https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Polaton&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T13:11:02ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Plague_Priest_(5e_Class)&diff=1486514Plague Priest (5e Class)2021-06-28T17:08:36Z<p>Polaton: /* Strain of the Vile */</p>
<hr />
<div><br />
== Plague Priest ==<br />
<br />
''A woman wanders her way into the palace of the king. The guards attempt to stop her, but with a wave of her hand begin to cough in fits of rage, spitting up blood and bile, and eventually just collapsing. As she enters the kings court, she waves her incense burner, and the whole room begins to wheeze, coughing up blood, until the room falls silent. As the night descends, the plague follows, climbing along buildings, into windows, and ripping apart their victims as they sleep. The moon reflected along the edge of the blade, glistening a dark green, as the light shined off of the blood of the infected.'' These are the powers of the Plague Priests, worshippers and disciples of the god of the plague, [Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]],. <br />
<br />
=== Disciples of the Plague ===<br />
<br />
The plague priests are worshippers of the forgotten god, Mirad, god of death, disease, deception, fire, and pestilence. They survive as they spread the "gifts" of Mirad to others, spreading disease and death across the lands, ending bloodlines, and converting others into their following. This is the life of the plague priests. They spend their lives struggling to survive at the expense of others and worshipping their forgotten god. <br />
<br />
=== Creating a Plague Priest ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|http://games.northhaledongaming.com/Warhammer/SiteAssets/SitePages/High%20Priest%20Tetrahon/Liche_Priest_by_daarken.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What made you become a plague priest? Were you infected by another priest and pulled into worshipping this god? Or did you choose to worship Mirad? Maybe you were visited by the god in a vision and infected directly? No matter how you got infected, the real question is, what is your goal? Are you seeking to have the powers of a god at your fingertips, or are you simply trying to survive? <br />
<br />
;Quick Build<br />
You can make a Plague Priest quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Acolyte background. Third, depending on what subclass you pick, choose the flail priests pack if you're aiming for the Following of the Ashes, the scythe and monster hunters pack for the Following of the blade, or a simple weapon and explorers pack for the Following of the Beast. <br />
<br />
{{5e Class Features<br />
|name=Plague Priest<br />
|summary=Worshippers of the forgotten god of the plague, Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]. <br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple, Flails, Scythes<br />
|tools=Poisoners Kit<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Arcana, Deception, History, Intimidation, Investigation, Medicine, Nature, and Religion. <br />
|item1a=An incense burner that could second as a flail,<br />
|item1b=A blackened metal scythe (2d6 Slashing Damage, Two-Handed, Heavy)<br />
|item1c=Any simple weapon<br />
|item2a=A component pouch<br />
|item2b=<br />
|item2c=<br />
|item3a=A priest's pack <br />
|item3b=An explorer's pack <br />
|item3c=A monster hunter's pack<br />
|item4a=A set of leather armor and an ornate sacrificial dagger.<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10<br />
|classfeatures1={{inpage|Plagued}}, {{inpage|Following of the Plague}}<br />
|classfeatures2=<br />
|classfeatures3={{inpage|Blessing of Mirad}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Following of the Plague Sub Feature}} <br />
|classfeatures11={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures14={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures15={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Following of the Plague 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=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
|extra2_name=Infected Claws<br />
|extra2_1=1d6<br />
|extra2_2=1d6<br />
|extra2_3=1d6<br />
|extra2_4=1d6<br />
|extra2_5=2d6<br />
|extra2_6=2d6<br />
|extra2_7=2d6<br />
|extra2_8=2d6<br />
|extra2_9=3d6<br />
|extra2_10=3d6<br />
|extra2_11=3d6<br />
|extra2_12=3d6<br />
|extra2_13=4d6<br />
|extra2_14=4d6<br />
|extra2_15=4d6<br />
|extra2_16=4d6<br />
|extra2_17=5d6<br />
|extra2_18=5d6<br />
