_4=2d6<br />
|extra1_5=3d6<br />
|extra1_6=3d6<br />
|extra1_7=4d6<br />
|extra1_8=4d6<br />
|extra1_9=5d6<br />
|extra1_10=5d6<br />
|extra1_11=6d6<br />
|extra1_12=6d6<br />
|extra1_13=7d6<br />
|extra1_14=7d6<br />
|extra1_15=8d6<br />
|extra1_16=8d6<br />
|extra1_17=9d6<br />
|extra1_18=9d6<br />
|extra1_19=10d6<br />
<br />
}}<br />
==== Sneak Attack ====<br />
<br />
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Shinobi table.<br />
<br />
==== Expertise ====<br />
<br />
When you start, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Thieves' Tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.<br />
<br />
==== Ranged Expert ====<br />
Throughout the training you have acquired you learn how throw weapons with increased ease. At 1st level, whenever you make a ranged weapon attack you can throw three small weapons on each hand at the same time also you recover twice as many ammunition when scavenging the battlefield.<br />
<br />
==== Fade Away ====<br />
<br />
Beginning at the 2nd level, you learn how to quickly disappear after landing a successful strike.When you are in dim light,Darkness, or even lightly or heavily obscured you can take the hide action as a bonus action. At 9th level you can fade away as a free action.<br />
<br />
==== Shinobi Path ====<br />
<br />
Beginning at the 3rd level, you are able to walk a Shinobi Path of your choice. You may choose between The Way Of The Dragon, The Way Of The Falcon or The Way Of The Snake. Depending on your choice, you learn feature's at the 3rd level, and again at the 9th, 13th and 17th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th 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.<br />
<br />
==== Wind Run ====<br />
<br />
Beginning at the 5th level you gain +10ft to your movement speed and you can move through a creatures space that is your size and one size taller at the cost of no extra movement.<br />
<br />
==== Deflect ====<br />
At 5th level, as a reaction to being hit with a melee attack you can reduce the amount of damage you take by 3d10 + your Dexterity modifier + your Shinobi level.<br />
<br />
==== Invisible Path ====<br />
<br />
Beginning at the 6th level you learn to get to hard to reach places more easily. You can now run up and across any vertical surface at no extra cost to your movement speed. At 11th level you can run along horizontal surfaces and across water at the cost of no extra movement.<br />
<br />
==== Evasion ====<br />
<br />
Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
==== Smoke Screen====<br />
At 10th level, when the Shinobi makes a successful attack they can cause a smoke screen immediately after, the smoke screen covers a 10x10 ft sphere and heavily obscures the area, the shinobi can use this feature a number of times equal to {{5a|wis}} modifier regaining expended uses on a short or long rest.<br />
<br />
==== Sixth Sense ====<br />
<br />
Beginning at the 14th level, your training has made you more alert to danger, you cannot be surprised while you are conscious also you gain a blind sense of 15ft.<br />
<br />
==== Exploit Weakness ====<br />
You learn to strike an opponent’s weak point reducing the effectiveness of their armor. At 15th level as a bonus action you can make against a creature haven their AC reduced by your dexterity modifier until the start of your next turn.<br />
<br />
==== Homing Projectile ====<br />
Your long proficiency with thrown weapons has paid off and now you can throw your weapons with extreme ease. At 18th level, whenever you make a successful attack with a thrown weapon the rest of the weapons that you would throw automatically hit, in addition all weapons you throw now deal a die damage equal to 1d6 plus your Shinobi level.<br />
<br />
==== Marked For Death ====<br />
<br />
Beginning at the 20th level, You can as a bonus action target a creature within 30ft to be ''Marked'' 1 minute, all attacks rolls you make against a marked creature are done with advantage. If the original target dies within the 1 minute duration of this ability, you may elect a new target as your mark. Once you use this feature you can not do so again until you finish a long rest.<br />
<br />
== Shinobi Paths ==<br />
<br />
=== Way of The Dragon ===<br />
<br />
The Shinobi who study’s the Way of the Dragon are seen as the most brave to their peers, strong, sturdy, and unnerving these shinobi are among the most fearsome combatants.<br />
<br />
;{{#anc:Tough Hide}}<br />
At the 3rd level, you are already tougher than other shinobi. When you are not wearing armor, your AC equals 13 + your dexterity modifier + your proficiency bonus.<br />
<br />
;{{#anc:Dragon Strikes}}<br />
At the 7th level, you learn to channel the power of dragons into your body. Your attacks against a creature now count as magical for the sake of overcoming resistance.<br />
<br />
;{{#anc:Tail Deflect}}<br />
At the 11th level, you learn to deliver a quick blow after a successful deflect. Whenever you Deflect an attack and there is damage you reduce is greater than the damage you would have received the attacker takes the remaining damage as bludgeoning and is knocked prone.<br />
<br />
;{{#anc:Ancestor Perception}}<br />
At the 15th level, you gain Darkvision of 90ft that can see through magical and non magical darkness, you also have advantage on ability checks when seeing through illusions.<br />
<br />
;{{#anc:Daunting Strike}}<br />
At the 20th level, when you have advantage on attack you can can instead have the creature make a constitution saving throw (DC=8+proficiency+dexterity) or have it’s hit points be reduced to 0. When you use this feature you can not do so again until you complete a long rest.<br />
<br />
=== Way Of The Falcon ===<br />
Speed, Swift and Sight are the things that a Shinobi must have those who follow the falcon enhance the capabilities to new levels.<br />
<br />
;{{#anc:Falcon Boost}}<br />
At the 3rd level, you become lighter and faster. Your base walking speed is increased 10 feet and non magical difficult terrain cost you no extra movement.<br />
<br />
;{{#anc:Take Off}}<br />
At the 7th level, you learn to emulate the creature of the path you walk. As an action, you are able to jump a number of feet into the air equal to half your base walking speed x 2. Additionally, you are able to fall a number of feet equal to your jump without taking any damage.<br />
<br />
;{{#anc: Wing Deflect}}<br />
At the 11th level, your body instinctively moves out of harms way with ease. Whenever you Deflect an attack you can move half of your movement speed in any direction. This movement does not provoke opportunity attacks.<br />
<br />
;{{#anc:Iron Talons}}<br />
At the 15th level, you can empower your attacks with the talons of your beast, the strikes are now magical and deal an extra 1d4 piercing damage, reach increases by 5 ft, and now has a width of 3 ft (this size increases by its amount for every size you go up) All creatures that are the same size, or smaller when hit with this attack must make a dexterity saving through or be locked in a grapple with the talon apparition. Takes up 15 Chakra points<br />
<br />
;{{#anc:Hayabusa Hunter}}<br />
At the 20th level, you have reached the end of your path and become one with a falcon. As an action, you are able to channel the powers of this path for 1 minute. When this feature is active, you gain the following benefits: <br />
<br />
*You gain a flight speed equal to 60 feet, even without wings.<br />
*You have an advantage on all stealth checks<br />
*You have a advantage on checks made to avoid being knocked prone<br />
<br />
=== Way of the Snake ===<br />
<br />
The Way Of The Snake is the path of the underhanded and deceitful. The shinobi who walk this path are adept in dealing damage indirectly and stopping enemies in their tracks.<br />
<br />
'''The Cunningness Of Snakes <br />
<br />
At the 3rd level, you can channel the cunningness of the snake, giving you the advantage on persuasion, intimidation, and insight checks. You also gain immunity to poison and acid.<br />
<br />
'''Snake Clone<br />
<br />
At the 7th level, any clones when made and killed now break into a Swarm of Poisonous Snakes. the snakes follow any commands you give them as a bonus action. <br />
<br />
'''Agility of Serpentine Grace<br />
<br />
At the 11th level, you gain burrowing speed equal to 2 times your max walking distance<br />
<br />
'''Snake Infusion<br />
<br />
At the 15th level, you perform a ritual infusing a snake with your body, now you can infuse unarmed strikes with the power of the snake, as a snake bursts forth from your arm your reach increases by 10 ft, unarmed strikes now deals piercing damage and 1d10 acid damage. Takes up 12 chakra points<br />
<br />
'''Hydra Apparition<br />
<br />
At the 20th level, you can form a hydra-like apparition made out of an acid cloud. As an action, you can form a dragon from your snake venom. You can form and control up to 9 Hydra heads at a time. Beyond being large, vulnerable to slashing, immune to bludgeoning damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. this takes up 20 chakra points. It acts on your initiative and has the following actions:<br />
<br />
* Multiattack. It can make one bite attack and two claw attacks.<br />
* Bite deals 1d6 piercing damage<br />
* Claw deals 1d4 slashing damage<br />
* Grapple. The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.<br />
* Venom bite. The dragon can take a bonus action after a bite and add 3d12 acid damage.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: Dexterity 14, Wisdom 12<br />
<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: Light armor, Martial weapons<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Shinobi_(5e_Class)&diff=1541157Shinobi (5e Class)2021-11-27T15:54:23Z<p>Alucarddragonborn: /* Wind Run */</p>
<hr />
<div>== Shinobi ==<br />
<br />
<br />
<br />
=== History ===<br />
<br />
For centuries the Shinobi were a myth, the stories bards would tell made them seem drunk or even mad. Masters of espionage the shadow warriors end coups and wars before they even start. No fortress is safe no knowledge is kept secret but what makes the shinobi feared is that they look just like everyone else, no one knows where one could be or when one could strike and when the damage is done they’ve already left.<br />
<br />
[[File:Micah-lopez-shinobi-aschallenge.jpg|thumb]]<br />
<br />
=== Creating a Shinobi ===<br />
<br />
When making the Shinobi consider the following:How did your character become shinobi? Is it a family secret, passed down from parents to children? Did they learn from a master who took them under their wing? Or did they learn it all on their own from a difficult life, and perhaps the most common were you raised in a clan of sorts.<br />
<br />
;Quick Build<br />
You can make a Shinobi quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|wis}}. Second, choose the [[Professional Assassin (5e Background)|Professional Assassin]] background.<br />
<br />
{{5e Class Features<br />
|name=Shinobi<br />
|summary=Be patient then strike hard then fade away.<br />
|hd=8<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple weapons, Martial weapons<br />
|tools=Poisoners kit<br />
|saves={{5a|dex}} {{5a|wis}}<br />
|skills=Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth<br />
|item1a=A long sword<br />
|item1b=Two Sickles<br />
|item1c=Hand Crossbow and 20 bolts<br />
|item2a=One Martial Weapon<br />
|item2b=2 Simple Weapons<br />
|item2c=2 Daggers<br />
|item3a=A Long Bow and a quiver of 20 arrows<br />
|item3b=Two Daggers<br />
|item3c=One Simple Weapon<br />
|item4a=An explorer's pack<br />
|item4b=An adventurer's pack<br />
|item5a=A set of blue Shinobi clothing with a mask with an insignia of your clan<br />
|wealth=6d4 x 10 gp<br />
|classfeatures1={{inpage|Sneak Attack}}, {{inpage|Expertise}}, {{inpage|Ranged Expert}}<br />
|classfeatures2={{inpage|Fade Away}}<br />
|classfeatures3={{inpage|Shinobi Path}},<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wind Run}}, {{inpage|Deflect}}<br />
|classfeatures6={{inpage|Expertise}} Improvement, {{inpage|Invisible Path}}<br />
|classfeatures7={{inpage|Evasion}} <br />
|classfeatures8=<br />
|classfeatures9={{inpage|Shinobi Path}} Feature<br />
|classfeatures10={{inpage|Smoke Screen}}<br />
|classfeatures11={{inpage|Invisible Path}} Improvement <br />
|classfeatures12=<br />
|classfeatures13={{inpage|Shinobi Path}} Feature<br />
|classfeatures14={{inpage|Sixth Sense}}<br />
|classfeatures15={{inpage|Exploit Weakness}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Shinobi Path}} Feature<br />
|classfeatures18={{inpage|Homing Projectile}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Marked For Death}}<br />
<br />
|extrasonleft=0<br />
|extra1_name=Sneak Attack<br />
|extra1_1=1d6<br />
|extra1_2=1d6<br />
|extra1_3=2d6<br />
|extra1_4=2d6<br />
|extra1_5=3d6<br />
|extra1_6=3d6<br />
|extra1_7=4d6<br />
|extra1_8=4d6<br />
|extra1_9=5d6<br />
|extra1_10=5d6<br />
|extra1_11=6d6<br />
|extra1_12=6d6<br />
|extra1_13=7d6<br />
|extra1_14=7d6<br />
|extra1_15=8d6<br />
|extra1_16=8d6<br />
|extra1_17=9d6<br />
|extra1_18=9d6<br />
|extra1_19=10d6<br />
<br />
}}<br />
==== Sneak Attack ====<br />
<br />
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Shinobi table.<br />
<br />
==== Expertise ====<br />
<br />
When you start, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Thieves' Tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.<br />
<br />
==== Ranged Expert ====<br />
Throughout the training you have acquired you learn how throw weapons with increased ease. At 1st level, whenever you make a ranged weapon attack you can throw three small weapons on each hand at the same time also you recover twice as many ammunition when scavenging the battlefield.<br />
<br />
==== Fade Away ====<br />
<br />
Beginning at the 2nd level, you learn how to quickly disappear after landing a successful strike.When you are in dim light,Darkness, or even lightly or heavily obscured you can take the hide action as a bonus action. At 9th level you can fade away as a free action.<br />
<br />
==== Shinobi Path ====<br />
<br />
Beginning at the 3rd level, you are able to walk a Shinobi Path of your choice. You may choose between The Way Of The Dragon, The Way Of The Falcon or The Way Of The Snake. Depending on your choice, you learn feature's at the 3rd level, and again at the 9th, 13th and 17th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th 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.<br />
<br />
==== Wind Run ====<br />
<br />
Beginning at the 5th level you gain +10ft to your movement speed and you can move through a creatures space that is your size and one size taller at the cost of no extra movement.<br />
<br />
==== Deflect ====<br />
At 5th level, as a reaction to being hit with a melee attack you can reduce the amount of damage you take by 3d10 + your Dexterity modifier + your Shinobi level.<br />
<br />
==== Invisible Path ====<br />
<br />
Beginning at the 6th level you learn to get to hard to reach places more easily. You can now run up and across any vertical surface at no extra cost to your movement speed. At 11th level you can run along horizontal surfaces and across water at the cost of no extra movement.<br />
<br />
==== Evasion ====<br />
<br />
Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
==== Smoke Screen====<br />
At 10th level, when the Shinobi makes a successful attack they can cause a smoke screen immediately after, the smoke screen covers a 10x10 ft sphere and heavily obscures the area, the shinobi can use this feature a number of times equal to {{5a|wis}} modifier regaining expended uses on a short or long rest.<br />
<br />
==== Sixth Sense ====<br />
<br />
Beginning at the 14th level, your training has made you more alert to danger, you cannot be surprised while you are conscious also you gain a blind sense of 15ft.<br />
<br />
==== Exploit Weakness ====<br />
You learn to strike an opponent’s weak point reducing the effectiveness of their armor. At 15th level as a bonus action you can make against a creature haven their AC reduced by your dexterity modifier until the start of your next turn.<br />
<br />
==== Homing Projectile ====<br />
Your long proficiency with thrown weapons has paid off and now you can throw your weapons with extreme ease. At 18th level, whenever you make a successful attack with a thrown weapon the rest of the weapons that you would throw automatically hit, in addition all weapons you throw now deal a die damage equal to 1d6 plus your Shinobi level.<br />
<br />
==== Marked For Death ====<br />
<br />
Beginning at the 20th level, You can as a bonus action target a creature within 30ft to be ''Marked'' 1 minute, all attacks rolls you make against a marked creature are done with advantage. If the original target dies within the 1 minute duration of this ability, you may elect a new target as your mark. Once you use this feature you can not do so again until you finish a long rest.<br />
<br />
== Shinobi Paths ==<br />
<br />
=== Way of The Dragon ===<br />
<br />
The Shinobi who walks the path of a dragon is highly regarded as the most powerful due to this way being the most taxing and difficult of all. Those who study this path learn the ancient secrets of a dragon and few are ever known to complete this trial.<br />
<br />
;{{#anc:Tough Hide}}<br />
At the 3rd level, you are already tougher than other shinobi. When you are not wearing armor, your AC equals 13 + your dexterity modifier + your proficiency bonus.<br />
<br />
;{{#anc:Dragon Strikes}}<br />
At the 7th level, you learn to channel the power of dragons into your body. Your attacks against a creature now count as magical for the sake of overcoming resistance.<br />
<br />
;{{#anc:Tail Deflect}}<br />
At the 11th level, you learn to deliver a quick blow after a successful deflect. Whenever you Deflect an attack and there is damage you reduce is greater than the damage you would have received the attacker takes the remaining damage as bludgeoning and is knocked prone.<br />
<br />
;{{#anc:Ancestor Perception}}<br />
At the 15th level, you gain Darkvision of 90ft that can see through magical and non magical darkness, you also have advantage on ability checks when seeing through illusions.<br />
<br />
;{{#anc:Daunting Strike}}<br />
At the 20th level, when you have advantage on attack you can can instead have the creature make a constitution saving throw (DC=8+proficiency+dexterity) or have it’s hit points be reduced to 0. When you use this feature you can not do so again until you complete a long rest.<br />
<br />
=== Way Of The Falcon ===<br />
Speed, Swift and Sight are the things that a Shinobi must have those who follow the falcon enhance the capabilities to new levels.<br />
<br />
;{{#anc:Falcon Boost}}<br />
At the 3rd level, you become lighter and faster. Your base walking speed is increased 10 feet and non magical difficult terrain cost you no extra movement.<br />
<br />
;{{#anc:Take Off}}<br />
At the 7th level, you learn to emulate the creature of the path you walk. As an action, you are able to jump a number of feet into the air equal to half your base walking speed x 2. Additionally, you are able to fall a number of feet equal to your jump without taking any damage.<br />
<br />
;{{#anc: Wing Deflect}}<br />
At the 11th level, your body instinctively moves out of harms way with ease. Whenever you Deflect an attack you can move half of your movement speed in any direction. This movement does not provoke opportunity attacks.<br />
<br />
;{{#anc:Iron Talons}}<br />
At the 15th level, you can empower your attacks with the talons of your beast, the strikes are now magical and deal an extra 1d4 piercing damage, reach increases by 5 ft, and now has a width of 3 ft (this size increases by its amount for every size you go up) All creatures that are the same size, or smaller when hit with this attack must make a dexterity saving through or be locked in a grapple with the talon apparition. Takes up 15 Chakra points<br />
<br />
;{{#anc:Hayabusa Hunter}}<br />
At the 20th level, you have reached the end of your path and become one with a falcon. As an action, you are able to channel the powers of this path for 1 minute. When this feature is active, you gain the following benefits: <br />
<br />
*You gain a flight speed equal to 60 feet, even without wings.<br />
*You have an advantage on all stealth checks<br />
*You have a advantage on checks made to avoid being knocked prone<br />
<br />
=== Way of the Snake ===<br />
<br />
The Way Of The Snake is the path of the underhanded and deceitful. The shinobi who walk this path are adept in dealing damage indirectly and stopping enemies in their tracks.<br />
<br />
'''The Cunningness Of Snakes <br />
<br />
At the 3rd level, you can channel the cunningness of the snake, giving you the advantage on persuasion, intimidation, and insight checks. You also gain immunity to poison and acid.<br />
<br />
'''Snake Clone<br />
<br />
At the 7th level, any clones when made and killed now break into a Swarm of Poisonous Snakes. the snakes follow any commands you give them as a bonus action. <br />
<br />
'''Agility of Serpentine Grace<br />
<br />
At the 11th level, you gain burrowing speed equal to 2 times your max walking distance<br />
<br />
'''Snake Infusion<br />
<br />
At the 15th level, you perform a ritual infusing a snake with your body, now you can infuse unarmed strikes with the power of the snake, as a snake bursts forth from your arm your reach increases by 10 ft, unarmed strikes now deals piercing damage and 1d10 acid damage. Takes up 12 chakra points<br />
<br />
'''Hydra Apparition<br />
<br />
At the 20th level, you can form a hydra-like apparition made out of an acid cloud. As an action, you can form a dragon from your snake venom. You can form and control up to 9 Hydra heads at a time. Beyond being large, vulnerable to slashing, immune to bludgeoning damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. this takes up 20 chakra points. It acts on your initiative and has the following actions:<br />
<br />
* Multiattack. It can make one bite attack and two claw attacks.<br />
* Bite deals 1d6 piercing damage<br />
* Claw deals 1d4 slashing damage<br />
* Grapple. The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.<br />
* Venom bite. The dragon can take a bonus action after a bite and add 3d12 acid damage.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: Dexterity 14, Wisdom 12<br />
<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: Light armor, Martial weapons<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Shinobi_(5e_Class)&diff=1541153Shinobi (5e Class)2021-11-27T15:48:20Z<p>Alucarddragonborn: /* Excellent Maneuverability */</p>
<hr />
<div>== Shinobi ==<br />
<br />
<br />
<br />
=== History ===<br />
<br />
For centuries the Shinobi were a myth, the stories bards would tell made them seem drunk or even mad. Masters of espionage the shadow warriors end coups and wars before they even start. No fortress is safe no knowledge is kept secret but what makes the shinobi feared is that they look just like everyone else, no one knows where one could be or when one could strike and when the damage is done they’ve already left.<br />
<br />
[[File:Micah-lopez-shinobi-aschallenge.jpg|thumb]]<br />
<br />
=== Creating a Shinobi ===<br />
<br />
When making the Shinobi consider the following:How did your character become shinobi? Is it a family secret, passed down from parents to children? Did they learn from a master who took them under their wing? Or did they learn it all on their own from a difficult life, and perhaps the most common were you raised in a clan of sorts.<br />
<br />
;Quick Build<br />
You can make a Shinobi quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|wis}}. Second, choose the [[Professional Assassin (5e Background)|Professional Assassin]] background.<br />
<br />
{{5e Class Features<br />
|name=Shinobi<br />
|summary=Be patient then strike hard then fade away.<br />
|hd=8<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple weapons, Martial weapons<br />
|tools=Poisoners kit<br />
|saves={{5a|dex}} {{5a|wis}}<br />
|skills=Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth<br />
|item1a=A long sword<br />
|item1b=Two Sickles<br />
|item1c=Hand Crossbow and 20 bolts<br />
|item2a=One Martial Weapon<br />
|item2b=2 Simple Weapons<br />
|item2c=2 Daggers<br />
|item3a=A Long Bow and a quiver of 20 arrows<br />
|item3b=Two Daggers<br />
|item3c=One Simple Weapon<br />
|item4a=An explorer's pack<br />
|item4b=An adventurer's pack<br />
|item5a=A set of blue Shinobi clothing with a mask with an insignia of your clan<br />
|wealth=6d4 x 10 gp<br />
|classfeatures1={{inpage|Sneak Attack}}, {{inpage|Expertise}}, {{inpage|Ranged Expert}}<br />
|classfeatures2={{inpage|Fade Away}}<br />
|classfeatures3={{inpage|Shinobi Path}},<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wind Run}}, {{inpage|Deflect}}<br />
|classfeatures6={{inpage|Expertise}} Improvement, {{inpage|Invisible Path}}<br />
|classfeatures7={{inpage|Evasion}} <br />
|classfeatures8=<br />
|classfeatures9={{inpage|Shinobi Path}} Feature<br />
|classfeatures10={{inpage|Smoke Screen}}<br />
|classfeatures11={{inpage|Invisible Path}} Improvement <br />
|classfeatures12=<br />
|classfeatures13={{inpage|Shinobi Path}} Feature<br />
|classfeatures14={{inpage|Sixth Sense}}<br />
|classfeatures15={{inpage|Exploit Weakness}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Shinobi Path}} Feature<br />
|classfeatures18={{inpage|Homing Projectile}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Marked For Death}}<br />
<br />
|extrasonleft=0<br />
|extra1_name=Sneak Attack<br />
|extra1_1=1d6<br />
|extra1_2=1d6<br />
|extra1_3=2d6<br />
|extra1_4=2d6<br />
|extra1_5=3d6<br />
|extra1_6=3d6<br />
|extra1_7=4d6<br />
|extra1_8=4d6<br />
|extra1_9=5d6<br />
|extra1_10=5d6<br />
|extra1_11=6d6<br />
|extra1_12=6d6<br />
|extra1_13=7d6<br />
|extra1_14=7d6<br />
|extra1_15=8d6<br />
|extra1_16=8d6<br />
|extra1_17=9d6<br />
|extra1_18=9d6<br />
|extra1_19=10d6<br />
<br />
}}<br />
==== Sneak Attack ====<br />
<br />
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Shinobi table.<br />
<br />
==== Expertise ====<br />
<br />
When you start, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Thieves' Tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.<br />
<br />
==== Ranged Expert ====<br />
Throughout the training you have acquired you learn how throw weapons with increased ease. At 1st level, whenever you make a ranged weapon attack you can throw three small weapons on each hand at the same time also you recover twice as many ammunition when scavenging the battlefield.<br />
<br />
==== Fade Away ====<br />
<br />
Beginning at the 2nd level, you learn how to quickly disappear after landing a successful strike.When you are in dim light,Darkness, or even lightly or heavily obscured you can take the hide action as a bonus action. At 9th level you can fade away as a free action.<br />
<br />
==== Shinobi Path ====<br />
<br />
Beginning at the 3rd level, you are able to walk a Shinobi Path of your choice. You may choose between The Way Of The Dragon, The Way Of The Falcon or The Way Of The Snake. Depending on your choice, you learn feature's at the 3rd level, and again at the 9th, 13th and 17th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th 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.<br />
<br />
==== Wind Run ====<br />
<br />
Beginning at the 5th level you gain +10ft to your movement speed and you can move through any creature space<br />
<br />
==== Deflect ====<br />
At 5th level, as a reaction to being hit with a melee attack you can reduce the amount of damage you take by 3d10 + your Dexterity modifier + your Shinobi level.<br />
<br />
==== Invisible Path ====<br />
<br />
Beginning at the 6th level you learn to get to hard to reach places more easily. You can now run up and across any vertical surface at no extra cost to your movement speed. At 11th level you can run along horizontal surfaces and across water at the cost of no extra movement.<br />
<br />
==== Evasion ====<br />
<br />
Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
==== Smoke Screen====<br />
At 10th level, when the Shinobi makes a successful attack they can cause a smoke screen immediately after, the smoke screen covers a 10x10 ft sphere and heavily obscures the area, the shinobi can use this feature a number of times equal to {{5a|wis}} modifier regaining expended uses on a short or long rest.<br />
<br />
==== Sixth Sense ====<br />
<br />
Beginning at the 14th level, your training has made you more alert to danger, you cannot be surprised while you are conscious also you gain a blind sense of 15ft.<br />
<br />
==== Exploit Weakness ====<br />
You learn to strike an opponent’s weak point reducing the effectiveness of their armor. At 15th level as a bonus action you can make against a creature haven their AC reduced by your dexterity modifier until the start of your next turn.<br />
<br />
==== Homing Projectile ====<br />
Your long proficiency with thrown weapons has paid off and now you can throw your weapons with extreme ease. At 18th level, whenever you make a successful attack with a thrown weapon the rest of the weapons that you would throw automatically hit, in addition all weapons you throw now deal a die damage equal to 1d6 plus your Shinobi level.<br />
<br />
==== Marked For Death ====<br />
<br />
Beginning at the 20th level, You can as a bonus action target a creature within 30ft to be ''Marked'' 1 minute, all attacks rolls you make against a marked creature are done with advantage. If the original target dies within the 1 minute duration of this ability, you may elect a new target as your mark. Once you use this feature you can not do so again until you finish a long rest.<br />
<br />
== Shinobi Paths ==<br />
<br />
=== Way of The Dragon ===<br />
<br />
The Shinobi who walks the path of a dragon is highly regarded as the most powerful due to this way being the most taxing and difficult of all. Those who study this path learn the ancient secrets of a dragon and few are ever known to complete this trial.<br />
<br />
;{{#anc:Tough Hide}}<br />
At the 3rd level, you are already tougher than other shinobi. When you are not wearing armor, your AC equals 13 + your dexterity modifier + your proficiency bonus.<br />
<br />
;{{#anc:Dragon Strikes}}<br />
At the 7th level, you learn to channel the power of dragons into your body. Your attacks against a creature now count as magical for the sake of overcoming resistance.<br />
<br />
;{{#anc:Tail Deflect}}<br />
At the 11th level, you learn to deliver a quick blow after a successful deflect. Whenever you Deflect an attack and there is damage you reduce is greater than the damage you would have received the attacker takes the remaining damage as bludgeoning and is knocked prone.<br />
<br />
;{{#anc:Ancestor Perception}}<br />
At the 15th level, you gain Darkvision of 90ft that can see through magical and non magical darkness, you also have advantage on ability checks when seeing through illusions.<br />
<br />
;{{#anc:Daunting Strike}}<br />
At the 20th level, when you have advantage on attack you can can instead have the creature make a constitution saving throw (DC=8+proficiency+dexterity) or have it’s hit points be reduced to 0. When you use this feature you can not do so again until you complete a long rest.<br />
<br />
=== Way Of The Falcon ===<br />
Speed, Swift and Sight are the things that a Shinobi must have those who follow the falcon enhance the capabilities to new levels.<br />
<br />
;{{#anc:Falcon Boost}}<br />
At the 3rd level, you become lighter and faster. Your base walking speed is increased 10 feet and non magical difficult terrain cost you no extra movement.<br />
<br />
;{{#anc:Take Off}}<br />
At the 7th level, you learn to emulate the creature of the path you walk. As an action, you are able to jump a number of feet into the air equal to half your base walking speed x 2. Additionally, you are able to fall a number of feet equal to your jump without taking any damage.<br />
<br />
;{{#anc: Wing Deflect}}<br />
At the 11th level, your body instinctively moves out of harms way with ease. Whenever you Deflect an attack you can move half of your movement speed in any direction. This movement does not provoke opportunity attacks.<br />
<br />
;{{#anc:Iron Talons}}<br />
At the 15th level, you can empower your attacks with the talons of your beast, the strikes are now magical and deal an extra 1d4 piercing damage, reach increases by 5 ft, and now has a width of 3 ft (this size increases by its amount for every size you go up) All creatures that are the same size, or smaller when hit with this attack must make a dexterity saving through or be locked in a grapple with the talon apparition. Takes up 15 Chakra points<br />
<br />
;{{#anc:Hayabusa Hunter}}<br />
At the 20th level, you have reached the end of your path and become one with a falcon. As an action, you are able to channel the powers of this path for 1 minute. When this feature is active, you gain the following benefits: <br />
<br />
*You gain a flight speed equal to 60 feet, even without wings.<br />
*You have an advantage on all stealth checks<br />
*You have a advantage on checks made to avoid being knocked prone<br />
<br />
=== Way of the Snake ===<br />
<br />
The Way Of The Snake is the path of the underhanded and deceitful. The shinobi who walk this path are adept in dealing damage indirectly and stopping enemies in their tracks.<br />
<br />
'''The Cunningness Of Snakes <br />
<br />
At the 3rd level, you can channel the cunningness of the snake, giving you the advantage on persuasion, intimidation, and insight checks. You also gain immunity to poison and acid.<br />
<br />
'''Snake Clone<br />
<br />
At the 7th level, any clones when made and killed now break into a Swarm of Poisonous Snakes. the snakes follow any commands you give them as a bonus action. <br />
<br />
'''Agility of Serpentine Grace<br />
<br />
At the 11th level, you gain burrowing speed equal to 2 times your max walking distance<br />
<br />
'''Snake Infusion<br />
<br />
At the 15th level, you perform a ritual infusing a snake with your body, now you can infuse unarmed strikes with the power of the snake, as a snake bursts forth from your arm your reach increases by 10 ft, unarmed strikes now deals piercing damage and 1d10 acid damage. Takes up 12 chakra points<br />
<br />
'''Hydra Apparition<br />
<br />
At the 20th level, you can form a hydra-like apparition made out of an acid cloud. As an action, you can form a dragon from your snake venom. You can form and control up to 9 Hydra heads at a time. Beyond being large, vulnerable to slashing, immune to bludgeoning damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. this takes up 20 chakra points. It acts on your initiative and has the following actions:<br />
<br />
* Multiattack. It can make one bite attack and two claw attacks.<br />
* Bite deals 1d6 piercing damage<br />
* Claw deals 1d4 slashing damage<br />
* Grapple. The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.<br />
* Venom bite. The dragon can take a bonus action after a bite and add 3d12 acid damage.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: Dexterity 14, Wisdom 12<br />
<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: Light armor, Martial weapons<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Shinobi_(5e_Class)&diff=1541151Shinobi (5e Class)2021-11-27T15:46:07Z<p>Alucarddragonborn: </p>
<hr />
<div>== Shinobi ==<br />
<br />
<br />
<br />
=== History ===<br />
<br />
For centuries the Shinobi were a myth, the stories bards would tell made them seem drunk or even mad. Masters of espionage the shadow warriors end coups and wars before they even start. No fortress is safe no knowledge is kept secret but what makes the shinobi feared is that they look just like everyone else, no one knows where one could be or when one could strike and when the damage is done they’ve already left.<br />
<br />
[[File:Micah-lopez-shinobi-aschallenge.jpg|thumb]]<br />
<br />
=== Creating a Shinobi ===<br />
<br />
When making the Shinobi consider the following:How did your character become shinobi? Is it a family secret, passed down from parents to children? Did they learn from a master who took them under their wing? Or did they learn it all on their own from a difficult life, and perhaps the most common were you raised in a clan of sorts.<br />
<br />
;Quick Build<br />
You can make a Shinobi quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|wis}}. Second, choose the [[Professional Assassin (5e Background)|Professional Assassin]] background.<br />
<br />
{{5e Class Features<br />
|name=Shinobi<br />
|summary=Be patient then strike hard then fade away.<br />
|hd=8<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple weapons, Martial weapons<br />
|tools=Poisoners kit<br />
|saves={{5a|dex}} {{5a|wis}}<br />
|skills=Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth<br />
|item1a=A long sword<br />
|item1b=Two Sickles<br />
|item1c=Hand Crossbow and 20 bolts<br />
|item2a=One Martial Weapon<br />
|item2b=2 Simple Weapons<br />
|item2c=2 Daggers<br />
|item3a=A Long Bow and a quiver of 20 arrows<br />
|item3b=Two Daggers<br />
|item3c=One Simple Weapon<br />
|item4a=An explorer's pack<br />
|item4b=An adventurer's pack<br />
|item5a=A set of blue Shinobi clothing with a mask with an insignia of your clan<br />
|wealth=6d4 x 10 gp<br />
|classfeatures1={{inpage|Sneak Attack}}, {{inpage|Expertise}}, {{inpage|Ranged Expert}}<br />
|classfeatures2={{inpage|Fade Away}}<br />
|classfeatures3={{inpage|Shinobi Path}},<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Wind Run}}, {{inpage|Deflect}}<br />
|classfeatures6={{inpage|Expertise}} Improvement, {{inpage|Invisible Path}}<br />
|classfeatures7={{inpage|Evasion}} <br />
|classfeatures8=<br />
|classfeatures9={{inpage|Shinobi Path}} Feature<br />
|classfeatures10={{inpage|Smoke Screen}}<br />
|classfeatures11={{inpage|Invisible Path}} Improvement <br />
|classfeatures12=<br />
|classfeatures13={{inpage|Shinobi Path}} Feature<br />
|classfeatures14={{inpage|Sixth Sense}}<br />
|classfeatures15={{inpage|Exploit Weakness}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Shinobi Path}} Feature<br />
|classfeatures18={{inpage|Homing Projectile}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Marked For Death}}<br />
<br />
|extrasonleft=0<br />
|extra1_name=Sneak Attack<br />
|extra1_1=1d6<br />
|extra1_2=1d6<br />
|extra1_3=2d6<br />
|extra1_4=2d6<br />
|extra1_5=3d6<br />
|extra1_6=3d6<br />
|extra1_7=4d6<br />
|extra1_8=4d6<br />
|extra1_9=5d6<br />
|extra1_10=5d6<br />
|extra1_11=6d6<br />
|extra1_12=6d6<br />
|extra1_13=7d6<br />
|extra1_14=7d6<br />
|extra1_15=8d6<br />
|extra1_16=8d6<br />
|extra1_17=9d6<br />
|extra1_18=9d6<br />
|extra1_19=10d6<br />
<br />
}}<br />
==== Sneak Attack ====<br />
<br />
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Shinobi table.<br />
<br />
==== Expertise ====<br />
<br />
When you start, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Thieves' Tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.<br />
<br />
==== Ranged Expert ====<br />
Throughout the training you have acquired you learn how throw weapons with increased ease. At 1st level, whenever you make a ranged weapon attack you can throw three small weapons on each hand at the same time also you recover twice as many ammunition when scavenging the battlefield.<br />
<br />
==== Fade Away ====<br />
<br />
Beginning at the 2nd level, you learn how to quickly disappear after landing a successful strike.When you are in dim light,Darkness, or even lightly or heavily obscured you can take the hide action as a bonus action. At 9th level you can fade away as a free action.<br />
<br />
==== Shinobi Path ====<br />
<br />
Beginning at the 3rd level, you are able to walk a Shinobi Path of your choice. You may choose between The Way Of The Dragon, The Way Of The Falcon or The Way Of The Snake. Depending on your choice, you learn feature's at the 3rd level, and again at the 9th, 13th and 17th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th 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.<br />
<br />
==== Excellent Maneuverability ====<br />
<br />
Beginning at the 5th level you gain +10ft to your movement speed and now have a climbing speed equal to your current movement. If you had a climbing speed before, you may replace it with this new speed if it is faster. You also gain advantage on checks to keep from falling while climbing as well as advantage on {{5s|Stealth}} checks to remain hidden while climbing, as well as when hiding or attempting to hide normally.<br />
<br />
==== Deflect ====<br />
At 5th level, as a reaction to being hit with a melee attack you can reduce the amount of damage you take by 3d10 + your Dexterity modifier + your Shinobi level.<br />
<br />
==== Invisible Path ====<br />
<br />
Beginning at the 6th level you learn to get to hard to reach places more easily. You can now run up and across any vertical surface at no extra cost to your movement speed. At 11th level you can run along horizontal surfaces and across water at the cost of no extra movement.<br />
<br />
==== Evasion ====<br />
<br />
Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
==== Smoke Screen====<br />
At 10th level, when the Shinobi makes a successful attack they can cause a smoke screen immediately after, the smoke screen covers a 10x10 ft sphere and heavily obscures the area, the shinobi can use this feature a number of times equal to {{5a|wis}} modifier regaining expended uses on a short or long rest.<br />
<br />
==== Sixth Sense ====<br />
<br />
Beginning at the 14th level, your training has made you more alert to danger, you cannot be surprised while you are conscious also you gain a blind sense of 15ft.<br />
<br />
==== Exploit Weakness ====<br />
You learn to strike an opponent’s weak point reducing the effectiveness of their armor. At 15th level as a bonus action you can make against a creature haven their AC reduced by your dexterity modifier until the start of your next turn.<br />
<br />
==== Homing Projectile ====<br />
Your long proficiency with thrown weapons has paid off and now you can throw your weapons with extreme ease. At 18th level, whenever you make a successful attack with a thrown weapon the rest of the weapons that you would throw automatically hit, in addition all weapons you throw now deal a die damage equal to 1d6 plus your Shinobi level.<br />
<br />
==== Marked For Death ====<br />
<br />
Beginning at the 20th level, You can as a bonus action target a creature within 30ft to be ''Marked'' 1 minute, all attacks rolls you make against a marked creature are done with advantage. If the original target dies within the 1 minute duration of this ability, you may elect a new target as your mark. Once you use this feature you can not do so again until you finish a long rest.<br />
<br />
== Shinobi Paths ==<br />
<br />
=== Way of The Dragon ===<br />
<br />
The Shinobi who walks the path of a dragon is highly regarded as the most powerful due to this way being the most taxing and difficult of all. Those who study this path learn the ancient secrets of a dragon and few are ever known to complete this trial.<br />
<br />
;{{#anc:Tough Hide}}<br />
At the 3rd level, you are already tougher than other shinobi. When you are not wearing armor, your AC equals 13 + your dexterity modifier + your proficiency bonus.<br />
<br />
;{{#anc:Dragon Strikes}}<br />
At the 7th level, you learn to channel the power of dragons into your body. Your attacks against a creature now count as magical for the sake of overcoming resistance.<br />
<br />
;{{#anc:Tail Deflect}}<br />
At the 11th level, you learn to deliver a quick blow after a successful deflect. Whenever you Deflect an attack and there is damage you reduce is greater than the damage you would have received the attacker takes the remaining damage as bludgeoning and is knocked prone.<br />
<br />
;{{#anc:Ancestor Perception}}<br />
At the 15th level, you gain Darkvision of 90ft that can see through magical and non magical darkness, you also have advantage on ability checks when seeing through illusions.<br />
<br />
;{{#anc:Daunting Strike}}<br />
At the 20th level, when you have advantage on attack you can can instead have the creature make a constitution saving throw (DC=8+proficiency+dexterity) or have it’s hit points be reduced to 0. When you use this feature you can not do so again until you complete a long rest.<br />
<br />
=== Way Of The Falcon ===<br />
Speed, Swift and Sight are the things that a Shinobi must have those who follow the falcon enhance the capabilities to new levels.<br />
<br />
;{{#anc:Falcon Boost}}<br />
At the 3rd level, you become lighter and faster. Your base walking speed is increased 10 feet and non magical difficult terrain cost you no extra movement.<br />
<br />
;{{#anc:Take Off}}<br />
At the 7th level, you learn to emulate the creature of the path you walk. As an action, you are able to jump a number of feet into the air equal to half your base walking speed x 2. Additionally, you are able to fall a number of feet equal to your jump without taking any damage.<br />
<br />
;{{#anc: Wing Deflect}}<br />
At the 11th level, your body instinctively moves out of harms way with ease. Whenever you Deflect an attack you can move half of your movement speed in any direction. This movement does not provoke opportunity attacks.<br />
<br />
;{{#anc:Iron Talons}}<br />
At the 15th level, you can empower your attacks with the talons of your beast, the strikes are now magical and deal an extra 1d4 piercing damage, reach increases by 5 ft, and now has a width of 3 ft (this size increases by its amount for every size you go up) All creatures that are the same size, or smaller when hit with this attack must make a dexterity saving through or be locked in a grapple with the talon apparition. Takes up 15 Chakra points<br />
<br />
;{{#anc:Hayabusa Hunter}}<br />
At the 20th level, you have reached the end of your path and become one with a falcon. As an action, you are able to channel the powers of this path for 1 minute. When this feature is active, you gain the following benefits: <br />
<br />
*You gain a flight speed equal to 60 feet, even without wings.<br />
*You have an advantage on all stealth checks<br />
*You have a advantage on checks made to avoid being knocked prone<br />
<br />
=== Way of the Snake ===<br />
<br />
The Way Of The Snake is the path of the underhanded and deceitful. The shinobi who walk this path are adept in dealing damage indirectly and stopping enemies in their tracks.<br />
<br />
'''The Cunningness Of Snakes <br />
<br />
At the 3rd level, you can channel the cunningness of the snake, giving you the advantage on persuasion, intimidation, and insight checks. You also gain immunity to poison and acid.<br />
<br />
'''Snake Clone<br />
<br />
At the 7th level, any clones when made and killed now break into a Swarm of Poisonous Snakes. the snakes follow any commands you give them as a bonus action. <br />
<br />
'''Agility of Serpentine Grace<br />
<br />
At the 11th level, you gain burrowing speed equal to 2 times your max walking distance<br />
<br />
'''Snake Infusion<br />
<br />
At the 15th level, you perform a ritual infusing a snake with your body, now you can infuse unarmed strikes with the power of the snake, as a snake bursts forth from your arm your reach increases by 10 ft, unarmed strikes now deals piercing damage and 1d10 acid damage. Takes up 12 chakra points<br />
<br />
'''Hydra Apparition<br />
<br />
At the 20th level, you can form a hydra-like apparition made out of an acid cloud. As an action, you can form a dragon from your snake venom. You can form and control up to 9 Hydra heads at a time. Beyond being large, vulnerable to slashing, immune to bludgeoning damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. this takes up 20 chakra points. It acts on your initiative and has the following actions:<br />
<br />
* Multiattack. It can make one bite attack and two claw attacks.<br />
* Bite deals 1d6 piercing damage<br />
* Claw deals 1d4 slashing damage<br />
* Grapple. The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.<br />
* Venom bite. The dragon can take a bonus action after a bite and add 3d12 acid damage.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: Dexterity 14, Wisdom 12<br />
<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: Light armor, Martial weapons<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Shinobi_(5e_Class)&diff=1540173Shinobi (5e Class)2021-11-25T06:44:00Z<p>Alucarddragonborn: /* History */</p>
<hr />
<div>== Shinobi ==<br />
<br />
<br />
<br />
=== History ===<br />
<br />
For centuries the Shinobi were a myth, the stories bards would tell made them seem drunk or even mad. Masters of espionage the shadow warriors end coups and wars before they even start. No fortress is safe no knowledge is kept secret but what makes the shinobi feared is that they look just like everyone else, no one knows where one could be or when one could strike and when the damage is done they’ve already left.<br />
<br />
[[File:Micah-lopez-shinobi-aschallenge.jpg|thumb]]<br />
<br />
=== Creating a Shinobi ===<br />
<br />
When making the Shinobi consider the following:How did your character become shinobi? Is it a family secret, passed down from parents to children? Did they learn from a master who took them under their wing? Or did they learn it all on their own from a difficult life, and perhaps the most common were you raised in a clan of sorts.<br />
<br />
;Quick Build<br />
You can make a Shinobi quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|wis}}. Second, choose the [[Professional Assassin (5e Background)|Professional Assassin]] background.<br />
<br />
{{5e Class Features<br />
|name=Shinobi<br />
|summary=Be patient then strike hard then fade away.<br />
|hd=8<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple weapons, Martial weapons<br />
|tools=Poisoners kit<br />
|saves={{5a|dex}} {{5a|wis}}<br />
|skills=Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth<br />
|item1a=A long sword<br />
|item1b=Two Sickles<br />
|item1c=Hand Crossbow and 20 bolts<br />
|item2a=One Martial Weapon<br />
|item2b=2 Simple Weapons<br />
|item2c=2 Daggers<br />
|item3a=A Long Bow and a quiver of 20 arrows<br />
|item3b=Two Daggers<br />
|item3c=One Simple Weapon<br />
|item4a=An explorer's pack<br />
|item4b=An adventurer's pack<br />
|item5a=A set of blue Shinobi clothing with a mask with an insignia of your clan<br />
|wealth=6d4 x 10 gp<br />
|classfeatures1={{inpage|Sneak Attack}}, {{inpage|Expertise}}, {{inpage|Ranged Expert}}<br />
|classfeatures2={{inpage|Fade Away}}<br />
|classfeatures3={{inpage|Shinobi Path}},<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Excellent Maneuverability}}, {{inpage|Deflect}}<br />
|classfeatures6={{inpage|Expertise}} Improvement, {{inpage|Invisible Path}}<br />
|classfeatures7={{inpage|Evasion}} <br />
|classfeatures8=<br />
|classfeatures9={{inpage|Shinobi Path}} Feature<br />
|classfeatures10={{inpage|Smoke Screen}}<br />
|classfeatures11={{inpage|Invisible Path}} Improvement <br />
|classfeatures12=<br />
|classfeatures13={{inpage|Shinobi Path}} Feature<br />
|classfeatures14={{inpage|Sixth Sense}}<br />
|classfeatures15={{inpage|Exploit Weakness}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Shinobi Path}} Feature<br />
|classfeatures18={{inpage|Homing Projectile}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Marked For Death}}<br />
<br />
|extrasonleft=0<br />
|extra1_name=Sneak Attack<br />
|extra1_1=1d6<br />
|extra1_2=1d6<br />
|extra1_3=2d6<br />
|extra1_4=2d6<br />
|extra1_5=3d6<br />
|extra1_6=3d6<br />
|extra1_7=4d6<br />
|extra1_8=4d6<br />
|extra1_9=5d6<br />
|extra1_10=5d6<br />
|extra1_11=6d6<br />
|extra1_12=6d6<br />
|extra1_13=7d6<br />
|extra1_14=7d6<br />
|extra1_15=8d6<br />
|extra1_16=8d6<br />
|extra1_17=9d6<br />
|extra1_18=9d6<br />
|extra1_19=10d6<br />
<br />
}}<br />
==== Sneak Attack ====<br />
<br />
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Shinobi table.<br />
<br />
==== Expertise ====<br />
<br />
When you start, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Thieves' Tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.<br />
<br />
==== Ranged Expert ====<br />
Throughout the training you have acquired you learn how throw weapons with increased ease. At 1st level, whenever you make a ranged weapon attack you can throw three small weapons on each hand at the same time also you recover twice as many ammunition when scavenging the battlefield.<br />
<br />
==== Fade Away ====<br />
<br />
Beginning at the 2nd level, you learn how to quickly disappear after landing a successful strike.When you are in dim light,Darkness, or even lightly or heavily obscured you can take the hide action as a bonus action. At 9th level you can fade away as a free action.<br />
<br />
==== Shinobi Path ====<br />
<br />
Beginning at the 3rd level, you are able to walk a Shinobi Path of your choice. You may choose between The Way Of The Dragon, The Way Of The Falcon or The Way Of The Snake. Depending on your choice, you learn feature's at the 3rd level, and again at the 9th, 13th and 17th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th 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.<br />
<br />
==== Excellent Maneuverability ====<br />
<br />
Beginning at the 5th level you gain +10ft to your movement speed and now have a climbing speed equal to your current movement. If you had a climbing speed before, you may replace it with this new speed if it is faster. You also gain advantage on checks to keep from falling while climbing as well as advantage on {{5s|Stealth}} checks to remain hidden while climbing, as well as when hiding or attempting to hide normally.<br />
<br />
==== Deflect ====<br />
At 5th level, as a reaction to being hit with a melee attack you can reduce the amount of damage you take by 3d10 + your Dexterity modifier + your Shinobi level.<br />
<br />
==== Invisible Path ====<br />
<br />
Beginning at the 6th level you learn to get to hard to reach places more easily. You can now run up and across any vertical surface at no extra cost to your movement speed. At 11th level you can run along horizontal surfaces and across water at the cost of no extra movement.<br />
<br />
==== Evasion ====<br />
<br />
Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
==== Smoke Screen====<br />
At 10th level, when the Shinobi makes a successful attack they can cause a smoke screen immediately after, the smoke screen covers a 10x10 ft sphere and heavily obscures the area, the shinobi can use this feature a number of times equal to {{5a|wis}} modifier regaining expended uses on a short or long rest.<br />
<br />
==== Sixth Sense ====<br />
<br />
Beginning at the 14th level, your training has made you more alert to danger, you cannot be surprised while you are conscious also you gain a blind sense of 15ft.<br />
<br />
==== Exploit Weakness ====<br />
You learn to strike an opponent’s weak point reducing the effectiveness of their armor. At 15th level as a bonus action you can make against a creature haven their AC reduced by your dexterity modifier until the start of your next turn.<br />
<br />
==== Homing Projectile ====<br />
Your long proficiency with thrown weapons has paid off and now you can throw your weapons with extreme ease. At 18th level, whenever you make a successful attack with a thrown weapon the rest of the weapons that you would throw automatically hit, in addition all weapons you throw now deal a die damage equal to 1d6 plus your Shinobi level.<br />
<br />
==== Marked For Death ====<br />
<br />
Beginning at the 20th level, You can as a bonus action target a creature within 30ft to be ''Marked'' 1 minute, all attacks rolls you make against a marked creature are done with advantage. If the original target dies within the 1 minute duration of this ability, you may elect a new target as your mark. Once you use this feature you can not do so again until you finish a long rest.<br />
<br />
== Shinobi Paths ==<br />
<br />
=== Way of The Dragon ===<br />
<br />
The Shinobi who walks the path of a dragon is highly regarded as the most powerful due to this way being the most taxing and difficult of all. Those who study this path learn the ancient secrets of a dragon and few are ever known to complete this trial.<br />
<br />
;{{#anc:Tough Hide}}<br />