|extra2_19=5d6<br />
|extra2_20=5d6<br />
|extra3_name=Blood of Mirad<br />
|extra3_1=1d4<br />
|extra3_2=1d4<br />
|extra3_3=1d4<br />
|extra3_4=1d4<br />
|extra3_5=2d4<br />
|extra3_6=2d4<br />
|extra3_7=2d4<br />
|extra3_8=2d4<br />
|extra3_9=3d4<br />
|extra3_10=3d4<br />
|extra3_11=3d4<br />
|extra3_12=3d4<br />
|extra3_13=4d4<br />
|extra3_14=4d4<br />
|extra3_15=4d4<br />
|extra3_16=4d4<br />
|extra3_17=5d4<br />
|extra3_18=5d4<br />
|extra3_19=5d4<br />
|extra3_20=5d4<br />
}}<br />
<br />
==== Plagued ====<br />
At 1st level, you have been infected by the plague of Mirad. Your blood is made impure, the plague spreading throughout your body, however, you do not suffer from the effects of the [[The Plague (5e Disease)|plague]].When you take melee slashing or piercing damage, causing you to bleed on the creature, the attacking creature must make a {{5a|con}} saving throw of 8 + your {{5a|con}} modifier + your proficiency modifier or take 1d4 acid damage. If the creature is successful, they take no damage. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Following of the Plague ====<br />
At 1st level, you may choose how you worship the plague. When you choose your following, you choose between the, Following of the Ashes, Following of the Beast, and the Following of the Blade. These followings grant you features at 1st, 3rd, 6th, 10th, 11th, 13th, 14th, 15th, 17th, and 20th levels.<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 />
==== Increased Infectivity ====<br />
At 11th level, the plague becomes easier to spread. When creatures roll Constitution saving throws against you, rolling a natural 1 '''''or''''' 2 results in them contracting the plague. This increases to include rolling a natural 3 at 13th level, a natural 4 at 15th level, and finally a natural 5 at 17th level.<br />
<br />
== Following of the Ashes ==<br />
You have taken to cleansing the world of life, spreading your gifts through the flames of an incense burner. <br />
<br />
====Spellcasting====<br />
Starting at 1st level, your spellcasting is purely to spread the plague, alter the minds of those who are against you, and kill those who would get in your way. Your powers are granted by Mirad so you may spread the plague and bring death to those who stand in front of you. <br />
<br />
=====Cantrips=====<br />
You know two cantrips starting at 1st level. You may pick these cantrips from those provided at the bottom of the class description. You learn more as you reach higher levels.<br />
<br />
=====Spells Known=====<br />
You know as many spells as your level + your Constitution modifier (minimum of 1). 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 plague priest spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the plague priest spells you know and replace it with another spell from the plague priest spell list, which also must be of a level for which you have spell slots.<br />
<br />
=====Spellcasting Ability=====<br />
Constitution is your spellcasting ability for your plague priest spells, so you use your {{5a|con}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|con}} modifier when setting the saving throw DC for a plague priest spell you cast and when making an attack roll with one. <br />
<br />
Spell save = DC 8 + your proficiency bonus + your {{5a|con}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|con}} modifier<br />
<br />
==== Incense Smoke ====<br />
At 1st level, your incense burner clouds you in a 15 foot radius of smoke. Creatures that are in this radius suffer disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks and {{5a|str}} ({{5s|Athletics}}) checks. This does not affect creatures that do not breathe or constructs.<br />
<br />
==== Aromas of the Plague ====<br />
At 3rd level, you chose an Aroma to emit from your incense. Choose between the the Aroma of Pestilence or the Aroma of the Scourge, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Thick Smoke ====<br />
At 11th level, your smoke is made thick, and is difficult to breathe and see in. When a creature is within your incense smoke radius, they have disadvantage on attack rolls, saving throws, and {{5a|wis}} ({{5s|Perception}}) checks. <br />
<br />
==== Cleansing Flames ==== <br />
At 13th level, you have learned to make your incense burn stronger and bigger. Now when you attack with your incense, you deal an additional 1d4 fire damage upon hit, and the areas for your incense smoke and Aromas of the Plague double in size. <br />
<br />
==== Intrusive Incense ====<br />
At 15th level, you have nearly perfected the incense you are burning. Creatures that do not need to breathe, are now still effected by the incense smoke and Aromas of the Plague. <br />
<br />
==== Alchemical Perfection ==== <br />
At 17th level, you have created the perfect incense. No matter the creature, construct or not, they are affected by the incense smoke and Aromas of the Plague.<br />
<br />
==== Just Breathe ==== <br />
At 20th level, you have grown accustomed to inhaling and breathing in your incenses, to the point where they refresh you, both in your body and mind. For every minute that you stand in your incense smoke, you heal yourself by 1d8. This also cures any afflictions that effect you. <br />
<br />
=== Aroma of Pestilence ===<br />
<br />
You have infused the plague into the smoke from your incense, spreading the disease through the air, and killing silently and unknowingly.<br />
<br />
;{{#anc:The Smoke of the Sickly}}<br />
Starting at 3rd level, as an action, you can wave your incense through the air, making the air around you filled with smoke in a 30 foot radius. Any creatures caught in this, including allies, must make a {{5a|con}} saving throw equal to DC 10 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. A creature can only risk being infected in this manner once every 24 hours, and if the creature succeeds on the saving throw, you cannot infect them in this manner for 24 hours. <br />
<br />
;{{#anc:Rapid Decomposition}}<br />
At 6th level, if a creature becomes infected through the Smoke of the Sick, the infected begin to suffer from the effects of the plague immediately. When contracting the plague in this way, they automatically suffer from the effects of Day Two.<br />
<br />
;{{#anc:Contagious}}<br />
At 10th level, if a creature is infected through the Smoke of the Sick, their infection becomes contagious to those around them. If anyone or anything comes into a 5 foot radius of the infected creature or physically touches the infected creature, they must roll a {{5a|con}} saving throw of DC 10 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. If the creature succeeds, they are immune to catching the plague in this manner for 1 hour. <br />
<br />
;{{#anc:Death Incarnate}}<br />
At 14th level, if a creature is infected through the Smoke of the Sick, their infection has the potential to become lethal immediately. When a creature contracts the plague in this manner, they must make one more saving throw equal to DC 10 + your {{5a|wis}} modifier + your proficiency modifier or immediately fall under the effects of Day 5. If the creature succeeds, it cannot be affected in this way again.<br />
<br />
=== Aroma of the Scourge ===<br />
<br />
You have made the aroma of your incense smell like that of rotting meat, and cursed the smoke that leaves the flame. <br />
<br />
;{{#anc:The Smoke of the Locusts}}<br />
Starting at 3rd level, you are able to summon a swarm of locusts. When you wave your incense through the air, after a minute, a swarm of locusts will appear, taking up a 10 foot radius. You are able to command this swarm to attack targets, protect you, or retrieve items for you. When the swarm is set to attack a creature, they must make attack rolls against the creature and deal 2d4 slashing damage. When set to protect you, any creatures making attack rolls against you must make them with disadvantage. When set to retrieve an item, they can only carry up to 2 pounds. This swarm breaks apart and leaves after 30 seconds. This can be done once every 4 hours. <br />
<br />
;{{#anc:Emanation of Decay}}<br />
At 6th level, the stench of death follows you, and has brought some "friends" as well. The smell of rot and decay has attracted creatures, such as rats, flies, and other insects. When you wave your incense, you may command these creatures to attack a single target and begin to eat them alive. When these creatures go to consume this creature, they must roll a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier, or take 4d6 poison damage. If the creature rolls a natural 1, they contract the plague. If the creature goes below 0 hit points with this feature, they are completely consumed within 5 minutes, leaving nothing but a pile of the creatures remains. This can be done once every 12 hours. <br />
<br />
;{{#anc:Parasitic Spawn}}<br />