At the 3rd level, you are already tougher than other shinobi. When you are not wearing armor, your AC equals 13 + your dexterity modifier + your proficiency bonus.<br />
<br />
;{{#anc:Dragon Strikes}}<br />
At the 7th level, you learn to channel the power of dragons into your body. Your attacks against a creature now count as magical for the sake of overcoming resistance.<br />
<br />
;{{#anc:Tail Deflect}}<br />
At the 11th level, you learn to deliver a quick blow after a successful deflect. Whenever you Deflect an attack and there is damage you reduce is greater than the damage you would have received the attacker takes the remaining damage as bludgeoning and is knocked prone.<br />
<br />
;{{#anc:Ancestor Perception}}<br />
At the 15th level, you gain Darkvision of 90ft that can see through magical and non magical darkness, you also have advantage on ability checks when seeing through illusions.<br />
<br />
;{{#anc:Daunting Strike}}<br />
At the 20th level, when you have advantage on attack you can can instead have the creature make a constitution saving throw (DC=8+proficiency+dexterity) or have it’s hit points be reduced to 0. When you use this feature you can not do so again until you complete a long rest.<br />
<br />
=== Way Of The Falcon ===<br />
Speed, Swift and Sight are the things that a Shinobi must have those who follow the falcon enhance the capabilities to new levels.<br />
<br />
;{{#anc:Falcon Boost}}<br />
At the 3rd level, you become lighter and faster. Your base walking speed is increased 10 feet and non magical difficult terrain cost you no extra movement.<br />
<br />
;{{#anc:Take Off}}<br />
At the 7th level, you learn to emulate the creature of the path you walk. As an action, you are able to jump a number of feet into the air equal to half your base walking speed x 2. Additionally, you are able to fall a number of feet equal to your jump without taking any damage.<br />
<br />
;{{#anc: Wing Deflect}}<br />
At the 11th level, your body instinctively moves out of harms way with ease. Whenever you Deflect an attack you can move half of your movement speed in any direction. This movement does not provoke opportunity attacks.<br />
<br />
;{{#anc:Iron Talons}}<br />
At the 15th level, you can empower your attacks with the talons of your beast, the strikes are now magical and deal an extra 1d4 piercing damage, reach increases by 5 ft, and now has a width of 3 ft (this size increases by its amount for every size you go up) All creatures that are the same size, or smaller when hit with this attack must make a dexterity saving through or be locked in a grapple with the talon apparition. Takes up 15 Chakra points<br />
<br />
;{{#anc:Hayabusa Hunter}}<br />
At the 20th level, you have reached the end of your path and become one with a falcon. As an action, you are able to channel the powers of this path for 1 minute. When this feature is active, you gain the following benefits: <br />
<br />
*You gain a flight speed equal to 60 feet, even without wings.<br />
*You have an advantage on all stealth checks<br />
*You have a advantage on checks made to avoid being knocked prone<br />
<br />
=== Way of the Snake ===<br />
<br />
The Way Of The Snake is the path of the underhanded and deceitful. The shinobi who walk this path are adept in dealing damage indirectly and stopping enemies in their tracks.<br />
<br />
'''The Cunningness Of Snakes <br />
<br />
At the 3rd level, you can channel the cunningness of the snake, giving you the advantage on persuasion, intimidation, and insight checks. You also gain immunity to poison and acid.<br />
<br />
'''Snake Clone<br />
<br />
At the 7th level, any clones when made and killed now break into a Swarm of Poisonous Snakes. the snakes follow any commands you give them as a bonus action. <br />
<br />
'''Agility of Serpentine Grace<br />
<br />
At the 11th level, you gain burrowing speed equal to 2 times your max walking distance<br />
<br />
'''Snake Infusion<br />
<br />
At the 15th level, you perform a ritual infusing a snake with your body, now you can infuse unarmed strikes with the power of the snake, as a snake bursts forth from your arm your reach increases by 10 ft, unarmed strikes now deals piercing damage and 1d10 acid damage. Takes up 12 chakra points<br />
<br />
'''Hydra Apparition<br />
<br />
At the 20th level, you can form a hydra-like apparition made out of an acid cloud. As an action, you can form a dragon from your snake venom. You can form and control up to 9 Hydra heads at a time. Beyond being large, vulnerable to slashing, immune to bludgeoning damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. this takes up 20 chakra points. It acts on your initiative and has the following actions:<br />
<br />
* Multiattack. It can make one bite attack and two claw attacks.<br />
* Bite deals 1d6 piercing damage<br />
* Claw deals 1d4 slashing damage<br />
* Grapple. The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.<br />
* Venom bite. The dragon can take a bonus action after a bite and add 3d12 acid damage.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: Dexterity 14, Wisdom 12<br />
<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: Light armor, Martial weapons<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Shinobi_(5e_Class)&diff=1540172Shinobi (5e Class)2021-11-25T06:31:16Z<p>Alucarddragonborn: /* Way Of The Falcon */</p>
<hr />
<div>== Shinobi ==<br />
<br />
<br />
<br />
=== History ===<br />
<br />
For centuries they have remained a mystery working in the shadow to serve their leaders. Fighting for survival and honor the Shinobi are few and powerful in their own right. Many have heard stories of the shinobi but only few have ever faced this remarkable fighter and lived to tell the tale. While most have magic or overwhelming muscles the shinobi strike at thier opponents blind spots to inflict as most damage as possible in a single strike. Ghost on the battlefield rarely even seen this warriors are trained since birth to become experts in espionage, sabotage, and assassination. <br />
<br />
[[File:Micah-lopez-shinobi-aschallenge.jpg|thumb]]<br />
<br />
=== Creating a Shinobi ===<br />
<br />
When making the Shinobi consider the following:How did your character become shinobi? Is it a family secret, passed down from parents to children? Did they learn from a master who took them under their wing? Or did they learn it all on their own from a difficult life, and perhaps the most common were you raised in a clan of sorts.<br />
<br />
;Quick Build<br />
You can make a Shinobi quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|wis}}. Second, choose the [[Professional Assassin (5e Background)|Professional Assassin]] background.<br />
<br />
{{5e Class Features<br />
|name=Shinobi<br />
|summary=Be patient then strike hard then fade away.<br />
|hd=8<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple weapons, Martial weapons<br />
|tools=Poisoners kit<br />
|saves={{5a|dex}} {{5a|wis}}<br />
|skills=Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth<br />
|item1a=A long sword<br />
|item1b=Two Sickles<br />
|item1c=Hand Crossbow and 20 bolts<br />
|item2a=One Martial Weapon<br />
|item2b=2 Simple Weapons<br />
|item2c=2 Daggers<br />
|item3a=A Long Bow and a quiver of 20 arrows<br />
|item3b=Two Daggers<br />
|item3c=One Simple Weapon<br />
|item4a=An explorer's pack<br />
|item4b=An adventurer's pack<br />
|item5a=A set of blue Shinobi clothing with a mask with an insignia of your clan<br />
|wealth=6d4 x 10 gp<br />
|classfeatures1={{inpage|Sneak Attack}}, {{inpage|Expertise}}, {{inpage|Ranged Expert}}<br />
|classfeatures2={{inpage|Fade Away}}<br />
|classfeatures3={{inpage|Shinobi Path}},<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Excellent Maneuverability}}, {{inpage|Deflect}}<br />
|classfeatures6={{inpage|Expertise}} Improvement, {{inpage|Invisible Path}}<br />
|classfeatures7={{inpage|Evasion}} <br />
|classfeatures8=<br />
|classfeatures9={{inpage|Shinobi Path}} Feature<br />
|classfeatures10={{inpage|Smoke Screen}}<br />
|classfeatures11={{inpage|Invisible Path}} Improvement <br />
|classfeatures12=<br />
|classfeatures13={{inpage|Shinobi Path}} Feature<br />
|classfeatures14={{inpage|Sixth Sense}}<br />
|classfeatures15={{inpage|Exploit Weakness}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Shinobi Path}} Feature<br />
|classfeatures18={{inpage|Homing Projectile}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Marked For Death}}<br />
<br />
|extrasonleft=0<br />
|extra1_name=Sneak Attack<br />
|extra1_1=1d6<br />
|extra1_2=1d6<br />
|extra1_3=2d6<br />
|extra1_4=2d6<br />
|extra1_5=3d6<br />
|extra1_6=3d6<br />
|extra1_7=4d6<br />
|extra1_8=4d6<br />
|extra1_9=5d6<br />
|extra1_10=5d6<br />
|extra1_11=6d6<br />
|extra1_12=6d6<br />
|extra1_13=7d6<br />
|extra1_14=7d6<br />
|extra1_15=8d6<br />
|extra1_16=8d6<br />
|extra1_17=9d6<br />
|extra1_18=9d6<br />
|extra1_19=10d6<br />
<br />
}}<br />
==== Sneak Attack ====<br />
<br />
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Shinobi table.<br />
<br />
==== Expertise ====<br />
<br />
When you start, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Thieves' Tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.<br />
<br />
==== Ranged Expert ====<br />
Throughout the training you have acquired you learn how throw weapons with increased ease. At 1st level, whenever you make a ranged weapon attack you can throw three small weapons on each hand at the same time also you recover twice as many ammunition when scavenging the battlefield.<br />
<br />
==== Fade Away ====<br />
<br />
Beginning at the 2nd level, you learn how to quickly disappear after landing a successful strike.When you are in dim light,Darkness, or even lightly or heavily obscured you can take the hide action as a bonus action. At 9th level you can fade away as a free action.<br />
<br />
==== Shinobi Path ====<br />
<br />
Beginning at the 3rd level, you are able to walk a Shinobi Path of your choice. You may choose between The Way Of The Dragon, The Way Of The Falcon or The Way Of The Snake. Depending on your choice, you learn feature's at the 3rd level, and again at the 9th, 13th and 17th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th 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.<br />
<br />
==== Excellent Maneuverability ====<br />
<br />
Beginning at the 5th level you gain +10ft to your movement speed and now have a climbing speed equal to your current movement. If you had a climbing speed before, you may replace it with this new speed if it is faster. You also gain advantage on checks to keep from falling while climbing as well as advantage on {{5s|Stealth}} checks to remain hidden while climbing, as well as when hiding or attempting to hide normally.<br />
<br />
==== Deflect ====<br />
At 5th level, as a reaction to being hit with a melee attack you can reduce the amount of damage you take by 3d10 + your Dexterity modifier + your Shinobi level.<br />
<br />
==== Invisible Path ====<br />
<br />
Beginning at the 6th level you learn to get to hard to reach places more easily. You can now run up and across any vertical surface at no extra cost to your movement speed. At 11th level you can run along horizontal surfaces and across water at the cost of no extra movement.<br />
<br />
==== Evasion ====<br />
<br />
Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
==== Smoke Screen====<br />
At 10th level, when the Shinobi makes a successful attack they can cause a smoke screen immediately after, the smoke screen covers a 10x10 ft sphere and heavily obscures the area, the shinobi can use this feature a number of times equal to {{5a|wis}} modifier regaining expended uses on a short or long rest.<br />
<br />
==== Sixth Sense ====<br />
<br />
Beginning at the 14th level, your training has made you more alert to danger, you cannot be surprised while you are conscious also you gain a blind sense of 15ft.<br />
<br />
==== Exploit Weakness ====<br />
You learn to strike an opponent’s weak point reducing the effectiveness of their armor. At 15th level as a bonus action you can make against a creature haven their AC reduced by your dexterity modifier until the start of your next turn.<br />
<br />
==== Homing Projectile ====<br />
Your long proficiency with thrown weapons has paid off and now you can throw your weapons with extreme ease. At 18th level, whenever you make a successful attack with a thrown weapon the rest of the weapons that you would throw automatically hit, in addition all weapons you throw now deal a die damage equal to 1d6 plus your Shinobi level.<br />
<br />
==== Marked For Death ====<br />
<br />
Beginning at the 20th level, You can as a bonus action target a creature within 30ft to be ''Marked'' 1 minute, all attacks rolls you make against a marked creature are done with advantage. If the original target dies within the 1 minute duration of this ability, you may elect a new target as your mark. Once you use this feature you can not do so again until you finish a long rest.<br />
<br />
== Shinobi Paths ==<br />
<br />
=== Way of The Dragon ===<br />
<br />
The Shinobi who walks the path of a dragon is highly regarded as the most powerful due to this way being the most taxing and difficult of all. Those who study this path learn the ancient secrets of a dragon and few are ever known to complete this trial.<br />
<br />
;{{#anc:Tough Hide}}<br />
At the 3rd level, you are already tougher than other shinobi. When you are not wearing armor, your AC equals 13 + your dexterity modifier + your proficiency bonus.<br />
<br />
;{{#anc:Dragon Strikes}}<br />
At the 7th level, you learn to channel the power of dragons into your body. Your attacks against a creature now count as magical for the sake of overcoming resistance.<br />
<br />
;{{#anc:Tail Deflect}}<br />
At the 11th level, you learn to deliver a quick blow after a successful deflect. Whenever you Deflect an attack and there is damage you reduce is greater than the damage you would have received the attacker takes the remaining damage as bludgeoning and is knocked prone.<br />
<br />
;{{#anc:Ancestor Perception}}<br />
At the 15th level, you gain Darkvision of 90ft that can see through magical and non magical darkness, you also have advantage on ability checks when seeing through illusions.<br />
<br />
;{{#anc:Daunting Strike}}<br />
At the 20th level, when you have advantage on attack you can can instead have the creature make a constitution saving throw (DC=8+proficiency+dexterity) or have it’s hit points be reduced to 0. When you use this feature you can not do so again until you complete a long rest.<br />
<br />
=== Way Of The Falcon ===<br />
Speed, Swift and Sight are the things that a Shinobi must have those who follow the falcon enhance the capabilities to new levels.<br />
<br />
;{{#anc:Falcon Boost}}<br />
At the 3rd level, you become lighter and faster. Your base walking speed is increased 10 feet and non magical difficult terrain cost you no extra movement.<br />
<br />
;{{#anc:Take Off}}<br />
At the 7th level, you learn to emulate the creature of the path you walk. As an action, you are able to jump a number of feet into the air equal to half your base walking speed x 2. Additionally, you are able to fall a number of feet equal to your jump without taking any damage.<br />
<br />
;{{#anc: Wing Deflect}}<br />
At the 11th level, your body instinctively moves out of harms way with ease. Whenever you Deflect an attack you can move half of your movement speed in any direction. This movement does not provoke opportunity attacks.<br />
<br />
;{{#anc:Iron Talons}}<br />
At the 15th level, you can empower your attacks with the talons of your beast, the strikes are now magical and deal an extra 1d4 piercing damage, reach increases by 5 ft, and now has a width of 3 ft (this size increases by its amount for every size you go up) All creatures that are the same size, or smaller when hit with this attack must make a dexterity saving through or be locked in a grapple with the talon apparition. Takes up 15 Chakra points<br />
<br />
;{{#anc:Hayabusa Hunter}}<br />
At the 20th level, you have reached the end of your path and become one with a falcon. As an action, you are able to channel the powers of this path for 1 minute. When this feature is active, you gain the following benefits: <br />
<br />
*You gain a flight speed equal to 60 feet, even without wings.<br />
*You have an advantage on all stealth checks<br />
*You have a advantage on checks made to avoid being knocked prone<br />
<br />
=== Way of the Snake ===<br />
<br />
The Way Of The Snake is the path of the underhanded and deceitful. The shinobi who walk this path are adept in dealing damage indirectly and stopping enemies in their tracks.<br />
<br />
'''The Cunningness Of Snakes <br />
<br />
At the 3rd level, you can channel the cunningness of the snake, giving you the advantage on persuasion, intimidation, and insight checks. You also gain immunity to poison and acid.<br />
<br />
'''Snake Clone<br />
<br />
At the 7th level, any clones when made and killed now break into a Swarm of Poisonous Snakes. the snakes follow any commands you give them as a bonus action. <br />
<br />
'''Agility of Serpentine Grace<br />
<br />
At the 11th level, you gain burrowing speed equal to 2 times your max walking distance<br />
<br />
'''Snake Infusion<br />
<br />
At the 15th level, you perform a ritual infusing a snake with your body, now you can infuse unarmed strikes with the power of the snake, as a snake bursts forth from your arm your reach increases by 10 ft, unarmed strikes now deals piercing damage and 1d10 acid damage. Takes up 12 chakra points<br />
<br />
'''Hydra Apparition<br />
<br />
At the 20th level, you can form a hydra-like apparition made out of an acid cloud. As an action, you can form a dragon from your snake venom. You can form and control up to 9 Hydra heads at a time. Beyond being large, vulnerable to slashing, immune to bludgeoning damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. this takes up 20 chakra points. It acts on your initiative and has the following actions:<br />
<br />
* Multiattack. It can make one bite attack and two claw attacks.<br />
* Bite deals 1d6 piercing damage<br />
* Claw deals 1d4 slashing damage<br />
* Grapple. The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.<br />
* Venom bite. The dragon can take a bonus action after a bite and add 3d12 acid damage.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: Dexterity 14, Wisdom 12<br />
<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: Light armor, Martial weapons<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Shinobi_(5e_Class)&diff=1540168Shinobi (5e Class)2021-11-25T06:25:08Z<p>Alucarddragonborn: /* Way Of The Falcon */</p>
<hr />
<div>== Shinobi ==<br />
<br />
<br />
<br />
=== History ===<br />
<br />
For centuries they have remained a mystery working in the shadow to serve their leaders. Fighting for survival and honor the Shinobi are few and powerful in their own right. Many have heard stories of the shinobi but only few have ever faced this remarkable fighter and lived to tell the tale. While most have magic or overwhelming muscles the shinobi strike at thier opponents blind spots to inflict as most damage as possible in a single strike. Ghost on the battlefield rarely even seen this warriors are trained since birth to become experts in espionage, sabotage, and assassination. <br />
<br />
[[File:Micah-lopez-shinobi-aschallenge.jpg|thumb]]<br />
<br />
=== Creating a Shinobi ===<br />
<br />
When making the Shinobi consider the following:How did your character become shinobi? Is it a family secret, passed down from parents to children? Did they learn from a master who took them under their wing? Or did they learn it all on their own from a difficult life, and perhaps the most common were you raised in a clan of sorts.<br />
<br />
;Quick Build<br />
You can make a Shinobi quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|wis}}. Second, choose the [[Professional Assassin (5e Background)|Professional Assassin]] background.<br />
<br />
{{5e Class Features<br />
|name=Shinobi<br />
|summary=Be patient then strike hard then fade away.<br />
|hd=8<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple weapons, Martial weapons<br />
|tools=Poisoners kit<br />
|saves={{5a|dex}} {{5a|wis}}<br />
|skills=Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth<br />
|item1a=A long sword<br />
|item1b=Two Sickles<br />
|item1c=Hand Crossbow and 20 bolts<br />
|item2a=One Martial Weapon<br />
|item2b=2 Simple Weapons<br />
|item2c=2 Daggers<br />
|item3a=A Long Bow and a quiver of 20 arrows<br />
|item3b=Two Daggers<br />
|item3c=One Simple Weapon<br />
|item4a=An explorer's pack<br />
|item4b=An adventurer's pack<br />
|item5a=A set of blue Shinobi clothing with a mask with an insignia of your clan<br />
|wealth=6d4 x 10 gp<br />
|classfeatures1={{inpage|Sneak Attack}}, {{inpage|Expertise}}, {{inpage|Ranged Expert}}<br />
|classfeatures2={{inpage|Fade Away}}<br />
|classfeatures3={{inpage|Shinobi Path}},<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Excellent Maneuverability}}, {{inpage|Deflect}}<br />
|classfeatures6={{inpage|Expertise}} Improvement, {{inpage|Invisible Path}}<br />
|classfeatures7={{inpage|Evasion}} <br />
|classfeatures8=<br />
|classfeatures9={{inpage|Shinobi Path}} Feature<br />
|classfeatures10={{inpage|Smoke Screen}}<br />
|classfeatures11={{inpage|Invisible Path}} Improvement <br />
|classfeatures12=<br />
|classfeatures13={{inpage|Shinobi Path}} Feature<br />
|classfeatures14={{inpage|Sixth Sense}}<br />
|classfeatures15={{inpage|Exploit Weakness}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Shinobi Path}} Feature<br />
|classfeatures18={{inpage|Homing Projectile}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Marked For Death}}<br />
<br />
|extrasonleft=0<br />
|extra1_name=Sneak Attack<br />
|extra1_1=1d6<br />
|extra1_2=1d6<br />
|extra1_3=2d6<br />
|extra1_4=2d6<br />
|extra1_5=3d6<br />
|extra1_6=3d6<br />
|extra1_7=4d6<br />
|extra1_8=4d6<br />
|extra1_9=5d6<br />
|extra1_10=5d6<br />
|extra1_11=6d6<br />
|extra1_12=6d6<br />
|extra1_13=7d6<br />
|extra1_14=7d6<br />
|extra1_15=8d6<br />
|extra1_16=8d6<br />
|extra1_17=9d6<br />
|extra1_18=9d6<br />
|extra1_19=10d6<br />
<br />
}}<br />
==== Sneak Attack ====<br />
<br />
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Shinobi table.<br />
<br />
==== Expertise ====<br />
<br />
When you start, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Thieves' Tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.<br />
<br />
==== Ranged Expert ====<br />
Throughout the training you have acquired you learn how throw weapons with increased ease. At 1st level, whenever you make a ranged weapon attack you can throw three small weapons on each hand at the same time also you recover twice as many ammunition when scavenging the battlefield.<br />
<br />
==== Fade Away ====<br />
<br />
Beginning at the 2nd level, you learn how to quickly disappear after landing a successful strike.When you are in dim light,Darkness, or even lightly or heavily obscured you can take the hide action as a bonus action. At 9th level you can fade away as a free action.<br />
<br />
==== Shinobi Path ====<br />
<br />
Beginning at the 3rd level, you are able to walk a Shinobi Path of your choice. You may choose between The Way Of The Dragon, The Way Of The Falcon or The Way Of The Snake. Depending on your choice, you learn feature's at the 3rd level, and again at the 9th, 13th and 17th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th 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.<br />
<br />
==== Excellent Maneuverability ====<br />
<br />
Beginning at the 5th level you gain +10ft to your movement speed and now have a climbing speed equal to your current movement. If you had a climbing speed before, you may replace it with this new speed if it is faster. You also gain advantage on checks to keep from falling while climbing as well as advantage on {{5s|Stealth}} checks to remain hidden while climbing, as well as when hiding or attempting to hide normally.<br />
<br />
==== Deflect ====<br />
At 5th level, as a reaction to being hit with a melee attack you can reduce the amount of damage you take by 3d10 + your Dexterity modifier + your Shinobi level.<br />
<br />
==== Invisible Path ====<br />
<br />
Beginning at the 6th level you learn to get to hard to reach places more easily. You can now run up and across any vertical surface at no extra cost to your movement speed. At 11th level you can run along horizontal surfaces and across water at the cost of no extra movement.<br />
<br />
==== Evasion ====<br />
<br />
Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
==== Smoke Screen====<br />
At 10th level, when the Shinobi makes a successful attack they can cause a smoke screen immediately after, the smoke screen covers a 10x10 ft sphere and heavily obscures the area, the shinobi can use this feature a number of times equal to {{5a|wis}} modifier regaining expended uses on a short or long rest.<br />
<br />
==== Sixth Sense ====<br />
<br />
Beginning at the 14th level, your training has made you more alert to danger, you cannot be surprised while you are conscious also you gain a blind sense of 15ft.<br />
<br />
==== Exploit Weakness ====<br />
You learn to strike an opponent’s weak point reducing the effectiveness of their armor. At 15th level as a bonus action you can make against a creature haven their AC reduced by your dexterity modifier until the start of your next turn.<br />
<br />
==== Homing Projectile ====<br />
Your long proficiency with thrown weapons has paid off and now you can throw your weapons with extreme ease. At 18th level, whenever you make a successful attack with a thrown weapon the rest of the weapons that you would throw automatically hit, in addition all weapons you throw now deal a die damage equal to 1d6 plus your Shinobi level.<br />
<br />
==== Marked For Death ====<br />
<br />
Beginning at the 20th level, You can as a bonus action target a creature within 30ft to be ''Marked'' 1 minute, all attacks rolls you make against a marked creature are done with advantage. If the original target dies within the 1 minute duration of this ability, you may elect a new target as your mark. Once you use this feature you can not do so again until you finish a long rest.<br />
<br />
== Shinobi Paths ==<br />
<br />
=== Way of The Dragon ===<br />
<br />
The Shinobi who walks the path of a dragon is highly regarded as the most powerful due to this way being the most taxing and difficult of all. Those who study this path learn the ancient secrets of a dragon and few are ever known to complete this trial.<br />
<br />
;{{#anc:Tough Hide}}<br />
At the 3rd level, you are already tougher than other shinobi. When you are not wearing armor, your AC equals 13 + your dexterity modifier + your proficiency bonus.<br />
<br />
;{{#anc:Dragon Strikes}}<br />
At the 7th level, you learn to channel the power of dragons into your body. Your attacks against a creature now count as magical for the sake of overcoming resistance.<br />
<br />
;{{#anc:Tail Deflect}}<br />
At the 11th level, you learn to deliver a quick blow after a successful deflect. Whenever you Deflect an attack and there is damage you reduce is greater than the damage you would have received the attacker takes the remaining damage as bludgeoning and is knocked prone.<br />
<br />
;{{#anc:Ancestor Perception}}<br />
At the 15th level, you gain Darkvision of 90ft that can see through magical and non magical darkness, you also have advantage on ability checks when seeing through illusions.<br />
<br />
;{{#anc:Daunting Strike}}<br />
At the 20th level, when you have advantage on attack you can can instead have the creature make a constitution saving throw (DC=8+proficiency+dexterity) or have it’s hit points be reduced to 0. When you use this feature you can not do so again until you complete a long rest.<br />
<br />
=== Way Of The Falcon ===<br />
Speed, Swift and Sight are the things that a Shinobi must have those who follow the falcon enhance the capabilities to new levels.<br />
<br />
;{{#anc:Falcon Boost}}<br />
At the 3rd level, you become lighter and faster. Your base walking speed is increased 10 feet and non magical difficult terrain cost you no extra movement.<br />
<br />
;{{#anc:Take Off}}<br />
At the 7th level, you learn to emulate the creature of the path you walk. As an action, you are able to jump a number of feet into the air equal to half your base walking speed x 2. Additionally, you are able to fall a number of feet equal to your jump without taking any damage.<br />
<br />
;{{#anc: Evasive Wing}}<br />
At the 11th level, <br />
<br />
;{{#anc:Iron Talons}}<br />
At the 15th level, you can empower your attacks with the talons of your beast, the strikes are now magical and deal an extra 1d4 piercing damage, reach increases by 5 ft, and now has a width of 3 ft (this size increases by its amount for every size you go up) All creatures that are the same size, or smaller when hit with this attack must make a dexterity saving through or be locked in a grapple with the talon apparition. Takes up 15 Chakra points<br />
<br />
;{{#anc:Hayabusa Hunter}}<br />
At the 20th level, you have reached the end of your path and become one with a falcon. As an action, you are able to channel the powers of this path for 1 minute. When this feature is active, you gain the following benefits: <br />
<br />
*You gain a flight speed equal to 60 feet, even without wings.<br />
*You have an advantage on all stealth checks<br />
*You have a advantage on checks made to avoid being knocked prone<br />
<br />
=== Way of the Snake ===<br />
<br />
The Way Of The Snake is the path of the underhanded and deceitful. The shinobi who walk this path are adept in dealing damage indirectly and stopping enemies in their tracks.<br />
<br />
'''The Cunningness Of Snakes <br />
<br />
At the 3rd level, you can channel the cunningness of the snake, giving you the advantage on persuasion, intimidation, and insight checks. You also gain immunity to poison and acid.<br />
<br />
'''Snake Clone<br />
<br />
At the 7th level, any clones when made and killed now break into a Swarm of Poisonous Snakes. the snakes follow any commands you give them as a bonus action. <br />
<br />
'''Agility of Serpentine Grace<br />
<br />
At the 11th level, you gain burrowing speed equal to 2 times your max walking distance<br />
<br />
'''Snake Infusion<br />
<br />
At the 15th level, you perform a ritual infusing a snake with your body, now you can infuse unarmed strikes with the power of the snake, as a snake bursts forth from your arm your reach increases by 10 ft, unarmed strikes now deals piercing damage and 1d10 acid damage. Takes up 12 chakra points<br />
<br />
'''Hydra Apparition<br />
<br />
At the 20th level, you can form a hydra-like apparition made out of an acid cloud. As an action, you can form a dragon from your snake venom. You can form and control up to 9 Hydra heads at a time. Beyond being large, vulnerable to slashing, immune to bludgeoning damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. this takes up 20 chakra points. It acts on your initiative and has the following actions:<br />
<br />
* Multiattack. It can make one bite attack and two claw attacks.<br />
* Bite deals 1d6 piercing damage<br />
* Claw deals 1d4 slashing damage<br />
* Grapple. The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.<br />
* Venom bite. The dragon can take a bonus action after a bite and add 3d12 acid damage.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: Dexterity 14, Wisdom 12<br />
<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: Light armor, Martial weapons<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Shinobi_(5e_Class)&diff=1540166Shinobi (5e Class)2021-11-25T06:22:02Z<p>Alucarddragonborn: /* Way Of The Falcon */</p>
<hr />
<div>== Shinobi ==<br />
<br />
<br />
<br />
=== History ===<br />
<br />
For centuries they have remained a mystery working in the shadow to serve their leaders. Fighting for survival and honor the Shinobi are few and powerful in their own right. Many have heard stories of the shinobi but only few have ever faced this remarkable fighter and lived to tell the tale. While most have magic or overwhelming muscles the shinobi strike at thier opponents blind spots to inflict as most damage as possible in a single strike. Ghost on the battlefield rarely even seen this warriors are trained since birth to become experts in espionage, sabotage, and assassination. <br />
<br />
[[File:Micah-lopez-shinobi-aschallenge.jpg|thumb]]<br />
<br />
=== Creating a Shinobi ===<br />
<br />
When making the Shinobi consider the following:How did your character become shinobi? Is it a family secret, passed down from parents to children? Did they learn from a master who took them under their wing? Or did they learn it all on their own from a difficult life, and perhaps the most common were you raised in a clan of sorts.<br />
<br />
;Quick Build<br />
You can make a Shinobi quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|wis}}. Second, choose the [[Professional Assassin (5e Background)|Professional Assassin]] background.<br />
<br />
{{5e Class Features<br />
|name=Shinobi<br />
|summary=Be patient then strike hard then fade away.<br />
|hd=8<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple weapons, Martial weapons<br />
|tools=Poisoners kit<br />
|saves={{5a|dex}} {{5a|wis}}<br />
|skills=Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth<br />
|item1a=A long sword<br />
|item1b=Two Sickles<br />
|item1c=Hand Crossbow and 20 bolts<br />
|item2a=One Martial Weapon<br />
|item2b=2 Simple Weapons<br />
|item2c=2 Daggers<br />
|item3a=A Long Bow and a quiver of 20 arrows<br />
|item3b=Two Daggers<br />
|item3c=One Simple Weapon<br />
|item4a=An explorer's pack<br />
|item4b=An adventurer's pack<br />
|item5a=A set of blue Shinobi clothing with a mask with an insignia of your clan<br />
|wealth=6d4 x 10 gp<br />
|classfeatures1={{inpage|Sneak Attack}}, {{inpage|Expertise}}, {{inpage|Ranged Expert}}<br />
|classfeatures2={{inpage|Fade Away}}<br />
|classfeatures3={{inpage|Shinobi Path}},<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Excellent Maneuverability}}, {{inpage|Deflect}}<br />
|classfeatures6={{inpage|Expertise}} Improvement, {{inpage|Invisible Path}}<br />
|classfeatures7={{inpage|Evasion}} <br />
|classfeatures8=<br />
|classfeatures9={{inpage|Shinobi Path}} Feature<br />
|classfeatures10={{inpage|Smoke Screen}}<br />
|classfeatures11={{inpage|Invisible Path}} Improvement <br />
|classfeatures12=<br />
|classfeatures13={{inpage|Shinobi Path}} Feature<br />
|classfeatures14={{inpage|Sixth Sense}}<br />
|classfeatures15={{inpage|Exploit Weakness}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Shinobi Path}} Feature<br />
|classfeatures18={{inpage|Homing Projectile}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Marked For Death}}<br />
<br />
|extrasonleft=0<br />
|extra1_name=Sneak Attack<br />
|extra1_1=1d6<br />
|extra1_2=1d6<br />
|extra1_3=2d6<br />
|extra1_4=2d6<br />
|extra1_5=3d6<br />
|extra1_6=3d6<br />
|extra1_7=4d6<br />
|extra1_8=4d6<br />
|extra1_9=5d6<br />
|extra1_10=5d6<br />
|extra1_11=6d6<br />
|extra1_12=6d6<br />
|extra1_13=7d6<br />
|extra1_14=7d6<br />
|extra1_15=8d6<br />
|extra1_16=8d6<br />
|extra1_17=9d6<br />
|extra1_18=9d6<br />
|extra1_19=10d6<br />
<br />
}}<br />
==== Sneak Attack ====<br />
<br />
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Shinobi table.<br />
<br />
==== Expertise ====<br />
<br />
When you start, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Thieves' Tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.<br />
<br />
==== Ranged Expert ====<br />
Throughout the training you have acquired you learn how throw weapons with increased ease. At 1st level, whenever you make a ranged weapon attack you can throw three small weapons on each hand at the same time also you recover twice as many ammunition when scavenging the battlefield.<br />
<br />
==== Fade Away ====<br />
<br />
Beginning at the 2nd level, you learn how to quickly disappear after landing a successful strike.When you are in dim light,Darkness, or even lightly or heavily obscured you can take the hide action as a bonus action. At 9th level you can fade away as a free action.<br />
<br />
==== Shinobi Path ====<br />
<br />
Beginning at the 3rd level, you are able to walk a Shinobi Path of your choice. You may choose between The Way Of The Dragon, The Way Of The Falcon or The Way Of The Snake. Depending on your choice, you learn feature's at the 3rd level, and again at the 9th, 13th and 17th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th 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.<br />
<br />
==== Excellent Maneuverability ====<br />
<br />
Beginning at the 5th level you gain +10ft to your movement speed and now have a climbing speed equal to your current movement. If you had a climbing speed before, you may replace it with this new speed if it is faster. You also gain advantage on checks to keep from falling while climbing as well as advantage on {{5s|Stealth}} checks to remain hidden while climbing, as well as when hiding or attempting to hide normally.<br />
<br />
==== Deflect ====<br />
At 5th level, as a reaction to being hit with a melee attack you can reduce the amount of damage you take by 3d10 + your Dexterity modifier + your Shinobi level.<br />
<br />
==== Invisible Path ====<br />
<br />
Beginning at the 6th level you learn to get to hard to reach places more easily. You can now run up and across any vertical surface at no extra cost to your movement speed. At 11th level you can run along horizontal surfaces and across water at the cost of no extra movement.<br />
<br />
==== Evasion ====<br />
<br />
Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
==== Smoke Screen====<br />
At 10th level, when the Shinobi makes a successful attack they can cause a smoke screen immediately after, the smoke screen covers a 10x10 ft sphere and heavily obscures the area, the shinobi can use this feature a number of times equal to {{5a|wis}} modifier regaining expended uses on a short or long rest.<br />
<br />
==== Sixth Sense ====<br />
<br />
Beginning at the 14th level, your training has made you more alert to danger, you cannot be surprised while you are conscious also you gain a blind sense of 15ft.<br />
<br />
==== Exploit Weakness ====<br />
You learn to strike an opponent’s weak point reducing the effectiveness of their armor. At 15th level as a bonus action you can make against a creature haven their AC reduced by your dexterity modifier until the start of your next turn.<br />
<br />
==== Homing Projectile ====<br />
Your long proficiency with thrown weapons has paid off and now you can throw your weapons with extreme ease. At 18th level, whenever you make a successful attack with a thrown weapon the rest of the weapons that you would throw automatically hit, in addition all weapons you throw now deal a die damage equal to 1d6 plus your Shinobi level.<br />
<br />
==== Marked For Death ====<br />
<br />
Beginning at the 20th level, You can as a bonus action target a creature within 30ft to be ''Marked'' 1 minute, all attacks rolls you make against a marked creature are done with advantage. If the original target dies within the 1 minute duration of this ability, you may elect a new target as your mark. Once you use this feature you can not do so again until you finish a long rest.<br />
<br />
== Shinobi Paths ==<br />
<br />
=== Way of The Dragon ===<br />
<br />
The Shinobi who walks the path of a dragon is highly regarded as the most powerful due to this way being the most taxing and difficult of all. Those who study this path learn the ancient secrets of a dragon and few are ever known to complete this trial.<br />
<br />
;{{#anc:Tough Hide}}<br />
At the 3rd level, you are already tougher than other shinobi. When you are not wearing armor, your AC equals 13 + your dexterity modifier + your proficiency bonus.<br />
<br />
;{{#anc:Dragon Strikes}}<br />
At the 7th level, you learn to channel the power of dragons into your body. Your attacks against a creature now count as magical for the sake of overcoming resistance.<br />
<br />
;{{#anc:Tail Deflect}}<br />
At the 11th level, you learn to deliver a quick blow after a successful deflect. Whenever you Deflect an attack and there is damage you reduce is greater than the damage you would have received the attacker takes the remaining damage as bludgeoning and is knocked prone.<br />
<br />
;{{#anc:Ancestor Perception}}<br />
At the 15th level, you gain Darkvision of 90ft that can see through magical and non magical darkness, you also have advantage on ability checks when seeing through illusions.<br />
<br />
;{{#anc:Daunting Strike}}<br />
At the 20th level, when you have advantage on attack you can can instead have the creature make a constitution saving throw (DC=8+proficiency+dexterity) or have it’s hit points be reduced to 0. When you use this feature you can not do so again until you complete a long rest.<br />
<br />
=== Way Of The Falcon ===<br />
Speed, Swift and Sight are the things that a Shinobi must have those who follow the falcon enhance the capabilities to new levels.<br />
<br />
;{{#anc:Falcon Boost}}<br />
At the 3rd level, you become lighter and faster. Your base walking speed is increased 10 feet and non magical difficult terrain cost you no extra movement.<br />
<br />
;{{#anc:Take Off}}<br />
At the 7th level, you learn to emulate the creature of the path you walk. As an action, you are able to jump a number of feet into the air equal to half your base walking speed x 2. Additionally, you are able to fall a number of feet equal to your jump without taking any damage.<br />
<br />
;{{#anc: Raptor's Stealth}}<br />
At the 11th level, you can cast the spell Invisibility by expending 7 Chakra points.<br />
<br />
;{{#anc:Iron Talons}}<br />
At the 15th level, you can empower your attacks with the talons of your beast, the strikes are now magical and deal an extra 1d4 piercing damage, reach increases by 5 ft, and now has a width of 3 ft (this size increases by its amount for every size you go up) All creatures that are the same size, or smaller when hit with this attack must make a dexterity saving through or be locked in a grapple with the talon apparition. Takes up 15 Chakra points<br />
<br />
;{{#anc:Hayabusa Hunter}}<br />
At the 20th level, you have reached the end of your path and become one with a falcon. As an action, you are able to channel the powers of this path for 1 minute. When this feature is active, you gain the following benefits: <br />
<br />
*You gain a flight speed equal to 60 feet, even without wings.<br />
*You have an advantage on all stealth checks<br />
*You have a advantage on checks made to avoid being knocked prone<br />
<br />
=== Way of the Snake ===<br />
<br />
The Way Of The Snake is the path of the underhanded and deceitful. The shinobi who walk this path are adept in dealing damage indirectly and stopping enemies in their tracks.<br />
<br />
'''The Cunningness Of Snakes <br />
<br />
At the 3rd level, you can channel the cunningness of the snake, giving you the advantage on persuasion, intimidation, and insight checks. You also gain immunity to poison and acid.<br />
<br />
'''Snake Clone<br />
<br />
At the 7th level, any clones when made and killed now break into a Swarm of Poisonous Snakes. the snakes follow any commands you give them as a bonus action. <br />
<br />
'''Agility of Serpentine Grace<br />
<br />
At the 11th level, you gain burrowing speed equal to 2 times your max walking distance<br />
<br />
'''Snake Infusion<br />
<br />
At the 15th level, you perform a ritual infusing a snake with your body, now you can infuse unarmed strikes with the power of the snake, as a snake bursts forth from your arm your reach increases by 10 ft, unarmed strikes now deals piercing damage and 1d10 acid damage. Takes up 12 chakra points<br />
<br />
'''Hydra Apparition<br />
<br />
At the 20th level, you can form a hydra-like apparition made out of an acid cloud. As an action, you can form a dragon from your snake venom. You can form and control up to 9 Hydra heads at a time. Beyond being large, vulnerable to slashing, immune to bludgeoning damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. this takes up 20 chakra points. It acts on your initiative and has the following actions:<br />
<br />
* Multiattack. It can make one bite attack and two claw attacks.<br />
* Bite deals 1d6 piercing damage<br />
* Claw deals 1d4 slashing damage<br />
* Grapple. The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.<br />
* Venom bite. The dragon can take a bonus action after a bite and add 3d12 acid damage.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: Dexterity 14, Wisdom 12<br />
<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: Light armor, Martial weapons<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Shinobi_(5e_Class)&diff=1540165Shinobi (5e Class)2021-11-25T06:16:33Z<p>Alucarddragonborn: </p>
<hr />
<div>== Shinobi ==<br />
<br />
<br />
<br />
=== History ===<br />
<br />
For centuries they have remained a mystery working in the shadow to serve their leaders. Fighting for survival and honor the Shinobi are few and powerful in their own right. Many have heard stories of the shinobi but only few have ever faced this remarkable fighter and lived to tell the tale. While most have magic or overwhelming muscles the shinobi strike at thier opponents blind spots to inflict as most damage as possible in a single strike. Ghost on the battlefield rarely even seen this warriors are trained since birth to become experts in espionage, sabotage, and assassination. <br />
<br />
[[File:Micah-lopez-shinobi-aschallenge.jpg|thumb]]<br />
<br />
=== Creating a Shinobi ===<br />
<br />
When making the Shinobi consider the following:How did your character become shinobi? Is it a family secret, passed down from parents to children? Did they learn from a master who took them under their wing? Or did they learn it all on their own from a difficult life, and perhaps the most common were you raised in a clan of sorts.<br />
<br />
;Quick Build<br />
You can make a Shinobi quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|wis}}. Second, choose the [[Professional Assassin (5e Background)|Professional Assassin]] background.<br />
<br />
{{5e Class Features<br />
|name=Shinobi<br />
|summary=Be patient then strike hard then fade away.<br />
|hd=8<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple weapons, Martial weapons<br />
|tools=Poisoners kit<br />
|saves={{5a|dex}} {{5a|wis}}<br />
|skills=Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth<br />
|item1a=A long sword<br />
|item1b=Two Sickles<br />
|item1c=Hand Crossbow and 20 bolts<br />
|item2a=One Martial Weapon<br />
|item2b=2 Simple Weapons<br />
|item2c=2 Daggers<br />
|item3a=A Long Bow and a quiver of 20 arrows<br />
|item3b=Two Daggers<br />
|item3c=One Simple Weapon<br />
|item4a=An explorer's pack<br />
|item4b=An adventurer's pack<br />
|item5a=A set of blue Shinobi clothing with a mask with an insignia of your clan<br />
|wealth=6d4 x 10 gp<br />
|classfeatures1={{inpage|Sneak Attack}}, {{inpage|Expertise}}, {{inpage|Ranged Expert}}<br />
|classfeatures2={{inpage|Fade Away}}<br />
|classfeatures3={{inpage|Shinobi Path}},<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Excellent Maneuverability}}, {{inpage|Deflect}}<br />
|classfeatures6={{inpage|Expertise}} Improvement, {{inpage|Invisible Path}}<br />
|classfeatures7={{inpage|Evasion}} <br />
|classfeatures8=<br />
|classfeatures9={{inpage|Shinobi Path}} Feature<br />
|classfeatures10={{inpage|Smoke Screen}}<br />
|classfeatures11={{inpage|Invisible Path}} Improvement <br />
|classfeatures12=<br />
|classfeatures13={{inpage|Shinobi Path}} Feature<br />
|classfeatures14={{inpage|Sixth Sense}}<br />
|classfeatures15={{inpage|Exploit Weakness}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Shinobi Path}} Feature<br />
|classfeatures18={{inpage|Homing Projectile}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Marked For Death}}<br />
<br />
|extrasonleft=0<br />
|extra1_name=Sneak Attack<br />
|extra1_1=1d6<br />
|extra1_2=1d6<br />
|extra1_3=2d6<br />
|extra1_4=2d6<br />
|extra1_5=3d6<br />
|extra1_6=3d6<br />
|extra1_7=4d6<br />
|extra1_8=4d6<br />
|extra1_9=5d6<br />
|extra1_10=5d6<br />
|extra1_11=6d6<br />
|extra1_12=6d6<br />
|extra1_13=7d6<br />
|extra1_14=7d6<br />
|extra1_15=8d6<br />
|extra1_16=8d6<br />
|extra1_17=9d6<br />
|extra1_18=9d6<br />
|extra1_19=10d6<br />
<br />
}}<br />
==== Sneak Attack ====<br />
<br />
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.<br />
<br />
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.<br />
<br />
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Shinobi table.<br />
<br />
==== Expertise ====<br />
<br />
When you start, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Thieves' Tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.<br />
<br />
==== Ranged Expert ====<br />
Throughout the training you have acquired you learn how throw weapons with increased ease. At 1st level, whenever you make a ranged weapon attack you can throw three small weapons on each hand at the same time also you recover twice as many ammunition when scavenging the battlefield.<br />
<br />
==== Fade Away ====<br />
<br />
Beginning at the 2nd level, you learn how to quickly disappear after landing a successful strike.When you are in dim light,Darkness, or even lightly or heavily obscured you can take the hide action as a bonus action. At 9th level you can fade away as a free action.<br />
<br />
==== Shinobi Path ====<br />
<br />
Beginning at the 3rd level, you are able to walk a Shinobi Path of your choice. You may choose between The Way Of The Dragon, The Way Of The Falcon or The Way Of The Snake. Depending on your choice, you learn feature's at the 3rd level, and again at the 9th, 13th and 17th level.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th 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.<br />
<br />
==== Excellent Maneuverability ====<br />
<br />
Beginning at the 5th level you gain +10ft to your movement speed and now have a climbing speed equal to your current movement. If you had a climbing speed before, you may replace it with this new speed if it is faster. You also gain advantage on checks to keep from falling while climbing as well as advantage on {{5s|Stealth}} checks to remain hidden while climbing, as well as when hiding or attempting to hide normally.<br />
<br />
==== Deflect ====<br />
At 5th level, as a reaction to being hit with a melee attack you can reduce the amount of damage you take by 3d10 + your Dexterity modifier + your Shinobi level.<br />
<br />
==== Invisible Path ====<br />
<br />
Beginning at the 6th level you learn to get to hard to reach places more easily. You can now run up and across any vertical surface at no extra cost to your movement speed. At 11th level you can run along horizontal surfaces and across water at the cost of no extra movement.<br />
<br />
==== Evasion ====<br />
<br />
Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
==== Smoke Screen====<br />
At 10th level, when the Shinobi makes a successful attack they can cause a smoke screen immediately after, the smoke screen covers a 10x10 ft sphere and heavily obscures the area, the shinobi can use this feature a number of times equal to {{5a|wis}} modifier regaining expended uses on a short or long rest.<br />
<br />
==== Sixth Sense ====<br />
<br />
Beginning at the 14th level, your training has made you more alert to danger, you cannot be surprised while you are conscious also you gain a blind sense of 15ft.<br />
<br />
==== Exploit Weakness ====<br />
You learn to strike an opponent’s weak point reducing the effectiveness of their armor. At 15th level as a bonus action you can make against a creature haven their AC reduced by your dexterity modifier until the start of your next turn.<br />
<br />
==== Homing Projectile ====<br />
Your long proficiency with thrown weapons has paid off and now you can throw your weapons with extreme ease. At 18th level, whenever you make a successful attack with a thrown weapon the rest of the weapons that you would throw automatically hit, in addition all weapons you throw now deal a die damage equal to 1d6 plus your Shinobi level.<br />
<br />
==== Marked For Death ====<br />
<br />
Beginning at the 20th level, You can as a bonus action target a creature within 30ft to be ''Marked'' 1 minute, all attacks rolls you make against a marked creature are done with advantage. If the original target dies within the 1 minute duration of this ability, you may elect a new target as your mark. Once you use this feature you can not do so again until you finish a long rest.<br />
<br />
== Shinobi Paths ==<br />
<br />
=== Way of The Dragon ===<br />
<br />
The Shinobi who walks the path of a dragon is highly regarded as the most powerful due to this way being the most taxing and difficult of all. Those who study this path learn the ancient secrets of a dragon and few are ever known to complete this trial.<br />
<br />
;{{#anc:Tough Hide}}<br />
At the 3rd level, you are already tougher than other shinobi. When you are not wearing armor, your AC equals 13 + your dexterity modifier + your proficiency bonus.<br />
<br />
;{{#anc:Dragon Strikes}}<br />
At the 7th level, you learn to channel the power of dragons into your body. Your attacks against a creature now count as magical for the sake of overcoming resistance.<br />
<br />
;{{#anc:Tail Deflect}}<br />
At the 11th level, you learn to deliver a quick blow after a successful deflect. Whenever you Deflect an attack and there is damage you reduce is greater than the damage you would have received the attacker takes the remaining damage as bludgeoning and is knocked prone.<br />
<br />
;{{#anc:Ancestor Perception}}<br />
At the 15th level, you gain Darkvision of 90ft that can see through magical and non magical darkness, you also have advantage on ability checks when seeing through illusions.<br />
<br />
;{{#anc:Daunting Strike}}<br />
At the 20th level, when you have advantage on attack you can can instead have the creature make a constitution saving throw (DC=8+proficiency+dexterity) or have it’s hit points be reduced to 0. When you use this feature you can not do so again until you complete a long rest.<br />
<br />
=== Way Of The Falcon ===<br />
<br />
Swiftness. Agility. Balance. These are the tenets of a shinobi who walks this path. These shinobi are experts at being unseen, and often get to places others cannot.<br />
<br />
;{{#anc:Falcon Boost}}<br />
At the 3rd level, you become lighter and faster. Your base walking speed is increased by 10 feet. Additionally, when you use the Dash action, you are able to move an additional 10 feet.<br />
<br />
;{{#anc:Take Off}}<br />
At the 7th level, you learn to emulate the creature of the path you walk. As an action, you are able to jump a number of feet into the air equal to half your base walking speed x 2. Additionally, you are able to fall a number of feet equal to your jump without taking any damage.<br />
<br />
;{{#anc: Raptor's Stealth}}<br />
At the 11th level, you can cast the spell Invisibility by expending 7 Chakra points.<br />
<br />
;{{#anc:Iron Talons}}<br />
At the 15th level, you can empower your attacks with the talons of your beast, the strikes are now magical and deal an extra 1d4 piercing damage, reach increases by 5 ft, and now has a width of 3 ft (this size increases by its amount for every size you go up) All creatures that are the same size, or smaller when hit with this attack must make a dexterity saving through or be locked in a grapple with the talon apparition. Takes up 15 Chakra points<br />
<br />
;{{#anc:Hayabusa Hunter}}<br />
At the 20th level, you have reached the end of your path and become one with a falcon. As an action, you are able to channel the powers of this path for 1 minute. When this feature is active, you gain the following benefits: <br />
<br />
*You gain a flight speed equal to 60 feet, even without wings.<br />
*You have an advantage on all stealth checks<br />
*You have a advantage on checks made to avoid being knocked prone<br />
<br />
=== Way of the Snake ===<br />
<br />
The Way Of The Snake is the path of the underhanded and deceitful. The shinobi who walk this path are adept in dealing damage indirectly and stopping enemies in their tracks.<br />
<br />
'''The Cunningness Of Snakes <br />