At 10th level, your body has rotted away to the point where insects have begun to nest inside of you. As a bonus action, you can excrete a worm like maggot about the size of a small rabbit out of your wrist, causing you to take 1d4 acid damage. When you spawn this maggot like creature, you can throw it at a creature, and the maggot will attempt to burrow into the creature, and leech off of them. When the maggot hits, the creature must make a {{5a|str}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or take 4d4 piercing damage, and then take 2d4 poison damage at the end of every round until the maggot is removed. If the creature rolls a natural 1, they contract the plague. If the creature succeeds the saving throw, the maggot fails to pierce the skin, and falls to the ground. This maggot has only 1hp. To regain this feature, you must complete a long rest. <br />
<br />
;{{#anc:Hive Mind}}<br />
At 14th level, your spawn has learned to survive beyond their single host. If a creature dies of the Parasitic Spawn, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or their body becomes controlled by the parasite. When the creature fails this saving throw, they're reanimated, and under your command. You need not speak to the parasite, but merely must mentally communicate your idea to them. The creature can attack, defend, and explode. If the creature attacks, they attempt to bite their target, dealing 1d8 piercing damage. If the creature successfully bites the other, then they must make a {{5a|con}} saving throw equal to 10 + your {{5a|wis}} modifier + your proficiency modifier or be effected by another parasite, and suffering the same effects as Parasitic Spawn. If the creature explodes, the corpse bloats up, and pops, releasing 5 parasites from the body, and enabling the possibility of 5 different creatures being infected in the same manner. These corpses die off after 1 hour has passed since their reanimation.<br />
<br />
=== Plague Priest Spell List ===<br />
<br />
You know all of the spells listed below.<br />
<br />
;Cantrips<br />
''Control Flames, Create Bonfire, Firebolt, Friends, Infestation, Minor Illusion, Produce Flame, Poison Spray, Prestidigitation, Spare the Dying, Thaumaturgy, Toll the Dead.''<br />
<br />
;1st Level<br />
''Bane, Burning Hands, Cause Fear, Charm Person, Detect Poison and Disease, Dissonant Whispers, False Life, Fog Cloud, Hellish Rebuke, Hex, Illusory script, Ray of Sickness, Shield of Faith, Silent Image, Sleep.''<br />
<br />
;2nd Level<br />
''Alter Self, Blindness/Deafness, Crown of Madness, Dust Devil, Enlarge/Reduce, Invisibility, Mirror Image, Misty Step, Ray of Enfeeblement, Scorching Ray, Shadow Blade, Spider Climb, Suggestion, Web. ''<br />
<br />
;3rd Level<br />
''Animate Dead, Clairvoyance, Erupting Earth, Fear, Fireball, Gaseous Form, Hypnotic Pattern, Slow, Stinking Cloud, Summon Lesser Demons, Tongues, Vampiric Touch, Water Walk, Wall of Sand.''<br />
<br />
;4th Level<br />
''Blight, Confusion, Dominate Beast, Giant Insect, Greater Invisibility, Shadow of Moil, Summon Greater Demon, Wall of Fire.''<br />
<br />
;5th Level<br />
''Cloudkill, Contagion, Danse Macabre, Dominate Person, Flame Strike, Immolation, Infernal Calling, Insect Plague, Seeming, Steel Wind Strike.''<br />
<br />
== Following of the Beast ==<br />
You have allowed the plague and you to become one being, changing every bit of your physical self. <br />
<br />
==== Infected Claws ==== <br />
At 1st level, the plague has taken to mutating your body, to make you deadlier. Your genetics have been altered by the plague, making your hands clawed. When you make an unarmed attack against a creature, the creature must roll a {{5a|con}} saving throw equal to DC 8 + your {{5a|str}} modifier + your proficiency modifier or take 1d6 slashing damage, and half as much if they succeed. If they roll a natural 1 for this saving throw, they contract the plague. Your claws' damage increases by 1d6 damage at 5th, 9th, 13th and 17th level<br />
<br />
==== Strain of Infection ====<br />
At 3rd level, you allow the plague to truly evolve within you to its true potential. Choose between the Strain of the Ravenous or the Strain of the Vile, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Dark Desire ====<br />
At 11th level, your corruption has made you crave only one form of sustenance... flesh. You are still able to benefit from eating regular food, however, you must consume raw flesh once every 3 days. If you do not, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into a feral state. While in this feral state, the DM takes complete control of your actions. However, while you are sated with flesh, you have advantage on saving throws against being charmed, frightened, or put to sleep. <br />
<br />
==== Feral Frenzy ====<br />
At 13th level, the corruption isn't always a bad thing... is it? You have learned to somewhat control your tendencies to go feral. As an action, you can choose to go into a controlled feral state. When in a controlled feral state, you have advantage on attack rolls against living creatures. This feral state lasts for a minute, and after that, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into the feral state as mentioned prior.<br />
<br />
==== Primal Awakening ====<br />
At 15th level, your senses have been amplified as to make hunting your prey that much easier. When making {{5s|Perception}} checks, you have advantage, and gain proficiency in {{5s|Perception}}. If you already are proficient in the {{5s|Perception}} skill, you gain expertise. <br />
<br />
==== In Plain Sight ====<br />
At 17th level, you gain the ability to hide your true nature, contorting your body to look normal once again. Once per day, you can cast {{5e|polymorph}} on yourself. You must complete a long rest in order to use this feature again. <br />
<br />
==== Blood Lust ====<br />
At 20th level, you've become so addicted to the taste of blood, that it drives you. For every enemy that dies by your hands, your armor class increases by one to a maximum of 24. The armor class drops back down to your original armor class when you have gone more than five minutes without killing a creature. However, once your blood lust is over, you take a level of exhaustion. While suffering from this level of exhaustion, you do not gain the benefits of Blood Lust and Primal Awakening. <br />
<br />
==Strain of the Ravenous==<br />
The plague in your body has begun to mutate you, making you deadlier than most plague priests. <br />
<br />
;{{#anc:Rabid Behaviors}}<br />
At 3rd level, when you take this strain, your mind has been corroded and re-wired. When making unarmed strikes, you can now make two attack actions instead of one. However, because your mind has been destroyed to make you deadlier, you suffer -4 to {{5a|int}} and any {{5a|int}} checks, but gain +2 to {{5a|str}} ({{5s|athletics}}) and {{5a|wis}}, ({{5s|perception}}, or {{5s|survival}}) checks when tracking prey and hunting. <br />
<br />
;{{#anc:Sharpened Fangs}}<br />
At 6th level, your mouth has mutated to be able to rip and tear flesh from your victims, as well as spit your venom into them. When you take an attack action, you may choose to bite your target, dealing 2d8 piercing damage or 1d8 acid damage. When a creature is bitten, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|str}} modifier + your proficiency modifier or enter into the grappled state. If the creature rolls a natural 1, then they also contract the plague. <br />
<br />
;{{#anc:Carnivorous}}<br />
At 10th level, when you kill someone, you may rip and tear them apart, and consume their flesh. When you kill an enemy you can climb on top of them and consume their bodies, which will give you 1d8 temporary hit points. You have 5 hunger points. When consuming a creature, their size will effect the consumption of your hunger points. You cannot consume creatures larger than those large in size. You regain your hunger points after completing a short or long rest.<br />
<br />
Tiny=1<br />
<br />
Small=2<br />
<br />
Medium=3<br />
<br />
Large=4<br />
<br />
;{{#anc:Nightmarish Beast}}<br />
At 14th level, your body has transformed beyond recognizability, and the plague has corrupted every aspect about you. Your claws have now granted you the ability to climb up walls similar to that of a spider, giving you a climbing speed of 30. When you attack with either your claws or fangs, you may now choose to deal necrotic damage rather than slashing or acid damage. You gain resistance to necrotic damage and become vulnerable to radiant damage.<br />
<br />
== Strain of the Vile ==<br />
The plague in your body has mutated to the extent that you no longer even look like the person you once were. <br />
<br />
;{{#anc:Call of the Crows}}<br />
At 3rd level, your mutations begin to form, starting with your head morphing to look similar to that of a large bird skull. The rest of your body also begins to be covered in these bone formations. This gives you a natural armor class equal to 10 + your {{5a|dex}} modifier + your proficiency bonus. <br />
<br />
;{{#anc:Infectious Bile}}<br />