<br />
At the 3rd level, you can channel the cunningness of the snake, giving you the advantage on persuasion, intimidation, and insight checks. You also gain immunity to poison and acid.<br />
<br />
'''Snake Clone<br />
<br />
At the 7th level, any clones when made and killed now break into a Swarm of Poisonous Snakes. the snakes follow any commands you give them as a bonus action. <br />
<br />
'''Agility of Serpentine Grace<br />
<br />
At the 11th level, you gain burrowing speed equal to 2 times your max walking distance<br />
<br />
'''Snake Infusion<br />
<br />
At the 15th level, you perform a ritual infusing a snake with your body, now you can infuse unarmed strikes with the power of the snake, as a snake bursts forth from your arm your reach increases by 10 ft, unarmed strikes now deals piercing damage and 1d10 acid damage. Takes up 12 chakra points<br />
<br />
'''Hydra Apparition<br />
<br />
At the 20th level, you can form a hydra-like apparition made out of an acid cloud. As an action, you can form a dragon from your snake venom. You can form and control up to 9 Hydra heads at a time. Beyond being large, vulnerable to slashing, immune to bludgeoning damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. this takes up 20 chakra points. It acts on your initiative and has the following actions:<br />
<br />
* Multiattack. It can make one bite attack and two claw attacks.<br />
* Bite deals 1d6 piercing damage<br />
* Claw deals 1d4 slashing damage<br />
* Grapple. The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.<br />
* Venom bite. The dragon can take a bonus action after a bite and add 3d12 acid damage.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: Dexterity 14, Wisdom 12<br />
<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: Light armor, Martial weapons<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Dominion_Overlord_(5e_Class)&diff=1533086Dominion Overlord (5e Class)2021-11-06T19:34:27Z<p>Alucarddragonborn: /* Dominion Over The Weak */</p>
<hr />
<div>{{needsbalance|"Dominion Over The Weak" grants you potentially unlimited CR 6 and lower minions. I hope i don't have to explain why this is overpowered}}<br />
=='''Dominion Overlord'''==<br />
{{quote|I was once a ruler of many lands, unrivaled by all, but death comes for us all. But not I. With so much power and so little time, I will achieve everlasting life. The gods will open the heavens to me so I can keep my power, but they do not grant me my request. No matter. The burning hatred I have will never cease, and those with the same hatred shall share my power. |orig=A quote from a dying overlord}}<br />
<br />
===Hate Gauntlet===<br />
There are many conquering rulers throughout the land but none like these, wielding a powerful Gauntlet that thrives on hatred they use that power to gain domination over all things, no one knows the origin of the Gauntlet other than it houses a powerful being that has an undying hatred those who wear the Gauntlet of Hatred inherent the same hatred but is also granted with power like none other.<br />
<br />
=== Creating a Dominion Overlord ===<br />
A Dominion Overlord is a person who has an undying hate for the God's as has decided the only way to get back at them was to take all they hold dear something to reckon is a good backstory how did you come into contact with the Gauntlet did your hate become so strong that the Gauntlet couldn't stay away from you in anycase work with your DM to determine how you fulfil your roll of Domination and slayer of God's.<br />
<div class="externalimage-holder" style="float:right;width:50%"><br />
{{5e Image|float:right|https://i.pinimg.com/originals/95/a6/4a/95a64a4def35c30ccdd420f4bdf50aaa.jpg|[https://www.deviantart.com/wen-xaeroaaa/art/dragon-knight-320726583] by [https://www.deviantart.com/wen-xaeroaaa wen-xaeroaaa]}}</div><br />
<br />
;Quick Build<br />
You can make a Dominion Overlord quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the [[Dark Lord (5e Background)|Dark Lord]] background. <br />
<br />
{{5e Class Features<br />
|name=Dominion Overlord<br />
|summary=you are the person you chops beholders in half and slays kings men with you great sword and turn even the most powerful of Dragons into pets.<br />
|hd=10<br />
|armor=All<br />
|weapons=Simple and martial melee weapons<br />
|tools=None<br />
|saves=Constitution and Charisma<br />
|skills=Choose two from Deception, Insight, Intimidation, Perception, Athletics, and Religion<br />
|item1a=a longsword with a shield<br />
|item1b=a battleaxe with a shield<br />
|item1c=a Warhammer with a shield<br />
|item2a=one martial melee weapon<br />
|item2b=two simple weapons<br />
|item3a=chain mail<br />
|item3b=half-plate armor<br />
|item4a=a gauntlet and whip<br />
|item4b=dungeons pack<br />
|item4c=explorers pack<br />
|wealth=5d4 x 10<br />
|classfeatures1=Hate,Hate Gauntlet, You're Too Weak<br />
|classfeatures2=Hate Burst<br />
|classfeatures3=Domination Path<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Domination Path feature<br />
|classfeatures7=Force Aura,Carnage<br />
|classfeatures8=<br />
|classfeatures9=Dominion Over The Weak<br />
|classfeatures10=Gauntlet Fury, Domination Path Feature<br />
|classfeatures11=Extra Attack (2), You're Too Weak Improvement<br />
|classfeatures12=<br />
|classfeatures13=Overlord's Strength<br />
|classfeatures14=Gauntlet Fury Improvement <br />
|classfeatures15=Carnage Improvement<br />
|classfeatures16=<br />
|classfeatures17=Dominion Over The Strong<br />
|classfeatures18=Overlord Supreme<br />
|classfeatures19=<br />
|classfeatures20=Domination Path feature<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Gauntlet Damage<br />
|extra1_1=1d4<br />
|extra1_2=1d4<br />
|extra1_3=1d4<br />
|extra1_4=1d4<br />
|extra1_5=1d6<br />
|extra1_6=1d6<br />
|extra1_7=1d6<br />
|extra1_8=1d6<br />
|extra1_9=1d8<br />
|extra1_10=1d8<br />
|extra1_11=1d8<br />
|extra1_12=1d8<br />
|extra1_13=1d10<br />
|extra1_14=1d10<br />
|extra1_15=1d10<br />
|extra1_16=1d10<br />
|extra1_17=1d12<br />
|extra1_18=1d12<br />
|extra1_19=1d12<br />
|extra1_20=1d12<br />
|extra2_name=Hate Points<br />
|extra2_1=5<br />
|extra2_2=7<br />
|extra2_3=9<br />
|extra2_4=11<br />
|extra2_5=13<br />
|extra2_6=15<br />
|extra2_7=17<br />
|extra2_8=19<br />
|extra2_9=21<br />
|extra2_10=23<br />
|extra2_11=25<br />
|extra2_12=27<br />
|extra2_13=29<br />
|extra2_14=31<br />
|extra2_15=33<br />
|extra2_16=35<br />
|extra2_17=37<br />
|extra2_18=39<br />
|extra2_19=41<br />
|extra2_20=45+{{5a|cha}} Modifier<br />
<br />
}}<br />
====Gauntlet====<br />
At 1st level you have a blackish gauntlet with a crimson rim around it. It is a sentient item with {{5a|int}}, {{5a|wis}} and {{5a|cha}} scores of 12, each score increasing by 1 every time you gain a ability score improvement, becoming 13 at 4th level, 14 at 8th level, 15 at 12th level and 16 at 16th level. At 19th level, you can choose to increase one of the ability scores to 18. It communicates by talking common and draconic out loud and when it talks the crimson rim glows. <br />
<br />
Its purpose is to instruct the wielder to use their hate to gain domination over all things. The Gauntlet can also break. It has an AC of 15 and hit points equal to half of yours. When broken, you can't use any Dominion Overlord features that require hate points. The Gauntlet will repair itself when you finish a {{5e|long rest}}. The Gauntlet is immune to magic and cannot be removed. <br />
<br />
The gauntlet is also considered a simple weapon you are proficient with, dealing 1d4 bludgeoning damage on a hit. As you gain levels in this class, this damage increases, as shown on the Gauntlet Damage column on the Dominion Overlord table.<br />
<br />
;Grapple Throw<br />
You can spend 1 hate point to attempt to grapple a creature that is your size or smaller. On a success, you can use your {{5e|bonus action}} to throw it 15 feet away from you. If it hits a solid object like a wall or another creature, the creature takes 2d6 bludgeoning damage.<br />
<br />
;Retaliate<br />
When hit with a melee attack, you can use 1 hate point to attack that creature with your gauntlet as a {{5e|reaction}}.<br />
<br />
;Boost<br />
As a {{5e|bonus action}}, you can spend 1 hate point to gain a boost in power, as hate rushes through your veins. For 10 minutes, you count as size larger for the purpose of lifting, carrying, and dragging. You also gain {{5e|Advantage|Advantage}} on {{5a|str}} [[5e_SRD:Saving_Throws|saving throws]] and ability checks.<br />
<br />
====Hate ====<br />
At 1st level, a Gauntlet of Hatred equips itself to your arm and stores your power. Your access to the hate is represented by an amount of hate points. Your dominion overlord level determines the number of points you have, as shown in the Hate Points column of the Dominion Overlord table. <br />
<br />
When you spend a hate point, it is unavailable until you finish a short or long rest, at the end of which you channel your inner anger and loath back to your gauntlet, replenishing your hate energy. <br />
<br />
Some of your hate features require your target to make a {{5e|saving throw}} to resist the feature's effects. The {{5e|saving throw}} DC is calculated as follows:<br />
<br />
<code><tt>Hate save DC = 8 + your proficiency bonus + your {{5a|cha}} modifier</tt></code><br />
<br />
====You're Too Weak====<br />
Weak creatures cant even harm you unless you allow them to. Starting at 1st level as a {{5e|reaction}} to being hit, you can reduce all damage you take, except psychic and force, until the start of your turn by 2d10 + {{5a|con}} modifier for 2 hate points. At 11th level you can reduce the damage by 4d10. You can use this feature a number, of times equal to your {{5a|con}} modifier, regaining all uses after you finish a {{5e|long rest}}.<br />
<br />
====Hate Burst====<br />
At 2nd level, as an action and 1 hate point, you let loose a small burst of hate, causing all creatures within 10 feet of you to make a {{5a|str}} {{5e|saving throw}}. On a failed save, the creature takes 1d6 force damage and is pushed back by 10 feet. On a successful save, the creature is not pushed back and takes half as much damage. You can spend additional hate points a number of times equal to your level to increases the damage by 1d6 for every point beyond the first. At 7th level, the damage die increases to d8, and the range increases to 20 feet.<br />
<br />
====Domination Path====<br />
At 3rd level, The time has come for power to truly awaken choose a path of domination to follow each grants you power that will be used to rule several lands.<br />
<br />
====Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th 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.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the {{5e|Attack Action|Attack}} action on your turn. The number of attacks increases to three when you reach 11th level in this class.<br />
<br />
====Force Aura==== <br />
At 7th level your aura has become so strong that creatures have a hard time hitting you. As an action you can spend 5 hate points and have an aura that last for 1 hour. The aura has a radius of 10 feet and all ranged attacks are made within or that go in it have disadvantage and creatures who enter the aura must make a {{5a|str}} {{5e|saving throw}} or be pushed out. You can only use this feature 4x regaining all uses on a short or long rest. You can end the Force Aura as a bonus action.<br />
<br />
====Carnage====<br />
At 7th level, your hatred spreads to weapons, giving them a boost in power. As a {{5e|bonus action}} when you hit a creature with a weapon attack, you can spend 1 [[Dominion_Overlord (5e Class)#Hate|hate]] point to deal additional damage equal to the damage die of the weapon. This damage is force. You can spend up to 3 [[Dominion_Overlord (5e Class)#Hate|hate]] points, increasing the damage in three additional damage dices. At 15th level, you can spend up to five damage dices.<br />
<br />
====Dominion Over The Weak====<br />
At 9th level, you have walked down the long road, the road that leads you down the past of utter domination.<br />
You can use your action and spend 10 [[Dominion_Overlord_(5e Class)#Hate|hate]] points, to try to control a creature. Touch a creature whose CR is no higher than half of your proficiency bonus. The creature must make a {{5a|wis}} {{5e|saving throw}} or submit to your will for 1 hour, the creature is friendly to you and to your allies and obeying all your commands. In combat, you can command this creature's actions as a {{5e|bonus action}}. At the end of the duration they repeat the saving throw ending it on a success if they fail they are still submit to your will for another hour if a creature fails this saving throw three times they permanently submit to your will. A successful {{5c|saving throw}} make this creature immune to your control for the next 24 hours. <br />
<br />
In addition, you deal 1d6 of additional damage to creatures with a d6 hit die or lower.<br />
<br />
====Gauntlet Fury====<br />
At 10th level, you can spend 5 hate points and use your action to move in a 40-foot line. Any creature in that line must succeed on a {{5a|str}} {{5e|saving throw}} or be knocked prone.<br />
<br />
In addition, if a creature is knocked {{5c|prone}}, you can as part of the same attack make three attacks with the {{inpage|Gauntlet}} against the creature. Any successful attack is a critical hit. <br />
<br />
At 14th level, creatures who are your size or small have {{5e|disadvantage}} on the {{5e|saving throw}}.<br />
<br />
====Overlord's Strength====<br />
At 13th level your hate has taken your body to new heights of physical strength and you can now wield two handed weapons with one hand and [[Oversized (5e Variant Rule)|oversized weapons]] with two hands. Also, your {{5a|str}} score is considered 18, if it was lower. <br />
<br />
In addition, the ability score maximum for your {{5a|str}} and {{5a|cha}} becomes 22.<br />
<br />
====Dominion Over The Strong====<br />
At 17th level, you have learned to twist the strong minds of the land and bend them to your will. As an action, you can spend 10 [[Dominion_Overlord (5e Class)#Hate|hate]] points to touch a creature with the CR no higher than your level + half your {{5a|cha}} modifier. The creature must make a {{5a|wis}} {{5e|saving throw}} or submit to your will completely for 1 hour, following the same rules as dominion over the weak. Creatures with a CR of 5 or lower have {{5e|disadvantage}} on the roll. You can only have 2 creatures under your control at the same time while using this feature. <br />
<br />
In addition, you deal 1d8 additional damage to creatures with a d8 hit die or lower.<br />
<br />
====Overlord Supreme====<br />
The Overlord of Domination uses his gauntlet to defend against the most mightiest of spells. At 18th level your Gauntlet of Hatred grants you advantage on [[5e_SRD:Saving_Throws|saving throws]] against spells, and you take only half damage from spells.<br />
<br />
===Dominion Overlord Archetypes===<br />
As they walk the mortal planes they are bursting with power none dare challenge them, those who are smart stay out of their way but those who wise befriend them with power like theirs the earth shall quake and oceans will roar and the very sky will darken as winds twist and swallow all on lower planes.<br />
<br />
==== Dominion of Land ====<br />
<br />
;Stride<br />
Starting at 3rd level you no longer need to use additional speed when walking through difficult terrain. You can use 1 hate point to increase your speed by 10 for one minute.<br />
<br />
;Twisted Earth<br />
Starting at 6th level as an action you can use 3 hate point to make 15 feet of terrain become difficult terrain, you also gain resistance to non-magical slashing,bludgeoning and piercing damage.<br />
<br />
;Terra Control<br />
Starting at 10th level you learn to draw power from the earth. As a {{5e|bonus action}} you can turn your body into stone for 8 hate points. Your AC is increased by 4 and you gain resistance to bludgeoning, piercing, and slashing damage. For the duration, you are three times heavier than normal, and your movement speed is reduced to 0. You can spend up to 10 extra hate points when activating this ability to add +1 AC per 2 hate points spent. You can end this effect without requiring an action on your turn.<br />
<br />
;Precipice Blades<br />
At 15th level the land is now your to control and can cause it to move and throw off your enemies. As an action using 10 hate points you can cause the earth to make 4 stone spike in 60 feet in front of you. If a creature is in the area it must succeed a {{5a|dex}} {{5e|saving throw}} or take 8d8 piercing damage, half as much on failed save.<br />
<br />
;Earth Tremor<br />
Starting at 20th level, With a single step you create a shake in the ground in such a matter that causes the Earth it self to crack open as an action and 20 hate points you can start an Earth Tremor that last for 10 minutes and can use a bonus action and 5 hate points to cause one of these effects.<br />
<br />
*Magma erupts from a point on the ground that you can see within 120 feet of you,creating a 20-foot-high, 20-foot-radius flaming geyser. Each creature within the radius must succeed a {{5a|dex}} saving throw or take takes 20d6 fire damage.<br />
<br />
*A tremor shakes the ground in a 80-foot radius around you. Each creature other than the you on the ground in that area must succeed on a {{5a|dex}} {{5e|saving throw}} against your [[Dominion_Overlord_(5e_Class)#Hate|hate]] save DC or be knocked {{5c|prone}}. Creatures who are concentrating must succeed a {{5a|con}} {{5e|saving throw}} or lose [[5e_SRD:Casting_a_Spell#Concentration|concentration]].<br />
<br />
*The ground shakes vigorously causing the earth to split open in certain places you choose, you open 1d10 fissures in a 80 foot area, each fissure is 15 feet deep and 15 feet wide a creature who stands over a fissure as it opens must succeed {{5a|dex}} {{5e|saving throw}} or fall into the fissure. A creature with Evasion does not benefit from it. A fissure that opens under a structure takes 50 bludgeoning damage and collapses if destroyed. Using this feature uses 15 hate points.<br />
<br />
==== Dominion of the Sea ====<br />
<br />
The ocean hides many creatures in its depths and carries a rage unlike any other with crushing waves and unstoppable tidal waves that will wash away your foes. <br />
<br />
;Gift of the Sea<br />
Starting at 3rd level, you gain a swim speed of 30 feet and you become Amphibious allowing you to breath both air and water, also by using one hate point you touch another creature to allow them to breath water for ten minutes.<br />
<br />
;Shielding Wave<br />
At 6th level, your hatred takes form as a small aura of water surrounds you, at the start of each of your turns you gain temporary hit points equal to your level, at 11th level you add x2 your {{5a|cha}} modifier to the hit points.<br />
<br />
;Gauntlet Wave<br />
you learn to strike with the force of an almighty wave.<br />
At 10th level when ever you use the Carnage feature the creature must make a {{5a|str}} {{5e|saving throw}} or be pushed back 15 feet. Also you can make one more attack as a bonus action (Gauntlet Attack only).<br />
<br />
;Crushing Flood<br />
You bring the rage of the very ocean to your side in battle. At 15th level when you are near a large source of water you can use your action and 6 hate points too cause an area within a 30-foot radius to become {{5e|difficult terrain}} for 10 minutes. When you activate this feature, all creatures within the area msut succeed on a {{5a|str}} saving throw, or be pushed 10 feet back. You can move through the {{5c|difficult terrain}} created by this feature freely. <br />
<br />
As a {{5c|bonus action}} for the duration, you can cause the water to grapple a creature within range. The creature must make a {{5a|Str}} {{5e|saving throw}} against your [[Dominion_Overlord_(5e Class)#Hate|hate]] save DC, or is {{5c|grappled}}. <br />
<br />
;Tsunami<br />
You have complete dominion over the ocean and strike with intense force.<br />
At 20th level you can use your action and 10 hate points to gain these abilities for 5 minutes.<br />
<br />
*when you make an attack against a creature, it and creatures in a 30-foot cone must succeed a {{5a|str}} {{5e|saving throw}} or be pushed back 20 feet, if you kill a creature with this ability you can spend 5 hate points to stay in this for for an extra minute.<br />
<br />
*You have a pillar of water around you and ranged attacks made against you are made with disadvantage.<br />
<br />
*As an action you can send water to surround a creature no larger than huge size it must succeed a {{5a|con}} {{5e|saving throw}} or start to drown, a creature repeats this {{5e|saving throw}} the start of its turn on another fail it drops to 0 hit points and can’t regain hit points until it can breath again.<br />
<br />
*you regain hit points at the start of your turn equal to your proficiency modifier.<br />
<br />
Once you exit this form you cant enter it again until you complete a {{5e|long rest}}.<br />
<br />
====Dominion of the Skies====<br />
<br />
The heavens twist and thunder roars, signaling the coming of this Overlord of Domination and the dawn of true power. Those who choose this path will someday with enough power rule the sky once more.<br />
<br />
;Power of the Sky’s<br />
At 3rd level your attacks strike with the power of the sky all of your Gauntlet attacks deal lighting damage, at 5th level you can deal thunder damage and at 10th level you can spend 1 hate point to have all your attacks deal lighting or thunder damage for 1 minute.<br />
<br />
;Twisted Winds<br />
At 6th level, You cause the winds to boost you into the air small moments at a time you gain a flying speed equal to half your walking speed.<br />
<br />
;Zephyr’s shield<br />
At 10th level, Your body becomes attached to the azure itself granting you resistance to lightning and thunder damage, at 18th level when ever you take lightning or thunder damage you can as a reaction spend 1 hate point to gain the remaining damage as hit points instead.<br />
<br />
;Thundering Fury<br />
At 15th level, As you rule over the sky you create thunderstorms at will when you are outside you can use your action and 15 hate points to create a Tempest that is 1500 feet high and a 1500-feet radius that is 100 feet above you that last for 10 minutes you can only have one Tempest active at a time. The Tempest covers the sky and arcs lighting and booms thunder, as an action you use 5 hate points to cause 1d6 arcs of lighting to shoot down on creatures of your choice a creature must succeed a {{5a|dex}} {{5e|saving throw}} or take 8d10 lighting damage or half as much on a success, as an bonus action you can cause the Tempest to boom causing creature in the area of the Tempest to succeed a {{5a|con}} {{5e|saving throw}} or take 5d6 thunder damage on a fail and become deafened on a success they take half damage and are not deafened.<br />
<br />
;Unbridled Storm<br />
At 20th level you have the sky´s bend to your control and nothing but the strong can even come close to you. You gain the following features.<br />
<br />
:;Tornado<br />
:You conjure an spiraling cylinder of wind in range for 12 hate points, which has a 45 foot radius and 40 foot height. This cylinder becomes difficult terrain for the duration, even for flying creatures. Unattended objects in this cylinder that are Large or smaller are pulled towards the center. A creature that starts its turn in the cylinder must succeed on a Strength save or be pulled to the center of the cylinder, and be restrained while it remains in the center.<br />
<br />
:All creatures inside the cylinder take damage when you use this feature, and again at the start of each of every turn. The damage inflicted depends on how many objects and creatures are in the cylinder itself.<br />
:*'''''Small or Medium.''''' + 1d6 bludgeoning<br />
:*'''''Large.''''' + 2d6 bludgeoning<br />
:*'''''Huge.''''' + 3d6 bludgeoning<br />
:The tornado last for 5 minutes or until you dismiss it as a bonus action you can only have one tornado action at a time. Also as a bonus action you can move the tornado for ten feet.<br />
<br />
;Gale Force Wall<br />
You push wind in from your direction as an action and 12 hate points you can push a gust of wind in a line of 15 x 50 feet and creatures in the area must succeed a {{5a|str}} {{5e|saving throw}} or be pushed back 30 feet this wind snuffs all unprotected fire creatures. If hit by a solid object the creature takes 2d8 damage for each 10 feet they where pushed.<br />
<br />
;Earth Bind<br />
The sky is ruled by the strong, the weak creatures of the world do not have right to fly like the strong do. As an action and 5 hate points you can make 50 x 50 feet area become unusable for flight all creatures in that area must succeed a {{5a|str}} {{5e|saving throw}} or plummet towards the earth,the area which you chose is also counted as {{5e|difficult terrain}}.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To multiclass in the [[Dominion Overlord (5e Class)|Dominion Overlord]] you must have a {{5a|str}} score of 13 and a {{5a|cha}} score of 13 <br />
<br />
'''Proficiencies.''' When you multiclass into the Dominion Overlord class, you gain the following proficiencies: in medium and heavy armor and simple and martial weapons.<br />
<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Doitil_Arkanos_(5e_Creature)&diff=1532678Doitil Arkanos (5e Creature)2021-11-05T17:49:32Z<p>Alucarddragonborn: </p>
<hr />
<div><br />
[[Category:NPC]]<br />
<!--[[Category:Miscellaneous Creature]]--><br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
<br />
==Doitil Arkanos==<br />
{{5e Creature<br />
|size=Titanic <br />
|type=dragon <br />
|swarm=<br />
|race=<br />
|alignment=CG<br />
|ac=29<br />
|armor=Natural Armor<br />
|hd=<br />
|hp=4953<br />
|hpdice=50d100 + 1342<br />
|speed=600ft, fly 600 ft, swim 600 ft<br />
|str=30<br />
|dex=30<br />
|con=30<br />
|int=30<br />
|wis=30<br />
|cha=30<br />
|saves= {{5a|str}} +40, {{5a|dex}} +40, {{5a|con}} +40, {{5a|int}} +40, {{5a|wis}} +40, {{5a|cha}} +40<br />
|skills= {{5s|Athletics}} +40, {{5s|Arcana}} +40, {{5s|Acrobatics}} +40, {{5s|Animal Handling}} +40, {{5s|Deception}} +40, {{5s|History}} +40, {{5s|Investigation}} +40, {{5s|Insight}} +40, {{5s|Intimidation}} +40, {{5s|Medicine}} +40, {{5s|Nature}} +40, {{5s|Perception}} +40, {{5s|Performance}} +40, {{5s|Persuasion}} +40, {{5s|Religion}} +40, {{5s|Sleight of Hand}} +40, {{5s|Stealth}} +40, {{5s|Survival}} +40<br />
|di=Cold, Fire, force, lightning, acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned, Poisoned <br />
|dr=Necrotic, thunder<br />
|dv=Radiant <br />
|senses={{5e|Blindsight}} 240 ft., {{5e|Tremorsense}} 240 ft., {{5e|Truesight}} 240 ft., passive [[5e SRD:Perception Skill|Perception]] 36<br />
|languages=Draconic, Common, Elvish, Dwarven, Sylvan, Giant, Abyssal, Celestial <br />
|cr=50<br />
|xp=1,220,000<br />
|features=<br />
'''''Elemental Absorption.''''' <br />
Whenever Doitil is subjected to fire, lightning, or cold damage, it takes no damage and instead regains a number of hit points equal to the fire, lightning, or cold damage dealt. <br />
<br />
'''''Immensity.'''''<br />
Doitil can move through the space of a creature or object of Gargantuan size or smaller, and he does not treat such creatures as difficult terrain. If Doitil moves through a creature's space, the creature must make a DC 30 {{5a|dex}} saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.<br />
<br />
'''''Primal Fear and Charm.'''''<br />
If a creature would be immune to being frightened or charmed they instead have advantage on the roll and become frightened or charmed if they fail. Creatures with an wisdom score of 8 or lower become permanently frightened or charmed.<br />
<br />
'''''Gravitational Aura.'''''<br />
Doitil has a 50ft aura that increases the gravity around him. All ranged attacks are made within or that go into the aura have disadvantage and creatures who enter the aura must make a Strength saving throw or be knocked prone and take 10d10 force damage at the start of their turns or pushed out.(Doitils Choice) If a creature has a strength score of 25 they automatically succeed the saving throw.<br />
<br />
'''''Cosmic Power.''''' <br />
Doitil’s claw, tail, and bite attacks are magical. When Doitil hits with an attack or spell, the attack deals an extra 20d8 force damage in addition if Doitil were to land a critical hit the di from Cosmic Power become d20(included in the attack).<br />
<br />
'''''Siege Monster.'''''<br />
Doitil deals double damage to objects and structures.<br />
<br />
'''''Never Ending Rampage.''''' <br />
Whenever Doitil kills a living creature he gains temporary hit points equal to half the damage he dealt to it (rounded up).<br />
<br />
'''''Ultimate Criticals.'''''<br />
Doitil lands a critical hit on a roll of 16-20.<br />
<br />
'''''Unstoppable Force.''''' <br />
Damage dealt by Doitil bypasses resistance and treats immunity as resistance. In addition whenever Doitil kills a creature they cannot be brought back to life unless the wish spell is cast at the 10th level.<br />
<br />
'''''Immovable Object.''''' <br />
If Doitil would take damage that would bypass his immunity he will instead take the damage as resistance. Additionally Doitil can not be moved from where he is standing by any means if he is conscious.<br />
<br />
'''''Born Worthy.''''' <br />
Doitil ignores all class, race, and level requirements on the use of magic items and weapons.<br />
<br />
'''''Innate Spellcasting.'''''<br />
Doitil can innately cast these spells (Save DC 30, +40 to hit):<br />
<br />
At will: all force, fire, lightning and cold damaging cantrips and 1st-3rd level spells<br />
<br />
4th level (7 slots):[[Lava Line (5e Spell)|Lava Line]], [[Control Air (5e Spell)|Control Air]], [[Reshape Terrain (5e Spell)|Reshape Terrain]], [[Spike Stones (5e Spell)|Spike Stones]], [[Shake Earth (5e Spell)|Shake Earth]]<br />
<br />
5th level (6 slots):[[Earthen Prison (5e Spell)|Earthen Prison]], [[Fallen Meteor (5e Spell)|Fallen Meteor]], [[Fire Flow (5e Spell)|Fire Flow]], [[Lightning Rain (5e Spell)|Lighting Rain]]<br />
<br />
6th level (5 slots):[[Avalanche (5e Spell)|Avalanche]], [[Mind Kill (5e Spell)|Mind Kill]], [[Elemental Wrath (5e Spell)|Elemental Wrath]], [[Flux Wall (5e Spell)|Flux Wall]]<br />
<br />
7th level (4 slots):[[Fire Tornado (5e Spell)|Fire Tornado]], [[Oblivion Wave (5e Spell)|Oblivion Wave]], [[Mass Death Ward (5e Spell)| Mass Death Ward]], [[Dimensional Lock (5e Spell)| Dimensional Lock]]<br />
<br />
8th level (3 slots):[[Air Removal (5e Spell)|Air Removal]], [[Black Hole Beam (5e Spell)|Black Hole Beam]], [[Control Monster (5e Spell)|Control Monster]],[[Tornado (5e Spell)|Tornado]]<br />
<br />
9th level (2 slot):[[Genesis (5e Spell)|Genesis]], [[Greater Heal (5e Spell)|Greater Heal]], [[Obliterate Soul (5e Spell)|Obliterate Soul]], [[Obliterate (5e Spell)|Obliterate]]<br />
<br />
10th level (1 slot):<br />
<br />
'''''Adamantine Bones.'''''<br />
Doitil has disadvantage on all Dexterity saving throws, checks, attack rolls that use dexterity, and any critical hit against him becomes a normal hit.<br />
<br />
'''''Mythical Strike.'''''<br />
Doitil can choose to automatically hit all of his attacks and all of his attacks deal max damage, but he gains vulnerability to his resistances and every attack made against him is with advantage and is a critical.<br />
<br />
'''''Legendary Resistance (5/Day).''''' <br />
If Doitil fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
<br />
'''''Multiattack.''''' Doitil can use his Frightful Presence. He then makes nine attacks: two with his bite, one with his tail and four with his claws. He may use his Crush or Swallow in place of his bite.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +40 to hit, reach 30 ft., 10 targets. ''Hit:'' 65 (10d10 + 10) piercing damage plus 90 (20d8) force damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +40 to hit, reach 45 ft., 10 targets. ''Hit:'' 45 (10d6 + 10) slashing damage plus 90 (20d8) force damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +40 to hit, reach 180 ft., 20 targets. ''Hit:'' 55 (10d8 + 10) bludgeoning damage plus 90 (20d8) force damage.<br />
<br />
'''''Wings.''''' ''Ranged Weapon Attack:'' +40 to hit, reach 400 ft., everything within range. ''Hit:'' 153 (10d10 + 100) bludgeoning damage damage. All creatures hit by this attack must succeed on a DC 30 {{5a|str}} saving throw or be pushed back 100 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious.<br />
<br />
'''''Crush.''''' <br />
Doitil attempts to crush its foes underneath it using its weight. All creatures in Doitils space must make a DC 20 {{5a|dex}} saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes {{5c|Grappled}} by the dragon (escape DC 20). While grappled in this manner, a creature is also considered {{5c|Prone}} and {{5c|Restrained}}, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of Doitils turns. A creature is freed from this grapple when the dragon moves.<br />
<br />
'''''Swallow.'''''<br />
Doitil makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {{5c|Blinded}} and {{5c|Restrained}}, it has total cover against attacks and other effects outside the dragon, and it takes 99 (22d8) acid damage at the start of each of Doitil’s turns.<br/><br />
If Doitil takes 75 damage or more on a single turn from a creature inside it, Doitil must succeed on a {{5a|con}} saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Doitil. The DC for this saving throw equals one-third the damage taken during that single turn. If Doitil dies, a swallowed creature is no longer {{5c|Restrained}} by it and can escape from the corpse by using 30 feet of movement, exiting {{5c|Prone}}.<br />
<br />
'''''Frightful Presence.'''''<br />
Each creature of Doitil’s choice that is within 240 feet of him and aware of him must succeed on a DC 30 {{5a|wis}} saving throw or become {{5c|Frightened}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Breath Weapon (Recharge 3-6).''''' <br />
Doitil uses one of his breath weapons. The breath weapon has a DC of 30. On a failed save the target takes full damage. On a successful save the target takes half damage.<br />
* ''Force Breath.'' 600 ft cone, 263 (60d10) force damage, Con saving throw<br />
* ''Lightning Breath.'' 600 ft x 20 ft line, 263 (60d10) lighting damage, Con saving throw<br />
* ''Weakening Breath.'' 600 ft cone, Each creature in that area must succeed Strength saving throw or have disadvantage on Strength-based Attack rolls, Strength checks, and Strength Saving Throws for 10 minutes.<br />
<br />
'''''Change Shape.''''' <br />
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).<br/><br />
In a new form, the dragon retains its alignment, {{5e|Hit Points|hit points}}, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.<br />
<br />
'''''Burst of the Cosmos.''''' <br />
all creatures within 50 feet of Doitil must succeed a Strength saving throw. On a failed save, the creature takes 15d8 force damage and is pushed back by 30 feet. On a successful save, the creature is not pushed back and takes half as much damage.<br />
<br />
|reactions= '''''Otherworldly Resistance.''''' When Doitil takes damage he can use his reaction to reduce all damage he takes by 12d10 until the start of his next turn.<br />
<br />
|legendary={{Legendary Actions|name=Doitil|actions=5}}<br/><br />
<br />
'''Detect.''' Doitil makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Tail Attack.''' Doitil makes a tail attack.<br/><br />
'''Quick Spell (Costs 2 Actions).''' Doitil cast an At Will spell.<br />
<br />
|description='''Biology'''<br />
Doitil is a otherworldly dragon, others will see similarities between the Dragonborn and Doitil. When fully erect he 300ft tall with a wingspan of 650ft from edge to edge companied by a 300ft long tail. His scales fluctuate between Gold, Azure, Grey, and Crimson, and Black.<br />
<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
'''History'''<br />
This race of dragon once believed they were the only sentient life in the cosmos, even after traveling from planet to planet until the oldest of them came across world that was covered in conflict between the Primordials and the Elder Gods. Acting as the mediator Arkanos the father of this Cosmic Dragons, put an end to the conflict having the Elder Gods as well as the Primordials, both reluctant but the war was over. After many years Arkanos and his dragons made another world their home. This peace was not to last after 100 years the gods became jealous of the power of the dragons and planned a purge upon them and take back the world they fought so hard for. Unprepared and out numbered the dragons fought bravely until none were left all but one.<br />
<br />
'''Personality''' <br />
With the loss of his family Doitil wondered from world to world gaining power in secret learning the weakness of the gods. Disguising himself as the mortals he spent many centuries finding new friends participating in wars, increasing his knowledge and learning battle tactics. Overtime Doitil realized that the life of an adventurer was the life he was born to have.<br />
<br />
'''Battle Tactics'''<br />
A master tactician in his own right, he once commanded three different continental wars at once at which his armies were vastly outnumbered. Doitil tends to test his opponents when he first encounters a foe he tends not to strike back until he sees promising power.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Doitil_Arkanos_(5e_Creature)&diff=1532676Doitil Arkanos (5e Creature)2021-11-05T17:47:00Z<p>Alucarddragonborn: </p>
<hr />
<div><br />
[[Category:NPC]]<br />
<!--[[Category:Miscellaneous Creature]]--><br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
<br />
==Doitil Arkanos==<br />
{{5e Creature<br />
|size=Titanic <br />
|type=dragon <br />
|swarm=<br />
|race=<br />
|alignment=CG<br />
|ac=29<br />
|armor=Natural Armor<br />
|hd=<br />
|hp=4953<br />
|hpdice=50d100 + 1342<br />
|speed=600ft, fly 600 ft, swim 600 ft<br />
|str=30<br />
|dex=30<br />
|con=30<br />
|int=30<br />
|wis=30<br />
|cha=30<br />
|saves= {{5a|str}} +40, {{5a|dex}} +40, {{5a|con}} +40, {{5a|int}} +40, {{5a|wis}} +40, {{5a|cha}} +40<br />
|skills= {{5s|Athletics}} +40, {{5s|Arcana}} +40, {{5s|Acrobatics}} +40, {{5s|Animal Handling}} +40, {{5s|Deception}} +40, {{5s|History}} +40, {{5s|Investigation}} +40, {{5s|Insight}} +40, {{5s|Intimidation}} +40, {{5s|Medicine}} +40, {{5s|Nature}} +40, {{5s|Perception}} +40, {{5s|Performance}} +40, {{5s|Persuasion}} +40, {{5s|Religion}} +40, {{5s|Sleight of Hand}} +40, {{5s|Stealth}} +40, {{5s|Survival}} +40<br />
|di=Cold, Fire, force, lightning, acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned, Poisoned <br />
|dr=Necrotic, thunder<br />
|dv=Radiant <br />
|senses={{5e|Blindsight}} 240 ft., {{5e|Tremorsense}} 240 ft., {{5e|Truesight}} 240 ft., passive [[5e SRD:Perception Skill|Perception]] 36<br />
|languages=Draconic, Common, Elvish, Dwarven, Sylvan, Giant, Abyssal, Celestial <br />
|cr=50<br />
|xp=1,220,000<br />
|features=<br />
'''''Elemental Absorption.''''' <br />
Whenever Doitil is subjected to fire, lightning, or cold damage, it takes no damage and instead regains a number of hit points equal to the fire, lightning, or cold damage dealt. <br />
<br />
'''''Immensity.'''''<br />
Doitil can move through the space of a creature or object of Gargantuan size or smaller, and he does not treat such creatures as difficult terrain. If Doitil moves through a creature's space, the creature must make a DC 30 {{5a|dex}} saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.<br />
<br />
'''''Primal Fear and Charm.'''''<br />
If a creature would be immune to being frightened or charmed they instead have advantage on the roll and become frightened or charmed if they fail. Creatures with an wisdom score of 8 or lower become permanently frightened or charmed.<br />
<br />
'''''Gravitational Aura.'''''<br />
Doitil has a 50ft aura that increases the gravity around him. All ranged attacks are made within or that go into the aura have disadvantage and creatures who enter the aura must make a Strength saving throw or be knocked prone and take 10d10 force damage at the start of their turns or pushed out.(Doitils Choice) If a creature has a strength score of 25 they automatically succeed the saving throw.<br />
<br />
'''''Cosmic Power.''''' <br />
Doitil’s claw, tail, and bite attacks are magical. When Doitil hits with an attack or spell, the attack deals an extra 20d8 force damage in addition if Doitil were to land a critical hit the di from Cosmic Power become d20(included in the attack).<br />
<br />
'''''Siege Monster.'''''<br />
Doitil deals double damage to objects and structures.<br />
<br />
'''''Never Ending Rampage.''''' <br />
Whenever Doitil kills a living creature he gains temporary hit points equal to half the damage he dealt to it (rounded up).<br />
<br />
'''''Ultimate Criticals.'''''<br />
Doitil lands a critical hit on a roll of 16-20.<br />
<br />
'''''Unstoppable Force.''''' <br />
Damage dealt by Doitil bypasses resistance and treats immunity as resistance. In addition whenever Doitil kills a creature they cannot be brought back to life unless the wish spell is cast at the 10th level.<br />
<br />
'''''Immovable Object.''''' <br />
If Doitil would take damage that would bypass his immunity he will instead take the damage as resistance. Additionally Doitil can not be moved from where he is standing by any means if he is conscious.<br />
<br />
'''''Born Worthy.''''' <br />
Doitil ignores all class, race, and level requirements on the use of magic items and weapons.<br />
<br />
'''''Innate Spellcasting.'''''<br />
Doitil can innately cast these spells (Save DC 30, +40 to hit):<br />
<br />
At will: all force, fire, lightning and cold damaging cantrips and 1st-3rd level spells<br />
<br />
4th level (7 slots):[[Lava Line (5e Spell)|Lava Line]], [[Control Air (5e Spell)|Control Air]], [[Reshape Terrain (5e Spell)|Reshape Terrain]], [[Spike Stones (5e Spell)|Spike Stones]], [[Shake Earth (5e Spell)|Shake Earth]]<br />
<br />
5th level (6 slots):[[Earthen Prison (5e Spell)|Earthen Prison]], [[Fallen Meteor (5e Spell)|Fallen Meteor]], [[Fire Flow (5e Spell)|Fire Flow]], [[Lightning Rain (5e Spell)|Lighting Rain]]<br />
<br />
6th level (5 slots):[[Avalanche (5e Spell)|Avalanche]], [[Mind Kill (5e Spell)|Mind Kill]], [[Elemental Wrath (5e Spell)|Elemental Wrath]], [[Flux Wall (5e Spell)|Flux Wall]]<br />
<br />
7th level (4 slots):[[Fire Tornado (5e Spell)|Fire Tornado]], [[Oblivion Wave (5e Spell)|Oblivion Wave]], [[Mass Death Ward (5e Spell)| Mass Death Ward]],<br />
<br />
8th level (3 slots):[[Air Removal (5e Spell)|Air Removal]], [[Black Hole Beam (5e Spell)|Black Hole Beam]], [[Control Monster (5e Spell)|Control Monster]], [[Dimensional Lock (5e Spell)| Dimensional Lock]], [[Tornado (5e Spell)|Tornado]]<br />
<br />
9th level (2 slot):[[Genesis (5e Spell)|Genesis]], [[Greater Heal (5e Spell)|Greater Heal]], [[Obliterate Soul (5e Spell)|Obliterate Soul]], [[Obliterate (5e Spell)|Obliterate]]<br />
<br />
10th level (1 slot):<br />
<br />
'''''Adamantine Bones.'''''<br />
Doitil has disadvantage on all Dexterity saving throws, checks, attack rolls that use dexterity, and any critical hit against him becomes a normal hit.<br />
<br />
'''''Mythical Strike.'''''<br />
Doitil can choose to automatically hit all of his attacks and all of his attacks deal max damage, but he gains vulnerability to his resistances and every attack made against him is with advantage and is a critical.<br />
<br />
'''''Legendary Resistance (5/Day).''''' <br />
If Doitil fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
<br />
'''''Multiattack.''''' Doitil can use his Frightful Presence. He then makes nine attacks: two with his bite, one with his tail and four with his claws. He may use his Crush or Swallow in place of his bite.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +40 to hit, reach 30 ft., 10 targets. ''Hit:'' 65 (10d10 + 10) piercing damage plus 90 (20d8) force damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +40 to hit, reach 45 ft., 10 targets. ''Hit:'' 45 (10d6 + 10) slashing damage plus 90 (20d8) force damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +40 to hit, reach 180 ft., 20 targets. ''Hit:'' 55 (10d8 + 10) bludgeoning damage plus 90 (20d8) force damage.<br />
<br />
'''''Wings.''''' ''Ranged Weapon Attack:'' +40 to hit, reach 400 ft., everything within range. ''Hit:'' 153 (10d10 + 100) bludgeoning damage damage. All creatures hit by this attack must succeed on a DC 30 {{5a|str}} saving throw or be pushed back 100 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious.<br />
<br />
'''''Crush.''''' <br />
Doitil attempts to crush its foes underneath it using its weight. All creatures in Doitils space must make a DC 20 {{5a|dex}} saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes {{5c|Grappled}} by the dragon (escape DC 20). While grappled in this manner, a creature is also considered {{5c|Prone}} and {{5c|Restrained}}, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of Doitils turns. A creature is freed from this grapple when the dragon moves.<br />
<br />
'''''Swallow.'''''<br />
Doitil makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {{5c|Blinded}} and {{5c|Restrained}}, it has total cover against attacks and other effects outside the dragon, and it takes 99 (22d8) acid damage at the start of each of Doitil’s turns.<br/><br />
If Doitil takes 75 damage or more on a single turn from a creature inside it, Doitil must succeed on a {{5a|con}} saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Doitil. The DC for this saving throw equals one-third the damage taken during that single turn. If Doitil dies, a swallowed creature is no longer {{5c|Restrained}} by it and can escape from the corpse by using 30 feet of movement, exiting {{5c|Prone}}.<br />
<br />
'''''Frightful Presence.'''''<br />
Each creature of Doitil’s choice that is within 240 feet of him and aware of him must succeed on a DC 30 {{5a|wis}} saving throw or become {{5c|Frightened}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Breath Weapon (Recharge 3-6).''''' <br />
Doitil uses one of his breath weapons. The breath weapon has a DC of 30. On a failed save the target takes full damage. On a successful save the target takes half damage.<br />
* ''Force Breath.'' 600 ft cone, 263 (60d10) force damage, Con saving throw<br />
* ''Lightning Breath.'' 600 ft x 20 ft line, 263 (60d10) lighting damage, Con saving throw<br />
* ''Weakening Breath.'' 600 ft cone, Each creature in that area must succeed Strength saving throw or have disadvantage on Strength-based Attack rolls, Strength checks, and Strength Saving Throws for 10 minutes.<br />
<br />
'''''Change Shape.''''' <br />
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).<br/><br />
In a new form, the dragon retains its alignment, {{5e|Hit Points|hit points}}, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.<br />
<br />
'''''Burst of the Cosmos.''''' <br />
all creatures within 50 feet of Doitil must succeed a Strength saving throw. On a failed save, the creature takes 15d8 force damage and is pushed back by 30 feet. On a successful save, the creature is not pushed back and takes half as much damage.<br />
<br />
|reactions= '''''Otherworldly Resistance.''''' When Doitil takes damage he can use his reaction to reduce all damage he takes by 12d10 until the start of his next turn.<br />
<br />
|legendary={{Legendary Actions|name=Doitil|actions=5}}<br/><br />
<br />
'''Detect.''' Doitil makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Tail Attack.''' Doitil makes a tail attack.<br/><br />
'''Quick Spell (Costs 2 Actions).''' Doitil cast an At Will spell.<br />
<br />
|description='''Biology'''<br />
Doitil is a otherworldly dragon, others will see similarities between the Dragonborn and Doitil. When fully erect he 300ft tall with a wingspan of 650ft from edge to edge companied by a 300ft long tail. His scales fluctuate between Gold, Azure, Grey, and Crimson, and Black.<br />
<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
'''History'''<br />
This race of dragon once believed they were the only sentient life in the cosmos, even after traveling from planet to planet until the oldest of them came across world that was covered in conflict between the Primordials and the Elder Gods. Acting as the mediator Arkanos the father of this Cosmic Dragons, put an end to the conflict having the Elder Gods as well as the Primordials, both reluctant but the war was over. After many years Arkanos and his dragons made another world their home. This peace was not to last after 100 years the gods became jealous of the power of the dragons and planned a purge upon them and take back the world they fought so hard for. Unprepared and out numbered the dragons fought bravely until none were left all but one.<br />
<br />
'''Personality''' <br />
With the loss of his family Doitil wondered from world to world gaining power in secret learning the weakness of the gods. Disguising himself as the mortals he spent many centuries finding new friends participating in wars, increasing his knowledge and learning battle tactics. Overtime Doitil realized that the life of an adventurer was the life he was born to have.<br />
<br />
'''Battle Tactics'''<br />
A master tactician in his own right, he once commanded three different continental wars at once at which his armies were vastly outnumbered. Doitil tends to test his opponents when he first encounters a foe he tends not to strike back until he sees promising power.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=NPCs_(The_Holy_War_Supplement)&diff=1532468NPCs (The Holy War Supplement)2021-11-05T05:58:23Z<p>Alucarddragonborn: /* The Dwarfvin Council */</p>
<hr />
<div>=Introduction=<br />
In the ever expanding multiverse the inhabitants of the Kingdoms of Trevendour there lives many important people those who have had there name song across generations and those who have been forgotten nevertheless these people are important to ones story and may even make an adventure become renown.<br />
<br />
=Important NPCs=<br />
===[[Cole The Necromancer (5e Creature)|Cole The Necromancer]]===<br />
All great rulers have storys this one belongs to Cole.<br />
His past was simple but soon became unforgiving, his future determined to get revenge on the god who sentenced his father to death, "King of all Undead" he calls himself and ruler of his own kingdom called, The Kingdom of Deaths Door. Allied with the Elvish kingdom, Silvia the ruler of her kingdom and with her help Cole with have the stomping power to crush the Holy Kingdom.<br />
<br />
=Important NPCs=<br />
===The Dwarven Council===<br />
A group of skilled Dwarf's came together and forged a Kingdom so that their people are safe. To insure their people's safety they created<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[The_Holy_War_(5e_Campaign_Setting)|The Holy War]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:The Holy War Setting]]<br />
[[Category:Supplement]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=NPCs_(The_Holy_War_Supplement)&diff=1532467NPCs (The Holy War Supplement)2021-11-05T05:57:17Z<p>Alucarddragonborn: /* Cole The Necromancer */</p>
<hr />
<div>=Introduction=<br />
In the ever expanding multiverse the inhabitants of the Kingdoms of Trevendour there lives many important people those who have had there name song across generations and those who have been forgotten nevertheless these people are important to ones story and may even make an adventure become renown.<br />
<br />
=Important NPCs=<br />
===[[Cole The Necromancer (5e Creature)|Cole The Necromancer]]===<br />
All great rulers have storys this one belongs to Cole.<br />
His past was simple but soon became unforgiving, his future determined to get revenge on the god who sentenced his father to death, "King of all Undead" he calls himself and ruler of his own kingdom called, The Kingdom of Deaths Door. Allied with the Elvish kingdom, Silvia the ruler of her kingdom and with her help Cole with have the stomping power to crush the Holy Kingdom.<br />
<br />
=Important NPCs=<br />
===The Dwarfvin Council===<br />
A group of skilled Dwarf's came together and forged a Kingdom so that their people are safe. To insure their people's safety they created<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[The_Holy_War_(5e_Campaign_Setting)|The Holy War]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:The Holy War Setting]]<br />
[[Category:Supplement]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Doitil_Arkanos_(5e_Creature)&diff=1532463Doitil Arkanos (5e Creature)2021-11-05T05:39:40Z<p>Alucarddragonborn: </p>
<hr />
<div><br />
[[Category:NPC]]<br />
<!--[[Category:Miscellaneous Creature]]--><br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
<br />
==Doitil Arkanos==<br />
{{5e Creature<br />
|size=Titanic <br />
|type=dragon <br />
|swarm=<br />
|race=<br />
|alignment=CG<br />
|ac=29<br />
|armor=Natural Armor<br />
|hd=<br />
|hp=4953<br />
|hpdice=50d100 + 1342<br />
|speed=600ft, fly 600 ft, swim 600 ft<br />
|str=30<br />
|dex=30<br />
|con=30<br />
|int=30<br />
|wis=30<br />
|cha=30<br />
|saves= {{5a|str}} +40, {{5a|dex}} +40, {{5a|con}} +40, {{5a|int}} +40, {{5a|wis}} +40, {{5a|cha}} +40<br />
|skills= {{5s|Athletics}} +40, {{5s|Arcana}} +40, {{5s|Acrobatics}} +40, {{5s|Animal Handling}} +40, {{5s|Deception}} +40, {{5s|History}} +40, {{5s|Investigation}} +40, {{5s|Insight}} +40, {{5s|Intimidation}} +40, {{5s|Medicine}} +40, {{5s|Nature}} +40, {{5s|Perception}} +40, {{5s|Performance}} +40, {{5s|Persuasion}} +40, {{5s|Religion}} +40, {{5s|Sleight of Hand}} +40, {{5s|Stealth}} +40, {{5s|Survival}} +40<br />
|di=Cold, Fire, force, lightning, acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned, Poisoned <br />
|dr=Necrotic, thunder<br />
|dv=Radiant <br />
|senses={{5e|Blindsight}} 240 ft., {{5e|Tremorsense}} 240 ft., {{5e|Truesight}} 240 ft., passive [[5e SRD:Perception Skill|Perception]] 36<br />
|languages=Draconic, Common, Elvish, Dwarven, Sylvan, Giant, Abyssal, Celestial <br />
|cr=50<br />
|xp=1,220,000<br />
|features=<br />
'''''Elemental Absorption.''''' <br />
Whenever Doitil is subjected to fire, lightning, or cold damage, it takes no damage and instead regains a number of hit points equal to the fire, lightning, or cold damage dealt. <br />
<br />
'''''Immensity.'''''<br />
Doitil can move through the space of a creature or object of Gargantuan size or smaller, and he does not treat such creatures as difficult terrain. If Doitil moves through a creature's space, the creature must make a DC 30 {{5a|dex}} saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.<br />
<br />
'''''Primal Fear and Charm.'''''<br />
If a creature would be immune to being frightened or charmed they instead have advantage on the roll and become frightened or charmed if they fail. Creatures with an wisdom score of 8 or lower become permanently frightened or charmed.<br />
<br />
'''''Gravitational Aura.'''''<br />
Doitil has a 50ft aura that increases the gravity around him. All ranged attacks are made within or that go into the aura have disadvantage and creatures who enter the aura must make a Strength saving throw or be knocked prone and take 10d10 force damage at the start of their turns or pushed out.(Doitils Choice) If a creature has a strength score of 25 they automatically succeed the saving throw.<br />
<br />
'''''Cosmic Power.''''' <br />
Doitil’s claw, tail, and bite attacks are magical. When Doitil hits with an attack or spell, the attack deals an extra 20d8 force damage in addition if Doitil were to land a critical hit the di from Cosmic Power become d20(included in the attack).<br />
<br />
'''''Siege Monster.'''''<br />
Doitil deals double damage to objects and structures.<br />
<br />
'''''Never Ending Rampage.''''' <br />
Whenever Doitil kills a living creature he gains temporary hit points equal to half the damage he dealt to it (rounded up).<br />
<br />
'''''Ultimate Criticals.'''''<br />
Doitil lands a critical hit on a roll of 16-20.<br />
<br />
'''''Unstoppable Force.''''' <br />
Damage dealt by Doitil bypasses resistance and treats immunity as resistance. In addition whenever Doitil kills a creature they cannot be brought back to life unless the wish spell is cast at the 10th level.<br />
<br />
'''''Immovable Object.''''' <br />
If Doitil would take damage that would bypass his immunity he will instead take the damage as resistance. Additionally Doitil can not be moved from where he is standing by any means if he is conscious.<br />
<br />
'''''Born Worthy.''''' <br />
Doitil ignores all class, race, and level requirements on the use of magic items and weapons.<br />
<br />
'''''Innate Spellcasting.'''''<br />
Doitil can innately cast these spells (Save DC 30, +40 to hit):<br />
<br />
At will: all force, fire, lightning and cold damaging cantrips and 1st-3rd level spells<br />
<br />
4th level (7 slots):[[Lava Line (5e Spell)|Lava Line]], [[Control Air (5e Spell)|Control Air]], [[Reshape Terrain (5e Spell)|Reshape Terrain]], [[Spike Stones (5e Spell)|Spike Stones]], [[Shake Earth (5e Spell)|Shake Earth]]<br />
<br />
5th level (6 slots):[[Earthen Prison (5e Spell)|Earthen Prison]], [[Fallen Meteor (5e Spell)|Fallen Meteor]], [[Fire Flow (5e Spell)|Fire Flow]], [[Lightning Rain (5e Spell)|Lighting Rain]]<br />
<br />
6th level (5 slots):[[Avalanche (5e Spell)|Avalanche]], [[Mind Kill (5e Spell)|Mind Kill]], [[Elemental Wrath (5e Spell)|Elemental Wrath]], [[Flux Wall (5e Spell)|Flux Wall]]<br />
<br />
7th level (4 slots):[[Fire Tornado (5e Spell)|Fire Tornado]], [[Oblivion Wave (5e Spell)|Oblivion Wave]], [[Mass Death Ward (5e Spell)| Mass Death Ward]],<br />
<br />
8th level (3 slots):[[Air Removal (5e Spell)|Air Removal]], [[Black Hole Beam (5e Spell)|Black Hole Beam]], [[Control Monster (5e Spell)|Control Monster]], [[Dimensional Lock (5e Spell)| Dimensional Lock]], [[Tornado (5e Spell)|Tornado]]<br />
<br />
9th level (2 slot):[[Genesis (5e Spell)|Genesis]], [[Gravitational Anomaly (5e Spell)| Gravitational Anomaly]], [[Greater Heal (5e Spell)|Greater Heal]], [[Obliterate Soul (5e Spell)|Obliterate Soul]], [[Obliterate (5e Spell)|Obliterate]]<br />
<br />
10th level (1 slot):<br />
<br />
'''''Adamantine Bones.'''''<br />
Doitil has disadvantage on all Dexterity saving throws, checks, attack rolls that use dexterity, and any critical hit against him becomes a normal hit.<br />
<br />
'''''Mythical Strike.'''''<br />
Doitil can choose to automatically hit all of his attacks and all of his attacks deal max damage, but he gains vulnerability to his resistances and every attack made against him is with advantage and is a critical.<br />
<br />
'''''Legendary Resistance (5/Day).''''' <br />
If Doitil fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
<br />
'''''Multiattack.''''' Doitil can use his Frightful Presence. He then makes nine attacks: two with his bite, one with his tail and four with his claws. He may use his Crush or Swallow in place of his bite.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +40 to hit, reach 30 ft., 10 targets. ''Hit:'' 65 (10d10 + 10) piercing damage plus 90 (20d8) force damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +40 to hit, reach 45 ft., 10 targets. ''Hit:'' 45 (10d6 + 10) slashing damage plus 90 (20d8) force damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +40 to hit, reach 180 ft., 20 targets. ''Hit:'' 55 (10d8 + 10) bludgeoning damage plus 90 (20d8) force damage.<br />
<br />
'''''Wings.''''' ''Ranged Weapon Attack:'' +40 to hit, reach 400 ft., everything within range. ''Hit:'' 153 (10d10 + 100) bludgeoning damage damage. All creatures hit by this attack must succeed on a DC 30 {{5a|str}} saving throw or be pushed back 100 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious.<br />
<br />
'''''Crush.''''' <br />
Doitil attempts to crush its foes underneath it using its weight. All creatures in Doitils space must make a DC 20 {{5a|dex}} saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes {{5c|Grappled}} by the dragon (escape DC 20). While grappled in this manner, a creature is also considered {{5c|Prone}} and {{5c|Restrained}}, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of Doitils turns. A creature is freed from this grapple when the dragon moves.<br />
<br />
'''''Swallow.'''''<br />
Doitil makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {{5c|Blinded}} and {{5c|Restrained}}, it has total cover against attacks and other effects outside the dragon, and it takes 99 (22d8) acid damage at the start of each of Doitil’s turns.<br/><br />
If Doitil takes 75 damage or more on a single turn from a creature inside it, Doitil must succeed on a {{5a|con}} saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Doitil. The DC for this saving throw equals one-third the damage taken during that single turn. If Doitil dies, a swallowed creature is no longer {{5c|Restrained}} by it and can escape from the corpse by using 30 feet of movement, exiting {{5c|Prone}}.<br />
<br />
'''''Frightful Presence.'''''<br />
Each creature of Doitil’s choice that is within 240 feet of him and aware of him must succeed on a DC 30 {{5a|wis}} saving throw or become {{5c|Frightened}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Breath Weapon (Recharge 3-6).''''' <br />
Doitil uses one of his breath weapons. The breath weapon has a DC of 30. On a failed save the target takes full damage. On a successful save the target takes half damage.<br />
* ''Force Breath.'' 600 ft cone, 263 (60d10) force damage, Con saving throw<br />
* ''Lightning Breath.'' 600 ft x 20 ft line, 263 (60d10) lighting damage, Con saving throw<br />
* ''Weakening Breath.'' 600 ft cone, Each creature in that area must succeed Strength saving throw or have disadvantage on Strength-based Attack rolls, Strength checks, and Strength Saving Throws for 10 minutes.<br />
<br />
'''''Change Shape.''''' <br />
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).<br/><br />
In a new form, the dragon retains its alignment, {{5e|Hit Points|hit points}}, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.<br />
<br />
'''''Burst of the Cosmos.''''' <br />
all creatures within 50 feet of Doitil must succeed a Strength saving throw. On a failed save, the creature takes 15d8 force damage and is pushed back by 30 feet. On a successful save, the creature is not pushed back and takes half as much damage.<br />
<br />
|reactions= '''''Otherworldly Resistance.''''' When Doitil takes damage he can use his reaction to reduce all damage he takes by 12d10 until the start of his next turn.<br />
<br />
|legendary={{Legendary Actions|name=Doitil|actions=5}}<br/><br />
<br />
'''Detect.''' Doitil makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Tail Attack.''' Doitil makes a tail attack.<br/><br />
'''Quick Spell (Costs 2 Actions).''' Doitil cast an At Will spell.<br />
<br />
|description='''Biology'''<br />
Doitil is a otherworldly dragon, others will see similarities between the Dragonborn and Doitil. When fully erect he 300ft tall with a wingspan of 650ft from edge to edge companied by a 300ft long tail. His scales fluctuate between Gold, Azure, Grey, and Crimson, and Black.<br />
<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
'''History'''<br />
This race of dragon once believed they were the only sentient life in the cosmos, even after traveling from planet to planet until the oldest of them came across world that was covered in conflict between the Primordials and the Elder Gods. Acting as the mediator Arkanos the father of this Cosmic Dragons, put an end to the conflict having the Elder Gods as well as the Primordials, both reluctant but the war was over. After many years Arkanos and his dragons made another world their home. This peace was not to last after 100 years the gods became jealous of the power of the dragons and planned a purge upon them and take back the world they fought so hard for. Unprepared and out numbered the dragons fought bravely until none were left all but one.<br />
<br />
'''Personality''' <br />
With the loss of his family Doitil wondered from world to world gaining power in secret learning the weakness of the gods. Disguising himself as the mortals he spent many centuries finding new friends participating in wars, increasing his knowledge and learning battle tactics. Overtime Doitil realized that the life of an adventurer was the life he was born to have.<br />
<br />
'''Battle Tactics'''<br />
A master tactician in his own right, he once commanded three different continental wars at once at which his armies were vastly outnumbered. Doitil tends to test his opponents when he first encounters a foe he tends not to strike back until he sees promising power.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Doitil_Arkanos_(5e_Creature)&diff=1532367Doitil Arkanos (5e Creature)2021-11-04T23:24:55Z<p>Alucarddragonborn: </p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
<br />
==Doitil Arkanos==<br />
{{5e Creature<br />
|size=Titanic <br />
|type=dragon <br />
|swarm=<br />
|race=<br />
|alignment=CG<br />
|ac=29<br />
|armor=Natural Armor<br />
|hd=<br />
|hp=4953<br />
|hpdice=50d100 + 1342<br />
|speed=600ft, fly 600 ft, swim 600 ft<br />
|str=30<br />
|dex=30<br />
|con=30<br />
|int=30<br />
|wis=30<br />
|cha=30<br />
|saves= {{5a|str}} +40, {{5a|dex}} +40, {{5a|con}} +40, {{5a|int}} +40, {{5a|wis}} +40, {{5a|cha}} +40<br />
|skills= {{5s|Athletics}} +40, {{5s|Arcana}} +40, {{5s|Acrobatics}} +40, {{5s|Animal Handling}} +40, {{5s|Deception}} +40, {{5s|History}} +40, {{5s|Investigation}} +40, {{5s|Insight}} +40, {{5s|Intimidation}} +40, {{5s|Medicine}} +40, {{5s|Nature}} +40, {{5s|Perception}} +40, {{5s|Performance}} +40, {{5s|Persuasion}} +40, {{5s|Religion}} +40, {{5s|Sleight of Hand}} +40, {{5s|Stealth}} +40, {{5s|Survival}} +40<br />
|di=Cold, Fire, force, lightning, acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned, Poisoned <br />
|dr=Necrotic, thunder<br />
|dv=Radiant <br />
|senses={{5e|Blindsight}} 240 ft., {{5e|Tremorsense}} 240 ft., {{5e|Truesight}} 240 ft., passive [[5e SRD:Perception Skill|Perception]] 36<br />
|languages=Draconic, Common, Elvish, Dwarven, Sylvan, Giant, Abyssal, Celestial <br />
|cr=50<br />
|xp=1,220,000<br />
|features=<br />
'''''Elemental Absorption.''''' <br />
Whenever Doitil is subjected to fire, lightning, or cold damage, it takes no damage and instead regains a number of hit points equal to the fire, lightning, or cold damage dealt. <br />
<br />
'''''Immensity.'''''<br />
Doitil can move through the space of a creature or object of Gargantuan size or smaller, and he does not treat such creatures as difficult terrain. If Doitil moves through a creature's space, the creature must make a DC 30 {{5a|dex}} saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.<br />
<br />
'''''Primal Fear and Charm.'''''<br />
If a creature would be immune to being frightened or charmed they instead have advantage on the roll and become frightened or charmed if they fail. Creatures with an wisdom score of 8 or lower become permanently frightened or charmed.<br />
<br />
'''''Gravitational Aura.'''''<br />
Doitil has a 50ft aura that increases the gravity around him. All ranged attacks are made within or that go into the aura have disadvantage and creatures who enter the aura must make a Strength saving throw or be knocked prone and take 10d10 force damage at the start of their turns or pushed out.(Doitils Choice) If a creature has a strength score of 25 they automatically succeed the saving throw.<br />
<br />
'''''Cosmic Power.''''' <br />
Doitil’s claw, tail, and bite attacks are magical. When Doitil hits with an attack or spell, the attack deals an extra 20d8 force damage in addition if Doitil were to land a critical hit the di from Cosmic Power become d20(included in the attack).<br />
<br />
'''''Siege Monster.'''''<br />
Doitil deals double damage to objects and structures.<br />
<br />
'''''Never Ending Rampage.''''' <br />
Whenever Doitil kills a living creature he gains temporary hit points equal to half the damage he dealt to it (rounded up).<br />
<br />
'''''Ultimate Criticals.'''''<br />
Doitil lands a critical hit on a roll of 16-20.<br />
<br />
'''''Unstoppable Force.''''' <br />
Damage dealt by Doitil bypasses resistance and treats immunity as resistance. In addition whenever Doitil kills a creature they cannot be brought back to life unless the wish spell is cast at the 10th level.<br />
<br />
'''''Immovable Object.''''' <br />
If Doitil would take damage that would bypass his immunity he will instead take the damage as resistance. Additionally Doitil can not be moved from where he is standing by any means if he is conscious.<br />
<br />
'''''Born Worthy.''''' <br />
Doitil ignores all class, race, and level requirements on the use of magic items and weapons.<br />
<br />
'''''Innate Spellcasting.'''''<br />
Doitil can innately cast these spells (Save DC 30, +40 to hit):<br />
<br />
At will: all force, fire, lightning and cold damaging cantrips and 1st-3rd level spells<br />
<br />
4th level (7 slots):[[Lava Line (5e Spell)|Lava Line]], [[Control Air (5e Spell)|Control Air]], [[Reshape Terrain (5e Spell)|Reshape Terrain]], [[Spike Stones (5e Spell)|Spike Stones]], [[Shake Earth (5e Spell)|Shake Earth]]<br />
<br />
5th level (6 slots):[[Earthen Prison (5e Spell)|Earthen Prison]], [[Fallen Meteor (5e Spell)|Fallen Meteor]], [[Fire Flow (5e Spell)|Fire Flow]], [[Lightning Rain (5e Spell)|Lighting Rain]]<br />
<br />
6th level (5 slots):[[Avalanche (5e Spell)|Avalanche]], [[Mind Kill (5e Spell)|Mind Kill]], [[Elemental Wrath (5e Spell)|Elemental Wrath]], [[Flux Wall (5e Spell)|Flux Wall]]<br />
<br />
7th level (4 slots):[[Fire Tornado (5e Spell)|Fire Tornado]], [[Oblivion Wave (5e Spell)|Oblivion Wave]], [[Mass Death Ward (5e Spell)| Mass Death Ward]],<br />
<br />
8th level (3 slots):[[Air Removal (5e Spell)|Air Removal]], [[Black Hole Beam (5e Spell)|Black Hole Beam]], [[Control Monster (5e Spell)|Control Monster]], [[Dimensional Lock (5e Spell)| Dimensional Lock]], [[Tornado (5e Spell)|Tornado]]<br />
<br />
9th level (2 slot):[[Genesis (5e Spell)|Genesis]], [[Gravitational Anomaly (5e Spell)| Gravitational Anomaly]], [[Greater Heal (5e Spell)|Greater Heal]], [[Obliterate Soul (5e Spell)|Obliterate Soul]], [[Obliterate (5e Spell)|Obliterate]]<br />
<br />
10th level (1 slot):<br />
<br />
'''''Adamantine Bones.'''''<br />
Doitil has disadvantage on all Dexterity saving throws, checks, attack rolls that use dexterity, and any critical hit against him becomes a normal hit.<br />
<br />
'''''Mythical Strike.'''''<br />
Doitil can choose to automatically hit all of his attacks and all of his attacks deal max damage, but he gains vulnerability to his resistances and every attack made against him is with advantage and is a critical.<br />
<br />
'''''Legendary Resistance (5/Day).''''' <br />
If Doitil fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
<br />
'''''Multiattack.''''' Doitil can use his Frightful Presence. He then makes nine attacks: two with his bite, one with his tail and four with his claws. He may use his Crush or Swallow in place of his bite.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +40 to hit, reach 30 ft., 10 targets. ''Hit:'' 65 (10d10 + 10) piercing damage plus 90 (20d8) force damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +40 to hit, reach 45 ft., 10 targets. ''Hit:'' 45 (10d6 + 10) slashing damage plus 90 (20d8) force damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +40 to hit, reach 180 ft., 20 targets. ''Hit:'' 55 (10d8 + 10) bludgeoning damage plus 90 (20d8) force damage.<br />
<br />
'''''Wings.''''' ''Ranged Weapon Attack:'' +40 to hit, reach 400 ft., everything within range. ''Hit:'' 153 (10d10 + 100) bludgeoning damage damage. All creatures hit by this attack must succeed on a DC 30 {{5a|str}} saving throw or be pushed back 100 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious.<br />
<br />
'''''Crush.''''' <br />
Doitil attempts to crush its foes underneath it using its weight. All creatures in Doitils space must make a DC 20 {{5a|dex}} saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes {{5c|Grappled}} by the dragon (escape DC 20). While grappled in this manner, a creature is also considered {{5c|Prone}} and {{5c|Restrained}}, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of Doitils turns. A creature is freed from this grapple when the dragon moves.<br />
<br />
'''''Swallow.'''''<br />
Doitil makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {{5c|Blinded}} and {{5c|Restrained}}, it has total cover against attacks and other effects outside the dragon, and it takes 99 (22d8) acid damage at the start of each of Doitil’s turns.<br/><br />
If Doitil takes 75 damage or more on a single turn from a creature inside it, Doitil must succeed on a {{5a|con}} saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Doitil. The DC for this saving throw equals one-third the damage taken during that single turn. If Doitil dies, a swallowed creature is no longer {{5c|Restrained}} by it and can escape from the corpse by using 30 feet of movement, exiting {{5c|Prone}}.<br />
<br />
'''''Frightful Presence.'''''<br />
Each creature of Doitil’s choice that is within 240 feet of him and aware of him must succeed on a DC 30 {{5a|wis}} saving throw or become {{5c|Frightened}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Breath Weapon (Recharge 3-6).''''' <br />
Doitil uses one of his breath weapons. The breath weapon has a DC of 30. On a failed save the target takes full damage. On a successful save the target takes half damage.<br />
* ''Force Breath.'' 600 ft cone, 263 (60d10) force damage, Con saving throw<br />
* ''Lightning Breath.'' 600 ft x 20 ft line, 263 (60d10) lighting damage, Con saving throw<br />
* ''Weakening Breath.'' 600 ft cone, Each creature in that area must succeed Strength saving throw or have disadvantage on Strength-based Attack rolls, Strength checks, and Strength Saving Throws for 10 minutes.<br />
<br />
'''''Change Shape.''''' <br />
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).<br/><br />
In a new form, the dragon retains its alignment, {{5e|Hit Points|hit points}}, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.<br />
<br />
'''''Burst of the Cosmos.''''' <br />
all creatures within 50 feet of Doitil must succeed a Strength saving throw. On a failed save, the creature takes 15d8 force damage and is pushed back by 30 feet. On a successful save, the creature is not pushed back and takes half as much damage.<br />
<br />
|reactions= '''''Otherworldly Resistance.''''' When Doitil takes damage he can use his reaction to reduce all damage he takes by 12d10 until the start of his next turn.<br />
<br />
|legendary={{Legendary Actions|name=Doitil|actions=5}}<br/><br />
<br />
'''Detect.''' Doitil makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Tail Attack.''' Doitil makes a tail attack.<br/><br />
'''Quick Spell (Costs 2 Actions).''' Doitil cast an At Will spell.<br />
<br />
|description='''Biology'''<br />
Doitil is a otherworldly dragon, others will see similarities between the Dragonborn and Doitil. When fully erect he 300ft tall with a wingspan of 650ft from edge to edge companied by a 300ft long tail. His scales fluctuate between Gold, Azure, Grey, and Crimson, and Black.<br />
<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
'''History'''<br />
This race of dragon once believed they were the only sentient life in the cosmos, even after traveling from planet to planet until the oldest of them came across world that was covered in conflict between the Primordials and the Elder Gods. Acting as the mediator Arkanos the father of this Cosmic Dragons, put an end to the conflict having the Elder Gods as well as the Primordials, both reluctant but the war was over. After many years Arkanos and his dragons made another world their home. This peace was not to last after 100 years the gods became jealous of the power of the dragons and planned a purge upon them and take back the world they fought so hard for. Unprepared and out numbered the dragons fought bravely until none were left all but one.<br />
<br />
'''Personality''' <br />
With the loss of his family Doitil wondered from world to world gaining power in secret learning the weakness of the gods. Disguising himself as the mortals he spent many centuries finding new friends participating in wars, increasing his knowledge and learning battle tactics. Overtime Doitil realized that the life of an adventurer was the life he was born to have.<br />
<br />
'''Battle Tactics'''<br />
A master tactician in his own right, he once commanded three different continental wars at once at which his armies were vastly outnumbered. Doitil tends to test his opponents when he first encounters a foe he tends not to strike back until he sees promising power.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Doitil_Arkanos_(5e_Creature)&diff=1532366Doitil Arkanos (5e Creature)2021-11-04T23:21:51Z<p>Alucarddragonborn: </p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
<br />
==Doitil Arkanos==<br />
{{5e Creature<br />
|size=Titanic <br />
|type=dragon <br />
|swarm=<br />
|race=<br />
|alignment=CG<br />
|ac=29<br />
|armor=Natural Armor<br />
|hd=<br />
|hp=4953<br />
|hpdice=50d100 + 1342<br />
|speed=600ft, fly 600 ft, swim 600 ft<br />
|str=30<br />
|dex=30<br />
|con=30<br />
|int=30<br />
|wis=30<br />
|cha=30<br />
|saves= {{5a|str}} +40, {{5a|dex}} +40, {{5a|con}} +40, {{5a|int}} +40, {{5a|wis}} +40, {{5a|cha}} +40<br />
|skills= {{5s|Athletics}} +40, {{5s|Arcana}} +40, {{5s|Acrobatics}} +40, {{5s|Animal Handling}} +40, {{5s|Deception}} +40, {{5s|History}} +40, {{5s|Investigation}} +40, {{5s|Insight}} +40, {{5s|Intimidation}} +40, {{5s|Medicine}} +40, {{5s|Nature}} +40, {{5s|Perception}} +40, {{5s|Performance}} +40, {{5s|Persuasion}} +40, {{5s|Religion}} +40, {{5s|Sleight of Hand}} +40, {{5s|Stealth}} +40, {{5s|Survival}} +40<br />
|di=Cold, Fire, force, lightning, acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned, Poisoned <br />
|dr=Necrotic, thunder<br />
|dv=Radiant <br />
|senses={{5e|Blindsight}} 240 ft., {{5e|Tremorsense}} 240 ft., {{5e|Truesight}} 240 ft., passive [[5e SRD:Perception Skill|Perception]] 36<br />
|languages=Draconic, Common, Elvish, Dwarven, Sylvan, Giant, Abyssal, Celestial <br />
|cr=50<br />
|xp=1,220,000<br />
|features=<br />
'''''Elemental Absorption.''''' <br />
Whenever Doitil is subjected to fire, lightning, or cold damage, it takes no damage and instead regains a number of hit points equal to the fire, lightning, or cold damage dealt. <br />
<br />
'''''Immensity.'''''<br />
Doitil can move through the space of a creature or object of Gargantuan size or smaller, and he does not treat such creatures as difficult terrain. If Doitil moves through a creature's space, the creature must make a DC 30 {{5a|dex}} saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.<br />
<br />
'''''Primal Fear and Charm.'''''<br />
If a creature would be immune to being frightened or charmed they instead have advantage on the roll and become frightened or charmed if they fail. Creatures with an wisdom score of 8 or lower become permanently frightened or charmed.<br />
<br />
'''''Gravitational Aura.'''''<br />
Doitil has a 50ft aura that increases the gravity around him. All ranged attacks are made within or that go into the aura have disadvantage and creatures who enter the aura must make a Strength saving throw or be knocked prone and take 10d10 force damage at the start of their turns or pushed out.(Doitils Choice) If a creature has a strength score of 25 they automatically succeed the saving throw.<br />
<br />
'''''Cosmic Power.''''' <br />
Doitil’s claw, tail, and bite attacks are magical. When Doitil hits with an attack or spell, the attack deals an extra 20d8 force damage in addition if Doitil were to land a critical hit the di from Cosmic Power become d20(included in the attack).<br />
<br />
'''''Siege Monster.'''''<br />
Doitil deals double damage to objects and structures.<br />
<br />
'''''Never Ending Rampage.''''' <br />
Whenever Doitil kills a living creature he gains temporary hit points equal to half the damage he dealt to it (rounded up).<br />
<br />
'''''Ultimate Criticals.'''''<br />
Doitil lands a critical hit on a roll of 16-20.<br />
<br />
'''''Unstoppable Force.''''' <br />
Damage dealt by Doitil bypasses resistance and treats immunity as resistance. In addition whenever Doitil kills a creature they cannot be brought back to life unless the wish spell is cast at the 10th level.<br />
<br />
'''''Immovable Object.''''' <br />
If Doitil would take damage that would bypass his immunity he will instead take the damage as resistance. Additionally Doitil can not be moved from where he is standing by any means if he is conscious.<br />
<br />
'''''Born Worthy.''''' <br />
Doitil ignores all class, race, and level requirements on the use of magic items and weapons.<br />
<br />
'''''Innate Spellcasting.'''''<br />
Doitil can innately cast these spells (Save DC 30, +40 to hit):<br />
<br />
At will: all force, fire, lightning and cold damaging cantrips and 1st-3rd level spells<br />
<br />
4th level (7 slots):[[Lava Line (5e Spell)|Lava Line]], [[Control Air (5e Spell)|Control Air]], [[Reshape Terrain (5e Spell)|Reshape Terrain]], [[Spike Stones (5e Spell)|Spike Stones]], [[Shake Earth (5e Spell)|Shake Earth]]<br />
<br />
5th level (6 slots):[[Earthen Prison (5e Spell)|Earthen Prison]], [[Fallen Meteor (5e Spell)|Fallen Meteor]], [[Fire Flow (5e Spell)|Fire Flow]], [[Lightning Rain (5e Spell)|Lighting Rain]]<br />
<br />
6th level (5 slots):[[Avalanche (5e Spell)|Avalanche]], [[Mind Kill (5e Spell)|Mind Kill]], [[Elemental Wrath (5e Spell)|Elemental Wrath]], [[Flux Wall (5e Spell)|Flux Wall]]<br />
<br />
7th level (4 slots):[[Fire Tornado (5e Spell)|Fire Tornado]], [[Oblivion Wave (5e Spell)|Oblivion Wave]], [[Mass Death Ward (5e Spell)| Mass Death Ward]],<br />
<br />
8th level (3 slots):[[Air Removal (5e Spell)|Air Removal]], [[Black Hole Beam (5e Spell)|Black Hole Beam]], [[Control Monster (5e Spell)|Control Monster]], [[Dimensional Lock (5e Spell)| Dimensional Lock]], [[Tornado (5e Spell)|Tornado]]<br />
<br />
9th level (2 slot):[[Genesis (5e Spell)|Genesis]], [[Gravitational Anomaly (5e Spell)| Gravitational Anomaly]],<br />
<br />
10th level (1 slot):<br />
<br />
'''''Adamantine Bones.'''''<br />
Doitil has disadvantage on all Dexterity saving throws, checks, attack rolls that use dexterity, and any critical hit against him becomes a normal hit.<br />
<br />
'''''Mythical Strike.'''''<br />
Doitil can choose to automatically hit all of his attacks and all of his attacks deal max damage, but he gains vulnerability to his resistances and every attack made against him is with advantage and is a critical.<br />
<br />
'''''Legendary Resistance (5/Day).''''' <br />
If Doitil fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
<br />
'''''Multiattack.''''' Doitil can use his Frightful Presence. He then makes nine attacks: two with his bite, one with his tail and four with his claws. He may use his Crush or Swallow in place of his bite.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +40 to hit, reach 30 ft., 10 targets. ''Hit:'' 65 (10d10 + 10) piercing damage plus 90 (20d8) force damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +40 to hit, reach 45 ft., 10 targets. ''Hit:'' 45 (10d6 + 10) slashing damage plus 90 (20d8) force damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +40 to hit, reach 180 ft., 20 targets. ''Hit:'' 55 (10d8 + 10) bludgeoning damage plus 90 (20d8) force damage.<br />
<br />
'''''Wings.''''' ''Ranged Weapon Attack:'' +40 to hit, reach 400 ft., everything within range. ''Hit:'' 153 (10d10 + 100) bludgeoning damage damage. All creatures hit by this attack must succeed on a DC 30 {{5a|str}} saving throw or be pushed back 100 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious.<br />
<br />
'''''Crush.''''' <br />
Doitil attempts to crush its foes underneath it using its weight. All creatures in Doitils space must make a DC 20 {{5a|dex}} saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes {{5c|Grappled}} by the dragon (escape DC 20). While grappled in this manner, a creature is also considered {{5c|Prone}} and {{5c|Restrained}}, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of Doitils turns. A creature is freed from this grapple when the dragon moves.<br />
<br />
'''''Swallow.'''''<br />
Doitil makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {{5c|Blinded}} and {{5c|Restrained}}, it has total cover against attacks and other effects outside the dragon, and it takes 99 (22d8) acid damage at the start of each of Doitil’s turns.<br/><br />
If Doitil takes 75 damage or more on a single turn from a creature inside it, Doitil must succeed on a {{5a|con}} saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Doitil. The DC for this saving throw equals one-third the damage taken during that single turn. If Doitil dies, a swallowed creature is no longer {{5c|Restrained}} by it and can escape from the corpse by using 30 feet of movement, exiting {{5c|Prone}}.<br />
<br />
'''''Frightful Presence.'''''<br />
Each creature of Doitil’s choice that is within 240 feet of him and aware of him must succeed on a DC 30 {{5a|wis}} saving throw or become {{5c|Frightened}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Breath Weapon (Recharge 3-6).''''' <br />
Doitil uses one of his breath weapons. The breath weapon has a DC of 30. On a failed save the target takes full damage. On a successful save the target takes half damage.<br />
* ''Force Breath.'' 600 ft cone, 263 (60d10) force damage, Con saving throw<br />
* ''Lightning Breath.'' 600 ft x 20 ft line, 263 (60d10) lighting damage, Con saving throw<br />
* ''Weakening Breath.'' 600 ft cone, Each creature in that area must succeed Strength saving throw or have disadvantage on Strength-based Attack rolls, Strength checks, and Strength Saving Throws for 10 minutes.<br />
<br />
'''''Change Shape.''''' <br />
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).<br/><br />
In a new form, the dragon retains its alignment, {{5e|Hit Points|hit points}}, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.<br />
<br />
'''''Burst of the Cosmos.''''' <br />
all creatures within 50 feet of Doitil must succeed a Strength saving throw. On a failed save, the creature takes 15d8 force damage and is pushed back by 30 feet. On a successful save, the creature is not pushed back and takes half as much damage.<br />
<br />
|reactions= '''''Otherworldly Resistance.''''' When Doitil takes damage he can use his reaction to reduce all damage he takes by 12d10 until the start of his next turn.<br />
<br />
|legendary={{Legendary Actions|name=Doitil|actions=5}}<br/><br />
<br />
'''Detect.''' Doitil makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Tail Attack.''' Doitil makes a tail attack.<br/><br />
'''Quick Spell (Costs 2 Actions).''' Doitil cast an At Will spell.<br />
<br />
|description='''Biology'''<br />
Doitil is a otherworldly dragon, others will see similarities between the Dragonborn and Doitil. When fully erect he 300ft tall with a wingspan of 650ft from edge to edge companied by a 300ft long tail. His scales fluctuate between Gold, Azure, Grey, and Crimson, and Black.<br />
<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
'''History'''<br />
This race of dragon once believed they were the only sentient life in the cosmos, even after traveling from planet to planet until the oldest of them came across world that was covered in conflict between the Primordials and the Elder Gods. Acting as the mediator Arkanos the father of this Cosmic Dragons, put an end to the conflict having the Elder Gods as well as the Primordials, both reluctant but the war was over. After many years Arkanos and his dragons made another world their home. This peace was not to last after 100 years the gods became jealous of the power of the dragons and planned a purge upon them and take back the world they fought so hard for. Unprepared and out numbered the dragons fought bravely until none were left all but one.<br />
<br />
'''Personality''' <br />
With the loss of his family Doitil wondered from world to world gaining power in secret learning the weakness of the gods. Disguising himself as the mortals he spent many centuries finding new friends participating in wars, increasing his knowledge and learning battle tactics. Overtime Doitil realized that the life of an adventurer was the life he was born to have.<br />
<br />
'''Battle Tactics'''<br />
A master tactician in his own right, he once commanded three different continental wars at once at which his armies were vastly outnumbered. Doitil tends to test his opponents when he first encounters a foe he tends not to strike back until he sees promising power.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Doitil_Arkanos_(5e_Creature)&diff=1532364Doitil Arkanos (5e Creature)2021-11-04T23:19:24Z<p>Alucarddragonborn: </p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
<br />
==Doitil Arkanos==<br />
{{5e Creature<br />
|size=Titanic <br />
|type=dragon <br />
|swarm=<br />
|race=<br />
|alignment=CG<br />
|ac=29<br />
|armor=Natural Armor<br />
|hd=<br />
|hp=4953<br />
|hpdice=50d100 + 1342<br />
|speed=600ft, fly 600 ft, swim 600 ft<br />
|str=30<br />
|dex=30<br />
|con=30<br />
|int=30<br />
|wis=30<br />
|cha=30<br />
|saves= {{5a|str}} +40, {{5a|dex}} +40, {{5a|con}} +40, {{5a|int}} +40, {{5a|wis}} +40, {{5a|cha}} +40<br />
|skills= {{5s|Athletics}} +40, {{5s|Arcana}} +40, {{5s|Acrobatics}} +40, {{5s|Animal Handling}} +40, {{5s|Deception}} +40, {{5s|History}} +40, {{5s|Investigation}} +40, {{5s|Insight}} +40, {{5s|Intimidation}} +40, {{5s|Medicine}} +40, {{5s|Nature}} +40, {{5s|Perception}} +40, {{5s|Performance}} +40, {{5s|Persuasion}} +40, {{5s|Religion}} +40, {{5s|Sleight of Hand}} +40, {{5s|Stealth}} +40, {{5s|Survival}} +40<br />
|di=Cold, Fire, force, lightning, acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned, Poisoned <br />
|dr=Necrotic, thunder<br />
|dv=Radiant <br />
|senses={{5e|Blindsight}} 240 ft., {{5e|Tremorsense}} 240 ft., {{5e|Truesight}} 240 ft., passive [[5e SRD:Perception Skill|Perception]] 36<br />
|languages=Draconic, Common, Elvish, Dwarven, Sylvan, Giant, Abyssal, Celestial <br />
|cr=50<br />
|xp=1,220,000<br />
|features=<br />
'''''Elemental Absorption.''''' <br />
Whenever Doitil is subjected to fire, lightning, or cold damage, it takes no damage and instead regains a number of hit points equal to the fire, lightning, or cold damage dealt. <br />
<br />
'''''Immensity.'''''<br />
Doitil can move through the space of a creature or object of Gargantuan size or smaller, and he does not treat such creatures as difficult terrain. If Doitil moves through a creature's space, the creature must make a DC 30 {{5a|dex}} saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.<br />
<br />
'''''Primal Fear and Charm.'''''<br />
If a creature would be immune to being frightened or charmed they instead have advantage on the roll and become frightened or charmed if they fail. Creatures with an wisdom score of 8 or lower become permanently frightened or charmed.<br />
<br />
'''''Gravitational Aura.'''''<br />
Doitil has a 50ft aura that increases the gravity around him. All ranged attacks are made within or that go into the aura have disadvantage and creatures who enter the aura must make a Strength saving throw or be knocked prone and take 10d10 force damage at the start of their turns or pushed out.(Doitils Choice) If a creature has a strength score of 25 they automatically succeed the saving throw.<br />
<br />
'''''Cosmic Power.''''' <br />
Doitil’s claw, tail, and bite attacks are magical. When Doitil hits with an attack or spell, the attack deals an extra 20d8 force damage in addition if Doitil were to land a critical hit the di from Cosmic Power become d20(included in the attack).<br />
<br />
'''''Siege Monster.'''''<br />
Doitil deals double damage to objects and structures.<br />
<br />
'''''Never Ending Rampage.''''' <br />
Whenever Doitil kills a living creature he gains temporary hit points equal to half the damage he dealt to it (rounded up).<br />
<br />
'''''Ultimate Criticals.'''''<br />
Doitil lands a critical hit on a roll of 16-20.<br />
<br />
'''''Unstoppable Force.''''' <br />
Damage dealt by Doitil bypasses resistance and treats immunity as resistance. In addition whenever Doitil kills a creature they cannot be brought back to life unless the wish spell is cast at the 10th level.<br />
<br />
'''''Immovable Object.''''' <br />
If Doitil would take damage that would bypass his immunity he will instead take the damage as resistance. Additionally Doitil can not be moved from where he is standing by any means if he is conscious.<br />
<br />
'''''Born Worthy.''''' <br />
Doitil ignores all class, race, and level requirements on the use of magic items and weapons.<br />
<br />
'''''Innate Spellcasting.'''''<br />
Doitil can innately cast these spells (Save DC 30, +40 to hit):<br />
<br />
At will: all force, fire, lightning and cold damaging cantrips and 1st-3rd level spells<br />
<br />
4th level (7 slots):[[Lava Line (5e Spell)|Lava Line]], [[Control Air (5e Spell)|Control Air]], [[Reshape Terrain (5e Spell)|Reshape Terrain]], [[Spike Stones (5e Spell)|Spike Stones]], [[Shake Earth (5e Spell)|Shake Earth]]<br />
<br />
5th level (6 slots):[[Earthen Prison (5e Spell)|Earthen Prison]], [[Fallen Meteor (5e Spell)|Fallen Meteor]], [[Fire Flow (5e Spell)|Fire Flow]], [[Lightning Rain (5e Spell)|Lighting Rain]]<br />
<br />
6th level (5 slots):[[Avalanche (5e Spell)|Avalanche]], [[Mind Kill (5e Spell)|Mind Kill]], [[Elemental Wrath (5e Spell)|Elemental Wrath]], [[Flux Wall (5e Spell)|Flux Wall]]<br />
<br />
7th level (4 slots):[[Fire Tornado (5e Spell)|Fire Tornado]], [[Oblivion Wave (5e Spell)|Oblivion Wave]], [[Mass Death Ward (5e Spell)| Mass Death Ward]],<br />
<br />
8th level (3 slots):[[Air Removal (5e Spell)|Air Removal]], [[Black Hole Beam (5e Spell)|Black Hole Beam]], [[Control Monster (5e Spell)|Control Monster]], [[Dimensional Lock (5e Spell)| Dimensional Lock]], [[Tornado (5e Spell)|Tornado]]<br />
<br />
9th level (2 slot):<br />
<br />
10th level (1 slot):<br />
<br />
'''''Adamantine Bones.'''''<br />
Doitil has disadvantage on all Dexterity saving throws, checks, attack rolls that use dexterity, and any critical hit against him becomes a normal hit.<br />
<br />
'''''Mythical Strike.'''''<br />
Doitil can choose to automatically hit all of his attacks and all of his attacks deal max damage, but he gains vulnerability to his resistances and every attack made against him is with advantage and is a critical.<br />
<br />
'''''Legendary Resistance (5/Day).''''' <br />
If Doitil fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
<br />
'''''Multiattack.''''' Doitil can use his Frightful Presence. He then makes nine attacks: two with his bite, one with his tail and four with his claws. He may use his Crush or Swallow in place of his bite.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +40 to hit, reach 30 ft., 10 targets. ''Hit:'' 65 (10d10 + 10) piercing damage plus 90 (20d8) force damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +40 to hit, reach 45 ft., 10 targets. ''Hit:'' 45 (10d6 + 10) slashing damage plus 90 (20d8) force damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +40 to hit, reach 180 ft., 20 targets. ''Hit:'' 55 (10d8 + 10) bludgeoning damage plus 90 (20d8) force damage.<br />
<br />
'''''Wings.''''' ''Ranged Weapon Attack:'' +40 to hit, reach 400 ft., everything within range. ''Hit:'' 153 (10d10 + 100) bludgeoning damage damage. All creatures hit by this attack must succeed on a DC 30 {{5a|str}} saving throw or be pushed back 100 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious.<br />
<br />
'''''Crush.''''' <br />
Doitil attempts to crush its foes underneath it using its weight. All creatures in Doitils space must make a DC 20 {{5a|dex}} saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes {{5c|Grappled}} by the dragon (escape DC 20). While grappled in this manner, a creature is also considered {{5c|Prone}} and {{5c|Restrained}}, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of Doitils turns. A creature is freed from this grapple when the dragon moves.<br />
<br />
'''''Swallow.'''''<br />
Doitil makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {{5c|Blinded}} and {{5c|Restrained}}, it has total cover against attacks and other effects outside the dragon, and it takes 99 (22d8) acid damage at the start of each of Doitil’s turns.<br/><br />
If Doitil takes 75 damage or more on a single turn from a creature inside it, Doitil must succeed on a {{5a|con}} saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Doitil. The DC for this saving throw equals one-third the damage taken during that single turn. If Doitil dies, a swallowed creature is no longer {{5c|Restrained}} by it and can escape from the corpse by using 30 feet of movement, exiting {{5c|Prone}}.<br />
<br />
'''''Frightful Presence.'''''<br />
Each creature of Doitil’s choice that is within 240 feet of him and aware of him must succeed on a DC 30 {{5a|wis}} saving throw or become {{5c|Frightened}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Breath Weapon (Recharge 3-6).''''' <br />
Doitil uses one of his breath weapons. The breath weapon has a DC of 30. On a failed save the target takes full damage. On a successful save the target takes half damage.<br />
* ''Force Breath.'' 600 ft cone, 263 (60d10) force damage, Con saving throw<br />
* ''Lightning Breath.'' 600 ft x 20 ft line, 263 (60d10) lighting damage, Con saving throw<br />
* ''Weakening Breath.'' 600 ft cone, Each creature in that area must succeed Strength saving throw or have disadvantage on Strength-based Attack rolls, Strength checks, and Strength Saving Throws for 10 minutes.<br />
<br />
'''''Change Shape.''''' <br />
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).<br/><br />
In a new form, the dragon retains its alignment, {{5e|Hit Points|hit points}}, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.<br />
<br />
'''''Burst of the Cosmos.''''' <br />
all creatures within 50 feet of Doitil must succeed a Strength saving throw. On a failed save, the creature takes 15d8 force damage and is pushed back by 30 feet. On a successful save, the creature is not pushed back and takes half as much damage.<br />
<br />
|reactions= '''''Otherworldly Resistance.''''' When Doitil takes damage he can use his reaction to reduce all damage he takes by 12d10 until the start of his next turn.<br />
<br />
|legendary={{Legendary Actions|name=Doitil|actions=5}}<br/><br />
<br />
'''Detect.''' Doitil makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Tail Attack.''' Doitil makes a tail attack.<br/><br />
'''Quick Spell (Costs 2 Actions).''' Doitil cast an At Will spell.<br />
<br />
|description='''Biology'''<br />
Doitil is a otherworldly dragon, others will see similarities between the Dragonborn and Doitil. When fully erect he 300ft tall with a wingspan of 650ft from edge to edge companied by a 300ft long tail. His scales fluctuate between Gold, Azure, Grey, and Crimson, and Black.<br />
<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
'''History'''<br />
This race of dragon once believed they were the only sentient life in the cosmos, even after traveling from planet to planet until the oldest of them came across world that was covered in conflict between the Primordials and the Elder Gods. Acting as the mediator Arkanos the father of this Cosmic Dragons, put an end to the conflict having the Elder Gods as well as the Primordials, both reluctant but the war was over. After many years Arkanos and his dragons made another world their home. This peace was not to last after 100 years the gods became jealous of the power of the dragons and planned a purge upon them and take back the world they fought so hard for. Unprepared and out numbered the dragons fought bravely until none were left all but one.<br />
<br />
'''Personality''' <br />
With the loss of his family Doitil wondered from world to world gaining power in secret learning the weakness of the gods. Disguising himself as the mortals he spent many centuries finding new friends participating in wars, increasing his knowledge and learning battle tactics. Overtime Doitil realized that the life of an adventurer was the life he was born to have.<br />
<br />
'''Battle Tactics'''<br />
A master tactician in his own right, he once commanded three different continental wars at once at which his armies were vastly outnumbered. Doitil tends to test his opponents when he first encounters a foe he tends not to strike back until he sees promising power.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Doitil_Arkanos_(5e_Creature)&diff=1532363Doitil Arkanos (5e Creature)2021-11-04T23:15:05Z<p>Alucarddragonborn: /* Doitil Arkanos */</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
<br />
==Doitil Arkanos==<br />
{{5e Creature<br />
|size=Titanic <br />
|type=dragon <br />
|swarm=<br />
|race=<br />
|alignment=CG<br />
|ac=29<br />
|armor=Natural Armor<br />
|hd=<br />
|hp=4953<br />
|hpdice=50d100 + 1342<br />
|speed=600ft, fly 600 ft, swim 600 ft<br />
|str=30<br />
|dex=30<br />
|con=30<br />
|int=30<br />
|wis=30<br />
|cha=30<br />
|saves= {{5a|str}} +40, {{5a|dex}} +40, {{5a|con}} +40, {{5a|int}} +40, {{5a|wis}} +40, {{5a|cha}} +40<br />
|skills= {{5s|Athletics}} +40, {{5s|Arcana}} +40, {{5s|Acrobatics}} +40, {{5s|Animal Handling}} +40, {{5s|Deception}} +40, {{5s|History}} +40, {{5s|Investigation}} +40, {{5s|Insight}} +40, {{5s|Intimidation}} +40, {{5s|Medicine}} +40, {{5s|Nature}} +40, {{5s|Perception}} +40, {{5s|Performance}} +40, {{5s|Persuasion}} +40, {{5s|Religion}} +40, {{5s|Sleight of Hand}} +40, {{5s|Stealth}} +40, {{5s|Survival}} +40<br />
|di=Cold, Fire, force, lightning, acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned, Poisoned <br />
|dr=Necrotic, thunder<br />
|dv=Radiant <br />
|senses={{5e|Blindsight}} 240 ft., {{5e|Tremorsense}} 240 ft., {{5e|Truesight}} 240 ft., passive [[5e SRD:Perception Skill|Perception]] 36<br />
|languages=Draconic, Common, Elvish, Dwarven, Sylvan, Giant, Abyssal, Celestial <br />
|cr=50<br />
|xp=1,220,000<br />
|features=<br />
'''''Elemental Absorption.''''' <br />
Whenever Doitil is subjected to fire, lightning, or cold damage, it takes no damage and instead regains a number of hit points equal to the fire, lightning, or cold damage dealt. <br />
<br />
'''''Immensity.'''''<br />
Doitil can move through the space of a creature or object of Gargantuan size or smaller, and he does not treat such creatures as difficult terrain. If Doitil moves through a creature's space, the creature must make a DC 30 {{5a|dex}} saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.<br />
<br />
'''''Primal Fear and Charm.'''''<br />
If a creature would be immune to being frightened or charmed they instead have advantage on the roll and become frightened or charmed if they fail. Creatures with an wisdom score of 8 or lower become permanently frightened or charmed.<br />
<br />
'''''Gravitational Aura.'''''<br />
Doitil has a 50ft aura that increases the gravity around him. All ranged attacks are made within or that go into the aura have disadvantage and creatures who enter the aura must make a Strength saving throw or be knocked prone and take 10d10 force damage at the start of their turns or pushed out.(Doitils Choice) If a creature has a strength score of 25 they automatically succeed the saving throw.<br />
<br />
'''''Cosmic Power.''''' <br />
Doitil’s claw, tail, and bite attacks are magical. When Doitil hits with an attack or spell, the attack deals an extra 20d8 force damage in addition if Doitil were to land a critical hit the di from Cosmic Power become d20(included in the attack).<br />
<br />
'''''Siege Monster.'''''<br />
Doitil deals double damage to objects and structures.<br />
<br />
'''''Never Ending Rampage.''''' <br />
Whenever Doitil kills a living creature he gains temporary hit points equal to half the damage he dealt to it (rounded up).<br />
<br />
'''''Ultimate Criticals.'''''<br />
Doitil lands a critical hit on a roll of 16-20.<br />
<br />
'''''Unstoppable Force.''''' <br />
Damage dealt by Doitil bypasses resistance and treats immunity as resistance. In addition whenever Doitil kills a creature they cannot be brought back to life unless the wish spell is cast at the 10th level.<br />
<br />
'''''Immovable Object.''''' <br />
If Doitil would take damage that would bypass his immunity he will instead take the damage as resistance. Additionally Doitil can not be moved from where he is standing by any means if he is conscious.<br />
<br />
'''''Born Worthy.''''' <br />
Doitil ignores all class, race, and level requirements on the use of magic items and weapons.<br />
<br />
'''''Innate Spellcasting.'''''<br />
Doitil can innately cast these spells (Save DC 30, +40 to hit):<br />
<br />
At will: all force, fire, lightning and cold damaging cantrips and 1st-3rd level spells<br />
<br />
4th level (6 slots):[[Lava Line (5e Spell)|Lava Line]], [[Control Air (5e Spell)|Control Air]], [[Reshape Terrain (5e Spell)|Reshape Terrain]], [[Spike Stones (5e Spell)|Spike Stones]], [[Shake Earth (5e Spell)|Shake Earth]]<br />
<br />
5th level (5 slots):[[Earthen Prison (5e Spell)|Earthen Prison]], [[Fallen Meteor (5e Spell)|Fallen Meteor]], [[Fire Flow (5e Spell)|Fire Flow]], [[Lightning Rain (5e Spell)|Lighting Rain]]<br />
<br />
6th level (4 slots):[[Avalanche (5e Spell)|Avalanche]], [[Mind Kill (5e Spell)|Mind Kill]], [[Elemental Wrath (5e Spell)|Elemental Wrath]], [[Flux Wall (5e Spell)|Flux Wall]]<br />
<br />
7th level (3 slots):[[Fire Tornado (5e Spell)|Fire Tornado]], [[Oblivion Wave (5e Spell)|Oblivion Wave]], [[Mass Death Ward (5e Spell)| Mass Death Ward]],<br />
<br />
8th level (2 slots):[[Air Removal (5e Spell)|Air Removal]], [[Black Hole Beam (5e Spell)|Black Hole Beam]]<br />
<br />
9th level (1 slot):<br />
<br />
10th level (1 slot):<br />
<br />
'''''Adamantine Bones.'''''<br />
Doitil has disadvantage on all Dexterity saving throws, checks, attack rolls that use dexterity, and any critical hit against him becomes a normal hit.<br />
<br />
'''''Mythical Strike.'''''<br />
Doitil can choose to automatically hit all of his attacks and all of his attacks deal max damage, but he gains vulnerability to his resistances and every attack made against him is with advantage and is a critical.<br />
<br />
'''''Legendary Resistance (5/Day).''''' <br />
If Doitil fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
<br />
'''''Multiattack.''''' Doitil can use his Frightful Presence. He then makes nine attacks: two with his bite, one with his tail and four with his claws. He may use his Crush or Swallow in place of his bite.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +40 to hit, reach 30 ft., 10 targets. ''Hit:'' 65 (10d10 + 10) piercing damage plus 90 (20d8) force damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +40 to hit, reach 45 ft., 10 targets. ''Hit:'' 45 (10d6 + 10) slashing damage plus 90 (20d8) force damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +40 to hit, reach 180 ft., 20 targets. ''Hit:'' 55 (10d8 + 10) bludgeoning damage plus 90 (20d8) force damage.<br />
<br />
'''''Wings.''''' ''Ranged Weapon Attack:'' +40 to hit, reach 400 ft., everything within range. ''Hit:'' 153 (10d10 + 100) bludgeoning damage damage. All creatures hit by this attack must succeed on a DC 30 {{5a|str}} saving throw or be pushed back 100 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious.<br />
<br />
'''''Crush.''''' <br />
Doitil attempts to crush its foes underneath it using its weight. All creatures in Doitils space must make a DC 20 {{5a|dex}} saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes {{5c|Grappled}} by the dragon (escape DC 20). While grappled in this manner, a creature is also considered {{5c|Prone}} and {{5c|Restrained}}, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of Doitils turns. A creature is freed from this grapple when the dragon moves.<br />
<br />
'''''Swallow.'''''<br />
Doitil makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {{5c|Blinded}} and {{5c|Restrained}}, it has total cover against attacks and other effects outside the dragon, and it takes 99 (22d8) acid damage at the start of each of Doitil’s turns.<br/><br />
If Doitil takes 75 damage or more on a single turn from a creature inside it, Doitil must succeed on a {{5a|con}} saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Doitil. The DC for this saving throw equals one-third the damage taken during that single turn. If Doitil dies, a swallowed creature is no longer {{5c|Restrained}} by it and can escape from the corpse by using 30 feet of movement, exiting {{5c|Prone}}.<br />
<br />
'''''Frightful Presence.'''''<br />
Each creature of Doitil’s choice that is within 240 feet of him and aware of him must succeed on a DC 30 {{5a|wis}} saving throw or become {{5c|Frightened}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Breath Weapon (Recharge 3-6).''''' <br />
Doitil uses one of his breath weapons. The breath weapon has a DC of 30. On a failed save the target takes full damage. On a successful save the target takes half damage.<br />
* ''Force Breath.'' 600 ft cone, 263 (60d10) force damage, Con saving throw<br />
* ''Lightning Breath.'' 600 ft x 20 ft line, 263 (60d10) lighting damage, Con saving throw<br />
* ''Weakening Breath.'' 600 ft cone, Each creature in that area must succeed Strength saving throw or have disadvantage on Strength-based Attack rolls, Strength checks, and Strength Saving Throws for 10 minutes.<br />
<br />
'''''Change Shape.''''' <br />
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).<br/><br />
In a new form, the dragon retains its alignment, {{5e|Hit Points|hit points}}, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.<br />
<br />
'''''Burst of the Cosmos.''''' <br />
all creatures within 50 feet of Doitil must succeed a Strength saving throw. On a failed save, the creature takes 15d8 force damage and is pushed back by 30 feet. On a successful save, the creature is not pushed back and takes half as much damage.<br />
<br />
|reactions= '''''Otherworldly Resistance.''''' When Doitil takes damage he can use his reaction to reduce all damage he takes by 12d10 until the start of his next turn.<br />
<br />
|legendary={{Legendary Actions|name=Doitil|actions=5}}<br/><br />
<br />
'''Detect.''' Doitil makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Tail Attack.''' Doitil makes a tail attack.<br/><br />
'''Quick Spell (Costs 2 Actions).''' Doitil cast an At Will spell.<br />
<br />
|description='''Biology'''<br />
Doitil is a otherworldly dragon, others will see similarities between the Dragonborn and Doitil. When fully erect he 300ft tall with a wingspan of 650ft from edge to edge companied by a 300ft long tail. His scales fluctuate between Gold, Azure, Grey, and Crimson, and Black.<br />
<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
'''History'''<br />
This race of dragon once believed they were the only sentient life in the cosmos, even after traveling from planet to planet until the oldest of them came across world that was covered in conflict between the Primordials and the Elder Gods. Acting as the mediator Arkanos the father of this Cosmic Dragons, put an end to the conflict having the Elder Gods as well as the Primordials, both reluctant but the war was over. After many years Arkanos and his dragons made another world their home. This peace was not to last after 100 years the gods became jealous of the power of the dragons and planned a purge upon them and take back the world they fought so hard for. Unprepared and out numbered the dragons fought bravely until none were left all but one.<br />
<br />
'''Personality''' <br />
With the loss of his family Doitil wondered from world to world gaining power in secret learning the weakness of the gods. Disguising himself as the mortals he spent many centuries finding new friends participating in wars, increasing his knowledge and learning battle tactics. Overtime Doitil realized that the life of an adventurer was the life he was born to have.<br />
<br />
'''Battle Tactics'''<br />
A master tactician in his own right, he once commanded three different continental wars at once at which his armies were vastly outnumbered. Doitil tends to test his opponents when he first encounters a foe he tends not to strike back until he sees promising power.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Doitil_Arkanos_(5e_Creature)&diff=1532362Doitil Arkanos (5e Creature)2021-11-04T23:12:28Z<p>Alucarddragonborn: </p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
<br />
==Doitil Arkanos==<br />
{{5e Creature<br />
|size=Titanic <br />
|type=dragon <br />
|swarm=<br />
|race=<br />
|alignment=CG<br />
|ac=29<br />
|armor=Natural Armor<br />
|hd=<br />
|hp=4953<br />
|hpdice=50d100 + 1342<br />
|speed=600ft, fly 600 ft, swim 600 ft<br />
|str=30<br />
|dex=30<br />
|con=30<br />
|int=30<br />
|wis=30<br />
|cha=30<br />
|saves= {{5a|str}} +40, {{5a|dex}} +40, {{5a|con}} +40, {{5a|int}} +40, {{5a|wis}} +40, {{5a|cha}} +40<br />
|skills= {{5s|Athletics}} +40, {{5s|Arcana}} +40, {{5s|Acrobatics}} +40, {{5s|Animal Handling}} +40, {{5s|Deception}} +40, {{5s|History}} +40, {{5s|Investigation}} +40, {{5s|Insight}} +40, {{5s|Intimidation}} +40, {{5s|Medicine}} +40, {{5s|Nature}} +40, {{5s|Perception}} +40, {{5s|Performance}} +40, {{5s|Persuasion}} +40, {{5s|Religion}} +40, {{5s|Sleight of Hand}} +40, {{5s|Stealth}} +40, {{5s|Survival}} +40<br />
|di=Cold, Fire, force, lightning, acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned, Poisoned <br />
|dr=Necrotic, thunder<br />
|dv=Radiant <br />
|senses={{5e|Blindsight}} 240 ft., {{5e|Tremorsense}} 240 ft., {{5e|Truesight}} 240 ft., passive [[5e SRD:Perception Skill|Perception]] 36<br />
|languages=Draconic, Common, Elvish, Dwarven, Sylvan, Giant, Abyssal, Celestial <br />
|cr=50<br />
|xp=1,220,000<br />
|features=<br />
'''''Elemental Absorption.''''' <br />
Whenever Doitil is subjected to fire, lightning, or cold damage, it takes no damage and instead regains a number of hit points equal to the fire, lightning, or cold damage dealt. <br />
<br />
'''''Immensity.'''''<br />
Doitil can move through the space of a creature or object of Gargantuan size or smaller, and he does not treat such creatures as difficult terrain. If Doitil moves through a creature's space, the creature must make a DC 30 {{5a|dex}} saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.<br />
<br />
'''''Primal Fear and Charm.'''''<br />
If a creature would be immune to being frightened or charmed they instead have advantage on the roll and become frightened or charmed if they fail. Creatures with an wisdom score of 8 or lower become permanently frightened or charmed.<br />
<br />
'''''Gravitational Aura.'''''<br />
Doitil has a 50ft aura that increases the gravity around him. All ranged attacks are made within or that go into the aura have disadvantage and creatures who enter the aura must make a Strength saving throw or be knocked prone and take 10d10 force damage at the start of their turns or pushed out.(Doitils Choice) If a creature has a strength score of 25 they automatically succeed the saving throw.<br />
<br />
'''''Cosmic Power.''''' <br />
Doitil’s claw, tail, and bite attacks are magical. When Doitil hits with an attack or spell, the attack deals an extra 20d8 force damage in addition if Doitil were to land a critical hit the di from Cosmic Power become d20(included in the attack).<br />
<br />
'''''Siege Monster.'''''<br />
Doitil deals double damage to objects and structures.<br />
<br />
'''''Never Ending Rampage.''''' <br />
Whenever Doitil kills a living creature he gains temporary hit points equal to half the damage he dealt to it (rounded up).<br />
<br />
'''''Ultimate Criticals.'''''<br />
Doitil lands a critical hit on a roll of 16-20.<br />
<br />
'''''Unstoppable Force.''''' <br />
Damage dealt by Doitil bypasses resistance and treats immunity as resistance. In addition whenever Doitil kills a creature they cannot be brought back to life unless the wish spell is cast at the 10th level.<br />
<br />
'''''Immovable Object.''''' <br />
If Doitil would take damage that would bypass his immunity he will instead take the damage as resistance. Additionally Doitil can not be moved from where he is standing by any means if he is conscious.<br />
<br />
'''''Born Worthy.''''' <br />
Doitil ignores all class, race, and level requirements on the use of magic items and weapons.<br />
<br />
'''''Innate Spellcasting.'''''<br />
Doitil can innately cast these spells (Save DC 30, +40 to hit):<br />
<br />
At will: all force, fire, lightning and cold damaging cantrips and 1st-3rd level spells<br />
<br />
4th level (6 slots):[[Lava Line (5e Spell)|Lava Line]], [[Control Air (5e Spell)|Control Air]], [[Reshape Terrain (5e Spell)|Reshape Terrain]], [[Spike Stones (5e Spell)|Spike Stones]], [[Shake Earth (5e Spell)|Shake Earth]]<br />
<br />
5th level (5 slots):[[Earthen Prison (5e Spell)|Earthen Prison]], [[Fallen Meteor (5e Spell)|Fallen Meteor]], [[Fire Flow (5e Spell)|Fire Flow]], [[Lightning Rain (5e Spell)|Lighting Rain]]<br />
<br />
6th level (4 slots):[[Avalanche (5e Spell)|Avalanche]], [[Mind Kill (5e Spell)|Mind Kill]], [[Elemental Wrath (5e Spell)|Elemental Wrath]], [[Flux Wall (5e Spell)|Flux Wall]]<br />
<br />
7th level (3 slots):[[Fire Tornado (5e Spell)|Fire Tornado]], [[Oblivion Wave (5e Spell)|Oblivion Wave]], [[Mass Death Ward (5e Spell)| Mass Death Ward]],<br />
<br />
8th level (2 slots):<br />
<br />
9th level (1 slot):<br />
<br />
10th level (1 slot):<br />
<br />
'''''Adamantine Bones.'''''<br />
Doitil has disadvantage on all Dexterity saving throws, checks, attack rolls that use dexterity, and any critical hit against him becomes a normal hit.<br />
<br />
'''''Mythical Strike.'''''<br />
Doitil can choose to automatically hit all of his attacks and all of his attacks deal max damage, but he gains vulnerability to his resistances and every attack made against him is with advantage and is a critical.<br />
<br />
'''''Legendary Resistance (5/Day).''''' <br />
If Doitil fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
<br />
'''''Multiattack.''''' Doitil can use his Frightful Presence. He then makes nine attacks: two with his bite, one with his tail and four with his claws. He may use his Crush or Swallow in place of his bite.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +40 to hit, reach 30 ft., 10 targets. ''Hit:'' 65 (10d10 + 10) piercing damage plus 90 (20d8) force damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +40 to hit, reach 45 ft., 10 targets. ''Hit:'' 45 (10d6 + 10) slashing damage plus 90 (20d8) force damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +40 to hit, reach 180 ft., 20 targets. ''Hit:'' 55 (10d8 + 10) bludgeoning damage plus 90 (20d8) force damage.<br />
<br />
'''''Wings.''''' ''Ranged Weapon Attack:'' +40 to hit, reach 400 ft., everything within range. ''Hit:'' 153 (10d10 + 100) bludgeoning damage damage. All creatures hit by this attack must succeed on a DC 30 {{5a|str}} saving throw or be pushed back 100 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious.<br />
<br />
'''''Crush.''''' <br />
Doitil attempts to crush its foes underneath it using its weight. All creatures in Doitils space must make a DC 20 {{5a|dex}} saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes {{5c|Grappled}} by the dragon (escape DC 20). While grappled in this manner, a creature is also considered {{5c|Prone}} and {{5c|Restrained}}, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of Doitils turns. A creature is freed from this grapple when the dragon moves.<br />
<br />
'''''Swallow.'''''<br />
Doitil makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {{5c|Blinded}} and {{5c|Restrained}}, it has total cover against attacks and other effects outside the dragon, and it takes 99 (22d8) acid damage at the start of each of Doitil’s turns.<br/><br />
If Doitil takes 75 damage or more on a single turn from a creature inside it, Doitil must succeed on a {{5a|con}} saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Doitil. The DC for this saving throw equals one-third the damage taken during that single turn. If Doitil dies, a swallowed creature is no longer {{5c|Restrained}} by it and can escape from the corpse by using 30 feet of movement, exiting {{5c|Prone}}.<br />
<br />
'''''Frightful Presence.'''''<br />
Each creature of Doitil’s choice that is within 240 feet of him and aware of him must succeed on a DC 30 {{5a|wis}} saving throw or become {{5c|Frightened}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Breath Weapon (Recharge 3-6).''''' <br />
Doitil uses one of his breath weapons. The breath weapon has a DC of 30. On a failed save the target takes full damage. On a successful save the target takes half damage.<br />
* ''Force Breath.'' 600 ft cone, 263 (60d10) force damage, Con saving throw<br />
* ''Lightning Breath.'' 600 ft x 20 ft line, 263 (60d10) lighting damage, Con saving throw<br />
* ''Weakening Breath.'' 600 ft cone, Each creature in that area must succeed Strength saving throw or have disadvantage on Strength-based Attack rolls, Strength checks, and Strength Saving Throws for 10 minutes.<br />
<br />
'''''Change Shape.''''' <br />
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).<br/><br />
In a new form, the dragon retains its alignment, {{5e|Hit Points|hit points}}, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.<br />
<br />
'''''Burst of the Cosmos.''''' <br />
all creatures within 50 feet of Doitil must succeed a Strength saving throw. On a failed save, the creature takes 15d8 force damage and is pushed back by 30 feet. On a successful save, the creature is not pushed back and takes half as much damage.<br />
<br />
|reactions= '''''Otherworldly Resistance.''''' When Doitil takes damage he can use his reaction to reduce all damage he takes by 12d10 until the start of his next turn.<br />
<br />
|legendary={{Legendary Actions|name=Doitil|actions=5}}<br/><br />
<br />
'''Detect.''' Doitil makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Tail Attack.''' Doitil makes a tail attack.<br/><br />
'''Quick Spell (Costs 2 Actions).''' Doitil cast an At Will spell.<br />
<br />
|description='''Biology'''<br />
Doitil is a otherworldly dragon, others will see similarities between the Dragonborn and Doitil. When fully erect he 300ft tall with a wingspan of 650ft from edge to edge companied by a 300ft long tail. His scales fluctuate between Gold, Azure, Grey, and Crimson, and Black.<br />
<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
'''History'''<br />
This race of dragon once believed they were the only sentient life in the cosmos, even after traveling from planet to planet until the oldest of them came across world that was covered in conflict between the Primordials and the Elder Gods. Acting as the mediator Arkanos the father of this Cosmic Dragons, put an end to the conflict having the Elder Gods as well as the Primordials, both reluctant but the war was over. After many years Arkanos and his dragons made another world their home. This peace was not to last after 100 years the gods became jealous of the power of the dragons and planned a purge upon them and take back the world they fought so hard for. Unprepared and out numbered the dragons fought bravely until none were left all but one.<br />
<br />
'''Personality''' <br />
With the loss of his family Doitil wondered from world to world gaining power in secret learning the weakness of the gods. Disguising himself as the mortals he spent many centuries finding new friends participating in wars, increasing his knowledge and learning battle tactics. Overtime Doitil realized that the life of an adventurer was the life he was born to have.<br />
<br />
'''Battle Tactics'''<br />
A master tactician in his own right, he once commanded three different continental wars at once at which his armies were vastly outnumbered. Doitil tends to test his opponents when he first encounters a foe he tends not to strike back until he sees promising power.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Doitil_Arkanos_(5e_Creature)&diff=1532072Doitil Arkanos (5e Creature)2021-11-04T04:03:24Z<p>Alucarddragonborn: </p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
<br />
==Doitil Arkanos==<br />
{{5e Creature<br />
|size=Titanic <br />
|type=dragon <br />
|swarm=<br />
|race=<br />
|alignment=CG<br />
|ac=29<br />
|armor=Natural Armor<br />
|hd=<br />
|hp=4953<br />
|hpdice=50d100 + 1342<br />
|speed=600ft, fly 600 ft, swim 600 ft<br />
|str=30<br />
|dex=30<br />
|con=30<br />
|int=30<br />
|wis=30<br />
|cha=30<br />
|saves= {{5a|str}} +40, {{5a|dex}} +40, {{5a|con}} +40, {{5a|int}} +40, {{5a|wis}} +40, {{5a|cha}} +40<br />
|skills= {{5s|Athletics}} +40, {{5s|Arcana}} +40, {{5s|Acrobatics}} +40, {{5s|Animal Handling}} +40, {{5s|Deception}} +40, {{5s|History}} +40, {{5s|Investigation}} +40, {{5s|Insight}} +40, {{5s|Intimidation}} +40, {{5s|Medicine}} +40, {{5s|Nature}} +40, {{5s|Perception}} +40, {{5s|Performance}} +40, {{5s|Persuasion}} +40, {{5s|Religion}} +40, {{5s|Sleight of Hand}} +40, {{5s|Stealth}} +40, {{5s|Survival}} +40<br />
|di=Cold, Fire, force, lightning, acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned, Poisoned <br />
|dr=Necrotic, thunder<br />
|dv=Radiant <br />
|senses={{5e|Blindsight}} 240 ft., {{5e|Tremorsense}} 240 ft., {{5e|Truesight}} 240 ft., passive [[5e SRD:Perception Skill|Perception]] 36<br />
|languages=Draconic, Common, Elvish, Dwarven, Sylvan, Giant, Abyssal, Celestial <br />
|cr=50<br />
|xp=1,220,000<br />
|features=<br />
'''''Elemental Absorption.''''' <br />
Whenever Doitil is subjected to fire, lightning, or cold damage, it takes no damage and instead regains a number of hit points equal to the fire, lightning, or cold damage dealt. <br />
<br />
'''''Immensity.'''''<br />
Doitil can move through the space of a creature or object of Gargantuan size or smaller, and he does not treat such creatures as difficult terrain. If Doitil moves through a creature's space, the creature must make a DC 30 {{5a|dex}} saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.<br />
<br />
'''''Gravitational Aura.'''''<br />
Doitil has a 50ft aura that increases the gravity around him. All ranged attacks are made within or that go into the aura have disadvantage and creatures who enter the aura must make a Strength saving throw or be knocked prone and take 10d10 force damage at the start of their turns or pushed out.(Doitils Choice) If a creature has a strength score of 25 they automatically succeed the saving throw.<br />
<br />
'''''Cosmic Power.''''' <br />
Doitil’s claw, tail, and bite attacks are magical. When Doitil hits with an attack or spell, the attack deals an extra 20d8 force damage in addition if Doitil were to land a critical hit the di from Cosmic Power become d20(included in the attack).<br />
<br />
'''''Siege Monster.'''''<br />
Doitil deals double damage to objects and structures.<br />
<br />
'''''Never Ending Rampage.''''' <br />
Whenever Doitil kills a living creature he gains temporary hit points equal to half the damage he dealt to it (rounded up).<br />
<br />
'''''Ultimate Criticals.'''''<br />
Doitil lands a critical hit on a roll of 16-20.<br />
<br />
'''''Unstoppable Force.''''' <br />
Damage dealt by Doitil bypasses resistance and treats immunity as resistance. In addition whenever Doitil kills a creature they cannot be brought back to life unless the wish spell is cast at the 10th level.<br />
<br />
'''''Immovable Object.''''' <br />
If Doitil would take damage that would bypass his immunity he will instead take the damage as resistance. Additionally Doitil can not be moved from where he is standing by any means if he is conscious.<br />
<br />
'''''Born Worthy.''''' <br />
Doitil ignores all class, race, and level requirements on the use of magic items and weapons.<br />
<br />
'''''Innate Spellcasting.'''''<br />
Doitil can innately cast these spells (Save DC 30, +40 to hit):<br />
<br />
At will: all force, fire, lightning and cold damaging cantrips and 1st-3rd level spells<br />
<br />
4th level (6 slots):[[Lava Line (5e Spell)|Lava Line]], [[Control Air (5e Spell)|Control Air]], [[Reshape Terrain (5e Spell)|Reshape Terrain]], [[Spike Stones (5e Spell)|Spike Stones]], [[Shake Earth (5e Spell)|Shake Earth]]<br />
<br />
5th level (5 slots):[[Earthen Prison (5e Spell)|Earthen Prison]], [[Fallen Meteor (5e Spell)|Fallen Meteor]], [[Fire Flow (5e Spell)|Fire Flow]], [[Lightning Rain (5e Spell)|Lighting Rain]]<br />
<br />
6th level (4 slots):[[Avalanche (5e Spell)|Avalanche]], [[Mind Kill (5e Spell)|Mind Kill]], [[Elemental Wrath (5e Spell)|Elemental Wrath]], [[Flux Wall (5e Spell)|Flux Wall]]<br />
<br />
7th level (3 slots):[[Fire Tornado (5e Spell)|Fire Tornado]], [[Oblivion Wave (5e Spell)|Oblivion Wave]], [[Mass Death Ward (5e Spell)| Mass Death Ward]],<br />
<br />
8th level (2 slots):<br />
<br />
9th level (1 slot):<br />
<br />
10th level (1 slot):<br />
<br />
'''''Adamantine Bones.'''''<br />
Doitil has disadvantage on all Dexterity saving throws, checks, attack rolls that use dexterity, and any critical hit against him becomes a normal hit.<br />
<br />
'''''Mythical Strike.'''''<br />
Doitil can choose to automatically hit all of his attacks and all of his attacks deal max damage, but he gains vulnerability to his resistances and every attack made against him is with advantage and is a critical.<br />
<br />
'''''Legendary Resistance (5/Day).''''' <br />
If Doitil fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
<br />
'''''Multiattack.''''' Doitil can use his Frightful Presence. He then makes nine attacks: two with his bite, one with his tail and four with his claws. He may use his Crush or Swallow in place of his bite.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +40 to hit, reach 30 ft., 10 targets. ''Hit:'' 65 (10d10 + 10) piercing damage plus 90 (20d8) force damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +40 to hit, reach 45 ft., 10 targets. ''Hit:'' 45 (10d6 + 10) slashing damage plus 90 (20d8) force damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +40 to hit, reach 180 ft., 20 targets. ''Hit:'' 55 (10d8 + 10) bludgeoning damage plus 90 (20d8) force damage.<br />
<br />
'''''Wings.''''' ''Ranged Weapon Attack:'' +40 to hit, reach 400 ft., everything within range. ''Hit:'' 153 (10d10 + 100) bludgeoning damage damage. All creatures hit by this attack must succeed on a DC 30 {{5a|str}} saving throw or be pushed back 100 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious.<br />
<br />
'''''Crush.''''' <br />
Doitil attempts to crush its foes underneath it using its weight. All creatures in Doitils space must make a DC 20 {{5a|dex}} saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes {{5c|Grappled}} by the dragon (escape DC 20). While grappled in this manner, a creature is also considered {{5c|Prone}} and {{5c|Restrained}}, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of Doitils turns. A creature is freed from this grapple when the dragon moves.<br />
<br />
'''''Swallow.'''''<br />
Doitil makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {{5c|Blinded}} and {{5c|Restrained}}, it has total cover against attacks and other effects outside the dragon, and it takes 99 (22d8) acid damage at the start of each of Doitil’s turns.<br/><br />
If Doitil takes 75 damage or more on a single turn from a creature inside it, Doitil must succeed on a {{5a|con}} saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Doitil. The DC for this saving throw equals one-third the damage taken during that single turn. If Doitil dies, a swallowed creature is no longer {{5c|Restrained}} by it and can escape from the corpse by using 30 feet of movement, exiting {{5c|Prone}}.<br />
<br />
'''''Frightful Presence.'''''<br />
Each creature of Doitil’s choice that is within 240 feet of him and aware of him must succeed on a DC 30 {{5a|wis}} saving throw or become {{5c|Frightened}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Breath Weapon (Recharge 3-6).''''' <br />
Doitil uses one of his breath weapons. The breath weapon has a DC of 30. On a failed save the target takes full damage. On a successful save the target takes half damage.<br />
* ''Force Breath.'' 600 ft cone, 263 (60d10) force damage, Con saving throw<br />
* ''Lightning Breath.'' 600 ft x 20 ft line, 263 (60d10) lighting damage, Con saving throw<br />
* ''Weakening Breath.'' 600 ft cone, Each creature in that area must succeed Strength saving throw or have disadvantage on Strength-based Attack rolls, Strength checks, and Strength Saving Throws for 10 minutes.<br />
<br />
'''''Change Shape.''''' <br />
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).<br/><br />
In a new form, the dragon retains its alignment, {{5e|Hit Points|hit points}}, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.<br />
<br />
'''''Burst of the Cosmos.''''' <br />
all creatures within 50 feet of Doitil must succeed a Strength saving throw. On a failed save, the creature takes 15d8 force damage and is pushed back by 30 feet. On a successful save, the creature is not pushed back and takes half as much damage.<br />
<br />
|reactions= '''''Otherworldly Resistance.''''' When Doitil takes damage he can use his reaction to reduce all damage he takes by 12d10 until the start of his next turn.<br />
<br />
|legendary={{Legendary Actions|name=Doitil|actions=5}}<br/><br />
<br />
'''Detect.''' Doitil makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Tail Attack.''' Doitil makes a tail attack.<br/><br />
'''Quick Spell (Costs 2 Actions).''' Doitil cast an At Will spell.<br />
<br />
|description='''Biology'''<br />
Doitil is a otherworldly dragon, others will see similarities between the Dragonborn and Doitil. When fully erect he 300ft tall with a wingspan of 650ft from edge to edge companied by a 300ft long tail. His scales fluctuate between Gold, Azure, Grey, and Crimson, and Black.<br />
<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
'''History'''<br />
This race of dragon once believed they were the only sentient life in the cosmos, even after traveling from planet to planet until the oldest of them came across world that was covered in conflict between the Primordials and the Elder Gods. Acting as the mediator Arkanos the father of this Cosmic Dragons, put an end to the conflict having the Elder Gods as well as the Primordials, both reluctant but the war was over. After many years Arkanos and his dragons made another world their home. This peace was not to last after 100 years the gods became jealous of the power of the dragons and planned a purge upon them and take back the world they fought so hard for. Unprepared and out numbered the dragons fought bravely until none were left all but one.<br />
<br />
'''Personality''' <br />
With the loss of his family Doitil wondered from world to world gaining power in secret learning the weakness of the gods. Disguising himself as the mortals he spent many centuries finding new friends participating in wars, increasing his knowledge and learning battle tactics. Overtime Doitil realized that the life of an adventurer was the life he was born to have.<br />
<br />
'''Battle Tactics'''<br />
A master tactician in his own right, he once commanded three different continental wars at once at which his armies were vastly outnumbered. Doitil tends to test his opponents when he first encounters a foe he tends not to strike back until he sees promising power.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Doitil_Arkanos_(5e_Creature)&diff=1531887Doitil Arkanos (5e Creature)2021-11-03T17:48:37Z<p>Alucarddragonborn: </p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
<br />
==Doitil Arkanos==<br />
{{5e Creature<br />
|size=Titanic <br />
|type=dragon <br />
|swarm=<br />
|race=<br />
|alignment=CG<br />
|ac=29<br />
|armor=Natural Armor<br />
|hd=<br />
|hp=4953<br />
|hpdice=50d100 + 1342<br />
|speed=600ft, fly 600 ft, swim 600 ft<br />
|str=30<br />
|dex=30<br />
|con=30<br />
|int=30<br />
|wis=30<br />
|cha=30<br />
|saves= {{5a|str}} +40, {{5a|dex}} +40, {{5a|con}} +40, {{5a|int}} +40, {{5a|wis}} +40, {{5a|cha}} +40<br />
|skills= {{5s|Athletics}} +40, {{5s|Arcana}} +40, {{5s|Acrobatics}} +40, {{5s|Animal Handling}} +40, {{5s|Deception}} +40, {{5s|History}} +40, {{5s|Investigation}} +40, {{5s|Insight}} +40, {{5s|Intimidation}} +40, {{5s|Medicine}} +40, {{5s|Nature}} +40, {{5s|Perception}} +40, {{5s|Performance}} +40, {{5s|Persuasion}} +40, {{5s|Religion}} +40, {{5s|Sleight of Hand}} +40, {{5s|Stealth}} +40, {{5s|Survival}} +40<br />
|di=Cold, Fire, force, lightning, acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=Necrotic, thunder<br />
|dv=Radiant <br />
|senses={{5e|Blindsight}} 240 ft., {{5e|Tremorsense}} 240 ft., {{5e|Truesight}} 240 ft., passive [[5e SRD:Perception Skill|Perception]] 36<br />
|languages=Draconic, Common, Elvish, Dwarven, Sylvan, Giant, Abyssal, Celestial <br />
|cr=50<br />
|xp=1,220,000<br />
|features=<br />
'''''Elemental Absorption.''''' <br />
Whenever Doitil is subjected to fire, lightning, or cold damage, it takes no damage and instead regains a number of hit points equal to the fire, lightning, or cold damage dealt. <br />
<br />
'''''Immensity.'''''<br />
Doitil can move through the space of a creature or object of Gargantuan size or smaller, and he does not treat such creatures as difficult terrain. If Doitil moves through a creature's space, the creature must make a DC 30 {{5a|dex}} saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.<br />
<br />
'''''Gravitational Aura.'''''<br />
Doitil has a 50ft aura that increases the gravity around him. All ranged attacks are made within or that go into the aura have disadvantage and creatures who enter the aura must make a Strength saving throw or be knocked prone and take 10d10 force damage at the start of their turns or pushed out.(Doitils Choice) If a creature has a strength score of 25 they automatically succeed the saving throw.<br />
<br />
'''''Cosmic Power.''''' <br />
Doitil’s claw, tail, and bite attacks are magical. When Doitil hits with an attack or spell, the attack deals an extra 20d8 force damage in addition if Doitil were to land a critical hit the di from Cosmic Power become d20(included in the attack).<br />
<br />
'''''Siege Monster.'''''<br />
Doitil deals double damage to objects and structures.<br />
<br />
'''''Never Ending Rampage.''''' <br />
Whenever Doitil kills a living creature he gains temporary hit points equal to half the damage he dealt to it (rounded up).<br />
<br />
'''''Ultimate Criticals.'''''<br />
Doitil lands a critical hit on a roll of 16-20.<br />
<br />
'''''Unstoppable Force.''''' <br />
Damage dealt by Doitil bypasses resistance and treats immunity as resistance. In addition whenever Doitil kills a creature they cannot be brought back to life unless the wish spell is cast at the 10th level.<br />
<br />
'''''Immovable Object.''''' <br />
If Doitil would take damage that would bypass his immunity he will instead take the damage as resistance. Additionally Doitil can not be moved from where he is standing by any means if he is conscious.<br />
<br />
'''''Born Worthy.''''' <br />
Doitil ignores all class, race, and level requirements on the use of magic items and weapons.<br />
<br />
'''''Innate Spellcasting.'''''<br />
Doitil can innately cast these spells (Save DC 30, +40 to hit):<br />
<br />
At will: all force, fire, lightning and cold damaging cantrips and 1st-3rd level spells<br />
<br />
4th level (6 slots):[[Lava Line (5e Spell)|Lava Line]], [[Control Air (5e Spell)|Control Air]], [[Reshape Terrain (5e Spell)|Reshape Terrain]], [[Spike Stones (5e Spell)|Spike Stones]], [[Shake Earth (5e Spell)|Shake Earth]]<br />
<br />
5th level (5 slots):[[Earthen Prison (5e Spell)|Earthen Prison]], [[Fallen Meteor (5e Spell)|Fallen Meteor]], [[Fire Flow (5e Spell)|Fire Flow]], [[Lightning Rain (5e Spell)|Lighting Rain]]<br />
<br />
6th level (4 slots):[[Avalanche (5e Spell)|Avalanche]], [[Mind Kill (5e Spell)|Mind Kill]], [[Elemental Wrath (5e Spell)|Elemental Wrath]], [[Flux Wall (5e Spell)|Flux Wall]]<br />
<br />
7th level (3 slots):[[Fire Tornado (5e Spell)|Fire Tornado]], [[Oblivion Wave (5e Spell)|Oblivion Wave]], [[Mass Death Ward (5e Spell)| Mass Death Ward]],<br />
<br />
8th level (2 slots):<br />
<br />
9th level (1 slot):<br />
<br />
10th level (1 slot):<br />
<br />
'''''Adamantine Bones.'''''<br />
Doitil has disadvantage on all Dexterity saving throws, checks, attack rolls that use dexterity, and any critical hit against him becomes a normal hit.<br />
<br />
'''''Mythical Strike.'''''<br />
Doitil can choose to automatically hit all of his attacks and all of his attacks deal max damage, but he gains vulnerability to his resistances and every attack made against him is with advantage and is a critical.<br />
<br />
'''''Legendary Resistance (5/Day).''''' <br />
If Doitil fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
<br />
'''''Multiattack.''''' Doitil can use his Frightful Presence. He then makes nine attacks: two with his bite, one with his tail and four with his claws. He may use his Crush or Swallow in place of his bite.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +40 to hit, reach 30 ft., 10 targets. ''Hit:'' 65 (10d10 + 10) piercing damage plus 90 (20d8) force damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +40 to hit, reach 45 ft., 10 targets. ''Hit:'' 45 (10d6 + 10) slashing damage plus 90 (20d8) force damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +40 to hit, reach 180 ft., 20 targets. ''Hit:'' 55 (10d8 + 10) bludgeoning damage plus 90 (20d8) force damage.<br />
<br />
'''''Wings.''''' ''Ranged Weapon Attack:'' +40 to hit, reach 400 ft., everything within range. ''Hit:'' 153 (10d10 + 100) bludgeoning damage damage. All creatures hit by this attack must succeed on a DC 30 {{5a|str}} saving throw or be pushed back 100 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious.<br />
<br />
'''''Crush.''''' <br />
Doitil attempts to crush its foes underneath it using its weight. All creatures in Doitils space must make a DC 20 {{5a|dex}} saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes {{5c|Grappled}} by the dragon (escape DC 20). While grappled in this manner, a creature is also considered {{5c|Prone}} and {{5c|Restrained}}, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of Doitils turns. A creature is freed from this grapple when the dragon moves.<br />
<br />
'''''Swallow.'''''<br />
Doitil makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {{5c|Blinded}} and {{5c|Restrained}}, it has total cover against attacks and other effects outside the dragon, and it takes 99 (22d8) acid damage at the start of each of Doitil’s turns.<br/><br />
If Doitil takes 75 damage or more on a single turn from a creature inside it, Doitil must succeed on a {{5a|con}} saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Doitil. The DC for this saving throw equals one-third the damage taken during that single turn. If Doitil dies, a swallowed creature is no longer {{5c|Restrained}} by it and can escape from the corpse by using 30 feet of movement, exiting {{5c|Prone}}.<br />
<br />
'''''Frightful Presence.'''''<br />
Each creature of Doitil’s choice that is within 240 feet of him and aware of him must succeed on a DC 30 {{5a|wis}} saving throw or become {{5c|Frightened}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Breath Weapon (Recharge 3-6).''''' <br />
Doitil uses one of his breath weapons. The breath weapon has a DC of 30. On a failed save the target takes full damage. On a successful save the target takes half damage.<br />
* ''Force Breath.'' 600 ft cone, 263 (60d10) force damage, Con saving throw<br />
* ''Lightning Breath.'' 600 ft x 20 ft line, 263 (60d10) lighting damage, Con saving throw<br />
* ''Weakening Breath.'' 600 ft cone, Each creature in that area must succeed Strength saving throw or have disadvantage on Strength-based Attack rolls, Strength checks, and Strength Saving Throws for 10 minutes.<br />
<br />
'''''Change Shape.''''' <br />
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).<br/><br />
In a new form, the dragon retains its alignment, {{5e|Hit Points|hit points}}, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.<br />
<br />
'''''Burst of the Cosmos.''''' <br />
all creatures within 50 feet of Doitil must succeed a Strength saving throw. On a failed save, the creature takes 15d8 force damage and is pushed back by 30 feet. On a successful save, the creature is not pushed back and takes half as much damage.<br />
<br />
|reactions= '''''Otherworldly Resistance.''''' When Doitil takes damage he can use his reaction to reduce all damage he takes by 12d10 until the start of his next turn.<br />
<br />
|legendary={{Legendary Actions|name=Doitil|actions=5}}<br/><br />
<br />
'''Detect.''' Doitil makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Tail Attack.''' Doitil makes a tail attack.<br/><br />
'''Quick Spell (Costs 2 Actions).''' Doitil cast an At Will spell.<br />
<br />
|description='''Biology'''<br />
Doitil is a otherworldly dragon, others will see similarities between the Dragonborn and Doitil. When fully erect he 300ft tall with a wingspan of 650ft from edge to edge companied by a 300ft long tail. His scales fluctuate between Gold, Azure, Grey, and Crimson, and Black.<br />
<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
'''History'''<br />
This race of dragon once believed they were the only sentient life in the cosmos, even after traveling from planet to planet until the oldest of them came across world that was covered in conflict between the Primordials and the Elder Gods. Acting as the mediator Arkanos the father of this Cosmic Dragons, put an end to the conflict having the Elder Gods as well as the Primordials, both reluctant but the war was over. After many years Arkanos and his dragons made another world their home. This peace was not to last after 100 years the gods became jealous of the power of the dragons and planned a purge upon them and take back the world they fought so hard for. Unprepared and out numbered the dragons fought bravely until none were left all but one.<br />
<br />
'''Personality''' <br />
With the loss of his family Doitil wondered from world to world gaining power in secret learning the weakness of the gods. Disguising himself as the mortals he spent many centuries finding new friends participating in wars, increasing his knowledge and learning battle tactics. Overtime Doitil realized that the life of an adventurer was the life he was born to have.<br />
<br />
'''Battle Tactics'''<br />
A master tactician in his own right, he once commanded three different continental wars at once at which his armies were vastly outnumbered. Doitil tends to test his opponents when he first encounters a foe he tends not to strike back until he sees promising power.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Doitil_Arkanos_(5e_Creature)&diff=1531863Doitil Arkanos (5e Creature)2021-11-03T16:54:45Z<p>Alucarddragonborn: /* Doitil Arkanos */</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
<br />
==Doitil Arkanos==<br />
{{5e Creature<br />
|size=Titanic <br />
|type=dragon <br />
|swarm=<br />
|race=<br />
|alignment=CG<br />
|ac=29<br />
|armor=Natural Armor<br />
|hd=<br />
|hp=4953<br />
|hpdice=50d100 + 1342<br />
|speed=600ft, fly 600 ft, swim 600 ft<br />
|str=30<br />
|dex=30<br />
|con=30<br />
|int=30<br />
|wis=30<br />
|cha=30<br />
|saves= {{5a|str}} +40, {{5a|dex}} +40, {{5a|con}} +40, {{5a|int}} +40, {{5a|wis}} +40, {{5a|cha}} +40<br />
|skills= {{5s|Athletics}} +40, {{5s|Arcana}} +40, {{5s|Acrobatics}} +40, {{5s|Animal Handling}} +40, {{5s|Deception}} +40, {{5s|History}} +40, {{5s|Investigation}} +40, {{5s|Insight}} +40, {{5s|Intimidation}} +40, {{5s|Medicine}} +40, {{5s|Nature}} +40, {{5s|Perception}} +40, {{5s|Performance}} +40, {{5s|Persuasion}} +40, {{5s|Religion}} +40, {{5s|Sleight of Hand}} +40, {{5s|Stealth}} +40, {{5s|Survival}} +40<br />
|di=Cold, Fire, force, lightning, acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=Necrotic, thunder<br />
|dv=Radiant <br />
|senses={{5e|Blindsight}} 240 ft., {{5e|Tremorsense}} 240 ft., {{5e|Truesight}} 240 ft., passive [[5e SRD:Perception Skill|Perception]] 36<br />
|languages=Draconic, Common, Elvish, Dwarven, Sylvan, Giant, Abyssal, Celestial <br />
|cr=50<br />
|xp=1,220,000<br />
|features=<br />
'''''Elemental Absorption.''''' <br />
Whenever Doitil is subjected to fire, lightning, or cold damage, it takes no damage and instead regains a number of hit points equal to the fire, lightning, or cold damage dealt. <br />
<br />
'''''Immensity.'''''<br />
Doitil can move through the space of a creature or object of Gargantuan size or smaller, and he does not treat such creatures as difficult terrain. If Doitil moves through a creature's space, the creature must make a DC 30 {{5a|dex}} saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.<br />
<br />
'''''Gravitational Aura.'''''<br />
Doitil has a 50ft aura that increases the gravity around him. All ranged attacks are made within or that go into the aura have disadvantage and creatures who enter the aura must make a Strength saving throw or be knocked prone and take 10d10 force damage at the start of their turns or pushed out.(Doitils Choice) If a creature has a strength score of 25 they automatically succeed the saving throw.<br />
<br />
'''''Cosmic Power.''''' <br />
Doitil’s claw, tail, and bite attacks are magical. When Doitil hits with an attack or spell, the attack deals an extra 20d8 force damage in addition if Doitil were to land a critical hit the di from Cosmic Power become d20(included in the attack).<br />
<br />
'''''Siege Monster.'''''<br />
Doitil deals double damage to objects and structures.<br />
<br />
'''''Never Ending Rampage.''''' <br />
Whenever Doitil kills a living creature he gains temporary hit points equal to half the damage he dealt to it (rounded up).<br />
<br />
'''''Ultimate Criticals.'''''<br />
Doitil lands a critical hit on a roll of 16-20.<br />
<br />
'''''Unstoppable Force.''''' <br />
Damage dealt by Doitil bypasses resistance and treats immunity as resistance. In addition whenever Doitil kills a creature they cannot be brought back to life unless the wish spell is cast at the 10th level.<br />
<br />
'''''Immovable Object.''''' <br />
If Doitil would take damage that would bypass his immunity he will instead take the damage as resistance. Additionally Doitil can not be moved from where he is standing by any means if he is conscious.<br />
<br />
'''''Born Worthy.''''' <br />
Doitil ignores all class, race, and level requirements on the use of magic items and weapons.<br />
<br />
'''''Innate Spellcasting.'''''<br />
Doitil can innately cast these spells (Save DC 30, +40 to hit):<br />
<br />
At will: all force, fire, lightning and cold damaging cantrips and 1st-3rd level spells<br />
<br />
4th level (6 slots):[[Lava Line (5e Spell)|Lava Line]], [[Control Air (5e Spell)|Control Air]], [[Reshape Terrain (5e Spell)|Reshape Terrain]], [[Spike Stones (5e Spell)|Spike Stones]], [[Shake Earth (5e Spell)|Shake Earth]]<br />
<br />
5th level (5 slots):[[Earthen Prison (5e Spell)|Earthen Prison]], [[Fallen Meteor (5e Spell)|Fallen Meteor]], [[Fire Flow (5e Spell)|Fire Flow]], [[Lightning Rain (5e Spell)|Lighting Rain]]<br />
<br />
6th level (4 slots):[[Avalanche (5e Spell)|Avalanche]], [[Mind Kill (5e Spell)|Mind Kill]], [[Elemental Wrath (5e Spell)|Elemental Wrath]], [[Flux Wall (5e Spell)|Flux Wall]]<br />
<br />
7th level (3 slots):[[Fire Tornado (5e Spell)|Fire Tornado]], [[Oblivion Wave (5e Spell)|Oblivion Wave]], [[Mass Death Ward (5e Spell)| Mass Death Ward]],<br />
<br />
8th level (2 slots):<br />
<br />
9th level (1 slot):<br />
<br />
10th level (1 slot):<br />
<br />
'''''Adamantine Bones.'''''<br />
Doitil has disadvantage on all Dexterity saving throws, checks, attack rolls that use dexterity, and any critical hit against him becomes a normal hit.<br />
<br />
'''''Mythical Strike.'''''<br />
Doitil can choose to automatically hit all of his attacks and all of his attacks deal max damage, but he gains vulnerability to his resistances and every attack made against him is with advantage and is a critical.<br />
<br />
'''''Legendary Resistance (5/Day).''''' <br />
If Doitil fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
<br />
'''''Multiattack.''''' Doitil can use his Frightful Presence. He then makes nine attacks: two with his bite, one with his tail and four with his claws. He may use his Crush or Swallow in place of his bite.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +40 to hit, reach 30 ft., 10 targets. ''Hit:'' 65 (10d10 + 10) piercing damage plus 90 (20d8) force damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +40 to hit, reach 45 ft., 10 targets. ''Hit:'' 45 (10d6 + 10) slashing damage plus 90 (20d8) force damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +40 to hit, reach 180 ft., 20 targets. ''Hit:'' 55 (10d8 + 10) bludgeoning damage plus 90 (20d8) force damage.<br />
<br />
'''''Wings.''''' ''Ranged Weapon Attack:'' +40 to hit, reach 400 ft., everything within range. ''Hit:'' 153 (10d10 + 100) bludgeoning damage damage. All creatures hit by this attack must succeed on a DC 30 {{5a|str}} saving throw or be pushed back 100 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious.<br />
<br />
'''''Crush.''''' <br />
Doitil attempts to crush its foes underneath it using its weight. All creatures in Doitils space must make a DC 20 {{5a|dex}} saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes {{5c|Grappled}} by the dragon (escape DC 20). While grappled in this manner, a creature is also considered {{5c|Prone}} and {{5c|Restrained}}, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of Doitils turns. A creature is freed from this grapple when the dragon moves.<br />
<br />
'''''Swallow.'''''<br />
Doitil makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {{5c|Blinded}} and {{5c|Restrained}}, it has total cover against attacks and other effects outside the dragon, and it takes 99 (22d8) acid damage at the start of each of Doitil’s turns.<br/><br />
If Doitil takes 75 damage or more on a single turn from a creature inside it, Doitil must succeed on a {{5a|con}} saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Doitil. The DC for this saving throw equals one-third the damage taken during that single turn. If Doitil dies, a swallowed creature is no longer {{5c|Restrained}} by it and can escape from the corpse by using 30 feet of movement, exiting {{5c|Prone}}.<br />
<br />
'''''Frightful Presence.'''''<br />
Each creature of Doitil’s choice that is within 240 feet of him and aware of him must succeed on a DC 30 {{5a|wis}} saving throw or become {{5c|Frightened}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Breath Weapon (Recharge 3-6).''''' <br />
Doitil uses one of his breath weapons. The breath weapon has a DC of 30. On a failed save the target takes full damage. On a successful save the target takes half damage.<br />
* ''Force Breath.'' 600 ft cone, 263 (60d10) force damage, Con saving throw<br />
* ''Lightning Breath.'' 600 ft x 20 ft line, 263 (60d10) lighting damage, Con saving throw<br />
* ''Weakening Breath.'' 600 ft cone, Each creature in that area must succeed Strength saving throw or have disadvantage on Strength-based Attack rolls, Strength checks, and Strength Saving Throws for 10 minutes.<br />
<br />
'''''Change Shape.''''' <br />
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).<br/><br />
In a new form, the dragon retains its alignment, {{5e|Hit Points|hit points}}, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.<br />
<br />
'''''Burst of the Cosmos.''''' <br />
all creatures within 50 feet of Doitil must succeed a Strength saving throw. On a failed save, the creature takes 15d8 force damage and is pushed back by 30 feet. On a successful save, the creature is not pushed back and takes half as much damage.<br />
<br />
|reactions= '''''Otherworldly Resistance.''''' When Doitil takes damage he can use his reaction to reduce all damage he takes by 12d10 until the start of his next turn.<br />
<br />
|legendary={{Legendary Actions|name=Doitil|actions=5}}<br/><br />
<br />
'''Detect.''' Doitil makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Tail Attack.''' Doitil makes a tail attack.<br/><br />
'''Quick Spell (Costs 2 Actions).''' Doitil cast an At Will spell.<br />
<br />
|description='''Biology'''<br />
Doitil is a otherworldly dragon, others will see similarities between the Dragonborn and Doitil. When fully erect he 300ft tall with a wingspan of 650ft from edge to edge companied by a 300ft long tail. His scales fluctuate between Gold, Azure, Grey, and Crimson, and Black.<br />
<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
'''History'''<br />
This race of dragon once believed they were the only sentient life in the cosmos, even after traveling from planet to planet until the oldest of them came across world that was covered in conflict between the Primordials and the Elder Gods. Acting as the mediator Arkanos the father of this Cosmic Dragons, put an end to the conflict having the Elder Gods as well as the Primordials, both reluctant but the war was over. After many years Arkanos and his dragons made another world their home. This peace was not to last after 100 years the gods became jealous of the power of the dragons and planned a purge upon them and take back the world they fought so hard for. Unprepared and out numbered the dragons fought bravely until none were left all but one.<br />
<br />
'''Personality''' <br />
Although he has a backstory of betrayal and defeat he still manages to press forward despite his struggles. All alone in this world he strives bring an end to the tyranny of the gods, vengeance is what matters to him to him most and he will not stop at nothing to fulfill it. Covered in a shroud of anger is still a dragon who wonders why did he not die like the rest of his family even now as he walks the world with only a few friends left.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Doitil_Arkanos_(5e_Creature)&diff=1531860Doitil Arkanos (5e Creature)2021-11-03T16:48:56Z<p>Alucarddragonborn: /* Doitil Arkanos */</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
<br />
==Doitil Arkanos==<br />
{{5e Creature<br />
|size=Titanic <br />
|type=dragon <br />
|swarm=<br />
|race=<br />
|alignment=CG<br />
|ac=29<br />
|armor=Natural Armor<br />
|hd=<br />
|hp=4953<br />
|hpdice=50d100 + 1342<br />
|speed=600ft, fly 600 ft, swim 600 ft<br />
|str=30<br />
|dex=30<br />
|con=30<br />
|int=30<br />
|wis=30<br />
|cha=30<br />
|saves= {{5a|str}} +40, {{5a|dex}} +40, {{5a|con}} +40, {{5a|int}} +40, {{5a|wis}} +40, {{5a|cha}} +40<br />
|skills= {{5s|Athletics}} +40, {{5s|Arcana}} +40, {{5s|Acrobatics}} +40, {{5s|Animal Handling}} +40, {{5s|Deception}} +40, {{5s|History}} +40, {{5s|Investigation}} +40, {{5s|Insight}} +40, {{5s|Intimidation}} +40, {{5s|Medicine}} +40, {{5s|Nature}} +40, {{5s|Perception}} +40, {{5s|Performance}} +40, {{5s|Persuasion}} +40, {{5s|Religion}} +40, {{5s|Sleight of Hand}} +40, {{5s|Stealth}} +40, {{5s|Survival}} +40<br />
|di=Cold, Fire, force, lightning, acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=Necrotic, thunder<br />
|dv=Radiant <br />
|senses={{5e|Blindsight}} 240 ft., {{5e|Tremorsense}} 240 ft., {{5e|Truesight}} 240 ft., passive [[5e SRD:Perception Skill|Perception]] 36<br />
|languages=Draconic, Common, Elvish, Dwarven, Sylvan, Giant, Abyssal, Celestial <br />
|cr=50<br />
|xp=1,220,000<br />
|features=<br />
'''''Elemental Absorption.''''' <br />
Whenever Doitil is subjected to fire, lightning, or cold damage, it takes no damage and instead regains a number of hit points equal to the fire, lightning, or cold damage dealt. <br />
<br />
'''''Immensity.'''''<br />
Doitil can move through the space of a creature or object of Gargantuan size or smaller, and he does not treat such creatures as difficult terrain. If Doitil moves through a creature's space, the creature must make a DC 30 {{5a|dex}} saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.<br />
<br />
'''''Gravitational Aura.'''''<br />
Doitil has a 50ft aura that increases the gravity around him. All ranged attacks are made within or that go into the aura have disadvantage and creatures who enter the aura must make a Strength saving throw or be knocked prone and take 10d10 force damage at the start of their turns or pushed out.(Doitils Choice) If a creature has a strength score of 25 they automatically succeed the saving throw.<br />
<br />
'''''Cosmic Power.''''' <br />
Doitil’s claw, tail, and bite attacks are magical. When Doitil hits with an attack or spell, the attack deals an extra 20d8 force damage in addition if Doitil were to land a critical hit the di from Cosmic Power become d20(included in the attack).<br />
<br />
'''''Siege Monster.'''''<br />
Doitil deals double damage to objects and structures.<br />
<br />
'''''Never Ending Rampage.''''' <br />
Whenever Doitil kills a living creature he gains temporary hit points equal to half the damage he dealt to it (rounded up).<br />
<br />
'''''Ultimate Criticals.'''''<br />
Doitil lands a critical hit on a roll of 16-20.<br />
<br />
'''''Unstoppable Force.''''' <br />
Damage dealt by Doitil bypasses resistance and treats immunity as resistance. <br />
<br />
'''''Immovable Object.''''' <br />
If Doitil would take damage that would bypass his immunity he will instead take the damage as resistance. Additionally Doitil can not be moved from where he is standing by any means if he is conscious.<br />
<br />
'''''Born Worthy.''''' <br />
Doitil ignores all class, race, and level requirements on the use of magic items and weapons.<br />
<br />
'''''Innate Spellcasting.'''''<br />
Doitil can innately cast these spells (Save DC 30, +40 to hit):<br />
<br />
At will: all force, fire, lightning and cold damaging cantrips and 1st-3rd level spells<br />
<br />
4th level (6 slots):[[Lava Line (5e Spell)|Lava Line]], [[Control Air (5e Spell)|Control Air]], [[Reshape Terrain (5e Spell)|Reshape Terrain]], [[Spike Stones (5e Spell)|Spike Stones]], [[Shake Earth (5e Spell)|Shake Earth]]<br />
<br />
5th level (5 slots):[[Earthen Prison (5e Spell)|Earthen Prison]], [[Fallen Meteor (5e Spell)|Fallen Meteor]], [[Fire Flow (5e Spell)|Fire Flow]], [[Lightning Rain (5e Spell)|Lighting Rain]]<br />
<br />
6th level (4 slots):[[Avalanche (5e Spell)|Avalanche]], [[Mind Kill (5e Spell)|Mind Kill]], [[Elemental Wrath (5e Spell)|Elemental Wrath]], [[Flux Wall (5e Spell)|Flux Wall]]<br />
<br />
7th level (3 slots):[[Fire Tornado (5e Spell)|Fire Tornado]], [[Oblivion Wave (5e Spell)|Oblivion Wave]], [[Mass Death Ward (5e Spell)| Mass Death Ward]],<br />
<br />
8th level (2 slots):<br />
<br />
9th level (1 slot):<br />
<br />
10th level (1 slot):<br />
<br />
'''''Adamantine Bones.'''''<br />
Doitil has disadvantage on all Dexterity saving throws, checks, attack rolls that use dexterity, and any critical hit against him becomes a normal hit.<br />
<br />
'''''Mythical Strike.'''''<br />
Doitil can choose to automatically hit all of his attacks and all of his attacks deal max damage, but he gains vulnerability to his resistances and every attack made against him is with advantage and is a critical.<br />
<br />
'''''Legendary Resistance (5/Day).''''' <br />
If Doitil fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
<br />
'''''Multiattack.''''' Doitil can use his Frightful Presence. He then makes nine attacks: two with his bite, one with his tail and four with his claws. He may use his Crush or Swallow in place of his bite.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +40 to hit, reach 30 ft., 10 targets. ''Hit:'' 65 (10d10 + 10) piercing damage plus 90 (20d8) force damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +40 to hit, reach 45 ft., 10 targets. ''Hit:'' 45 (10d6 + 10) slashing damage plus 90 (20d8) force damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +40 to hit, reach 180 ft., 20 targets. ''Hit:'' 55 (10d8 + 10) bludgeoning damage plus 90 (20d8) force damage.<br />
<br />
'''''Wings.''''' ''Ranged Weapon Attack:'' +40 to hit, reach 400 ft., everything within range. ''Hit:'' 153 (10d10 + 100) bludgeoning damage damage. All creatures hit by this attack must succeed on a DC 30 {{5a|str}} saving throw or be pushed back 100 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious.<br />
<br />
'''''Crush.''''' <br />
Doitil attempts to crush its foes underneath it using its weight. All creatures in Doitils space must make a DC 20 {{5a|dex}} saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes {{5c|Grappled}} by the dragon (escape DC 20). While grappled in this manner, a creature is also considered {{5c|Prone}} and {{5c|Restrained}}, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of Doitils turns. A creature is freed from this grapple when the dragon moves.<br />
<br />
'''''Swallow.'''''<br />
Doitil makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {{5c|Blinded}} and {{5c|Restrained}}, it has total cover against attacks and other effects outside the dragon, and it takes 99 (22d8) acid damage at the start of each of Doitil’s turns.<br/><br />
If Doitil takes 75 damage or more on a single turn from a creature inside it, Doitil must succeed on a {{5a|con}} saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Doitil. The DC for this saving throw equals one-third the damage taken during that single turn. If Doitil dies, a swallowed creature is no longer {{5c|Restrained}} by it and can escape from the corpse by using 30 feet of movement, exiting {{5c|Prone}}.<br />
<br />
'''''Frightful Presence.'''''<br />
Each creature of Doitil’s choice that is within 240 feet of him and aware of him must succeed on a DC 30 {{5a|wis}} saving throw or become {{5c|Frightened}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Breath Weapon (Recharge 3-6).''''' <br />
Doitil uses one of his breath weapons. The breath weapon has a DC of 30. On a failed save the target takes full damage. On a successful save the target takes half damage.<br />
* ''Force Breath.'' 600 ft cone, 263 (60d10) force damage, Con saving throw<br />
* ''Lightning Breath.'' 600 ft x 20 ft line, 263 (60d10) lighting damage, Con saving throw<br />
* ''Weakening Breath.'' 600 ft cone, Each creature in that area must succeed Strength saving throw or have disadvantage on Strength-based Attack rolls, Strength checks, and Strength Saving Throws for 10 minutes.<br />
<br />
'''''Change Shape.''''' <br />
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).<br/><br />
In a new form, the dragon retains its alignment, {{5e|Hit Points|hit points}}, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.<br />
<br />
'''''Burst of the Cosmos.''''' <br />
all creatures within 50 feet of Doitil must succeed a Strength saving throw. On a failed save, the creature takes 15d8 force damage and is pushed back by 30 feet. On a successful save, the creature is not pushed back and takes half as much damage.<br />
<br />
|reactions= '''''Otherworldly Resistance.''''' When Doitil takes damage he can use his reaction to reduce all damage he takes by 12d10 until the start of his next turn.<br />
<br />
|legendary={{Legendary Actions|name=Doitil|actions=5}}<br/><br />
<br />
'''Detect.''' Doitil makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Tail Attack.''' Doitil makes a tail attack.<br/><br />
'''Quick Spell (Costs 2 Actions).''' Doitil cast an At Will spell.<br />
<br />
|description='''Biology'''<br />
Doitil is a otherworldly dragon, others will see similarities between the Dragonborn and Doitil. When fully erect he 300ft tall with a wingspan of 650ft from edge to edge companied by a 300ft long tail. His scales fluctuate between Gold, Azure, Grey, and Crimson, and Black.<br />
<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
'''History'''<br />
This race of dragon once believed they were the only sentient life in the cosmos, even after traveling from planet to planet until the oldest of them came across world that was covered in conflict between the Primordials and the Elder Gods. Acting as the mediator Arkanos the father of this Cosmic Dragons, put an end to the conflict having the Elder Gods as well as the Primordials, both reluctant but the war was over. After many years Arkanos and his dragons made another world their home. This peace was not to last after 100 years the gods became jealous of the power of the dragons and planned a purge upon them and take back the world they fought so hard for. Unprepared and out numbered the dragons fought bravely until none were left all but one.<br />
<br />
'''Personality''' <br />
Although he has a backstory of betrayal and defeat he still manages to press forward despite his struggles. All alone in this world he strives bring an end to the tyranny of the gods, vengeance is what matters to him to him most and he will not stop at nothing to fulfill it. Covered in a shroud of anger is still a dragon who wonders why did he not die like the rest of his family even now as he walks the world with only a few friends left.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Doitil_Arkanos_(5e_Creature)&diff=1531858Doitil Arkanos (5e Creature)2021-11-03T16:45:00Z<p>Alucarddragonborn: /* Doitil Arkanos */</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
<br />
==Doitil Arkanos==<br />
{{5e Creature<br />
|size=Titanic <br />
|type=dragon <br />
|swarm=<br />
|race=<br />
|alignment=CG<br />
|ac=29<br />
|armor=Natural Armor<br />
|hd=<br />
|hp=4953<br />
|hpdice=50d100 + 1342<br />
|speed=600ft, fly 600 ft, swim 600 ft<br />
|str=30<br />
|dex=30<br />
|con=30<br />
|int=30<br />
|wis=30<br />
|cha=30<br />
|saves= {{5a|str}} +40, {{5a|dex}} +40, {{5a|con}} +40, {{5a|int}} +40, {{5a|wis}} +40, {{5a|cha}} +40<br />
|skills= {{5s|Athletics}} +40, {{5s|Arcana}} +40, {{5s|Acrobatics}} +40, {{5s|Animal Handling}} +40, {{5s|Deception}} +40, {{5s|History}} +40, {{5s|Investigation}} +40, {{5s|Insight}} +40, {{5s|Intimidation}} +40, {{5s|Medicine}} +40, {{5s|Nature}} +40, {{5s|Perception}} +40, {{5s|Performance}} +40, {{5s|Persuasion}} +40, {{5s|Religion}} +40, {{5s|Sleight of Hand}} +40, {{5s|Stealth}} +40, {{5s|Survival}} +40<br />
|di=Cold, Fire, force, lightning, acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=Necrotic, thunder<br />
|dv=Radiant <br />
|senses={{5e|Blindsight}} 240 ft., {{5e|Tremorsense}} 240 ft., {{5e|Truesight}} 240 ft., passive [[5e SRD:Perception Skill|Perception]] 36<br />
|languages=Draconic, Common, Elvish, Dwarven, Sylvan, Giant, Abyssal, Celestial <br />
|cr=50<br />
|xp=1,220,000<br />
|features=<br />
'''''Elemental Absorption.''''' <br />
Whenever Doitil is subjected to fire, lightning, or cold damage, it takes no damage and instead regains a number of hit points equal to the fire, lightning, or cold damage dealt. <br />
<br />
'''''Immensity.'''''<br />
Doitil can move through the space of a creature or object of Gargantuan size or smaller, and he does not treat such creatures as difficult terrain. If Doitil moves through a creature's space, the creature must make a DC 30 {{5a|dex}} saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.<br />
<br />
'''''Gravitational Aura.'''''<br />
Doitil has a 50ft aura that increases the gravity around him. All ranged attacks are made within or that go into the aura have disadvantage and creatures who enter the aura must make a Strength saving throw or be knocked prone and take 10d10 force damage at the start of their turns or pushed out.(Doitils Choice) If a creature has a strength score of 25 they automatically succeed the saving throw.<br />
<br />
'''''Cosmic Power.''''' <br />
Doitil’s claw, tail, and bite attacks are magical. When Doitil hits with an attack or spell, the attack deals an extra 20d8 force damage in addition if Doitil were to land a critical hit the di from Cosmic Power become d20(included in the attack).<br />
<br />
'''''Siege Monster.'''''<br />
Doitil deals double damage to objects and structures.<br />
<br />
'''''Never Ending Rampage.''''' <br />
Whenever Doitil kills a living creature he gains temporary hit points equal to half the damage he dealt to it (rounded up).<br />
<br />
'''''Ultimate Criticals.'''''<br />
Doitil lands a critical hit on a roll of 16-20.<br />
<br />
'''''Unstoppable Force.''''' <br />
Damage dealt by Doitil bypasses resistance and treats immunity as resistance. <br />
<br />
'''''Immovable Object.''''' <br />
If Doitil would take damage that would bypass his immunity he will instead take the damage as resistance. Additionally Doitil can not be moved from where he is standing by any means if he is conscious.<br />
<br />
'''''Born Worthy.''''' <br />
Doitil ignores all class, race, and level requirements on the use of magic items and weapons.<br />
<br />
'''''Innate Spellcasting.'''''<br />
Doitil can innately cast these spells (Save DC 30, +40 to hit):<br />
<br />
At will: all force, fire, lightning and cold damaging cantrips and 1st-3rd level spells<br />
<br />
4th level (6 slots):[[Lava Line (5e Spell)|Lava Line]], [[Control Air (5e Spell)|Control Air]], [[Reshape Terrain (5e Spell)|Reshape Terrain]], [[Spike Stones (5e Spell)|Spike Stones]], [[Shake Earth (5e Spell)|Shake Earth]]<br />
<br />
5th level (5 slots):[[Earthen Prison (5e Spell)|Earthen Prison]], [[Fallen Meteor (5e Spell)|Fallen Meteor]], [[Fire Flow (5e Spell)|Fire Flow]], [[Lightning Rain (5e Spell)|Lighting Rain]]<br />
<br />
6th level (4 slots):[[Avalanche (5e Spell)|Avalanche]], [[Mind Kill (5e Spell)|Mind Kill]], [[Elemental Wrath (5e Spell)|Elemental Wrath]], [[Flux Wall (5e Spell)|Flux Wall]]<br />
<br />
7th level (3 slots):[[Fire Tornado (5e Spell)|Fire Tornado]], <br />
<br />
8th level (2 slots):<br />
<br />
9th level (1 slot):<br />
<br />
10th level (1 slot):<br />
<br />
'''''Adamantine Bones.'''''<br />
Doitil has disadvantage on all Dexterity saving throws, checks, attack rolls that use dexterity, and any critical hit against him becomes a normal hit.<br />
<br />
'''''Mythical Strike.'''''<br />
Doitil can choose to automatically hit all of his attacks and all of his attacks deal max damage, but he gains vulnerability to his resistances and every attack made against him is with advantage and is a critical.<br />
<br />
'''''Legendary Resistance (5/Day).''''' <br />
If Doitil fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
<br />
'''''Multiattack.''''' Doitil can use his Frightful Presence. He then makes nine attacks: two with his bite, one with his tail and four with his claws. He may use his Crush or Swallow in place of his bite.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +40 to hit, reach 30 ft., 10 targets. ''Hit:'' 65 (10d10 + 10) piercing damage plus 90 (20d8) force damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +40 to hit, reach 45 ft., 10 targets. ''Hit:'' 45 (10d6 + 10) slashing damage plus 90 (20d8) force damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +40 to hit, reach 180 ft., 20 targets. ''Hit:'' 55 (10d8 + 10) bludgeoning damage plus 90 (20d8) force damage.<br />
<br />
'''''Wings.''''' ''Ranged Weapon Attack:'' +40 to hit, reach 400 ft., everything within range. ''Hit:'' 153 (10d10 + 100) bludgeoning damage damage. All creatures hit by this attack must succeed on a DC 30 {{5a|str}} saving throw or be pushed back 100 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious.<br />
<br />
'''''Crush.''''' <br />
Doitil attempts to crush its foes underneath it using its weight. All creatures in Doitils space must make a DC 20 {{5a|dex}} saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes {{5c|Grappled}} by the dragon (escape DC 20). While grappled in this manner, a creature is also considered {{5c|Prone}} and {{5c|Restrained}}, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of Doitils turns. A creature is freed from this grapple when the dragon moves.<br />
<br />
'''''Swallow.'''''<br />
Doitil makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {{5c|Blinded}} and {{5c|Restrained}}, it has total cover against attacks and other effects outside the dragon, and it takes 99 (22d8) acid damage at the start of each of Doitil’s turns.<br/><br />
If Doitil takes 75 damage or more on a single turn from a creature inside it, Doitil must succeed on a {{5a|con}} saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Doitil. The DC for this saving throw equals one-third the damage taken during that single turn. If Doitil dies, a swallowed creature is no longer {{5c|Restrained}} by it and can escape from the corpse by using 30 feet of movement, exiting {{5c|Prone}}.<br />
<br />
'''''Frightful Presence.'''''<br />
Each creature of Doitil’s choice that is within 240 feet of him and aware of him must succeed on a DC 30 {{5a|wis}} saving throw or become {{5c|Frightened}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Breath Weapon (Recharge 3-6).''''' <br />
Doitil uses one of his breath weapons. The breath weapon has a DC of 30. On a failed save the target takes full damage. On a successful save the target takes half damage.<br />
* ''Force Breath.'' 600 ft cone, 263 (60d10) force damage, Con saving throw<br />
* ''Lightning Breath.'' 600 ft x 20 ft line, 263 (60d10) lighting damage, Con saving throw<br />
* ''Weakening Breath.'' 600 ft cone, Each creature in that area must succeed Strength saving throw or have disadvantage on Strength-based Attack rolls, Strength checks, and Strength Saving Throws for 10 minutes.<br />
<br />
'''''Change Shape.''''' <br />
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).<br/><br />
In a new form, the dragon retains its alignment, {{5e|Hit Points|hit points}}, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.<br />
<br />
'''''Burst of the Cosmos.''''' <br />
all creatures within 50 feet of Doitil must succeed a Strength saving throw. On a failed save, the creature takes 15d8 force damage and is pushed back by 30 feet. On a successful save, the creature is not pushed back and takes half as much damage.<br />
<br />
|reactions= '''''Otherworldly Resistance.''''' When Doitil takes damage he can use his reaction to reduce all damage he takes by 12d10 until the start of his next turn.<br />
<br />
|legendary={{Legendary Actions|name=Doitil|actions=5}}<br/><br />
<br />
'''Detect.''' Doitil makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Tail Attack.''' Doitil makes a tail attack.<br/><br />
'''Quick Spell (Costs 2 Actions).''' Doitil cast an At Will spell.<br />
<br />
|description='''Biology'''<br />
Doitil is a otherworldly dragon, others will see similarities between the Dragonborn and Doitil. When fully erect he 300ft tall with a wingspan of 650ft from edge to edge companied by a 300ft long tail. His scales fluctuate between Gold, Azure, Grey, and Crimson, and Black.<br />
<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
'''History'''<br />
This race of dragon once believed they were the only sentient life in the cosmos, even after traveling from planet to planet until the oldest of them came across world that was covered in conflict between the Primordials and the Elder Gods. Acting as the mediator Arkanos the father of this Cosmic Dragons, put an end to the conflict having the Elder Gods as well as the Primordials, both reluctant but the war was over. After many years Arkanos and his dragons made another world their home. This peace was not to last after 100 years the gods became jealous of the power of the dragons and planned a purge upon them and take back the world they fought so hard for. Unprepared and out numbered the dragons fought bravely until none were left all but one.<br />
<br />
'''Personality''' <br />
Although he has a backstory of betrayal and defeat he still manages to press forward despite his struggles. All alone in this world he strives bring an end to the tyranny of the gods, vengeance is what matters to him to him most and he will not stop at nothing to fulfill it. Covered in a shroud of anger is still a dragon who wonders why did he not die like the rest of his family even now as he walks the world with only a few friends left.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Doitil_Arkanos_(5e_Creature)&diff=1531857Doitil Arkanos (5e Creature)2021-11-03T16:42:14Z<p>Alucarddragonborn: /* Doitil Arkanos */</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
<br />
==Doitil Arkanos==<br />
{{5e Creature<br />
|size=Titanic <br />
|type=dragon <br />
|swarm=<br />
|race=<br />
|alignment=CG<br />
|ac=29<br />
|armor=Natural Armor<br />
|hd=<br />
|hp=4953<br />
|hpdice=50d100 + 1342<br />
|speed=600ft, fly 600 ft, swim 600 ft<br />
|str=30<br />
|dex=30<br />
|con=30<br />
|int=30<br />
|wis=30<br />
|cha=30<br />
|saves= {{5a|str}} +40, {{5a|dex}} +40, {{5a|con}} +40, {{5a|int}} +40, {{5a|wis}} +40, {{5a|cha}} +40<br />
|skills= {{5s|Athletics}} +40, {{5s|Arcana}} +40, {{5s|Acrobatics}} +40, {{5s|Animal Handling}} +40, {{5s|Deception}} +40, {{5s|History}} +40, {{5s|Investigation}} +40, {{5s|Insight}} +40, {{5s|Intimidation}} +40, {{5s|Medicine}} +40, {{5s|Nature}} +40, {{5s|Perception}} +40, {{5s|Performance}} +40, {{5s|Persuasion}} +40, {{5s|Religion}} +40, {{5s|Sleight of Hand}} +40, {{5s|Stealth}} +40, {{5s|Survival}} +40<br />
|di=Cold, Fire, force, lightning, acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=Necrotic, thunder<br />
|dv=Radiant <br />
|senses={{5e|Blindsight}} 240 ft., {{5e|Tremorsense}} 240 ft., {{5e|Truesight}} 240 ft., passive [[5e SRD:Perception Skill|Perception]] 36<br />
|languages=Draconic, Common, Elvish, Dwarven, Sylvan, Giant, Abyssal, Celestial <br />
|cr=50<br />
|xp=1,220,000<br />
|features=<br />
'''''Elemental Absorption.''''' <br />
Whenever Doitil is subjected to fire, lightning, or cold damage, it takes no damage and instead regains a number of hit points equal to the fire, lightning, or cold damage dealt. <br />
<br />
'''''Immensity.'''''<br />
Doitil can move through the space of a creature or object of Gargantuan size or smaller, and he does not treat such creatures as difficult terrain. If Doitil moves through a creature's space, the creature must make a DC 30 {{5a|dex}} saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.<br />
<br />
'''''Gravitational Aura.'''''<br />
Doitil has a 50ft aura that increases the gravity around him. All ranged attacks are made within or that go into the aura have disadvantage and creatures who enter the aura must make a Strength saving throw or be knocked prone and take 10d10 force damage at the start of their turns or pushed out.(Doitils Choice) If a creature has a strength score of 25 they automatically succeed the saving throw.<br />
<br />
'''''Cosmic Power.''''' <br />
Doitil’s claw, tail, and bite attacks are magical. When Doitil hits with an attack or spell, the attack deals an extra 20d8 force damage in addition if Doitil were to land a critical hit the di from Cosmic Power become d20(included in the attack).<br />
<br />
'''''Siege Monster.'''''<br />
Doitil deals double damage to objects and structures.<br />
<br />
'''''Never Ending Rampage.''''' <br />
Whenever Doitil kills a living creature he gains temporary hit points equal to half the damage he dealt to it (rounded up).<br />
<br />
'''''Ultimate Criticals.'''''<br />
Doitil lands a critical hit on a roll of 16-20.<br />
<br />
'''''Unstoppable Force.''''' <br />
Damage dealt by Doitil bypasses resistance and treats immunity as resistance. <br />
<br />
'''''Immovable Object.''''' <br />
If Doitil would take damage that would bypass his immunity he will instead take the damage as resistance. Additionally Doitil can not be moved from where he is standing by any means if he is conscious.<br />
<br />
'''''Born Worthy.''''' <br />
Doitil ignores all class, race, and level requirements on the use of magic items and weapons.<br />
<br />
'''''Innate Spellcasting.'''''<br />
Doitil can innately cast these spells (Save DC 30, +40 to hit):<br />
<br />
At will: all force, fire, lightning and cold damaging cantrips and 1st-3rd level spells<br />
<br />
4th level (6 slots):[[Lava Line (5e Spell)|Lava Line]], [[Control Air (5e Spell)|Control Air]], [[Reshape Terrain (5e Spell)|Reshape Terrain]], [[Spike Stones (5e Spell)|Spike Stones]], [[Shake Earth (5e Spell)|Shake Earth]]<br />
<br />
5th level (5 slots):[[Earthen Prison (5e Spell)|Earthen Prison]], [[Fallen Meteor (5e Spell)|Fallen Meteor]], [[Fire Flow (5e Spell)|Fire Flow]], [[Lightning Rain (5e Spell)|Lighting Rain]]<br />
<br />
6th level (4 slots):[[Avalanche (5e Spell)|Avalanche]], [[Mind Kill (5e Spell)|Mind Kill]], [[Elemental Wrath (5e Spell)|Elemental Wrath]], [[Flux Wall (5e Spell)|Flux Wall]]<br />
<br />
7th level (3 slots):<br />
<br />
8th level (2 slots):<br />
<br />
9th level (1 slot):<br />
<br />
10th level (1 slot):<br />
<br />
'''''Adamantine Bones.'''''<br />
Doitil has disadvantage on all Dexterity saving throws, checks, attack rolls that use dexterity, and any critical hit against him becomes a normal hit.<br />
<br />
'''''Mythical Strike.'''''<br />
Doitil can choose to automatically hit all of his attacks and all of his attacks deal max damage, but he gains vulnerability to his resistances and every attack made against him is with advantage and is a critical.<br />
<br />
'''''Legendary Resistance (5/Day).''''' <br />
If Doitil fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
<br />
'''''Multiattack.''''' Doitil can use his Frightful Presence. He then makes nine attacks: two with his bite, one with his tail and four with his claws. He may use his Crush or Swallow in place of his bite.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +40 to hit, reach 30 ft., 10 targets. ''Hit:'' 65 (10d10 + 10) piercing damage plus 90 (20d8) force damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +40 to hit, reach 45 ft., 10 targets. ''Hit:'' 45 (10d6 + 10) slashing damage plus 90 (20d8) force damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +40 to hit, reach 180 ft., 20 targets. ''Hit:'' 55 (10d8 + 10) bludgeoning damage plus 90 (20d8) force damage.<br />
<br />
'''''Wings.''''' ''Ranged Weapon Attack:'' +40 to hit, reach 400 ft., everything within range. ''Hit:'' 153 (10d10 + 100) bludgeoning damage damage. All creatures hit by this attack must succeed on a DC 30 {{5a|str}} saving throw or be pushed back 100 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious.<br />
<br />
'''''Crush.''''' <br />
Doitil attempts to crush its foes underneath it using its weight. All creatures in Doitils space must make a DC 20 {{5a|dex}} saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes {{5c|Grappled}} by the dragon (escape DC 20). While grappled in this manner, a creature is also considered {{5c|Prone}} and {{5c|Restrained}}, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of Doitils turns. A creature is freed from this grapple when the dragon moves.<br />
<br />
'''''Swallow.'''''<br />
Doitil makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {{5c|Blinded}} and {{5c|Restrained}}, it has total cover against attacks and other effects outside the dragon, and it takes 99 (22d8) acid damage at the start of each of Doitil’s turns.<br/><br />
If Doitil takes 75 damage or more on a single turn from a creature inside it, Doitil must succeed on a {{5a|con}} saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Doitil. The DC for this saving throw equals one-third the damage taken during that single turn. If Doitil dies, a swallowed creature is no longer {{5c|Restrained}} by it and can escape from the corpse by using 30 feet of movement, exiting {{5c|Prone}}.<br />
<br />
'''''Frightful Presence.'''''<br />
Each creature of Doitil’s choice that is within 240 feet of him and aware of him must succeed on a DC 30 {{5a|wis}} saving throw or become {{5c|Frightened}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Breath Weapon (Recharge 3-6).''''' <br />
Doitil uses one of his breath weapons. The breath weapon has a DC of 30. On a failed save the target takes full damage. On a successful save the target takes half damage.<br />
* ''Force Breath.'' 600 ft cone, 263 (60d10) force damage, Con saving throw<br />
* ''Lightning Breath.'' 600 ft x 20 ft line, 263 (60d10) lighting damage, Con saving throw<br />
* ''Weakening Breath.'' 600 ft cone, Each creature in that area must succeed Strength saving throw or have disadvantage on Strength-based Attack rolls, Strength checks, and Strength Saving Throws for 10 minutes.<br />
<br />
'''''Change Shape.''''' <br />
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).<br/><br />
In a new form, the dragon retains its alignment, {{5e|Hit Points|hit points}}, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.<br />
<br />
'''''Burst of the Cosmos.''''' <br />
all creatures within 50 feet of Doitil must succeed a Strength saving throw. On a failed save, the creature takes 15d8 force damage and is pushed back by 30 feet. On a successful save, the creature is not pushed back and takes half as much damage.<br />
<br />
|reactions= '''''Otherworldly Resistance.''''' When Doitil takes damage he can use his reaction to reduce all damage he takes by 12d10 until the start of his next turn.<br />
<br />
|legendary={{Legendary Actions|name=Doitil|actions=5}}<br/><br />
<br />
'''Detect.''' Doitil makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Tail Attack.''' Doitil makes a tail attack.<br/><br />
'''Quick Spell (Costs 2 Actions).''' Doitil cast an At Will spell.<br />
<br />
|description='''Biology'''<br />
Doitil is a otherworldly dragon, others will see similarities between the Dragonborn and Doitil. When fully erect he 300ft tall with a wingspan of 650ft from edge to edge companied by a 300ft long tail. His scales fluctuate between Gold, Azure, Grey, and Crimson, and Black.<br />
<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
'''History'''<br />
This race of dragon once believed they were the only sentient life in the cosmos, even after traveling from planet to planet until the oldest of them came across world that was covered in conflict between the Primordials and the Elder Gods. Acting as the mediator Arkanos the father of this Cosmic Dragons, put an end to the conflict having the Elder Gods as well as the Primordials, both reluctant but the war was over. After many years Arkanos and his dragons made another world their home. This peace was not to last after 100 years the gods became jealous of the power of the dragons and planned a purge upon them and take back the world they fought so hard for. Unprepared and out numbered the dragons fought bravely until none were left all but one.<br />
<br />
'''Personality''' <br />
Although he has a backstory of betrayal and defeat he still manages to press forward despite his struggles. All alone in this world he strives bring an end to the tyranny of the gods, vengeance is what matters to him to him most and he will not stop at nothing to fulfill it. Covered in a shroud of anger is still a dragon who wonders why did he not die like the rest of his family even now as he walks the world with only a few friends left.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Doitil_Arkanos_(5e_Creature)&diff=1531856Doitil Arkanos (5e Creature)2021-11-03T16:39:33Z<p>Alucarddragonborn: /* Doitil Arkanos */</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
<br />
==Doitil Arkanos==<br />
{{5e Creature<br />
|size=Titanic <br />
|type=dragon <br />
|swarm=<br />
|race=<br />
|alignment=CG<br />
|ac=29<br />
|armor=Natural Armor<br />
|hd=<br />
|hp=4953<br />
|hpdice=50d100 + 1342<br />
|speed=600ft, fly 600 ft, swim 600 ft<br />
|str=30<br />
|dex=30<br />
|con=30<br />
|int=30<br />
|wis=30<br />
|cha=30<br />
|saves= {{5a|str}} +40, {{5a|dex}} +40, {{5a|con}} +40, {{5a|int}} +40, {{5a|wis}} +40, {{5a|cha}} +40<br />
|skills= {{5s|Athletics}} +40, {{5s|Arcana}} +40, {{5s|Acrobatics}} +40, {{5s|Animal Handling}} +40, {{5s|Deception}} +40, {{5s|History}} +40, {{5s|Investigation}} +40, {{5s|Insight}} +40, {{5s|Intimidation}} +40, {{5s|Medicine}} +40, {{5s|Nature}} +40, {{5s|Perception}} +40, {{5s|Performance}} +40, {{5s|Persuasion}} +40, {{5s|Religion}} +40, {{5s|Sleight of Hand}} +40, {{5s|Stealth}} +40, {{5s|Survival}} +40<br />
|di=Cold, Fire, force, lightning, acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=Necrotic, thunder<br />
|dv=Radiant <br />
|senses={{5e|Blindsight}} 240 ft., {{5e|Tremorsense}} 240 ft., {{5e|Truesight}} 240 ft., passive [[5e SRD:Perception Skill|Perception]] 36<br />
|languages=Draconic, Common, Elvish, Dwarven, Sylvan, Giant, Abyssal, Celestial <br />
|cr=50<br />
|xp=1,220,000<br />
|features=<br />
'''''Elemental Absorption.''''' <br />
Whenever Doitil is subjected to fire, lightning, or cold damage, it takes no damage and instead regains a number of hit points equal to the fire, lightning, or cold damage dealt. <br />
<br />
'''''Immensity.'''''<br />
Doitil can move through the space of a creature or object of Gargantuan size or smaller, and he does not treat such creatures as difficult terrain. If Doitil moves through a creature's space, the creature must make a DC 30 {{5a|dex}} saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.<br />
<br />
'''''Gravitational Aura.'''''<br />
Doitil has a 50ft aura that increases the gravity around him. All ranged attacks are made within or that go into the aura have disadvantage and creatures who enter the aura must make a Strength saving throw or be knocked prone and take 10d10 force damage at the start of their turns or pushed out.(Doitils Choice) If a creature has a strength score of 25 they automatically succeed the saving throw.<br />
<br />
'''''Cosmic Power.''''' <br />
Doitil’s claw, tail, and bite attacks are magical. When Doitil hits with an attack or spell, the attack deals an extra 20d8 force damage in addition if Doitil were to land a critical hit the di from Cosmic Power become d20(included in the attack).<br />
<br />
'''''Siege Monster.'''''<br />
Doitil deals double damage to objects and structures.<br />
<br />
'''''Never Ending Rampage.''''' <br />
Whenever Doitil kills a living creature he gains temporary hit points equal to half the damage he dealt to it (rounded up).<br />
<br />
'''''Ultimate Criticals.'''''<br />
Doitil lands a critical hit on a roll of 16-20.<br />
<br />
'''''Unstoppable Force.''''' <br />
Damage dealt by Doitil bypasses resistance and treats immunity as resistance. <br />
<br />
'''''Immovable Object.''''' <br />
If Doitil would take damage that would bypass his immunity he will instead take the damage as resistance. Additionally Doitil can not be moved from where he is standing by any means if he is conscious.<br />
<br />
'''''Born Worthy.''''' <br />
Doitil ignores all class, race, and level requirements on the use of magic items and weapons.<br />
<br />
'''''Innate Spellcasting.'''''<br />
Doitil can innately cast these spells (Save DC 30, +40 to hit):<br />
<br />
At will: all force, fire, lightning and cold damaging cantrips and 1st-3rd level spells<br />
<br />
4th level (6 slots):[[Lava Line (5e Spell)|Lava Line]], [[Control Air (5e Spell)|Control Air]], [[Reshape Terrain (5e Spell)|Reshape Terrain]], [[Spike Stones (5e Spell)|Spike Stones]], [[Shake Earth (5e Spell)|Shake Earth]]<br />
<br />
5th level (5 slots):[[Earthen Prison (5e Spell)|Earthen Prison]], [[Fallen Meteor (5e Spell)|Fallen Meteor]], [[Fire Flow (5e Spell)|Fire Flow]], [[Lightning Rain (5e Spell)|Lighting Rain]]<br />
<br />
6th level (4 slots):[[Avalanche (5e Spell)|Avalanche]], [[Mind Kill (5e Spell)|Mind Kill]], [[Elemental Wrath (5e Spell)|Elemental Wrath]], <br />
<br />
7th level (3 slots):<br />
<br />
8th level (2 slots):<br />
<br />
9th level (1 slot):<br />
<br />
10th level (1 slot):<br />
<br />
'''''Adamantine Bones.'''''<br />
Doitil has disadvantage on all Dexterity saving throws, checks, attack rolls that use dexterity, and any critical hit against him becomes a normal hit.<br />
<br />
'''''Mythical Strike.'''''<br />
Doitil can choose to automatically hit all of his attacks and all of his attacks deal max damage, but he gains vulnerability to his resistances and every attack made against him is with advantage and is a critical.<br />
<br />
'''''Legendary Resistance (5/Day).''''' <br />
If Doitil fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
<br />
'''''Multiattack.''''' Doitil can use his Frightful Presence. He then makes nine attacks: two with his bite, one with his tail and four with his claws. He may use his Crush or Swallow in place of his bite.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +40 to hit, reach 30 ft., 10 targets. ''Hit:'' 65 (10d10 + 10) piercing damage plus 90 (20d8) force damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +40 to hit, reach 45 ft., 10 targets. ''Hit:'' 45 (10d6 + 10) slashing damage plus 90 (20d8) force damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +40 to hit, reach 180 ft., 20 targets. ''Hit:'' 55 (10d8 + 10) bludgeoning damage plus 90 (20d8) force damage.<br />
<br />
'''''Wings.''''' ''Ranged Weapon Attack:'' +40 to hit, reach 400 ft., everything within range. ''Hit:'' 153 (10d10 + 100) bludgeoning damage damage. All creatures hit by this attack must succeed on a DC 30 {{5a|str}} saving throw or be pushed back 100 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious.<br />
<br />
'''''Crush.''''' <br />
Doitil attempts to crush its foes underneath it using its weight. All creatures in Doitils space must make a DC 20 {{5a|dex}} saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes {{5c|Grappled}} by the dragon (escape DC 20). While grappled in this manner, a creature is also considered {{5c|Prone}} and {{5c|Restrained}}, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of Doitils turns. A creature is freed from this grapple when the dragon moves.<br />
<br />
'''''Swallow.'''''<br />
Doitil makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {{5c|Blinded}} and {{5c|Restrained}}, it has total cover against attacks and other effects outside the dragon, and it takes 99 (22d8) acid damage at the start of each of Doitil’s turns.<br/><br />
If Doitil takes 75 damage or more on a single turn from a creature inside it, Doitil must succeed on a {{5a|con}} saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Doitil. The DC for this saving throw equals one-third the damage taken during that single turn. If Doitil dies, a swallowed creature is no longer {{5c|Restrained}} by it and can escape from the corpse by using 30 feet of movement, exiting {{5c|Prone}}.<br />
<br />
'''''Frightful Presence.'''''<br />
Each creature of Doitil’s choice that is within 240 feet of him and aware of him must succeed on a DC 30 {{5a|wis}} saving throw or become {{5c|Frightened}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Breath Weapon (Recharge 3-6).''''' <br />
Doitil uses one of his breath weapons. The breath weapon has a DC of 30. On a failed save the target takes full damage. On a successful save the target takes half damage.<br />
* ''Force Breath.'' 600 ft cone, 263 (60d10) force damage, Con saving throw<br />
* ''Lightning Breath.'' 600 ft x 20 ft line, 263 (60d10) lighting damage, Con saving throw<br />
* ''Weakening Breath.'' 600 ft cone, Each creature in that area must succeed Strength saving throw or have disadvantage on Strength-based Attack rolls, Strength checks, and Strength Saving Throws for 10 minutes.<br />
<br />
'''''Change Shape.''''' <br />
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).<br/><br />
In a new form, the dragon retains its alignment, {{5e|Hit Points|hit points}}, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.<br />
<br />
'''''Burst of the Cosmos.''''' <br />
all creatures within 50 feet of Doitil must succeed a Strength saving throw. On a failed save, the creature takes 15d8 force damage and is pushed back by 30 feet. On a successful save, the creature is not pushed back and takes half as much damage.<br />
<br />
|reactions= '''''Otherworldly Resistance.''''' When Doitil takes damage he can use his reaction to reduce all damage he takes by 12d10 until the start of his next turn.<br />
<br />
|legendary={{Legendary Actions|name=Doitil|actions=5}}<br/><br />
<br />
'''Detect.''' Doitil makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Tail Attack.''' Doitil makes a tail attack.<br/><br />
'''Quick Spell (Costs 2 Actions).''' Doitil cast an At Will spell.<br />
<br />
|description='''Biology'''<br />
Doitil is a otherworldly dragon, others will see similarities between the Dragonborn and Doitil. When fully erect he 300ft tall with a wingspan of 650ft from edge to edge companied by a 300ft long tail. His scales fluctuate between Gold, Azure, Grey, and Crimson, and Black.<br />
<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
'''History'''<br />
This race of dragon once believed they were the only sentient life in the cosmos, even after traveling from planet to planet until the oldest of them came across world that was covered in conflict between the Primordials and the Elder Gods. Acting as the mediator Arkanos the father of this Cosmic Dragons, put an end to the conflict having the Elder Gods as well as the Primordials, both reluctant but the war was over. After many years Arkanos and his dragons made another world their home. This peace was not to last after 100 years the gods became jealous of the power of the dragons and planned a purge upon them and take back the world they fought so hard for. Unprepared and out numbered the dragons fought bravely until none were left all but one.<br />
<br />
'''Personality''' <br />
Although he has a backstory of betrayal and defeat he still manages to press forward despite his struggles. All alone in this world he strives bring an end to the tyranny of the gods, vengeance is what matters to him to him most and he will not stop at nothing to fulfill it. Covered in a shroud of anger is still a dragon who wonders why did he not die like the rest of his family even now as he walks the world with only a few friends left.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Doitil_Arkanos_(5e_Creature)&diff=1531855Doitil Arkanos (5e Creature)2021-11-03T16:30:38Z<p>Alucarddragonborn: /* Doitil Arkanos */</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
<br />
==Doitil Arkanos==<br />
{{5e Creature<br />
|size=Titanic <br />
|type=dragon <br />
|swarm=<br />
|race=<br />
|alignment=CG<br />
|ac=29<br />
|armor=Natural Armor<br />
|hd=<br />
|hp=4953<br />
|hpdice=50d100 + 1342<br />
|speed=600ft, fly 600 ft, swim 600 ft<br />
|str=30<br />
|dex=30<br />
|con=30<br />
|int=30<br />
|wis=30<br />
|cha=30<br />
|saves= {{5a|str}} +40, {{5a|dex}} +40, {{5a|con}} +40, {{5a|int}} +40, {{5a|wis}} +40, {{5a|cha}} +40<br />
|skills= {{5s|Athletics}} +40, {{5s|Arcana}} +40, {{5s|Acrobatics}} +40, {{5s|Animal Handling}} +40, {{5s|Deception}} +40, {{5s|History}} +40, {{5s|Investigation}} +40, {{5s|Insight}} +40, {{5s|Intimidation}} +40, {{5s|Medicine}} +40, {{5s|Nature}} +40, {{5s|Perception}} +40, {{5s|Performance}} +40, {{5s|Persuasion}} +40, {{5s|Religion}} +40, {{5s|Sleight of Hand}} +40, {{5s|Stealth}} +40, {{5s|Survival}} +40<br />
|di=Cold, Fire, force, lightning, acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=Necrotic, thunder<br />
|dv=Radiant <br />
|senses={{5e|Blindsight}} 240 ft., {{5e|Tremorsense}} 240 ft., {{5e|Truesight}} 240 ft., passive [[5e SRD:Perception Skill|Perception]] 36<br />
|languages=Draconic, Common, Elvish, Dwarven, Sylvan, Giant, Abyssal, Celestial <br />
|cr=50<br />
|xp=1,220,000<br />
|features=<br />
'''''Elemental Absorption.''''' <br />
Whenever Doitil is subjected to fire, lightning, or cold damage, it takes no damage and instead regains a number of hit points equal to the fire, lightning, or cold damage dealt. <br />
<br />
'''''Immensity.'''''<br />
Doitil can move through the space of a creature or object of Gargantuan size or smaller, and he does not treat such creatures as difficult terrain. If Doitil moves through a creature's space, the creature must make a DC 30 {{5a|dex}} saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.<br />
<br />
'''''Gravitational Aura.'''''<br />
Doitil has a 50ft aura that increases the gravity around him. All ranged attacks are made within or that go into the aura have disadvantage and creatures who enter the aura must make a Strength saving throw or be knocked prone and take 10d10 force damage at the start of their turns or pushed out.(Doitils Choice) If a creature has a strength score of 25 they automatically succeed the saving throw.<br />
<br />
'''''Cosmic Power.''''' <br />
Doitil’s claw, tail, and bite attacks are magical. When Doitil hits with an attack or spell, the attack deals an extra 20d8 force damage in addition if Doitil were to land a critical hit the di from Cosmic Power become d20(included in the attack).<br />
<br />
'''''Siege Monster.'''''<br />
Doitil deals double damage to objects and structures.<br />
<br />
'''''Never Ending Rampage.''''' <br />
Whenever Doitil kills a living creature he gains temporary hit points equal to half the damage he dealt to it (rounded up).<br />
<br />
'''''Ultimate Criticals.'''''<br />
Doitil lands a critical hit on a roll of 16-20.<br />
<br />
'''''Unstoppable Force.''''' <br />
Damage dealt by Doitil bypasses resistance and treats immunity as resistance. <br />
<br />
'''''Immovable Object.''''' <br />
If Doitil would take damage that would bypass his immunity he will instead take the damage as resistance. Additionally Doitil can not be moved from where he is standing by any means if he is conscious.<br />
<br />
'''''Born Worthy.''''' <br />
Doitil ignores all class, race, and level requirements on the use of magic items and weapons.<br />
<br />
'''''Innate Spellcasting.'''''<br />
Doitil can innately cast these spells (Save DC 30, +40 to hit):<br />
<br />
At will: all force, fire, lightning and cold damaging cantrips and 1st-3rd level spells<br />
<br />
4th level (6 slots):[[Lava Line (5e Spell)|Lava Line]], [[Control Air (5e Spell)|Control Air]], [[Reshape Terrain (5e Spell)|Reshape Terrain]], [[Spike Stones (5e Spell)|Spike Stones]], [[Shake Earth (5e Spell)|Shake Earth]]<br />
<br />
5th level (5 slots):[[Earthen Prison (5e Spell)|Earthen Prison]], [[Fallen Meteor (5e Spell)|Fallen Meteor]], [[Fire Flow (5e Spell)|Fire Flow]], [[Lightning Rain (5e Spell)|Lighting Rain]]<br />
<br />
6th level (4 slots):<br />
<br />
7th level (3 slots):<br />
<br />
8th level (2 slots):<br />
<br />
9th level (1 slot):<br />
<br />
10th level (1 slot):<br />
<br />
'''''Adamantine Bones.'''''<br />
Doitil has disadvantage on all Dexterity saving throws, checks, attack rolls that use dexterity, and any critical hit against him becomes a normal hit.<br />
<br />
'''''Mythical Strike.'''''<br />
Doitil can choose to automatically hit all of his attacks and all of his attacks deal max damage, but he gains vulnerability to his resistances and every attack made against him is with advantage and is a critical.<br />
<br />
'''''Legendary Resistance (5/Day).''''' <br />
If Doitil fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
<br />
'''''Multiattack.''''' Doitil can use his Frightful Presence. He then makes nine attacks: two with his bite, one with his tail and four with his claws. He may use his Crush or Swallow in place of his bite.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +40 to hit, reach 30 ft., 10 targets. ''Hit:'' 65 (10d10 + 10) piercing damage plus 90 (20d8) force damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +40 to hit, reach 45 ft., 10 targets. ''Hit:'' 45 (10d6 + 10) slashing damage plus 90 (20d8) force damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +40 to hit, reach 180 ft., 20 targets. ''Hit:'' 55 (10d8 + 10) bludgeoning damage plus 90 (20d8) force damage.<br />
<br />
'''''Wings.''''' ''Ranged Weapon Attack:'' +40 to hit, reach 400 ft., everything within range. ''Hit:'' 153 (10d10 + 100) bludgeoning damage damage. All creatures hit by this attack must succeed on a DC 30 {{5a|str}} saving throw or be pushed back 100 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious.<br />
<br />
'''''Crush.''''' <br />
Doitil attempts to crush its foes underneath it using its weight. All creatures in Doitils space must make a DC 20 {{5a|dex}} saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes {{5c|Grappled}} by the dragon (escape DC 20). While grappled in this manner, a creature is also considered {{5c|Prone}} and {{5c|Restrained}}, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of Doitils turns. A creature is freed from this grapple when the dragon moves.<br />
<br />
'''''Swallow.'''''<br />
Doitil makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {{5c|Blinded}} and {{5c|Restrained}}, it has total cover against attacks and other effects outside the dragon, and it takes 99 (22d8) acid damage at the start of each of Doitil’s turns.<br/><br />
If Doitil takes 75 damage or more on a single turn from a creature inside it, Doitil must succeed on a {{5a|con}} saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Doitil. The DC for this saving throw equals one-third the damage taken during that single turn. If Doitil dies, a swallowed creature is no longer {{5c|Restrained}} by it and can escape from the corpse by using 30 feet of movement, exiting {{5c|Prone}}.<br />
<br />
'''''Frightful Presence.'''''<br />
Each creature of Doitil’s choice that is within 240 feet of him and aware of him must succeed on a DC 30 {{5a|wis}} saving throw or become {{5c|Frightened}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Breath Weapon (Recharge 3-6).''''' <br />
Doitil uses one of his breath weapons. The breath weapon has a DC of 30. On a failed save the target takes full damage. On a successful save the target takes half damage.<br />
* ''Force Breath.'' 600 ft cone, 263 (60d10) force damage, Con saving throw<br />
* ''Lightning Breath.'' 600 ft x 20 ft line, 263 (60d10) lighting damage, Con saving throw<br />
* ''Weakening Breath.'' 600 ft cone, Each creature in that area must succeed Strength saving throw or have disadvantage on Strength-based Attack rolls, Strength checks, and Strength Saving Throws for 10 minutes.<br />
<br />
'''''Change Shape.''''' <br />
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).<br/><br />
In a new form, the dragon retains its alignment, {{5e|Hit Points|hit points}}, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.<br />
<br />
'''''Burst of the Cosmos.''''' <br />
all creatures within 50 feet of Doitil must succeed a Strength saving throw. On a failed save, the creature takes 15d8 force damage and is pushed back by 30 feet. On a successful save, the creature is not pushed back and takes half as much damage.<br />
<br />
|reactions= '''''Otherworldly Resistance.''''' When Doitil takes damage he can use his reaction to reduce all damage he takes by 12d10 until the start of his next turn.<br />
<br />
|legendary={{Legendary Actions|name=Doitil|actions=5}}<br/><br />
<br />
'''Detect.''' Doitil makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Tail Attack.''' Doitil makes a tail attack.<br/><br />
'''Quick Spell (Costs 2 Actions).''' Doitil cast an At Will spell.<br />
<br />
|description='''Biology'''<br />
Doitil is a otherworldly dragon, others will see similarities between the Dragonborn and Doitil. When fully erect he 300ft tall with a wingspan of 650ft from edge to edge companied by a 300ft long tail. His scales fluctuate between Gold, Azure, Grey, and Crimson, and Black.<br />
<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
'''History'''<br />
This race of dragon once believed they were the only sentient life in the cosmos, even after traveling from planet to planet until the oldest of them came across world that was covered in conflict between the Primordials and the Elder Gods. Acting as the mediator Arkanos the father of this Cosmic Dragons, put an end to the conflict having the Elder Gods as well as the Primordials, both reluctant but the war was over. After many years Arkanos and his dragons made another world their home. This peace was not to last after 100 years the gods became jealous of the power of the dragons and planned a purge upon them and take back the world they fought so hard for. Unprepared and out numbered the dragons fought bravely until none were left all but one.<br />
<br />
'''Personality''' <br />
Although he has a backstory of betrayal and defeat he still manages to press forward despite his struggles. All alone in this world he strives bring an end to the tyranny of the gods, vengeance is what matters to him to him most and he will not stop at nothing to fulfill it. Covered in a shroud of anger is still a dragon who wonders why did he not die like the rest of his family even now as he walks the world with only a few friends left.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Doitil_Arkanos_(5e_Creature)&diff=1531854Doitil Arkanos (5e Creature)2021-11-03T16:27:59Z<p>Alucarddragonborn: /* Doitil Arkanos */</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
<br />
==Doitil Arkanos==<br />
{{5e Creature<br />
|size=Titanic <br />
|type=dragon <br />
|swarm=<br />
|race=<br />
|alignment=CG<br />
|ac=29<br />
|armor=Natural Armor<br />
|hd=<br />
|hp=4953<br />
|hpdice=50d100 + 1342<br />
|speed=600ft, fly 600 ft, swim 600 ft<br />
|str=30<br />
|dex=30<br />
|con=30<br />
|int=30<br />
|wis=30<br />
|cha=30<br />
|saves= {{5a|str}} +40, {{5a|dex}} +40, {{5a|con}} +40, {{5a|int}} +40, {{5a|wis}} +40, {{5a|cha}} +40<br />
|skills= {{5s|Athletics}} +40, {{5s|Arcana}} +40, {{5s|Acrobatics}} +40, {{5s|Animal Handling}} +40, {{5s|Deception}} +40, {{5s|History}} +40, {{5s|Investigation}} +40, {{5s|Insight}} +40, {{5s|Intimidation}} +40, {{5s|Medicine}} +40, {{5s|Nature}} +40, {{5s|Perception}} +40, {{5s|Performance}} +40, {{5s|Persuasion}} +40, {{5s|Religion}} +40, {{5s|Sleight of Hand}} +40, {{5s|Stealth}} +40, {{5s|Survival}} +40<br />
|di=Cold, Fire, force, lightning, acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=Necrotic, thunder<br />
|dv=Radiant <br />
|senses={{5e|Blindsight}} 240 ft., {{5e|Tremorsense}} 240 ft., {{5e|Truesight}} 240 ft., passive [[5e SRD:Perception Skill|Perception]] 36<br />
|languages=Draconic, Common, Elvish, Dwarven, Sylvan, Giant, Abyssal, Celestial <br />
|cr=50<br />
|xp=1,220,000<br />
|features=<br />
'''''Elemental Absorption.''''' <br />
Whenever Doitil is subjected to fire, lightning, or cold damage, it takes no damage and instead regains a number of hit points equal to the fire, lightning, or cold damage dealt. <br />
<br />
'''''Immensity.'''''<br />
Doitil can move through the space of a creature or object of Gargantuan size or smaller, and he does not treat such creatures as difficult terrain. If Doitil moves through a creature's space, the creature must make a DC 30 {{5a|dex}} saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.<br />
<br />
'''''Gravitational Aura.'''''<br />
Doitil has a 50ft aura that increases the gravity around him. All ranged attacks are made within or that go into the aura have disadvantage and creatures who enter the aura must make a Strength saving throw or be knocked prone and take 10d10 force damage at the start of their turns or pushed out.(Doitils Choice) If a creature has a strength score of 25 they automatically succeed the saving throw.<br />
<br />
'''''Cosmic Power.''''' <br />
Doitil’s claw, tail, and bite attacks are magical. When Doitil hits with an attack or spell, the attack deals an extra 20d8 force damage in addition if Doitil were to land a critical hit the di from Cosmic Power become d20(included in the attack).<br />
<br />
'''''Siege Monster.'''''<br />
Doitil deals double damage to objects and structures.<br />
<br />
'''''Never Ending Rampage.''''' <br />
Whenever Doitil kills a living creature he gains temporary hit points equal to half the damage he dealt to it (rounded up).<br />
<br />
'''''Ultimate Criticals.'''''<br />
Doitil lands a critical hit on a roll of 16-20.<br />
<br />
'''''Unstoppable Force.''''' <br />
Damage dealt by Doitil bypasses resistance and treats immunity as resistance. <br />
<br />
'''''Immovable Object.''''' <br />
If Doitil would take damage that would bypass his immunity he will instead take the damage as resistance. Additionally Doitil can not be moved from where he is standing by any means if he is conscious.<br />
<br />
'''''Born Worthy.''''' <br />
Doitil ignores all class, race, and level requirements on the use of magic items and weapons.<br />
<br />
'''''Innate Spellcasting.'''''<br />
Doitil can innately cast these spells (Save DC 30, +40 to hit):<br />
<br />
At will: all force, fire, lightning and cold damaging cantrips and 1st-3rd level spells<br />
<br />
4th level (6 slots):[[Lava Line (5e Spell)|Lava Line]], [[Control Air (5e Spell)|Control Air]], [[Reshape Terrain (5e Spell)|Reshape Terrain]], [[Spike Stones (5e Spell)|Spike Stones]], [[Shake Earth (5e Spell)|Shake Earth]]<br />
<br />
5th level (5 slots):[[Earthen Prison (5e Spell)|Earthen Prison]], [[Fallen Meteor (5e Spell)|Fallen Meteor]], [[Fire Flow (5e Spell)|Fire Flow]]<br />
<br />
6th level (4 slots):<br />
<br />
7th level (3 slots):<br />
<br />
8th level (2 slots):<br />
<br />
9th level (1 slot):<br />
<br />
10th level (1 slot):<br />
<br />
'''''Adamantine Bones.'''''<br />
Doitil has disadvantage on all Dexterity saving throws, checks, attack rolls that use dexterity, and any critical hit against him becomes a normal hit.<br />
<br />
'''''Mythical Strike.'''''<br />
Doitil can choose to automatically hit all of his attacks and all of his attacks deal max damage, but he gains vulnerability to his resistances and every attack made against him is with advantage and is a critical.<br />
<br />
'''''Legendary Resistance (5/Day).''''' <br />
If Doitil fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
<br />
'''''Multiattack.''''' Doitil can use his Frightful Presence. He then makes nine attacks: two with his bite, one with his tail and four with his claws. He may use his Crush or Swallow in place of his bite.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +40 to hit, reach 30 ft., 10 targets. ''Hit:'' 65 (10d10 + 10) piercing damage plus 90 (20d8) force damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +40 to hit, reach 45 ft., 10 targets. ''Hit:'' 45 (10d6 + 10) slashing damage plus 90 (20d8) force damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +40 to hit, reach 180 ft., 20 targets. ''Hit:'' 55 (10d8 + 10) bludgeoning damage plus 90 (20d8) force damage.<br />
<br />
'''''Wings.''''' ''Ranged Weapon Attack:'' +40 to hit, reach 400 ft., everything within range. ''Hit:'' 153 (10d10 + 100) bludgeoning damage damage. All creatures hit by this attack must succeed on a DC 30 {{5a|str}} saving throw or be pushed back 100 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious.<br />
<br />
'''''Crush.''''' <br />
Doitil attempts to crush its foes underneath it using its weight. All creatures in Doitils space must make a DC 20 {{5a|dex}} saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes {{5c|Grappled}} by the dragon (escape DC 20). While grappled in this manner, a creature is also considered {{5c|Prone}} and {{5c|Restrained}}, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of Doitils turns. A creature is freed from this grapple when the dragon moves.<br />
<br />
'''''Swallow.'''''<br />
Doitil makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {{5c|Blinded}} and {{5c|Restrained}}, it has total cover against attacks and other effects outside the dragon, and it takes 99 (22d8) acid damage at the start of each of Doitil’s turns.<br/><br />
If Doitil takes 75 damage or more on a single turn from a creature inside it, Doitil must succeed on a {{5a|con}} saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Doitil. The DC for this saving throw equals one-third the damage taken during that single turn. If Doitil dies, a swallowed creature is no longer {{5c|Restrained}} by it and can escape from the corpse by using 30 feet of movement, exiting {{5c|Prone}}.<br />
<br />
'''''Frightful Presence.'''''<br />
Each creature of Doitil’s choice that is within 240 feet of him and aware of him must succeed on a DC 30 {{5a|wis}} saving throw or become {{5c|Frightened}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Breath Weapon (Recharge 3-6).''''' <br />
Doitil uses one of his breath weapons. The breath weapon has a DC of 30. On a failed save the target takes full damage. On a successful save the target takes half damage.<br />
* ''Force Breath.'' 600 ft cone, 263 (60d10) force damage, Con saving throw<br />
* ''Lightning Breath.'' 600 ft x 20 ft line, 263 (60d10) lighting damage, Con saving throw<br />
* ''Weakening Breath.'' 600 ft cone, Each creature in that area must succeed Strength saving throw or have disadvantage on Strength-based Attack rolls, Strength checks, and Strength Saving Throws for 10 minutes.<br />
<br />
'''''Change Shape.''''' <br />
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).<br/><br />
In a new form, the dragon retains its alignment, {{5e|Hit Points|hit points}}, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.<br />
<br />
'''''Burst of the Cosmos.''''' <br />
all creatures within 50 feet of Doitil must succeed a Strength saving throw. On a failed save, the creature takes 15d8 force damage and is pushed back by 30 feet. On a successful save, the creature is not pushed back and takes half as much damage.<br />
<br />
|reactions= '''''Otherworldly Resistance.''''' When Doitil takes damage he can use his reaction to reduce all damage he takes by 12d10 until the start of his next turn.<br />
<br />
|legendary={{Legendary Actions|name=Doitil|actions=5}}<br/><br />
<br />
'''Detect.''' Doitil makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Tail Attack.''' Doitil makes a tail attack.<br/><br />
'''Quick Spell (Costs 2 Actions).''' Doitil cast an At Will spell.<br />
<br />
|description='''Biology'''<br />
Doitil is a otherworldly dragon, others will see similarities between the Dragonborn and Doitil. When fully erect he 300ft tall with a wingspan of 650ft from edge to edge companied by a 300ft long tail. His scales fluctuate between Gold, Azure, Grey, and Crimson, and Black.<br />
<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
'''History'''<br />
This race of dragon once believed they were the only sentient life in the cosmos, even after traveling from planet to planet until the oldest of them came across world that was covered in conflict between the Primordials and the Elder Gods. Acting as the mediator Arkanos the father of this Cosmic Dragons, put an end to the conflict having the Elder Gods as well as the Primordials, both reluctant but the war was over. After many years Arkanos and his dragons made another world their home. This peace was not to last after 100 years the gods became jealous of the power of the dragons and planned a purge upon them and take back the world they fought so hard for. Unprepared and out numbered the dragons fought bravely until none were left all but one.<br />
<br />
'''Personality''' <br />
Although he has a backstory of betrayal and defeat he still manages to press forward despite his struggles. All alone in this world he strives bring an end to the tyranny of the gods, vengeance is what matters to him to him most and he will not stop at nothing to fulfill it. Covered in a shroud of anger is still a dragon who wonders why did he not die like the rest of his family even now as he walks the world with only a few friends left.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Doitil_Arkanos_(5e_Creature)&diff=1531853Doitil Arkanos (5e Creature)2021-11-03T16:22:57Z<p>Alucarddragonborn: /* Doitil Arkanos */</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
<br />
==Doitil Arkanos==<br />
{{5e Creature<br />
|size=Titanic <br />
|type=dragon <br />
|swarm=<br />
|race=<br />
|alignment=CG<br />
|ac=29<br />
|armor=Natural Armor<br />
|hd=<br />
|hp=4953<br />
|hpdice=50d100 + 1342<br />
|speed=600ft, fly 600 ft, swim 600 ft<br />
|str=30<br />
|dex=30<br />
|con=30<br />
|int=30<br />
|wis=30<br />
|cha=30<br />
|saves= {{5a|str}} +40, {{5a|dex}} +40, {{5a|con}} +40, {{5a|int}} +40, {{5a|wis}} +40, {{5a|cha}} +40<br />
|skills= {{5s|Athletics}} +40, {{5s|Arcana}} +40, {{5s|Acrobatics}} +40, {{5s|Animal Handling}} +40, {{5s|Deception}} +40, {{5s|History}} +40, {{5s|Investigation}} +40, {{5s|Insight}} +40, {{5s|Intimidation}} +40, {{5s|Medicine}} +40, {{5s|Nature}} +40, {{5s|Perception}} +40, {{5s|Performance}} +40, {{5s|Persuasion}} +40, {{5s|Religion}} +40, {{5s|Sleight of Hand}} +40, {{5s|Stealth}} +40, {{5s|Survival}} +40<br />
|di=Cold, Fire, force, lightning, acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=Necrotic, thunder<br />
|dv=Radiant <br />
|senses={{5e|Blindsight}} 240 ft., {{5e|Tremorsense}} 240 ft., {{5e|Truesight}} 240 ft., passive [[5e SRD:Perception Skill|Perception]] 36<br />
|languages=Draconic, Common, Elvish, Dwarven, Sylvan, Giant, Abyssal, Celestial <br />
|cr=50<br />
|xp=1,220,000<br />
|features=<br />
'''''Elemental Absorption.''''' <br />
Whenever Doitil is subjected to fire, lightning, or cold damage, it takes no damage and instead regains a number of hit points equal to the fire, lightning, or cold damage dealt. <br />
<br />
'''''Immensity.'''''<br />
Doitil can move through the space of a creature or object of Gargantuan size or smaller, and he does not treat such creatures as difficult terrain. If Doitil moves through a creature's space, the creature must make a DC 30 {{5a|dex}} saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.<br />
<br />
'''''Gravitational Aura.'''''<br />
Doitil has a 50ft aura that increases the gravity around him. All ranged attacks are made within or that go into the aura have disadvantage and creatures who enter the aura must make a Strength saving throw or be knocked prone and take 10d10 force damage at the start of their turns or pushed out.(Doitils Choice) If a creature has a strength score of 25 they automatically succeed the saving throw.<br />
<br />
'''''Cosmic Power.''''' <br />
Doitil’s claw, tail, and bite attacks are magical. When Doitil hits with an attack or spell, the attack deals an extra 20d8 force damage in addition if Doitil were to land a critical hit the di from Cosmic Power become d20(included in the attack).<br />
<br />
'''''Siege Monster.'''''<br />
Doitil deals double damage to objects and structures.<br />
<br />
'''''Never Ending Rampage.''''' <br />
Whenever Doitil kills a living creature he gains temporary hit points equal to half the damage he dealt to it (rounded up).<br />
<br />
'''''Ultimate Criticals.'''''<br />
Doitil lands a critical hit on a roll of 16-20.<br />
<br />
'''''Unstoppable Force.''''' <br />
Damage dealt by Doitil bypasses resistance and treats immunity as resistance. <br />
<br />
'''''Immovable Object.''''' <br />
If Doitil would take damage that would bypass his immunity he will instead take the damage as resistance. Additionally Doitil can not be moved from where he is standing by any means if he is conscious.<br />
<br />
'''''Born Worthy.''''' <br />
Doitil ignores all class, race, and level requirements on the use of magic items and weapons.<br />
<br />
'''''Innate Spellcasting.'''''<br />
Doitil can innately cast these spells (Save DC 30, +40 to hit):<br />
<br />
At will: all force, fire, lightning and cold damaging cantrips and 1st-3rd level spells<br />
<br />
4th level (6 slots):[[Lava Line (5e Spell)|Lava Line]], [[Control Air (5e Spell)|Control Air]], [[Reshape Terrain (5e Spell)|Reshape Terrain]], [[Spike Stones (5e Spell)|Spike Stones]], [[Shake Earth (5e Spell)|Shake Earth]]<br />
<br />
5th level (5 slots):<br />
<br />
6th level (4 slots):<br />
<br />
7th level (3 slots):<br />
<br />
8th level (2 slots):<br />
<br />
9th level (1 slot):<br />
<br />
10th level (1 slot):<br />
<br />
'''''Adamantine Bones.'''''<br />
Doitil has disadvantage on all Dexterity saving throws, checks, attack rolls that use dexterity, and any critical hit against him becomes a normal hit.<br />
<br />
'''''Mythical Strike.'''''<br />
Doitil can choose to automatically hit all of his attacks and all of his attacks deal max damage, but he gains vulnerability to his resistances and every attack made against him is with advantage and is a critical.<br />
<br />
'''''Legendary Resistance (5/Day).''''' <br />
If Doitil fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
<br />
'''''Multiattack.''''' Doitil can use his Frightful Presence. He then makes nine attacks: two with his bite, one with his tail and four with his claws. He may use his Crush or Swallow in place of his bite.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +40 to hit, reach 30 ft., 10 targets. ''Hit:'' 65 (10d10 + 10) piercing damage plus 90 (20d8) force damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +40 to hit, reach 45 ft., 10 targets. ''Hit:'' 45 (10d6 + 10) slashing damage plus 90 (20d8) force damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +40 to hit, reach 180 ft., 20 targets. ''Hit:'' 55 (10d8 + 10) bludgeoning damage plus 90 (20d8) force damage.<br />
<br />
'''''Wings.''''' ''Ranged Weapon Attack:'' +40 to hit, reach 400 ft., everything within range. ''Hit:'' 153 (10d10 + 100) bludgeoning damage damage. All creatures hit by this attack must succeed on a DC 30 {{5a|str}} saving throw or be pushed back 100 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious.<br />
<br />
'''''Crush.''''' <br />
Doitil attempts to crush its foes underneath it using its weight. All creatures in Doitils space must make a DC 20 {{5a|dex}} saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes {{5c|Grappled}} by the dragon (escape DC 20). While grappled in this manner, a creature is also considered {{5c|Prone}} and {{5c|Restrained}}, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of Doitils turns. A creature is freed from this grapple when the dragon moves.<br />
<br />
'''''Swallow.'''''<br />
Doitil makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {{5c|Blinded}} and {{5c|Restrained}}, it has total cover against attacks and other effects outside the dragon, and it takes 99 (22d8) acid damage at the start of each of Doitil’s turns.<br/><br />
If Doitil takes 75 damage or more on a single turn from a creature inside it, Doitil must succeed on a {{5a|con}} saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Doitil. The DC for this saving throw equals one-third the damage taken during that single turn. If Doitil dies, a swallowed creature is no longer {{5c|Restrained}} by it and can escape from the corpse by using 30 feet of movement, exiting {{5c|Prone}}.<br />
<br />
'''''Frightful Presence.'''''<br />
Each creature of Doitil’s choice that is within 240 feet of him and aware of him must succeed on a DC 30 {{5a|wis}} saving throw or become {{5c|Frightened}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Breath Weapon (Recharge 3-6).''''' <br />
Doitil uses one of his breath weapons. The breath weapon has a DC of 30. On a failed save the target takes full damage. On a successful save the target takes half damage.<br />
* ''Force Breath.'' 600 ft cone, 263 (60d10) force damage, Con saving throw<br />
* ''Lightning Breath.'' 600 ft x 20 ft line, 263 (60d10) lighting damage, Con saving throw<br />
* ''Weakening Breath.'' 600 ft cone, Each creature in that area must succeed Strength saving throw or have disadvantage on Strength-based Attack rolls, Strength checks, and Strength Saving Throws for 10 minutes.<br />
<br />
'''''Change Shape.''''' <br />
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).<br/><br />
In a new form, the dragon retains its alignment, {{5e|Hit Points|hit points}}, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.<br />
<br />
'''''Burst of the Cosmos.''''' <br />
all creatures within 50 feet of Doitil must succeed a Strength saving throw. On a failed save, the creature takes 15d8 force damage and is pushed back by 30 feet. On a successful save, the creature is not pushed back and takes half as much damage.<br />
<br />
|reactions= '''''Otherworldly Resistance.''''' When Doitil takes damage he can use his reaction to reduce all damage he takes by 12d10 until the start of his next turn.<br />
<br />
|legendary={{Legendary Actions|name=Doitil|actions=5}}<br/><br />
<br />
'''Detect.''' Doitil makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Tail Attack.''' Doitil makes a tail attack.<br/><br />
'''Quick Spell (Costs 2 Actions).''' Doitil cast an At Will spell.<br />
<br />
|description='''Biology'''<br />
Doitil is a otherworldly dragon, others will see similarities between the Dragonborn and Doitil. When fully erect he 300ft tall with a wingspan of 650ft from edge to edge companied by a 300ft long tail. His scales fluctuate between Gold, Azure, Grey, and Crimson, and Black.<br />
<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
'''History'''<br />
This race of dragon once believed they were the only sentient life in the cosmos, even after traveling from planet to planet until the oldest of them came across world that was covered in conflict between the Primordials and the Elder Gods. Acting as the mediator Arkanos the father of this Cosmic Dragons, put an end to the conflict having the Elder Gods as well as the Primordials, both reluctant but the war was over. After many years Arkanos and his dragons made another world their home. This peace was not to last after 100 years the gods became jealous of the power of the dragons and planned a purge upon them and take back the world they fought so hard for. Unprepared and out numbered the dragons fought bravely until none were left all but one.<br />
<br />
'''Personality''' <br />
Although he has a backstory of betrayal and defeat he still manages to press forward despite his struggles. All alone in this world he strives bring an end to the tyranny of the gods, vengeance is what matters to him to him most and he will not stop at nothing to fulfill it. Covered in a shroud of anger is still a dragon who wonders why did he not die like the rest of his family even now as he walks the world with only a few friends left.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Doitil_Arkanos_(5e_Creature)&diff=1531852Doitil Arkanos (5e Creature)2021-11-03T16:20:06Z<p>Alucarddragonborn: /* Doitil Arkanos */</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
<br />
==Doitil Arkanos==<br />
{{5e Creature<br />
|size=Titanic <br />
|type=dragon <br />
|swarm=<br />
|race=<br />
|alignment=CG<br />
|ac=29<br />
|armor=Natural Armor<br />
|hd=<br />
|hp=4953<br />
|hpdice=50d100 + 1342<br />
|speed=600ft, fly 600 ft, swim 600 ft<br />
|str=30<br />
|dex=30<br />
|con=30<br />
|int=30<br />
|wis=30<br />
|cha=30<br />
|saves= {{5a|str}} +40, {{5a|dex}} +40, {{5a|con}} +40, {{5a|int}} +40, {{5a|wis}} +40, {{5a|cha}} +40<br />
|skills= {{5s|Athletics}} +40, {{5s|Arcana}} +40, {{5s|Acrobatics}} +40, {{5s|Animal Handling}} +40, {{5s|Deception}} +40, {{5s|History}} +40, {{5s|Investigation}} +40, {{5s|Insight}} +40, {{5s|Intimidation}} +40, {{5s|Medicine}} +40, {{5s|Nature}} +40, {{5s|Perception}} +40, {{5s|Performance}} +40, {{5s|Persuasion}} +40, {{5s|Religion}} +40, {{5s|Sleight of Hand}} +40, {{5s|Stealth}} +40, {{5s|Survival}} +40<br />
|di=Cold, Fire, force, lightning, acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=Necrotic, thunder<br />
|dv=Radiant <br />
|senses={{5e|Blindsight}} 240 ft., {{5e|Tremorsense}} 240 ft., {{5e|Truesight}} 240 ft., passive [[5e SRD:Perception Skill|Perception]] 36<br />
|languages=Draconic, Common, Elvish, Dwarven, Sylvan, Giant, Abyssal, Celestial <br />
|cr=50<br />
|xp=1,220,000<br />
|features=<br />
'''''Elemental Absorption.''''' <br />
Whenever Doitil is subjected to fire, lightning, or cold damage, it takes no damage and instead regains a number of hit points equal to the fire, lightning, or cold damage dealt. <br />
<br />
'''''Immensity.'''''<br />
Doitil can move through the space of a creature or object of Gargantuan size or smaller, and he does not treat such creatures as difficult terrain. If Doitil moves through a creature's space, the creature must make a DC 30 {{5a|dex}} saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.<br />
<br />
'''''Gravitational Aura.'''''<br />
Doitil has a 50ft aura that increases the gravity around him. All ranged attacks are made within or that go into the aura have disadvantage and creatures who enter the aura must make a Strength saving throw or be knocked prone and take 10d10 force damage at the start of their turns or pushed out.(Doitils Choice) If a creature has a strength score of 25 they automatically succeed the saving throw.<br />
<br />
'''''Cosmic Power.''''' <br />
Doitil’s claw, tail, and bite attacks are magical. When Doitil hits with an attack or spell, the attack deals an extra 20d8 force damage in addition if Doitil were to land a critical hit the di from Cosmic Power become d20(included in the attack).<br />
<br />
'''''Siege Monster.'''''<br />
Doitil deals double damage to objects and structures.<br />
<br />
'''''Never Ending Rampage.''''' <br />
Whenever Doitil kills a living creature he gains temporary hit points equal to half the damage he dealt to it (rounded up).<br />
<br />
'''''Ultimate Criticals.'''''<br />
Doitil lands a critical hit on a roll of 16-20.<br />
<br />
'''''Unstoppable Force.''''' <br />
Damage dealt by Doitil bypasses resistance and treats immunity as resistance. <br />
<br />
'''''Immovable Object.''''' <br />
If Doitil would take damage that would bypass his immunity he will instead take the damage as resistance. Additionally Doitil can not be moved from where he is standing by any means if he is conscious.<br />
<br />
'''''Born Worthy.''''' <br />
Doitil ignores all class, race, and level requirements on the use of magic items and weapons.<br />
<br />
'''''Innate Spellcasting.'''''<br />
Doitil can innately cast these spells (Save DC 30, +40 to hit):<br />
<br />
At will: all force, fire, lightning and cold damaging cantrips and 1st-3rd level spells<br />
<br />
4th level (6 slots):[[Lava Line (5e Spell)|Lava Line]], [[Control Air (5e Spell)|Control Air]], [[Reshape Terrain (5e Spell)|Reshape Terrain]], [[Spike Stones (5e Spell)|Spike Stones]],<br />
<br />
5th level (5 slots):<br />
<br />
6th level (4 slots):<br />
<br />
7th level (3 slots):<br />
<br />
8th level (2 slots):<br />
<br />
9th level (1 slot):<br />
<br />
10th level (1 slot):<br />
<br />
'''''Adamantine Bones.'''''<br />
Doitil has disadvantage on all Dexterity saving throws, checks, attack rolls that use dexterity, and any critical hit against him becomes a normal hit.<br />
<br />
'''''Mythical Strike.'''''<br />
Doitil can choose to automatically hit all of his attacks and all of his attacks deal max damage, but he gains vulnerability to his resistances and every attack made against him is with advantage and is a critical.<br />
<br />
'''''Legendary Resistance (5/Day).''''' <br />
If Doitil fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
<br />
'''''Multiattack.''''' Doitil can use his Frightful Presence. He then makes nine attacks: two with his bite, one with his tail and four with his claws. He may use his Crush or Swallow in place of his bite.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +40 to hit, reach 30 ft., 10 targets. ''Hit:'' 65 (10d10 + 10) piercing damage plus 90 (20d8) force damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +40 to hit, reach 45 ft., 10 targets. ''Hit:'' 45 (10d6 + 10) slashing damage plus 90 (20d8) force damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +40 to hit, reach 180 ft., 20 targets. ''Hit:'' 55 (10d8 + 10) bludgeoning damage plus 90 (20d8) force damage.<br />
<br />
'''''Wings.''''' ''Ranged Weapon Attack:'' +40 to hit, reach 400 ft., everything within range. ''Hit:'' 153 (10d10 + 100) bludgeoning damage damage. All creatures hit by this attack must succeed on a DC 30 {{5a|str}} saving throw or be pushed back 100 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious.<br />
<br />
'''''Crush.''''' <br />
Doitil attempts to crush its foes underneath it using its weight. All creatures in Doitils space must make a DC 20 {{5a|dex}} saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes {{5c|Grappled}} by the dragon (escape DC 20). While grappled in this manner, a creature is also considered {{5c|Prone}} and {{5c|Restrained}}, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of Doitils turns. A creature is freed from this grapple when the dragon moves.<br />
<br />
'''''Swallow.'''''<br />
Doitil makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {{5c|Blinded}} and {{5c|Restrained}}, it has total cover against attacks and other effects outside the dragon, and it takes 99 (22d8) acid damage at the start of each of Doitil’s turns.<br/><br />
If Doitil takes 75 damage or more on a single turn from a creature inside it, Doitil must succeed on a {{5a|con}} saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Doitil. The DC for this saving throw equals one-third the damage taken during that single turn. If Doitil dies, a swallowed creature is no longer {{5c|Restrained}} by it and can escape from the corpse by using 30 feet of movement, exiting {{5c|Prone}}.<br />
<br />
'''''Frightful Presence.'''''<br />
Each creature of Doitil’s choice that is within 240 feet of him and aware of him must succeed on a DC 30 {{5a|wis}} saving throw or become {{5c|Frightened}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Breath Weapon (Recharge 3-6).''''' <br />
Doitil uses one of his breath weapons. The breath weapon has a DC of 30. On a failed save the target takes full damage. On a successful save the target takes half damage.<br />
* ''Force Breath.'' 600 ft cone, 263 (60d10) force damage, Con saving throw<br />
* ''Lightning Breath.'' 600 ft x 20 ft line, 263 (60d10) lighting damage, Con saving throw<br />
* ''Weakening Breath.'' 600 ft cone, Each creature in that area must succeed Strength saving throw or have disadvantage on Strength-based Attack rolls, Strength checks, and Strength Saving Throws for 10 minutes.<br />
<br />
'''''Change Shape.''''' <br />
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).<br/><br />
In a new form, the dragon retains its alignment, {{5e|Hit Points|hit points}}, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.<br />
<br />
'''''Burst of the Cosmos.''''' <br />
all creatures within 50 feet of Doitil must succeed a Strength saving throw. On a failed save, the creature takes 15d8 force damage and is pushed back by 30 feet. On a successful save, the creature is not pushed back and takes half as much damage.<br />
<br />
|reactions= '''''Otherworldly Resistance.''''' When Doitil takes damage he can use his reaction to reduce all damage he takes by 12d10 until the start of his next turn.<br />
<br />
|legendary={{Legendary Actions|name=Doitil|actions=5}}<br/><br />
<br />
'''Detect.''' Doitil makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Tail Attack.''' Doitil makes a tail attack.<br/><br />
'''Quick Spell (Costs 2 Actions).''' Doitil cast an At Will spell.<br />
<br />
|description='''Biology'''<br />
Doitil is a otherworldly dragon, others will see similarities between the Dragonborn and Doitil. When fully erect he 300ft tall with a wingspan of 650ft from edge to edge companied by a 300ft long tail. His scales fluctuate between Gold, Azure, Grey, and Crimson, and Black.<br />
<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
'''History'''<br />
This race of dragon once believed they were the only sentient life in the cosmos, even after traveling from planet to planet until the oldest of them came across world that was covered in conflict between the Primordials and the Elder Gods. Acting as the mediator Arkanos the father of this Cosmic Dragons, put an end to the conflict having the Elder Gods as well as the Primordials, both reluctant but the war was over. After many years Arkanos and his dragons made another world their home. This peace was not to last after 100 years the gods became jealous of the power of the dragons and planned a purge upon them and take back the world they fought so hard for. Unprepared and out numbered the dragons fought bravely until none were left all but one.<br />
<br />
'''Personality''' <br />
Although he has a backstory of betrayal and defeat he still manages to press forward despite his struggles. All alone in this world he strives bring an end to the tyranny of the gods, vengeance is what matters to him to him most and he will not stop at nothing to fulfill it. Covered in a shroud of anger is still a dragon who wonders why did he not die like the rest of his family even now as he walks the world with only a few friends left.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Doitil_Arkanos_(5e_Creature)&diff=1531851Doitil Arkanos (5e Creature)2021-11-03T16:15:37Z<p>Alucarddragonborn: /* Doitil Arkanos */</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
<br />
==Doitil Arkanos==<br />
{{5e Creature<br />
|size=Titanic <br />
|type=dragon <br />
|swarm=<br />
|race=<br />
|alignment=CG<br />
|ac=29<br />
|armor=Natural Armor<br />
|hd=<br />
|hp=4953<br />
|hpdice=50d100 + 1342<br />
|speed=600ft, fly 600 ft, swim 600 ft<br />
|str=30<br />
|dex=30<br />
|con=30<br />
|int=30<br />
|wis=30<br />
|cha=30<br />
|saves= {{5a|str}} +40, {{5a|dex}} +40, {{5a|con}} +40, {{5a|int}} +40, {{5a|wis}} +40, {{5a|cha}} +40<br />
|skills= {{5s|Athletics}} +40, {{5s|Arcana}} +40, {{5s|Acrobatics}} +40, {{5s|Animal Handling}} +40, {{5s|Deception}} +40, {{5s|History}} +40, {{5s|Investigation}} +40, {{5s|Insight}} +40, {{5s|Intimidation}} +40, {{5s|Medicine}} +40, {{5s|Nature}} +40, {{5s|Perception}} +40, {{5s|Performance}} +40, {{5s|Persuasion}} +40, {{5s|Religion}} +40, {{5s|Sleight of Hand}} +40, {{5s|Stealth}} +40, {{5s|Survival}} +40<br />
|di=Cold, Fire, force, lightning, acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=Necrotic, thunder<br />
|dv=Radiant <br />
|senses={{5e|Blindsight}} 240 ft., {{5e|Tremorsense}} 240 ft., {{5e|Truesight}} 240 ft., passive [[5e SRD:Perception Skill|Perception]] 36<br />
|languages=Draconic, Common, Elvish, Dwarven, Sylvan, Giant, Abyssal, Celestial <br />
|cr=50<br />
|xp=1,220,000<br />
|features=<br />
'''''Elemental Absorption.''''' <br />
Whenever Doitil is subjected to fire, lightning, or cold damage, it takes no damage and instead regains a number of hit points equal to the fire, lightning, or cold damage dealt. <br />
<br />
'''''Immensity.'''''<br />
Doitil can move through the space of a creature or object of Gargantuan size or smaller, and he does not treat such creatures as difficult terrain. If Doitil moves through a creature's space, the creature must make a DC 30 {{5a|dex}} saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.<br />
<br />
'''''Gravitational Aura.'''''<br />
Doitil has a 50ft aura that increases the gravity around him. All ranged attacks are made within or that go into the aura have disadvantage and creatures who enter the aura must make a Strength saving throw or be knocked prone and take 10d10 force damage at the start of their turns or pushed out.(Doitils Choice) If a creature has a strength score of 25 they automatically succeed the saving throw.<br />
<br />
'''''Cosmic Power.''''' <br />
Doitil’s claw, tail, and bite attacks are magical. When Doitil hits with an attack or spell, the attack deals an extra 20d8 force damage in addition if Doitil were to land a critical hit the di from Cosmic Power become d20(included in the attack).<br />
<br />
'''''Siege Monster.'''''<br />
Doitil deals double damage to objects and structures.<br />
<br />
'''''Never Ending Rampage.''''' <br />
Whenever Doitil kills a living creature he gains temporary hit points equal to half the damage he dealt to it (rounded up).<br />
<br />
'''''Ultimate Criticals.'''''<br />
Doitil lands a critical hit on a roll of 16-20.<br />
<br />
'''''Unstoppable Force.''''' <br />
Damage dealt by Doitil bypasses resistance and treats immunity as resistance. <br />
<br />
'''''Immovable Object.''''' <br />
If Doitil would take damage that would bypass his immunity he will instead take the damage as resistance. Additionally Doitil can not be moved from where he is standing by any means if he is conscious.<br />
<br />
'''''Born Worthy.''''' <br />
Doitil ignores all class, race, and level requirements on the use of magic items and weapons.<br />
<br />
'''''Innate Spellcasting.'''''<br />
Doitil can innately cast these spells (Save DC 30, +40 to hit):<br />
<br />
At will: all force, fire, lightning and cold damaging cantrips and 1st-3rd level spells<br />
<br />
4th level (6 slots):[[Lava Line (5e Spell)|Lava Line]], [[Control Air (5e Spell)|Control Air]], [[Reshape Terrain (5e Spell)|Reshape Terrain]], <br />
<br />
5th level (5 slots):<br />
<br />
6th level (4 slots):<br />
<br />
7th level (3 slots):<br />
<br />
8th level (2 slots):<br />
<br />
9th level (1 slot):<br />
<br />
10th level (1 slot):<br />
<br />
'''''Adamantine Bones.'''''<br />
Doitil has disadvantage on all Dexterity saving throws, checks, attack rolls that use dexterity, and any critical hit against him becomes a normal hit.<br />
<br />
'''''Mythical Strike.'''''<br />
Doitil can choose to automatically hit all of his attacks and all of his attacks deal max damage, but he gains vulnerability to his resistances and every attack made against him is with advantage and is a critical.<br />
<br />
'''''Legendary Resistance (5/Day).''''' <br />
If Doitil fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
<br />
'''''Multiattack.''''' Doitil can use his Frightful Presence. He then makes nine attacks: two with his bite, one with his tail and four with his claws. He may use his Crush or Swallow in place of his bite.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +40 to hit, reach 30 ft., 10 targets. ''Hit:'' 65 (10d10 + 10) piercing damage plus 90 (20d8) force damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +40 to hit, reach 45 ft., 10 targets. ''Hit:'' 45 (10d6 + 10) slashing damage plus 90 (20d8) force damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +40 to hit, reach 180 ft., 20 targets. ''Hit:'' 55 (10d8 + 10) bludgeoning damage plus 90 (20d8) force damage.<br />
<br />
'''''Wings.''''' ''Ranged Weapon Attack:'' +40 to hit, reach 400 ft., everything within range. ''Hit:'' 153 (10d10 + 100) bludgeoning damage damage. All creatures hit by this attack must succeed on a DC 30 {{5a|str}} saving throw or be pushed back 100 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious.<br />
<br />
'''''Crush.''''' <br />
Doitil attempts to crush its foes underneath it using its weight. All creatures in Doitils space must make a DC 20 {{5a|dex}} saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes {{5c|Grappled}} by the dragon (escape DC 20). While grappled in this manner, a creature is also considered {{5c|Prone}} and {{5c|Restrained}}, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of Doitils turns. A creature is freed from this grapple when the dragon moves.<br />
<br />
'''''Swallow.'''''<br />
Doitil makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {{5c|Blinded}} and {{5c|Restrained}}, it has total cover against attacks and other effects outside the dragon, and it takes 99 (22d8) acid damage at the start of each of Doitil’s turns.<br/><br />
If Doitil takes 75 damage or more on a single turn from a creature inside it, Doitil must succeed on a {{5a|con}} saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Doitil. The DC for this saving throw equals one-third the damage taken during that single turn. If Doitil dies, a swallowed creature is no longer {{5c|Restrained}} by it and can escape from the corpse by using 30 feet of movement, exiting {{5c|Prone}}.<br />
<br />
'''''Frightful Presence.'''''<br />
Each creature of Doitil’s choice that is within 240 feet of him and aware of him must succeed on a DC 30 {{5a|wis}} saving throw or become {{5c|Frightened}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Breath Weapon (Recharge 3-6).''''' <br />
Doitil uses one of his breath weapons. The breath weapon has a DC of 30. On a failed save the target takes full damage. On a successful save the target takes half damage.<br />
* ''Force Breath.'' 600 ft cone, 263 (60d10) force damage, Con saving throw<br />
* ''Lightning Breath.'' 600 ft x 20 ft line, 263 (60d10) lighting damage, Con saving throw<br />
* ''Weakening Breath.'' 600 ft cone, Each creature in that area must succeed Strength saving throw or have disadvantage on Strength-based Attack rolls, Strength checks, and Strength Saving Throws for 10 minutes.<br />
<br />
'''''Change Shape.''''' <br />
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).<br/><br />
In a new form, the dragon retains its alignment, {{5e|Hit Points|hit points}}, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.<br />
<br />
'''''Burst of the Cosmos.''''' <br />
all creatures within 50 feet of Doitil must succeed a Strength saving throw. On a failed save, the creature takes 15d8 force damage and is pushed back by 30 feet. On a successful save, the creature is not pushed back and takes half as much damage.<br />
<br />
|reactions= '''''Otherworldly Resistance.''''' When Doitil takes damage he can use his reaction to reduce all damage he takes by 12d10 until the start of his next turn.<br />
<br />
|legendary={{Legendary Actions|name=Doitil|actions=5}}<br/><br />
<br />
'''Detect.''' Doitil makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Tail Attack.''' Doitil makes a tail attack.<br/><br />
'''Quick Spell (Costs 2 Actions).''' Doitil cast an At Will spell.<br />
<br />
|description='''Biology'''<br />
Doitil is a otherworldly dragon, others will see similarities between the Dragonborn and Doitil. When fully erect he 300ft tall with a wingspan of 650ft from edge to edge companied by a 300ft long tail. His scales fluctuate between Gold, Azure, Grey, and Crimson, and Black.<br />
<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
'''History'''<br />
This race of dragon once believed they were the only sentient life in the cosmos, even after traveling from planet to planet until the oldest of them came across world that was covered in conflict between the Primordials and the Elder Gods. Acting as the mediator Arkanos the father of this Cosmic Dragons, put an end to the conflict having the Elder Gods as well as the Primordials, both reluctant but the war was over. After many years Arkanos and his dragons made another world their home. This peace was not to last after 100 years the gods became jealous of the power of the dragons and planned a purge upon them and take back the world they fought so hard for. Unprepared and out numbered the dragons fought bravely until none were left all but one.<br />
<br />
'''Personality''' <br />
Although he has a backstory of betrayal and defeat he still manages to press forward despite his struggles. All alone in this world he strives bring an end to the tyranny of the gods, vengeance is what matters to him to him most and he will not stop at nothing to fulfill it. Covered in a shroud of anger is still a dragon who wonders why did he not die like the rest of his family even now as he walks the world with only a few friends left.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Doitil_Arkanos_(5e_Creature)&diff=1531850Doitil Arkanos (5e Creature)2021-11-03T16:11:37Z<p>Alucarddragonborn: /* Doitil Arkanos */</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
<br />
==Doitil Arkanos==<br />
{{5e Creature<br />
|size=Titanic <br />
|type=dragon <br />
|swarm=<br />
|race=<br />
|alignment=CG<br />
|ac=29<br />
|armor=Natural Armor<br />
|hd=<br />
|hp=4953<br />
|hpdice=50d100 + 1342<br />
|speed=600ft, fly 600 ft, swim 600 ft<br />
|str=30<br />
|dex=30<br />
|con=30<br />
|int=30<br />
|wis=30<br />
|cha=30<br />
|saves= {{5a|str}} +40, {{5a|dex}} +40, {{5a|con}} +40, {{5a|int}} +40, {{5a|wis}} +40, {{5a|cha}} +40<br />
|skills= {{5s|Athletics}} +40, {{5s|Arcana}} +40, {{5s|Acrobatics}} +40, {{5s|Animal Handling}} +40, {{5s|Deception}} +40, {{5s|History}} +40, {{5s|Investigation}} +40, {{5s|Insight}} +40, {{5s|Intimidation}} +40, {{5s|Medicine}} +40, {{5s|Nature}} +40, {{5s|Perception}} +40, {{5s|Performance}} +40, {{5s|Persuasion}} +40, {{5s|Religion}} +40, {{5s|Sleight of Hand}} +40, {{5s|Stealth}} +40, {{5s|Survival}} +40<br />
|di=Cold, Fire, force, lightning, acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=Necrotic, thunder<br />
|dv=Radiant <br />
|senses={{5e|Blindsight}} 240 ft., {{5e|Tremorsense}} 240 ft., {{5e|Truesight}} 240 ft., passive [[5e SRD:Perception Skill|Perception]] 36<br />
|languages=Draconic, Common, Elvish, Dwarven, Sylvan, Giant, Abyssal, Celestial <br />
|cr=50<br />
|xp=1,220,000<br />
|features=<br />
'''''Elemental Absorption.''''' <br />
Whenever Doitil is subjected to fire, lightning, or cold damage, it takes no damage and instead regains a number of hit points equal to the fire, lightning, or cold damage dealt. <br />
<br />
'''''Immensity.'''''<br />
Doitil can move through the space of a creature or object of Gargantuan size or smaller, and he does not treat such creatures as difficult terrain. If Doitil moves through a creature's space, the creature must make a DC 30 {{5a|dex}} saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.<br />
<br />
'''''Gravitational Aura.'''''<br />
Doitil has a 50ft aura that increases the gravity around him. All ranged attacks are made within or that go into the aura have disadvantage and creatures who enter the aura must make a Strength saving throw or be knocked prone and take 10d10 force damage at the start of their turns or pushed out.(Doitils Choice) If a creature has a strength score of 25 they automatically succeed the saving throw.<br />
<br />
'''''Cosmic Power.''''' <br />
Doitil’s claw, tail, and bite attacks are magical. When Doitil hits with an attack or spell, the attack deals an extra 20d8 force damage in addition if Doitil were to land a critical hit the di from Cosmic Power become d20(included in the attack).<br />
<br />
'''''Siege Monster.'''''<br />
Doitil deals double damage to objects and structures.<br />
<br />
'''''Never Ending Rampage.''''' <br />
Whenever Doitil kills a living creature he gains temporary hit points equal to half the damage he dealt to it (rounded up).<br />
<br />
'''''Ultimate Criticals.'''''<br />
Doitil lands a critical hit on a roll of 16-20.<br />
<br />
'''''Unstoppable Force.''''' <br />
Damage dealt by Doitil bypasses resistance and treats immunity as resistance. <br />
<br />
'''''Immovable Object.''''' <br />
If Doitil would take damage that would bypass his immunity he will instead take the damage as resistance. Additionally Doitil can not be moved from where he is standing by any means if he is conscious.<br />
<br />
'''''Born Worthy.''''' <br />
Doitil ignores all class, race, and level requirements on the use of magic items and weapons.<br />
<br />
'''''Innate Spellcasting.'''''<br />
Doitil can innately cast these spells (Save DC 30, +40 to hit):<br />
<br />
At will: all force, fire, lightning and cold damaging cantrips and 1st-3rd level spells<br />
<br />
4th level (6 slots):[[Lava Line (5e Spell)|Lava Line]], [[Control Air (5e Spell)|Control Air]], <br />
<br />
5th level (5 slots):<br />
<br />
6th level (4 slots):<br />
<br />
7th level (3 slots):<br />
<br />
8th level (2 slots):<br />
<br />
9th level (1 slot):<br />
<br />
10th level (1 slot):<br />
<br />
'''''Adamantine Bones.'''''<br />
Doitil has disadvantage on all Dexterity saving throws, checks, attack rolls that use dexterity, and any critical hit against him becomes a normal hit.<br />
<br />
'''''Mythical Strike.'''''<br />
Doitil can choose to automatically hit all of his attacks and all of his attacks deal max damage, but he gains vulnerability to his resistances and every attack made against him is with advantage and is a critical.<br />
<br />
'''''Legendary Resistance (5/Day).''''' <br />
If Doitil fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
<br />
'''''Multiattack.''''' Doitil can use his Frightful Presence. He then makes nine attacks: two with his bite, one with his tail and four with his claws. He may use his Crush or Swallow in place of his bite.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +40 to hit, reach 30 ft., 10 targets. ''Hit:'' 65 (10d10 + 10) piercing damage plus 90 (20d8) force damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +40 to hit, reach 45 ft., 10 targets. ''Hit:'' 45 (10d6 + 10) slashing damage plus 90 (20d8) force damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +40 to hit, reach 180 ft., 20 targets. ''Hit:'' 55 (10d8 + 10) bludgeoning damage plus 90 (20d8) force damage.<br />
<br />
'''''Wings.''''' ''Ranged Weapon Attack:'' +40 to hit, reach 400 ft., everything within range. ''Hit:'' 153 (10d10 + 100) bludgeoning damage damage. All creatures hit by this attack must succeed on a DC 30 {{5a|str}} saving throw or be pushed back 100 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious.<br />
<br />
'''''Crush.''''' <br />
Doitil attempts to crush its foes underneath it using its weight. All creatures in Doitils space must make a DC 20 {{5a|dex}} saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes {{5c|Grappled}} by the dragon (escape DC 20). While grappled in this manner, a creature is also considered {{5c|Prone}} and {{5c|Restrained}}, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of Doitils turns. A creature is freed from this grapple when the dragon moves.<br />
<br />
'''''Swallow.'''''<br />
Doitil makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {{5c|Blinded}} and {{5c|Restrained}}, it has total cover against attacks and other effects outside the dragon, and it takes 99 (22d8) acid damage at the start of each of Doitil’s turns.<br/><br />
If Doitil takes 75 damage or more on a single turn from a creature inside it, Doitil must succeed on a {{5a|con}} saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Doitil. The DC for this saving throw equals one-third the damage taken during that single turn. If Doitil dies, a swallowed creature is no longer {{5c|Restrained}} by it and can escape from the corpse by using 30 feet of movement, exiting {{5c|Prone}}.<br />
<br />
'''''Frightful Presence.'''''<br />
Each creature of Doitil’s choice that is within 240 feet of him and aware of him must succeed on a DC 30 {{5a|wis}} saving throw or become {{5c|Frightened}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Breath Weapon (Recharge 3-6).''''' <br />
Doitil uses one of his breath weapons. The breath weapon has a DC of 30. On a failed save the target takes full damage. On a successful save the target takes half damage.<br />
* ''Force Breath.'' 600 ft cone, 263 (60d10) force damage, Con saving throw<br />
* ''Lightning Breath.'' 600 ft x 20 ft line, 263 (60d10) lighting damage, Con saving throw<br />
* ''Weakening Breath.'' 600 ft cone, Each creature in that area must succeed Strength saving throw or have disadvantage on Strength-based Attack rolls, Strength checks, and Strength Saving Throws for 10 minutes.<br />
<br />
'''''Change Shape.''''' <br />
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).<br/><br />
In a new form, the dragon retains its alignment, {{5e|Hit Points|hit points}}, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.<br />
<br />
'''''Burst of the Cosmos.''''' <br />
all creatures within 50 feet of Doitil must succeed a Strength saving throw. On a failed save, the creature takes 15d8 force damage and is pushed back by 30 feet. On a successful save, the creature is not pushed back and takes half as much damage.<br />
<br />
|reactions= '''''Otherworldly Resistance.''''' When Doitil takes damage he can use his reaction to reduce all damage he takes by 12d10 until the start of his next turn.<br />
<br />
|legendary={{Legendary Actions|name=Doitil|actions=5}}<br/><br />
<br />
'''Detect.''' Doitil makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Tail Attack.''' Doitil makes a tail attack.<br/><br />
'''Quick Spell (Costs 2 Actions).''' Doitil cast an At Will spell.<br />
<br />
|description='''Biology'''<br />
Doitil is a otherworldly dragon, others will see similarities between the Dragonborn and Doitil. When fully erect he 300ft tall with a wingspan of 650ft from edge to edge companied by a 300ft long tail. His scales fluctuate between Gold, Azure, Grey, and Crimson, and Black.<br />
<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
'''History'''<br />
This race of dragon once believed they were the only sentient life in the cosmos, even after traveling from planet to planet until the oldest of them came across world that was covered in conflict between the Primordials and the Elder Gods. Acting as the mediator Arkanos the father of this Cosmic Dragons, put an end to the conflict having the Elder Gods as well as the Primordials, both reluctant but the war was over. After many years Arkanos and his dragons made another world their home. This peace was not to last after 100 years the gods became jealous of the power of the dragons and planned a purge upon them and take back the world they fought so hard for. Unprepared and out numbered the dragons fought bravely until none were left all but one.<br />
<br />
'''Personality''' <br />
Although he has a backstory of betrayal and defeat he still manages to press forward despite his struggles. All alone in this world he strives bring an end to the tyranny of the gods, vengeance is what matters to him to him most and he will not stop at nothing to fulfill it. Covered in a shroud of anger is still a dragon who wonders why did he not die like the rest of his family even now as he walks the world with only a few friends left.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Doitil_Arkanos_(5e_Creature)&diff=1531849Doitil Arkanos (5e Creature)2021-11-03T16:10:08Z<p>Alucarddragonborn: </p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
<br />
==Doitil Arkanos==<br />
{{5e Creature<br />
|size=Titanic <br />
|type=dragon <br />
|swarm=<br />
|race=<br />
|alignment=CG<br />
|ac=29<br />
|armor=Natural Armor<br />
|hd=<br />
|hp=4953<br />
|hpdice=50d100 + 1342<br />
|speed=600ft, fly 600 ft, swim 600 ft<br />
|str=30<br />
|dex=30<br />
|con=30<br />
|int=30<br />
|wis=30<br />
|cha=30<br />
|saves= {{5a|str}} +40, {{5a|dex}} +40, {{5a|con}} +40, {{5a|int}} +40, {{5a|wis}} +40, {{5a|cha}} +40<br />
|skills= {{5s|Athletics}} +40, {{5s|Arcana}} +40, {{5s|Acrobatics}} +40, {{5s|Animal Handling}} +40, {{5s|Deception}} +40, {{5s|History}} +40, {{5s|Investigation}} +40, {{5s|Insight}} +40, {{5s|Intimidation}} +40, {{5s|Medicine}} +40, {{5s|Nature}} +40, {{5s|Perception}} +40, {{5s|Performance}} +40, {{5s|Persuasion}} +40, {{5s|Religion}} +40, {{5s|Sleight of Hand}} +40, {{5s|Stealth}} +40, {{5s|Survival}} +40<br />
|di=Cold, Fire, force, lightning, acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=Necrotic, thunder<br />
|dv=Radiant <br />
|senses={{5e|Blindsight}} 240 ft., {{5e|Tremorsense}} 240 ft., {{5e|Truesight}} 240 ft., passive [[5e SRD:Perception Skill|Perception]] 36<br />
|languages=Draconic, Common, Elvish, Dwarven, Sylvan, Giant, Abyssal, Celestial <br />
|cr=50<br />
|xp=1,220,000<br />
|features=<br />
'''''Elemental Absorption.''''' <br />
Whenever Doitil is subjected to fire, lightning, or cold damage, it takes no damage and instead regains a number of hit points equal to the fire, lightning, or cold damage dealt. <br />
<br />
'''''Immensity.'''''<br />
Doitil can move through the space of a creature or object of Gargantuan size or smaller, and he does not treat such creatures as difficult terrain. If Doitil moves through a creature's space, the creature must make a DC 30 {{5a|dex}} saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.<br />
<br />
'''''Gravitational Aura.'''''<br />
Doitil has a 50ft aura that increases the gravity around him. All ranged attacks are made within or that go into the aura have disadvantage and creatures who enter the aura must make a Strength saving throw or be knocked prone and take 10d10 force damage at the start of their turns or pushed out.(Doitils Choice) If a creature has a strength score of 25 they automatically succeed the saving throw.<br />
<br />
'''''Cosmic Power.''''' <br />
Doitil’s claw, tail, and bite attacks are magical. When Doitil hits with an attack or spell, the attack deals an extra 20d8 force damage in addition if Doitil were to land a critical hit the di from Cosmic Power become d20(included in the attack).<br />
<br />
'''''Siege Monster.'''''<br />
Doitil deals double damage to objects and structures.<br />
<br />
'''''Never Ending Rampage.''''' <br />
Whenever Doitil kills a living creature he gains temporary hit points equal to half the damage he dealt to it (rounded up).<br />
<br />
'''''Ultimate Criticals.'''''<br />
Doitil lands a critical hit on a roll of 16-20.<br />
<br />
'''''Unstoppable Force.''''' <br />
Damage dealt by Doitil bypasses resistance and treats immunity as resistance. <br />
<br />
'''''Immovable Object.''''' <br />
If Doitil would take damage that would bypass his immunity he will instead take the damage as resistance. Additionally Doitil can not be moved from where he is standing by any means if he is conscious.<br />
<br />
'''''Born Worthy.''''' <br />
Doitil ignores all class, race, and level requirements on the use of magic items and weapons.<br />
<br />
'''''Innate Spellcasting.'''''<br />
Doitil can innately cast these spells (Save DC 30, +40 to hit):<br />
<br />
At will: all force, fire, lightning and cold damaging cantrips and 1st-3rd level spells<br />
<br />
4th level (6 slots):[[Lava Line (5e Spell)|Lava Line]], [[Control Air (5e Spell)|Control Air]], <br />
<br />
5th level (5 slots):<br />
<br />
6th level (4 slots):<br />
<br />
7th level (3 slots):<br />
<br />
8th level (2 slots):<br />
<br />
9th level (1 slot):<br />
<br />
10th level (1 slot):<br />
<br />
'''''Adamantine Bones.'''''<br />
Doitil has disadvantage on all Dexterity saving throws, checks, and attack rolls and and any critical hit against him becomes a normal hit.<br />
<br />
'''''Mythical Strike.'''''<br />
Doitil can choose to automatically hit all of his attacks and all of his attacks deal max damage, but he gains vulnerability to his resistances and every attack made against him is with advantage and is a critical.<br />
<br />
'''''Legendary Resistance (5/Day).''''' <br />
If Doitil fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
<br />
'''''Multiattack.''''' Doitil can use his Frightful Presence. He then makes nine attacks: two with his bite, one with his tail and four with his claws. He may use his Crush or Swallow in place of his bite.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +40 to hit, reach 30 ft., 10 targets. ''Hit:'' 65 (10d10 + 10) piercing damage plus 90 (20d8) force damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +40 to hit, reach 45 ft., 10 targets. ''Hit:'' 45 (10d6 + 10) slashing damage plus 90 (20d8) force damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +40 to hit, reach 180 ft., 20 targets. ''Hit:'' 55 (10d8 + 10) bludgeoning damage plus 90 (20d8) force damage.<br />
<br />
'''''Wings.''''' ''Ranged Weapon Attack:'' +40 to hit, reach 400 ft., everything within range. ''Hit:'' 153 (10d10 + 100) bludgeoning damage damage. All creatures hit by this attack must succeed on a DC 30 {{5a|str}} saving throw or be pushed back 100 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious.<br />
<br />
'''''Crush.''''' <br />
Doitil attempts to crush its foes underneath it using its weight. All creatures in Doitils space must make a DC 20 {{5a|dex}} saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes {{5c|Grappled}} by the dragon (escape DC 20). While grappled in this manner, a creature is also considered {{5c|Prone}} and {{5c|Restrained}}, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of Doitils turns. A creature is freed from this grapple when the dragon moves.<br />
<br />
'''''Swallow.'''''<br />
Doitil makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {{5c|Blinded}} and {{5c|Restrained}}, it has total cover against attacks and other effects outside the dragon, and it takes 99 (22d8) acid damage at the start of each of Doitil’s turns.<br/><br />
If Doitil takes 75 damage or more on a single turn from a creature inside it, Doitil must succeed on a {{5a|con}} saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Doitil. The DC for this saving throw equals one-third the damage taken during that single turn. If Doitil dies, a swallowed creature is no longer {{5c|Restrained}} by it and can escape from the corpse by using 30 feet of movement, exiting {{5c|Prone}}.<br />
<br />
'''''Frightful Presence.'''''<br />
Each creature of Doitil’s choice that is within 240 feet of him and aware of him must succeed on a DC 30 {{5a|wis}} saving throw or become {{5c|Frightened}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Breath Weapon (Recharge 3-6).''''' <br />
Doitil uses one of his breath weapons. The breath weapon has a DC of 30. On a failed save the target takes full damage. On a successful save the target takes half damage.<br />
* ''Force Breath.'' 600 ft cone, 263 (60d10) force damage, Con saving throw<br />
* ''Lightning Breath.'' 600 ft x 20 ft line, 263 (60d10) lighting damage, Con saving throw<br />
* ''Weakening Breath.'' 600 ft cone, Each creature in that area must succeed Strength saving throw or have disadvantage on Strength-based Attack rolls, Strength checks, and Strength Saving Throws for 10 minutes.<br />
<br />
'''''Change Shape.''''' <br />
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).<br/><br />
In a new form, the dragon retains its alignment, {{5e|Hit Points|hit points}}, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.<br />
<br />
'''''Burst of the Cosmos.''''' <br />
all creatures within 50 feet of Doitil must succeed a Strength saving throw. On a failed save, the creature takes 15d8 force damage and is pushed back by 30 feet. On a successful save, the creature is not pushed back and takes half as much damage.<br />
<br />
|reactions= '''''Otherworldly Resistance.''''' When Doitil takes damage he can use his reaction to reduce all damage he takes by 12d10 until the start of his next turn.<br />
<br />
|legendary={{Legendary Actions|name=Doitil|actions=5}}<br/><br />
<br />
'''Detect.''' Doitil makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Tail Attack.''' Doitil makes a tail attack.<br/><br />
'''Quick Spell (Costs 2 Actions).''' Doitil cast an At Will spell.<br />
<br />
|description='''Biology'''<br />
Doitil is a otherworldly dragon, others will see similarities between the Dragonborn and Doitil. When fully erect he 300ft tall with a wingspan of 650ft from edge to edge companied by a 300ft long tail. His scales fluctuate between Gold, Azure, Grey, and Crimson, and Black.<br />
<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
'''History'''<br />
This race of dragon once believed they were the only sentient life in the cosmos, even after traveling from planet to planet until the oldest of them came across world that was covered in conflict between the Primordials and the Elder Gods. Acting as the mediator Arkanos the father of this Cosmic Dragons, put an end to the conflict having the Elder Gods as well as the Primordials, both reluctant but the war was over. After many years Arkanos and his dragons made another world their home. This peace was not to last after 100 years the gods became jealous of the power of the dragons and planned a purge upon them and take back the world they fought so hard for. Unprepared and out numbered the dragons fought bravely until none were left all but one.<br />
<br />
'''Personality''' <br />
Although he has a backstory of betrayal and defeat he still manages to press forward despite his struggles. All alone in this world he strives bring an end to the tyranny of the gods, vengeance is what matters to him to him most and he will not stop at nothing to fulfill it. Covered in a shroud of anger is still a dragon who wonders why did he not die like the rest of his family even now as he walks the world with only a few friends left.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Doitil_Arkanos_(5e_Creature)&diff=1531848Doitil Arkanos (5e Creature)2021-11-03T16:09:00Z<p>Alucarddragonborn: </p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
<br />
==Doitil Arkanos==<br />
{{5e Creature<br />
|size=Titanic <br />
|type=dragon <br />
|swarm=<br />
|race=dragon <br />
|alignment=CG<br />
|ac=29<br />
|armor=Natural Armor<br />
|hd=<br />
|hp=4953<br />
|hpdice=50d100 + 1342<br />
|speed=600ft, fly 600 ft, swim 600 ft<br />
|str=30<br />
|dex=30<br />
|con=30<br />
|int=30<br />
|wis=30<br />
|cha=30<br />
|saves= {{5a|str}} +40, {{5a|dex}} +40, {{5a|con}} +40, {{5a|int}} +40, {{5a|wis}} +40, {{5a|cha}} +40<br />
|skills= {{5s|Athletics}} +40, {{5s|Arcana}} +40, {{5s|Acrobatics}} +40, {{5s|Animal Handling}} +40, {{5s|Deception}} +40, {{5s|History}} +40, {{5s|Investigation}} +40, {{5s|Insight}} +40, {{5s|Intimidation}} +40, {{5s|Medicine}} +40, {{5s|Nature}} +40, {{5s|Perception}} +40, {{5s|Performance}} +40, {{5s|Persuasion}} +40, {{5s|Religion}} +40, {{5s|Sleight of Hand}} +40, {{5s|Stealth}} +40, {{5s|Survival}} +40<br />
|di=Cold, Fire, force, lightning, acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=Necrotic, thunder<br />
|dv=Radiant <br />
|senses={{5e|Blindsight}} 240 ft., {{5e|Tremorsense}} 240 ft., {{5e|Truesight}} 240 ft., passive [[5e SRD:Perception Skill|Perception]] 36<br />
|languages=Draconic, Common, Elvish, Dwarven, Sylvan, Giant, Abyssal, Celestial <br />
|cr=50<br />
|xp=1,220,000<br />
|features=<br />
'''''Elemental Absorption.''''' <br />
Whenever Doitil is subjected to fire, lightning, or cold damage, it takes no damage and instead regains a number of hit points equal to the fire, lightning, or cold damage dealt. <br />
<br />
'''''Immensity.'''''<br />
Doitil can move through the space of a creature or object of Gargantuan size or smaller, and he does not treat such creatures as difficult terrain. If Doitil moves through a creature's space, the creature must make a DC 30 {{5a|dex}} saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.<br />
<br />
'''''Gravitational Aura.'''''<br />
Doitil has a 50ft aura that increases the gravity around him. All ranged attacks are made within or that go into the aura have disadvantage and creatures who enter the aura must make a Strength saving throw or be knocked prone and take 10d10 force damage at the start of their turns or pushed out.(Doitils Choice) If a creature has a strength score of 25 they automatically succeed the saving throw.<br />
<br />
'''''Cosmic Power.''''' <br />
Doitil’s claw, tail, and bite attacks are magical. When Doitil hits with an attack or spell, the attack deals an extra 20d8 force damage in addition if Doitil were to land a critical hit the di from Cosmic Power become d20(included in the attack).<br />
<br />
'''''Siege Monster.'''''<br />
Doitil deals double damage to objects and structures.<br />
<br />
'''''Never Ending Rampage.''''' <br />
Whenever Doitil kills a living creature he gains temporary hit points equal to half the damage he dealt to it (rounded up).<br />
<br />
'''''Ultimate Criticals.'''''<br />
Doitil lands a critical hit on a roll of 16-20.<br />
<br />
'''''Unstoppable Force.''''' <br />
Damage dealt by Doitil bypasses resistance and treats immunity as resistance. <br />
<br />
'''''Immovable Object.''''' <br />
If Doitil would take damage that would bypass his immunity he will instead take the damage as resistance. Additionally Doitil can not be moved from where he is standing by any means if he is conscious.<br />
<br />
'''''Born Worthy.''''' <br />
Doitil ignores all class, race, and level requirements on the use of magic items and weapons.<br />
<br />
'''''Innate Spellcasting.'''''<br />
Doitil can innately cast these spells (Save DC 30, +40 to hit):<br />
<br />
At will: all force, fire, lightning and cold damaging cantrips and 1st-3rd level spells<br />
<br />
4th level (6 slots):[[Lava Line (5e Spell)|Lava Line]], [[Control Air (5e Spell)|Control Air]], <br />
<br />
5th level (5 slots):<br />
<br />
6th level (4 slots):<br />
<br />
7th level (3 slots):<br />
<br />
8th level (2 slots):<br />
<br />
9th level (1 slot):<br />
<br />
10th level (1 slot):<br />
<br />
'''''Adamantine Bones.'''''<br />
Doitil has disadvantage on all Dexterity saving throws, checks, and attack rolls and and any critical hit against him becomes a normal hit.<br />
<br />
'''''Mythical Strike.'''''<br />
Doitil can choose to automatically hit all of his attacks and all of his attacks deal max damage, but he gains vulnerability to his resistances and every attack made against him is with advantage and is a critical.<br />
<br />
'''''Legendary Resistance (5/Day).''''' <br />
If Doitil fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
<br />
'''''Multiattack.''''' Doitil can use his Frightful Presence. He then makes nine attacks: two with his bite, one with his tail and four with his claws. He may use his Crush or Swallow in place of his bite.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +40 to hit, reach 30 ft., 10 targets. ''Hit:'' 65 (10d10 + 10) piercing damage plus 90 (20d8) force damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +40 to hit, reach 45 ft., 10 targets. ''Hit:'' 45 (10d6 + 10) slashing damage plus 90 (20d8) force damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +40 to hit, reach 180 ft., 20 targets. ''Hit:'' 55 (10d8 + 10) bludgeoning damage plus 90 (20d8) force damage.<br />
<br />
'''''Wings.''''' ''Ranged Weapon Attack:'' +40 to hit, reach 400 ft., everything within range. ''Hit:'' 153 (10d10 + 100) bludgeoning damage damage. All creatures hit by this attack must succeed on a DC 30 {{5a|str}} saving throw or be pushed back 100 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious.<br />
<br />
'''''Crush.''''' <br />
Doitil attempts to crush its foes underneath it using its weight. All creatures in Doitils space must make a DC 20 {{5a|dex}} saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes {{5c|Grappled}} by the dragon (escape DC 20). While grappled in this manner, a creature is also considered {{5c|Prone}} and {{5c|Restrained}}, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of Doitils turns. A creature is freed from this grapple when the dragon moves.<br />
<br />
'''''Swallow.'''''<br />
Doitil makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {{5c|Blinded}} and {{5c|Restrained}}, it has total cover against attacks and other effects outside the dragon, and it takes 99 (22d8) acid damage at the start of each of Doitil’s turns.<br/><br />
If Doitil takes 75 damage or more on a single turn from a creature inside it, Doitil must succeed on a {{5a|con}} saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Doitil. The DC for this saving throw equals one-third the damage taken during that single turn. If Doitil dies, a swallowed creature is no longer {{5c|Restrained}} by it and can escape from the corpse by using 30 feet of movement, exiting {{5c|Prone}}.<br />
<br />
'''''Frightful Presence.'''''<br />
Each creature of Doitil’s choice that is within 240 feet of him and aware of him must succeed on a DC 30 {{5a|wis}} saving throw or become {{5c|Frightened}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Breath Weapon (Recharge 3-6).''''' <br />
Doitil uses one of his breath weapons. The breath weapon has a DC of 30. On a failed save the target takes full damage. On a successful save the target takes half damage.<br />
* ''Force Breath.'' 600 ft cone, 263 (60d10) force damage, Con saving throw<br />
* ''Lightning Breath.'' 600 ft x 20 ft line, 263 (60d10) lighting damage, Con saving throw<br />
* ''Weakening Breath.'' 600 ft cone, Each creature in that area must succeed Strength saving throw or have disadvantage on Strength-based Attack rolls, Strength checks, and Strength Saving Throws for 10 minutes.<br />
<br />
'''''Change Shape.''''' <br />
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).<br/><br />
In a new form, the dragon retains its alignment, {{5e|Hit Points|hit points}}, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.<br />
<br />
'''''Burst of the Cosmos.''''' <br />
all creatures within 50 feet of Doitil must succeed a Strength saving throw. On a failed save, the creature takes 15d8 force damage and is pushed back by 30 feet. On a successful save, the creature is not pushed back and takes half as much damage.<br />
<br />
|reactions= '''''Otherworldly Resistance.''''' When Doitil takes damage he can use his reaction to reduce all damage he takes by 12d10 until the start of his next turn.<br />
<br />
|legendary={{Legendary Actions|name=Doitil|actions=5}}<br/><br />
<br />
'''Detect.''' Doitil makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Tail Attack.''' Doitil makes a tail attack.<br/><br />
'''Quick Spell (Costs 2 Actions).''' Doitil cast an At Will spell.<br />
<br />
|description='''Biology'''<br />
Doitil is a otherworldly dragon, others will see similarities between the Dragonborn and Doitil. When fully erect he 300ft tall with a wingspan of 650ft from edge to edge companied by a 300ft long tail. His scales fluctuate between Gold, Azure, Grey, and Crimson, and Black.<br />
<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
'''History'''<br />
This race of dragon once believed they were the only sentient life in the cosmos, even after traveling from planet to planet until the oldest of them came across world that was covered in conflict between the Primordials and the Elder Gods. Acting as the mediator Arkanos the father of this Cosmic Dragons, put an end to the conflict having the Elder Gods as well as the Primordials, both reluctant but the war was over. After many years Arkanos and his dragons made another world their home. This peace was not to last after 100 years the gods became jealous of the power of the dragons and planned a purge upon them and take back the world they fought so hard for. Unprepared and out numbered the dragons fought bravely until none were left all but one.<br />
<br />
'''Personality''' <br />
Although he has a backstory of betrayal and defeat he still manages to press forward despite his struggles. All alone in this world he strives bring an end to the tyranny of the gods, vengeance is what matters to him to him most and he will not stop at nothing to fulfill it. Covered in a shroud of anger is still a dragon who wonders why did he not die like the rest of his family even now as he walks the world with only a few friends left.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Doitil_Arkanos_(5e_Creature)&diff=1531847Doitil Arkanos (5e Creature)2021-11-03T16:08:39Z<p>Alucarddragonborn: /* Doitil Arkanos */</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
<br />
==Doitil Arkanos==<br />
{{5e Creature<br />
|size=Titanic <br />
|type=Dragon <br />
|swarm=<br />
|race=dragon <br />
|alignment=CG<br />
|ac=29<br />
|armor=Natural Armor<br />
|hd=<br />
|hp=4953<br />
|hpdice=50d100 + 1342<br />
|speed=600ft, fly 600 ft, swim 600 ft<br />
|str=30<br />
|dex=30<br />
|con=30<br />
|int=30<br />
|wis=30<br />
|cha=30<br />
|saves= {{5a|str}} +40, {{5a|dex}} +40, {{5a|con}} +40, {{5a|int}} +40, {{5a|wis}} +40, {{5a|cha}} +40<br />
|skills= {{5s|Athletics}} +40, {{5s|Arcana}} +40, {{5s|Acrobatics}} +40, {{5s|Animal Handling}} +40, {{5s|Deception}} +40, {{5s|History}} +40, {{5s|Investigation}} +40, {{5s|Insight}} +40, {{5s|Intimidation}} +40, {{5s|Medicine}} +40, {{5s|Nature}} +40, {{5s|Perception}} +40, {{5s|Performance}} +40, {{5s|Persuasion}} +40, {{5s|Religion}} +40, {{5s|Sleight of Hand}} +40, {{5s|Stealth}} +40, {{5s|Survival}} +40<br />
|di=Cold, Fire, force, lightning, acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=Necrotic, thunder<br />
|dv=Radiant <br />
|senses={{5e|Blindsight}} 240 ft., {{5e|Tremorsense}} 240 ft., {{5e|Truesight}} 240 ft., passive [[5e SRD:Perception Skill|Perception]] 36<br />
|languages=Draconic, Common, Elvish, Dwarven, Sylvan, Giant, Abyssal, Celestial <br />
|cr=50<br />
|xp=1,220,000<br />
|features=<br />
'''''Elemental Absorption.''''' <br />
Whenever Doitil is subjected to fire, lightning, or cold damage, it takes no damage and instead regains a number of hit points equal to the fire, lightning, or cold damage dealt. <br />
<br />
'''''Immensity.'''''<br />
Doitil can move through the space of a creature or object of Gargantuan size or smaller, and he does not treat such creatures as difficult terrain. If Doitil moves through a creature's space, the creature must make a DC 30 {{5a|dex}} saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.<br />
<br />
'''''Gravitational Aura.'''''<br />
Doitil has a 50ft aura that increases the gravity around him. All ranged attacks are made within or that go into the aura have disadvantage and creatures who enter the aura must make a Strength saving throw or be knocked prone and take 10d10 force damage at the start of their turns or pushed out.(Doitils Choice) If a creature has a strength score of 25 they automatically succeed the saving throw.<br />
<br />
'''''Cosmic Power.''''' <br />
Doitil’s claw, tail, and bite attacks are magical. When Doitil hits with an attack or spell, the attack deals an extra 20d8 force damage in addition if Doitil were to land a critical hit the di from Cosmic Power become d20(included in the attack).<br />
<br />
'''''Siege Monster.'''''<br />
Doitil deals double damage to objects and structures.<br />
<br />
'''''Never Ending Rampage.''''' <br />
Whenever Doitil kills a living creature he gains temporary hit points equal to half the damage he dealt to it (rounded up).<br />
<br />
'''''Ultimate Criticals.'''''<br />
Doitil lands a critical hit on a roll of 16-20.<br />
<br />
'''''Unstoppable Force.''''' <br />
Damage dealt by Doitil bypasses resistance and treats immunity as resistance. <br />
<br />
'''''Immovable Object.''''' <br />
If Doitil would take damage that would bypass his immunity he will instead take the damage as resistance. Additionally Doitil can not be moved from where he is standing by any means if he is conscious.<br />
<br />
'''''Born Worthy.''''' <br />
Doitil ignores all class, race, and level requirements on the use of magic items and weapons.<br />
<br />
'''''Innate Spellcasting.'''''<br />
Doitil can innately cast these spells (Save DC 30, +40 to hit):<br />
<br />
At will: all force, fire, lightning and cold damaging cantrips and 1st-3rd level spells<br />
<br />
4th level (6 slots):[[Lava Line (5e Spell)|Lava Line]], [[Control Air (5e Spell)|Control Air]], <br />
<br />
5th level (5 slots):<br />
<br />
6th level (4 slots):<br />
<br />
7th level (3 slots):<br />
<br />
8th level (2 slots):<br />
<br />
9th level (1 slot):<br />
<br />
10th level (1 slot):<br />
<br />
'''''Adamantine Bones.'''''<br />
Doitil has disadvantage on all Dexterity saving throws, checks, and attack rolls and and any critical hit against him becomes a normal hit.<br />
<br />
'''''Mythical Strike.'''''<br />
Doitil can choose to automatically hit all of his attacks and all of his attacks deal max damage, but he gains vulnerability to his resistances and every attack made against him is with advantage and is a critical.<br />
<br />
'''''Legendary Resistance (5/Day).''''' <br />
If Doitil fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
<br />
'''''Multiattack.''''' Doitil can use his Frightful Presence. He then makes nine attacks: two with his bite, one with his tail and four with his claws. He may use his Crush or Swallow in place of his bite.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +40 to hit, reach 30 ft., 10 targets. ''Hit:'' 65 (10d10 + 10) piercing damage plus 90 (20d8) force damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +40 to hit, reach 45 ft., 10 targets. ''Hit:'' 45 (10d6 + 10) slashing damage plus 90 (20d8) force damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +40 to hit, reach 180 ft., 20 targets. ''Hit:'' 55 (10d8 + 10) bludgeoning damage plus 90 (20d8) force damage.<br />
<br />
'''''Wings.''''' ''Ranged Weapon Attack:'' +40 to hit, reach 400 ft., everything within range. ''Hit:'' 153 (10d10 + 100) bludgeoning damage damage. All creatures hit by this attack must succeed on a DC 30 {{5a|str}} saving throw or be pushed back 100 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious.<br />
<br />
'''''Crush.''''' <br />
Doitil attempts to crush its foes underneath it using its weight. All creatures in Doitils space must make a DC 20 {{5a|dex}} saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes {{5c|Grappled}} by the dragon (escape DC 20). While grappled in this manner, a creature is also considered {{5c|Prone}} and {{5c|Restrained}}, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of Doitils turns. A creature is freed from this grapple when the dragon moves.<br />
<br />
'''''Swallow.'''''<br />
Doitil makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {{5c|Blinded}} and {{5c|Restrained}}, it has total cover against attacks and other effects outside the dragon, and it takes 99 (22d8) acid damage at the start of each of Doitil’s turns.<br/><br />
If Doitil takes 75 damage or more on a single turn from a creature inside it, Doitil must succeed on a {{5a|con}} saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Doitil. The DC for this saving throw equals one-third the damage taken during that single turn. If Doitil dies, a swallowed creature is no longer {{5c|Restrained}} by it and can escape from the corpse by using 30 feet of movement, exiting {{5c|Prone}}.<br />
<br />
'''''Frightful Presence.'''''<br />
Each creature of Doitil’s choice that is within 240 feet of him and aware of him must succeed on a DC 30 {{5a|wis}} saving throw or become {{5c|Frightened}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Breath Weapon (Recharge 3-6).''''' <br />
Doitil uses one of his breath weapons. The breath weapon has a DC of 30. On a failed save the target takes full damage. On a successful save the target takes half damage.<br />
* ''Force Breath.'' 600 ft cone, 263 (60d10) force damage, Con saving throw<br />
* ''Lightning Breath.'' 600 ft x 20 ft line, 263 (60d10) lighting damage, Con saving throw<br />
* ''Weakening Breath.'' 600 ft cone, Each creature in that area must succeed Strength saving throw or have disadvantage on Strength-based Attack rolls, Strength checks, and Strength Saving Throws for 10 minutes.<br />
<br />
'''''Change Shape.''''' <br />
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).<br/><br />
In a new form, the dragon retains its alignment, {{5e|Hit Points|hit points}}, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.<br />
<br />
'''''Burst of the Cosmos.''''' <br />
all creatures within 50 feet of Doitil must succeed a Strength saving throw. On a failed save, the creature takes 15d8 force damage and is pushed back by 30 feet. On a successful save, the creature is not pushed back and takes half as much damage.<br />
<br />
|reactions= '''''Otherworldly Resistance.''''' When Doitil takes damage he can use his reaction to reduce all damage he takes by 12d10 until the start of his next turn.<br />
<br />
|legendary={{Legendary Actions|name=Doitil|actions=5}}<br/><br />
<br />
'''Detect.''' Doitil makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Tail Attack.''' Doitil makes a tail attack.<br/><br />
'''Quick Spell (Costs 2 Actions).''' Doitil cast an At Will spell.<br />
<br />
|description='''Biology'''<br />
Doitil is a otherworldly dragon, others will see similarities between the Dragonborn and Doitil. When fully erect he 300ft tall with a wingspan of 650ft from edge to edge companied by a 300ft long tail. His scales fluctuate between Gold, Azure, Grey, and Crimson, and Black.<br />
<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
'''History'''<br />
This race of dragon once believed they were the only sentient life in the cosmos, even after traveling from planet to planet until the oldest of them came across world that was covered in conflict between the Primordials and the Elder Gods. Acting as the mediator Arkanos the father of this Cosmic Dragons, put an end to the conflict having the Elder Gods as well as the Primordials, both reluctant but the war was over. After many years Arkanos and his dragons made another world their home. This peace was not to last after 100 years the gods became jealous of the power of the dragons and planned a purge upon them and take back the world they fought so hard for. Unprepared and out numbered the dragons fought bravely until none were left all but one.<br />
<br />
'''Personality''' <br />
Although he has a backstory of betrayal and defeat he still manages to press forward despite his struggles. All alone in this world he strives bring an end to the tyranny of the gods, vengeance is what matters to him to him most and he will not stop at nothing to fulfill it. Covered in a shroud of anger is still a dragon who wonders why did he not die like the rest of his family even now as he walks the world with only a few friends left.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Doitil_Arkanos_(5e_Creature)&diff=1531846Doitil Arkanos (5e Creature)2021-11-03T16:04:35Z<p>Alucarddragonborn: /* Doitil Arkanos */</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
<br />
==Doitil Arkanos==<br />
{{5e Creature<br />
|size=Titanic <br />
|type=Dragon <br />
|swarm=<br />
|race=dragon <br />
|alignment=CG<br />
|ac=29<br />
|armor=Natural Armor<br />
|hd=<br />
|hp=4953<br />
|hpdice=50d100 + 1342<br />
|speed=600ft, fly 600 ft, swim 600 ft<br />
|str=30<br />
|dex=30<br />
|con=30<br />
|int=30<br />
|wis=30<br />
|cha=30<br />
|saves= {{5a|str}} +40, {{5a|dex}} +40, {{5a|con}} +40, {{5a|int}} +40, {{5a|wis}} +40, {{5a|cha}} +40<br />
|skills= {{5s|Athletics}} +40, {{5s|Arcana}} +40, {{5s|Acrobatics}} +40, {{5s|Animal Handling}} +40, {{5s|Deception}} +40, {{5s|History}} +40, {{5s|Investigation}} +40, {{5s|Insight}} +40, {{5s|Intimidation}} +40, {{5s|Medicine}} +40, {{5s|Nature}} +40, {{5s|Perception}} +40, {{5s|Performance}} +40, {{5s|Persuasion}} +40, {{5s|Religion}} +40, {{5s|Sleight of Hand}} +40, {{5s|Stealth}} +40, {{5s|Survival}} +40<br />
|di=Cold, Fire, force, lightning, acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=Necrotic, thunder<br />
|dv=Radiant <br />
|senses={{5e|Blindsight}} 240 ft., {{5e|Tremorsense}} 240 ft., {{5e|Truesight}} 240 ft., passive [[5e SRD:Perception Skill|Perception]] 36<br />
|languages=Draconic, Common, Elvish, Dwarven, Sylvan, Giant, Abyssal, Celestial <br />
|cr=50<br />
|xp=1,220,000<br />
|features=<br />
'''''Elemental Absorption.''''' <br />
Whenever Doitil is subjected to fire, lightning, or cold damage, it takes no damage and instead regains a number of hit points equal to the fire, lightning, or cold damage dealt. <br />
<br />
'''''Immensity.'''''<br />
Doitil can move through the space of a creature or object of Gargantuan size or smaller, and he does not treat such creatures as difficult terrain. If Doitil moves through a creature's space, the creature must make a DC 30 {{5a|dex}} saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.<br />
<br />
'''''Gravitational Aura.'''''<br />
Doitil has a 50ft aura that increases the gravity around him. All ranged attacks are made within or that go into the aura have disadvantage and creatures who enter the aura must make a Strength saving throw or be knocked prone and take 10d10 force damage at the start of their turns or pushed out.(Doitils Choice) If a creature has a strength score of 25 they automatically succeed the saving throw.<br />
<br />
'''''Cosmic Power.''''' <br />
Doitil’s claw, tail, and bite attacks are magical. When Doitil hits with an attack or spell, the attack deals an extra 20d8 force damage in addition if Doitil were to land a critical hit the di from Cosmic Power become d20(included in the attack).<br />
<br />
'''''Siege Monster.'''''<br />
Doitil deals double damage to objects and structures.<br />
<br />
'''''Never Ending Rampage.''''' <br />
Whenever Doitil kills a living creature he gains temporary hit points equal to half the damage he dealt to it (rounded up).<br />
<br />
'''''Ultimate Criticals.'''''<br />
Doitil lands a critical hit on a roll of 16-20.<br />
<br />
'''''Unstoppable Force.''''' <br />
Damage dealt by Doitil bypasses resistance and treats immunity as resistance. <br />
<br />
'''''Immovable Object.''''' <br />
If Doitil would take damage that would bypass his immunity he will instead take the damage as resistance. Additionally Doitil can not be moved from where he is standing by any means if he is conscious.<br />
<br />
'''''Born Worthy.''''' <br />
Doitil ignores all class, race, and level requirements on the use of magic items and weapons.<br />
<br />
'''''Innate Spellcasting.'''''<br />
Doitil can innately cast these spells (Save DC 30, +40 to hit):<br />
<br />
At will: all force, fire, lightning and cold damaging cantrips and 1st-3rd level spells<br />
<br />
4th level (6 slots):[[Lava Line (5e Spell)|Lava Line]], <br />
<br />
5th level (5 slots):<br />
<br />
6th level (4 slots):<br />
<br />
7th level (3 slots):<br />
<br />
8th level (2 slots):<br />
<br />
9th level (1 slot):<br />
<br />
10th level (1 slot):<br />
<br />
'''''Adamantine Bones.'''''<br />
Doitil has disadvantage on all Dexterity saving throws, checks, and attack rolls and and any critical hit against him becomes a normal hit.<br />
<br />
'''''Mythical Strike.'''''<br />
Doitil can choose to automatically hit all of his attacks and all of his attacks deal max damage, but he gains vulnerability to his resistances and every attack made against him is with advantage and is a critical.<br />
<br />
'''''Legendary Resistance (5/Day).''''' <br />
If Doitil fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
<br />
'''''Multiattack.''''' Doitil can use his Frightful Presence. He then makes nine attacks: two with his bite, one with his tail and four with his claws. He may use his Crush or Swallow in place of his bite.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +40 to hit, reach 30 ft., 10 targets. ''Hit:'' 65 (10d10 + 10) piercing damage plus 90 (20d8) force damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +40 to hit, reach 45 ft., 10 targets. ''Hit:'' 45 (10d6 + 10) slashing damage plus 90 (20d8) force damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +40 to hit, reach 180 ft., 20 targets. ''Hit:'' 55 (10d8 + 10) bludgeoning damage plus 90 (20d8) force damage.<br />
<br />
'''''Wings.''''' ''Ranged Weapon Attack:'' +40 to hit, reach 400 ft., everything within range. ''Hit:'' 153 (10d10 + 100) bludgeoning damage damage. All creatures hit by this attack must succeed on a DC 30 {{5a|str}} saving throw or be pushed back 100 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious.<br />
<br />
'''''Crush.''''' <br />
Doitil attempts to crush its foes underneath it using its weight. All creatures in Doitils space must make a DC 20 {{5a|dex}} saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes {{5c|Grappled}} by the dragon (escape DC 20). While grappled in this manner, a creature is also considered {{5c|Prone}} and {{5c|Restrained}}, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of Doitils turns. A creature is freed from this grapple when the dragon moves.<br />
<br />
'''''Swallow.'''''<br />
Doitil makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {{5c|Blinded}} and {{5c|Restrained}}, it has total cover against attacks and other effects outside the dragon, and it takes 99 (22d8) acid damage at the start of each of Doitil’s turns.<br/><br />
If Doitil takes 75 damage or more on a single turn from a creature inside it, Doitil must succeed on a {{5a|con}} saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Doitil. The DC for this saving throw equals one-third the damage taken during that single turn. If Doitil dies, a swallowed creature is no longer {{5c|Restrained}} by it and can escape from the corpse by using 30 feet of movement, exiting {{5c|Prone}}.<br />
<br />
'''''Frightful Presence.'''''<br />
Each creature of Doitil’s choice that is within 240 feet of him and aware of him must succeed on a DC 30 {{5a|wis}} saving throw or become {{5c|Frightened}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Breath Weapon (Recharge 3-6).''''' <br />
Doitil uses one of his breath weapons. The breath weapon has a DC of 30. On a failed save the target takes full damage. On a successful save the target takes half damage.<br />
* ''Force Breath.'' 600 ft cone, 263 (60d10) force damage, Con saving throw<br />
* ''Lightning Breath.'' 600 ft x 20 ft line, 263 (60d10) lighting damage, Con saving throw<br />
* ''Weakening Breath.'' 600 ft cone, Each creature in that area must succeed Strength saving throw or have disadvantage on Strength-based Attack rolls, Strength checks, and Strength Saving Throws for 10 minutes.<br />
<br />
'''''Change Shape.''''' <br />
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).<br/><br />
In a new form, the dragon retains its alignment, {{5e|Hit Points|hit points}}, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.<br />
<br />
'''''Burst of the Cosmos.''''' <br />
all creatures within 50 feet of Doitil must succeed a Strength saving throw. On a failed save, the creature takes 15d8 force damage and is pushed back by 30 feet. On a successful save, the creature is not pushed back and takes half as much damage.<br />
<br />
|reactions= '''''Otherworldly Resistance.''''' When Doitil takes damage he can use his reaction to reduce all damage he takes by 12d10 until the start of his next turn.<br />
<br />
|legendary={{Legendary Actions|name=Doitil|actions=5}}<br/><br />
<br />
'''Detect.''' Doitil makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Tail Attack.''' Doitil makes a tail attack.<br/><br />
'''Quick Spell (Costs 2 Actions).''' Doitil cast an At Will spell.<br />
<br />
|description='''Biology'''<br />
Doitil is a otherworldly dragon, others will see similarities between the Dragonborn and Doitil. When fully erect he 300ft tall with a wingspan of 650ft from edge to edge companied by a 300ft long tail. His scales fluctuate between Gold, Azure, Grey, and Crimson, and Black.<br />
<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
'''History'''<br />
This race of dragon once believed they were the only sentient life in the cosmos, even after traveling from planet to planet until the oldest of them came across world that was covered in conflict between the Primordials and the Elder Gods. Acting as the mediator Arkanos the father of this Cosmic Dragons, put an end to the conflict having the Elder Gods as well as the Primordials, both reluctant but the war was over. After many years Arkanos and his dragons made another world their home. This peace was not to last after 100 years the gods became jealous of the power of the dragons and planned a purge upon them and take back the world they fought so hard for. Unprepared and out numbered the dragons fought bravely until none were left all but one.<br />
<br />
'''Personality''' <br />
Although he has a backstory of betrayal and defeat he still manages to press forward despite his struggles. All alone in this world he strives bring an end to the tyranny of the gods, vengeance is what matters to him to him most and he will not stop at nothing to fulfill it. Covered in a shroud of anger is still a dragon who wonders why did he not die like the rest of his family even now as he walks the world with only a few friends left.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Doitil_Arkanos_(5e_Creature)&diff=1531830Doitil Arkanos (5e Creature)2021-11-03T15:36:04Z<p>Alucarddragonborn: </p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
<br />
==Doitil Arkanos==<br />
{{5e Creature<br />
|size=Titanic <br />
|type=Dragon <br />
|swarm=<br />
|race=dragon <br />
|alignment=CG<br />
|ac=29<br />
|armor=Natural Armor<br />
|hd=<br />
|hp=4953<br />
|hpdice=50d100 + 1342<br />
|speed=600ft, fly 600 ft, swim 600 ft<br />
|str=30<br />
|dex=30<br />
|con=30<br />
|int=30<br />
|wis=30<br />
|cha=30<br />
|saves= {{5a|str}} +40, {{5a|dex}} +40, {{5a|con}} +40, {{5a|int}} +40, {{5a|wis}} +40, {{5a|cha}} +40<br />
|skills= {{5s|Athletics}} +40, {{5s|Arcana}} +40, {{5s|Acrobatics}} +40, {{5s|Animal Handling}} +40, {{5s|Deception}} +40, {{5s|History}} +40, {{5s|Investigation}} +40, {{5s|Insight}} +40, {{5s|Intimidation}} +40, {{5s|Medicine}} +40, {{5s|Nature}} +40, {{5s|Perception}} +40, {{5s|Performance}} +40, {{5s|Persuasion}} +40, {{5s|Religion}} +40, {{5s|Sleight of Hand}} +40, {{5s|Stealth}} +40, {{5s|Survival}} +40<br />
|di=Cold, Fire, force, lightning, acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=Necrotic, thunder<br />
|dv=Radiant <br />
|senses={{5e|Blindsight}} 240 ft., {{5e|Tremorsense}} 240 ft., {{5e|Truesight}} 240 ft., passive [[5e SRD:Perception Skill|Perception]] 36<br />
|languages=Draconic, Common, Elvish, Dwarven, Sylvan, Giant, Abyssal, Celestial <br />
|cr=50<br />
|xp=1,220,000<br />
|features=<br />
'''''Elemental Absorption.''''' <br />
Whenever Doitil is subjected to fire, lightning, or cold damage, it takes no damage and instead regains a number of hit points equal to the fire, lightning, or cold damage dealt. <br />
<br />
'''''Immensity.'''''<br />
Doitil can move through the space of a creature or object of Gargantuan size or smaller, and he does not treat such creatures as difficult terrain. If Doitil moves through a creature's space, the creature must make a DC 30 {{5a|dex}} saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.<br />
<br />
'''''Gravitational Aura.'''''<br />
Doitil has a 50ft aura that increases the gravity around him. All ranged attacks are made within or that go into the aura have disadvantage and creatures who enter the aura must make a Strength saving throw or be knocked prone and take 10d10 force damage at the start of their turns or pushed out.(Doitils Choice) If a creature has a strength score of 25 they automatically succeed the saving throw.<br />
<br />
'''''Cosmic Power.''''' <br />
Doitil’s claw, tail, and bite attacks are magical. When Doitil hits with an attack or spell, the attack deals an extra 20d8 force damage in addition if Doitil were to land a critical hit the di from Cosmic Power become d20(included in the attack).<br />
<br />
'''''Siege Monster.'''''<br />
Doitil deals double damage to objects and structures.<br />
<br />
'''''Never Ending Rampage.''''' <br />
Whenever Doitil kills a living creature he gains temporary hit points equal to half the damage he dealt to it (rounded up).<br />
<br />
'''''Ultimate Criticals.'''''<br />
Doitil lands a critical hit on a roll of 16-20.<br />
<br />
'''''Unstoppable Force.''''' <br />
Damage dealt by Doitil bypasses resistance and treats immunity as resistance. <br />
<br />
'''''Immovable Object.''''' <br />
If Doitil would take damage that would bypass his immunity he will instead take the damage as resistance. Additionally Doitil can not be moved from where he is standing by any means if he is conscious.<br />
<br />
'''''Born Worthy.''''' <br />
Doitil ignores all class, race, and level requirements on the use of magic items and weapons.<br />
<br />
'''''Innate Spellcasting.'''''<br />
Doitil can innately cast these spells (Save DC 30, +40 to hit):<br />
<br />
At will: all force, fire, lightning and cold damaging cantrips and 1st-3rd level spells<br />
<br />
4th level (6 slots):<br />
<br />
5th level (5 slots):<br />
<br />
6th level (4 slots):<br />
<br />
7th level (3 slots):<br />
<br />
8th level (2 slots):<br />
<br />
9th level (1 slot):<br />
<br />
10th level (1 slot):<br />
<br />
'''''Adamantine Bones.'''''<br />
Doitil has disadvantage on all Dexterity saving throws, checks, and attack rolls and and any critical hit against him becomes a normal hit.<br />
<br />
'''''Mythical Strike.'''''<br />
Doitil can choose to automatically hit all of his attacks and all of his attacks deal max damage, but he gains vulnerability to his resistances and every attack made against him is with advantage and is a critical.<br />
<br />
'''''Legendary Resistance (5/Day).''''' <br />
If Doitil fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
<br />
'''''Multiattack.''''' Doitil can use his Frightful Presence. He then makes nine attacks: two with his bite, one with his tail and four with his claws. He may use his Crush or Swallow in place of his bite.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +40 to hit, reach 30 ft., 10 targets. ''Hit:'' 65 (10d10 + 10) piercing damage plus 90 (20d8) force damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +40 to hit, reach 45 ft., 10 targets. ''Hit:'' 45 (10d6 + 10) slashing damage plus 90 (20d8) force damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +40 to hit, reach 180 ft., 20 targets. ''Hit:'' 55 (10d8 + 10) bludgeoning damage plus 90 (20d8) force damage.<br />
<br />
'''''Wings.''''' ''Ranged Weapon Attack:'' +40 to hit, reach 400 ft., everything within range. ''Hit:'' 153 (10d10 + 100) bludgeoning damage damage. All creatures hit by this attack must succeed on a DC 30 {{5a|str}} saving throw or be pushed back 100 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious.<br />
<br />
'''''Crush.''''' <br />
Doitil attempts to crush its foes underneath it using its weight. All creatures in Doitils space must make a DC 20 {{5a|dex}} saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes {{5c|Grappled}} by the dragon (escape DC 20). While grappled in this manner, a creature is also considered {{5c|Prone}} and {{5c|Restrained}}, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of Doitils turns. A creature is freed from this grapple when the dragon moves.<br />
<br />
'''''Swallow.'''''<br />
Doitil makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {{5c|Blinded}} and {{5c|Restrained}}, it has total cover against attacks and other effects outside the dragon, and it takes 99 (22d8) acid damage at the start of each of Doitil’s turns.<br/><br />
If Doitil takes 75 damage or more on a single turn from a creature inside it, Doitil must succeed on a {{5a|con}} saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Doitil. The DC for this saving throw equals one-third the damage taken during that single turn. If Doitil dies, a swallowed creature is no longer {{5c|Restrained}} by it and can escape from the corpse by using 30 feet of movement, exiting {{5c|Prone}}.<br />
<br />
'''''Frightful Presence.'''''<br />
Each creature of Doitil’s choice that is within 240 feet of him and aware of him must succeed on a DC 30 {{5a|wis}} saving throw or become {{5c|Frightened}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Breath Weapon (Recharge 3-6).''''' <br />
Doitil uses one of his breath weapons. The breath weapon has a DC of 30. On a failed save the target takes full damage. On a successful save the target takes half damage.<br />
* ''Force Breath.'' 600 ft cone, 263 (60d10) force damage, Con saving throw<br />
* ''Lightning Breath.'' 600 ft x 20 ft line, 263 (60d10) lighting damage, Con saving throw<br />
* ''Weakening Breath.'' 600 ft cone, Each creature in that area must succeed Strength saving throw or have disadvantage on Strength-based Attack rolls, Strength checks, and Strength Saving Throws for 10 minutes.<br />
<br />
'''''Change Shape.''''' <br />
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).<br/><br />
In a new form, the dragon retains its alignment, {{5e|Hit Points|hit points}}, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.<br />
<br />
'''''Burst of the Cosmos.''''' <br />
all creatures within 50 feet of Doitil must succeed a Strength saving throw. On a failed save, the creature takes 15d8 force damage and is pushed back by 30 feet. On a successful save, the creature is not pushed back and takes half as much damage.<br />
<br />
|reactions= '''''Otherworldly Resistance.''''' When Doitil takes damage he can use his reaction to reduce all damage he takes by 12d10 until the start of his next turn.<br />
<br />
|legendary={{Legendary Actions|name=Doitil|actions=5}}<br/><br />
<br />
'''Detect.''' Doitil makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Tail Attack.''' Doitil makes a tail attack.<br/><br />
'''Quick Spell (Costs 2 Actions).''' Doitil cast an At Will spell.<br />
<br />
|description='''Biology'''<br />
Doitil is a otherworldly dragon, others will see similarities between the Dragonborn and Doitil. When fully erect he 300ft tall with a wingspan of 650ft from edge to edge companied by a 300ft long tail. His scales fluctuate between Gold, Azure, Grey, and Crimson, and Black.<br />
<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
'''History'''<br />
This race of dragon once believed they were the only sentient life in the cosmos, even after traveling from planet to planet until the oldest of them came across world that was covered in conflict between the Primordials and the Elder Gods. Acting as the mediator Arkanos the father of this Cosmic Dragons, put an end to the conflict having the Elder Gods as well as the Primordials, both reluctant but the war was over. After many years Arkanos and his dragons made another world their home. This peace was not to last after 100 years the gods became jealous of the power of the dragons and planned a purge upon them and take back the world they fought so hard for. Unprepared and out numbered the dragons fought bravely until none were left all but one.<br />
<br />
'''Personality''' <br />
Although he has a backstory of betrayal and defeat he still manages to press forward despite his struggles. All alone in this world he strives bring an end to the tyranny of the gods, vengeance is what matters to him to him most and he will not stop at nothing to fulfill it. Covered in a shroud of anger is still a dragon who wonders why did he not die like the rest of his family even now as he walks the world with only a few friends left.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Doitil_Arkanos_(5e_Creature)&diff=1531690Doitil Arkanos (5e Creature)2021-11-03T01:44:38Z<p>Alucarddragonborn: </p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
<br />
==Doitil Arkanos==<br />
{{5e Creature<br />
|size=Titanic <br />
|type=Dragon <br />
|swarm=<br />
|race=dragon <br />
|alignment=CG<br />
|ac=29<br />
|armor=Natural Armor<br />
|hd=<br />
|hp=4953<br />
|hpdice=50d100 + 1342<br />
|speed=600ft, fly 600 ft, swim 600 ft<br />
|str=30<br />
|dex=30<br />
|con=30<br />
|int=30<br />
|wis=30<br />
|cha=30<br />
|saves= {{5a|str}} +40, {{5a|dex}} +40, {{5a|con}} +40, {{5a|int}} +40, {{5a|wis}} +40, {{5a|cha}} +40<br />
|skills= {{5s|Athletics}} +40, {{5s|Arcana}} +40, {{5s|Acrobatics}} +40, {{5s|Animal Handling}} +40, {{5s|Deception}} +40, {{5s|History}} +40, {{5s|Investigation}} +40, {{5s|Insight}} +40, {{5s|Intimidation}} +40, {{5s|Medicine}} +40, {{5s|Nature}} +40, {{5s|Perception}} +40, {{5s|Performance}} +40, {{5s|Persuasion}} +40, {{5s|Religion}} +40, {{5s|Sleight of Hand}} +40, {{5s|Stealth}} +40, {{5s|Survival}} +40<br />
|di=Cold, Fire, force, lightning, acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=Necrotic, thunder<br />
|dv=Radiant <br />
|senses={{5e|Blindsight}} 240 ft., {{5e|Tremorsense}} 240 ft., {{5e|Truesight}} 240 ft., passive [[5e SRD:Perception Skill|Perception]] 36<br />
|languages=Draconic, Common, Elvish, Dwarven, Sylvan, Giant, Abyssal, Celestial <br />
|cr=50<br />
|xp=1,220,000<br />
|features=<br />
'''''Elemental Absorption.''''' <br />
Whenever Doitil is subjected to fire, lightning, or cold damage, it takes no damage and instead regains a number of hit points equal to the fire, lightning, or cold damage dealt. <br />
<br />
'''''Immensity.'''''<br />
Doitil can move through the space of a creature or object of Gargantuan size or smaller, and he does not treat such creatures as difficult terrain. If Doitil moves through a creature's space, the creature must make a DC 30 {{5a|dex}} saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.<br />
<br />
'''''Gravitational Aura.'''''<br />
Doitil has a 50ft aura that increases the gravity around him. All ranged attacks are made within or that go into the aura have disadvantage and creatures who enter the aura must make a Strength saving throw or be knocked prone and take 10d10 force damage at the start of their turns or pushed out.(Doitils Choice) If a creature has a strength score of 25 they automatically succeed the saving throw.<br />
<br />
'''''Cosmic Power.''''' <br />
Doitil’s claw, tail, and bite attacks are magical. When Doitil hits with an attack or spell, the attack deals an extra 20d8 force damage in addition if Doitil were to land a critical hit the di from Cosmic Power become d20(included in the attack).<br />
<br />
'''''Siege Monster.'''''<br />
Doitil deals double damage to objects and structures.<br />
<br />
'''''Never Ending Rampage.''''' <br />
Whenever Doitil kills a living creature he gains temporary hit points equal to half the damage he dealt to it (rounded up).<br />
<br />
'''''Ultimate Criticals.'''''<br />
Doitil lands a critical hit on a roll of 16-20.<br />
<br />
'''''Unstoppable Force.''''' <br />
Damage dealt by Doitil bypasses resistance and treats immunity as resistance. <br />
<br />
'''''Immovable Object.''''' <br />
If Doitil would take damage that would bypass his immunity he will instead take the damage as resistance. Additionally Doitil can not be moved from where he is standing by any means if he is conscious.<br />
<br />
'''''Born Worthy.''''' <br />
Doitil ignores all class, race, and level requirements on the use of magic items and weapons.<br />
<br />
'''''Innate Spellcasting.'''''<br />
Doitil can innately cast these spells (Save DC 30, +40 to hit):<br />
<br />
At will: all force, fire, lightning and cold damaging cantrips and 1st-3rd level spells<br />
<br />
7/day each:[[Control Air (5e Spell)|Control Air]], [[Reshape Terrain (5e Spell)|Reshape Terrain]], [[Lava Line (5e Spell)|Lava Line]], [[Shake Earth (5e Spell)|Shake Earth]], [[Earthen Prison (5e Spell)|Earthen Prison]]<br />
<br />
5/day each:[[Elemental Wrath (5e Spell)|Elemental Wrath]],[[Moat of Lava (5e Spell)|Moat of Lava]],[[Air Removal (5e Spell)|Air Removal]], [[Black Hole Beam (5e Spell)|Black Hole Beam]], [[Tornado (5e Spell)|Tornado]]<br />
<br />
3/day each:[[Obliterate Soul (5e Spell)|Obliterate Soul]], [[Tempest (5e Spell)|Tempest]], <br />
[[Ultimate Earth Spikes (5e Spell)|Ultimate Earth Spikes]], [[Vortex (5e Spell)|Vortex]]<br />
<br />
'''''Adamantine Bones.'''''<br />
Doitil has disadvantage on all Dexterity saving throws, checks, and attack rolls and and any critical hit against him becomes a normal hit.<br />
<br />
'''''Mythical Strike.'''''<br />
Doitil can choose to automatically hit all of his attacks and all of his attacks deal max damage, but he gains vulnerability to his resistances and every attack made against him is with advantage and is a critical.<br />
<br />
'''''Legendary Resistance (5/Day).''''' <br />
If Doitil fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
<br />
'''''Multiattack.''''' Doitil can use his Frightful Presence. He then makes nine attacks: two with his bite, one with his tail and four with his claws. He may use his Crush or Swallow in place of his bite.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +40 to hit, reach 30 ft., 10 targets. ''Hit:'' 65 (10d10 + 10) piercing damage plus 90 (20d8) force damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +40 to hit, reach 45 ft., 10 targets. ''Hit:'' 45 (10d6 + 10) slashing damage plus 90 (20d8) force damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +40 to hit, reach 180 ft., 20 targets. ''Hit:'' 55 (10d8 + 10) bludgeoning damage plus 90 (20d8) force damage.<br />
<br />
'''''Wings.''''' ''Ranged Weapon Attack:'' +40 to hit, reach 400 ft., everything within range. ''Hit:'' 153 (10d10 + 100) bludgeoning damage damage. All creatures hit by this attack must succeed on a DC 30 {{5a|str}} saving throw or be pushed back 100 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious.<br />
<br />
'''''Crush.''''' <br />
Doitil attempts to crush its foes underneath it using its weight. All creatures in Doitils space must make a DC 20 {{5a|dex}} saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes {{5c|Grappled}} by the dragon (escape DC 20). While grappled in this manner, a creature is also considered {{5c|Prone}} and {{5c|Restrained}}, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of Doitils turns. A creature is freed from this grapple when the dragon moves.<br />
<br />
'''''Swallow.'''''<br />
Doitil makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {{5c|Blinded}} and {{5c|Restrained}}, it has total cover against attacks and other effects outside the dragon, and it takes 99 (22d8) acid damage at the start of each of Doitil’s turns.<br/><br />
If Doitil takes 75 damage or more on a single turn from a creature inside it, Doitil must succeed on a {{5a|con}} saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Doitil. The DC for this saving throw equals one-third the damage taken during that single turn. If Doitil dies, a swallowed creature is no longer {{5c|Restrained}} by it and can escape from the corpse by using 30 feet of movement, exiting {{5c|Prone}}.<br />
<br />
'''''Frightful Presence.'''''<br />
Each creature of Doitil’s choice that is within 240 feet of him and aware of him must succeed on a DC 30 {{5a|wis}} saving throw or become {{5c|Frightened}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Breath Weapon (Recharge 3-6).''''' <br />
Doitil uses one of his breath weapons. The breath weapon has a DC of 30. On a failed save the target takes full damage. On a successful save the target takes half damage.<br />
* ''Force Breath.'' 600 ft cone, 263 (60d10) force damage, Con saving throw<br />
* ''Lightning Breath.'' 600 ft x 20 ft line, 263 (60d10) lighting damage, Con saving throw<br />
* ''Weakening Breath.'' 600 ft cone, Each creature in that area must succeed Strength saving throw or have disadvantage on Strength-based Attack rolls, Strength checks, and Strength Saving Throws for 10 minutes.<br />
<br />
'''''Change Shape.''''' <br />
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).<br/><br />
In a new form, the dragon retains its alignment, {{5e|Hit Points|hit points}}, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.<br />
<br />
'''''Burst of the Cosmos.''''' <br />
all creatures within 50 feet of Doitil must succeed a Strength saving throw. On a failed save, the creature takes 15d8 force damage and is pushed back by 30 feet. On a successful save, the creature is not pushed back and takes half as much damage.<br />
<br />
|reactions= '''''Otherworldly Resistance.''''' When Doitil takes damage he can use his reaction to reduce all damage he takes by 12d10 until the start of his next turn.<br />
<br />
|legendary={{Legendary Actions|name=Doitil|actions=5}}<br/><br />
<br />
'''Detect.''' Doitil makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Tail Attack.''' Doitil makes a tail attack.<br/><br />
'''Quick Spell (Costs 2 Actions).''' Doitil cast an At Will spell.<br />
<br />
|description='''Biology'''<br />
Doitil is a otherworldly dragon, others will see similarities between the Dragonborn and Doitil. When fully erect he 300ft tall with a wingspan of 650ft from edge to edge companied by a 300ft long tail. His scales fluctuate between Gold, Azure, Grey, and Crimson, and Black.<br />
<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
'''History'''<br />
This race of dragon once believed they were the only sentient life in the cosmos, even after traveling from planet to planet until the oldest of them came across world that was covered in conflict between the Primordials and the Elder Gods. Acting as the mediator Arkanos the father of this Cosmic Dragons, put an end to the conflict having the Elder Gods as well as the Primordials, both reluctant but the war was over. After many years Arkanos and his dragons made another world their home. This peace was not to last after 100 years the gods became jealous of the power of the dragons and planned a purge upon them and take back the world they fought so hard for. Unprepared and out numbered the dragons fought bravely until none were left all but one.<br />
<br />
'''Personality''' <br />
Although he has a backstory of betrayal and defeat he still manages to press forward despite his struggles. All alone in this world he strives bring an end to the tyranny of the gods, vengeance is what matters to him to him most and he will not stop at nothing to fulfill it. Covered in a shroud of anger is still a dragon who wonders why did he not die like the rest of his family even now as he walks the world with only a few friends left.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Alucarddragonbornhttps://www.dandwiki.com/w/index.php?title=Doitil_Arkanos_(5e_Creature)&diff=1531649Doitil Arkanos (5e Creature)2021-11-03T00:47:32Z<p>Alucarddragonborn: </p>
<hr />
<div>{{stub|Incomplete. See the [[5e Creature Design Guide]] if you need help.}}<br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
{{Design Note|This creature was designed using [[Mythic Monsters (5e Variant Rule)]] as a guide.}}<br />
<br />
==Doitil Arkanos==<br />
{{5e Creature<br />
|size=Titanic <br />
|type=Dragon <br />
|swarm=<br />
|race=dragon <br />
|alignment=CG<br />
|ac=29<br />
|armor=Natural Armor<br />
|hd=<br />
|hp=4953<br />
|hpdice=50d100 + 1342<br />
|speed=600ft, fly 600 ft, swim 600 ft<br />
|str=30<br />
|dex=30<br />
|con=30<br />
|int=30<br />
|wis=30<br />
|cha=30<br />
|saves= {{5a|str}} +40, {{5a|dex}} +40, {{5a|con}} +40, {{5a|int}} +40, {{5a|wis}} +40, {{5a|cha}} +40<br />
|skills= {{5s|Athletics}} +40, {{5s|Arcana}} +40, {{5s|Acrobatics}} +40, {{5s|Animal Handling}} +40, {{5s|Deception}} +40, {{5s|History}} +40, {{5s|Investigation}} +40, {{5s|Insight}} +40, {{5s|Intimidation}} +40, {{5s|Medicine}} +40, {{5s|Nature}} +40, {{5s|Perception}} +40, {{5s|Performance}} +40, {{5s|Persuasion}} +40, {{5s|Religion}} +40, {{5s|Sleight of Hand}} +40, {{5s|Stealth}} +40, {{5s|Survival}} +40<br />
|di=Cold, Fire, force, lightning, acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks<br />
|ci=charmed, frightened, paralyzed, stunned<br />
|dr=Necrotic, thunder<br />
|dv=Radiant <br />
|senses={{5e|Blindsight}} 240 ft., {{5e|Tremorsense}} 240 ft., {{5e|Truesight}} 240 ft., passive [[5e SRD:Perception Skill|Perception]] 36<br />
|languages=Draconic, Common, Elvish, Dwarven, Sylvan, Giant, Abyssal, Celestial <br />
|cr=50<br />
|xp=1,220,000<br />
|features=<br />
'''''Elemental Absorption.''''' <br />
Whenever Doitil is subjected to fire, lightning, or cold damage, it takes no damage and instead regains a number of hit points equal to the fire, lightning, or cold damage dealt. <br />
<br />
'''''Immensity.'''''<br />
Doitil can move through the space of a creature or object of Gargantuan size or smaller, and he does not treat such creatures as difficult terrain. If Doitil moves through a creature's space, the creature must make a DC 30 {{5a|dex}} saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.<br />
<br />
'''''Gravitational Aura.'''''<br />
Doitil has a 50ft aura that increases the gravity around him. All ranged attacks are made within or that go into the aura have disadvantage and creatures who enter the aura must make a Strength saving throw or be knocked prone and take 10d10 force damage at the start of their turns or pushed out.(Doitils Choice) If a creature has a strength score of 25 they automatically succeed the saving throw.<br />
<br />
'''''Cosmic Power.''''' <br />
Doitil’s claw, tail, and bite attacks are magical. When Doitil hits with an attack or spell, the attack deals an extra 20d8 force damage in addition if Doitil were to land a critical hit the di from Cosmic Power become d20(included in the attack).<br />
<br />
'''''Siege Monster.'''''<br />
Doitil deals double damage to objects and structures.<br />
<br />
'''''Never Ending Rampage.''''' <br />
Whenever Doitil kills a living creature he gains temporary hit points equal to half the damage he dealt to it (rounded up).<br />
<br />
'''''Ultimate Criticals.'''''<br />
Doitil lands a critical hit on a roll of 16-20.<br />
<br />
'''''Unstoppable Force.''''' <br />
Damage dealt by Doitil bypasses resistance and treats immunity as resistance. <br />
<br />
'''''Immovable Object.''''' <br />
If Doitil would take damage that would bypass his immunity he will instead take the damage as resistance. Additionally Doitil can not be moved from where he is standing by any means if he is conscious.<br />
<br />
'''''Born Worthy.''''' <br />
Doitil ignores all class, race, and level requirements on the use of magic items and weapons.<br />
<br />
'''''Innate Spellcasting.'''''<br />
Doitil can innately cast these spells (Save DC 30, +40 to hit):<br />
<br />
At will: all force, fire, lightning and cold damaging cantrips and 1st-3rd level spells<br />
<br />
7/day each:[[Control Air (5e Spell)|Control Air]], [[Reshape Terrain (5e Spell)|Reshape Terrain]], [[Lava Line (5e Spell)|Lava Line]], [[Shake Earth (5e Spell)|Shake Earth]], [[Earthen Prison (5e Spell)|Earthen Prison]]<br />
<br />
5/day each:[[Elemental Wrath (5e Spell)|Elemental Wrath]],[[Moat of Lava (5e Spell)|Moat of Lava]],[[Air Removal (5e Spell)|Air Removal]], [[Black Hole Beam (5e Spell)|Black Hole Beam]], [[Tornado (5e Spell)|Tornado]]<br />
<br />
3/day each:[[Obliterate Soul (5e Spell)|Obliterate Soul]], [[Tempest (5e Spell)|Tempest]], <br />
[[Ultimate Earth Spikes (5e Spell)|Ultimate Earth Spikes]], [[Vortex (5e Spell)|Vortex]]<br />
<br />
'''''Adamantine Bones.'''''<br />
Doitil has disadvantage on all Dexterity saving throws, checks, and attack rolls and and any critical hit against him becomes a normal hit.<br />
<br />
'''''Mythical Strike.'''''<br />
Doitil can choose to automatically hit all of his attacks and all of his attacks deal max damage, but he gains vulnerability to his resistances and every attack made against him is with advantage and is a critical.<br />
<br />
'''''Legendary Resistance (5/Day).''''' <br />
If Doitil fails a saving throw, it can choose to succeed instead.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
<br />
'''''Multiattack.''''' Doitil can use his Frightful Presence. He then makes nine attacks: two with his bite, one with his tail and four with his claws. He may use his Crush or Swallow in place of his bite.<br />
<br />
'''''Bite.''''' ''Melee Weapon Attack:'' +40 to hit, reach 30 ft., 10 targets. ''Hit:'' 65 (10d10 + 10) piercing damage plus 90 (20d8) force damage.<br />
<br />
'''''Claw.''''' ''Melee Weapon Attack:'' +40 to hit, reach 45 ft., 10 targets. ''Hit:'' 45 (10d6 + 10) slashing damage plus 90 (20d8) force damage.<br />
<br />
'''''Tail.''''' ''Melee Weapon Attack:'' +40 to hit, reach 180 ft., 20 targets. ''Hit:'' 55 (10d8 + 10) bludgeoning damage plus 90 (20d8) force damage.<br />
<br />
'''''Wings.''''' ''Ranged Weapon Attack:'' +40 to hit, reach 400 ft., everything within range. ''Hit:'' 153 (10d10 + 100) bludgeoning damage damage. All creatures hit by this attack must succeed on a DC 30 {{5a|str}} saving throw or be pushed back 100 ft and be knocked prone. If the creature fails by 10 or more, they are also knocked unconscious.<br />
<br />
'''''Crush.''''' <br />
Doitil attempts to crush its foes underneath it using its weight. All creatures in Doitils space must make a DC 20 {{5a|dex}} saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes {{5c|Grappled}} by the dragon (escape DC 20). While grappled in this manner, a creature is also considered {{5c|Prone}} and {{5c|Restrained}}, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of Doitils turns. A creature is freed from this grapple when the dragon moves.<br />
<br />
'''''Swallow.'''''<br />
Doitil makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {{5c|Blinded}} and {{5c|Restrained}}, it has total cover against attacks and other effects outside the dragon, and it takes 99 (22d8) acid damage at the start of each of Doitil’s turns.<br/><br />
If Doitil takes 75 damage or more on a single turn from a creature inside it, Doitil must succeed on a {{5a|con}} saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Doitil. The DC for this saving throw equals one-third the damage taken during that single turn. If Doitil dies, a swallowed creature is no longer {{5c|Restrained}} by it and can escape from the corpse by using 30 feet of movement, exiting {{5c|Prone}}.<br />
<br />
'''''Frightful Presence.'''''<br />
Each creature of Doitil’s choice that is within 240 feet of him and aware of him must succeed on a DC 30 {{5a|wis}} saving throw or become {{5c|Frightened}} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.<br />
<br />
'''''Breath Weapon (Recharge 3-6).''''' <br />
Doitil uses one of his breath weapons. The breath weapon has a DC of 30. On a failed save the target takes full damage. On a successful save the target takes half damage.<br />
* ''Force Breath.'' 600 ft cone, 263 (60d10) force damage, Con saving throw<br />
* ''Lightning Breath.'' 600 ft x 20 ft line, 263 (60d10) lighting damage, Con saving throw<br />
* ''Weakening Breath.'' 600 ft cone, Each creature in that area must succeed Strength saving throw or have disadvantage on Strength-based Attack rolls, Strength checks, and Strength Saving Throws for 10 minutes.<br />
<br />
'''''Change Shape.''''' <br />
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).<br/><br />
In a new form, the dragon retains its alignment, {{5e|Hit Points|hit points}}, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.<br />
<br />
'''''Burst of the Cosmos.''''' <br />
all creatures within 50 feet of Doitil must succeed a Strength saving throw. On a failed save, the creature takes 15d8 force damage and is pushed back by 30 feet. On a successful save, the creature is not pushed back and takes half as much damage.<br />
<br />
|reactions= '''''Otherworldly Resistance.''''' When Doitil takes damage he can use his reaction to reduce all damage he takes by 12d10 until the start of his next turn.<br />
<br />
|legendary={{Legendary Actions|name=Doitil|actions=5}}<br/><br />
<br />
'''Detect.''' Doitil makes a {{5a|wis}} ({{5s|Perception}}) check.<br/><br />
'''Tail Attack.''' Doitil makes a tail attack.<br/><br />
'''Quick Spell (Costs 2 Actions).''' Doitil cast an At Will spell.<br />
<br />
|description='''Biology'''<br />
Doitil is a otherworldly dragon, others will see similarities between the Dragonborn and Doitil. When fully erect he 300ft tall with a wingspan of 650ft from edge to edge companied by a 300ft long tail. His scales fluctuate between Gold, Azure, Grey, and Crimson, and Black.<br />
<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
'''History'''<br />
This race of dragon once believed they were the only sentient life in the cosmos, even after traveling from planet to planet until the oldest of them came across world that was covered in conflict between the Primordials and the Elder Gods. Acting as the mediator Arkanos the father of this Cosmic Dragons, put an end to the conflict having the Elder Gods as well as the Primordials, both reluctant but the war was over. After many years Arkanos and his dragons made another world their home. This peace was not to last after 100 years the gods became jealous of the power of the dragons and planned a purge upon them and take back the world they fought so hard for. Unprepared and out numbered the dragons fought bravely until none were left all but one.<br />
<br />
<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Alucarddragonborn