At 6th level, the plague has developed within your body, giving you the ability to spew vomit at your whim. You can use your action to spew a 30 foot line of bile. When you spew this bile, you take 1d6 acid damage. When you spew your infectious bile, each creature in the area of the vomit must make a {{5a|con}} saving throw. The DC for this saving throw equals 8 + your {{5a|dex}} modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 10th level, 4d6 at 14th level, and 5d6 at 20th level. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
;{{#anc:Feathers of Icarus}}<br />
At 10th level, the plague has mutated your body once again, as in between your bone structures, black feathers have sprouted between your bone structures. You have also grown two sickly looking crow wings. With these wings you gain a fly speed of 10. At the end of the round, you fall back to the ground. <br />
<br />
;{{#anc:Mucus Coating}}<br />
At 14th level, your body begins to secrete a layer of mucus over your skin. This makes your body slimy and gross. When a creature attempts to grapple you, they grapple with disadvantage. Upon making direct contact with you, creatures must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency modifier or take 3d8 poison damage. If they succeed, they only take half as much damage. If they roll a natural 1, then they contract the plague.<br />
<br />
== Following of the Blade ==<br />
You have taken to utilizing the plague as a weapon against those who would oppose you. <br />
<br />
==== Blood of Mirad ====<br />
At 1st level, the plague has developed within your body, giving you the ability to harvest your infected blood into small vials, and throw them at your enemies. If you cut your palm intentionally with a dagger, dealing 1d4 slashing damage to yourself, you are able to drip your blood into a glass vial, and use it as a throwable weapon. When a creature is hit by this vial, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier or take 2d4 acid damage. If the creature succeeds in this saving throw, they only take half the amount of damage. You also may choose to use a vial of blood to treat your weapons, in which, if the weapon deals either slashing or piercing damage, it provides the opportunity to infect the creature hit. When a creature is hit with this treated weapon, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier with disadvantage, or take 2d4 poison damage, and half as much damage on a successful one. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Ritual Dances ====<br />
At 3rd level, you take to rituals, worshipping the gifts granted by Mirad. Choose between the Dance of the Acrobat or the Dance of the Reaper, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Blood Runes ====<br />
At 11th level, you have learned to use your blood in ritual magics. As an action, you may use one of your blood vials to place a rune on the ground. While within a range of 60ft. of this rune, as a bonus action, you can teleport onto your rune. Doing so destroys the rune and you must place another. You can have as many runes placed as equal to your proficiency modifier. <br />
<br />
==== Eyes of Mirad ====<br />
At 13th level, your eyes have turned blood red, and glow in the dark. You gain {{5e|Darkvision}}, however, you see in shades of red rather than grey. You also gain advantage on {{5s|Intimidation}} checks. <br />
<br />
==== Blood of the Unfaithful ====<br />
At 15th level, drinking the blood spilled by your blade reinvigorates you. As an action, you can choose to harvest the fresh blood of corpses into vials. As a bonus action, you can drink one of these vials to gain 1d8 temporary hit points as well as advantage on {{5s|Athletics}} checks for a minute. <br />
<br />
==== Spies from the Shadows ====<br />
At 17th level, you gain the ability to embody a messenger of death... the bat. As an action you can transform into a bat, and inherit their {{5a|str}}, {{5a|dex}}, and {{5a|con}} scores, but keep your {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores. This effect lasts for an hour, after which, you must complete a short or long rest to use this feature again. <br />
<br />
==== Sacrifice ====<br />
At 20th level, you have the choice to give your soul to Mirad to use as their weapon. As an action, you may sacrifice your soul in the name of death. When you do this, you immediately drop to 0 hit points and fall unconscious. When you do this however, a small black hole forms from your heart, consuming any creatures or things within a 90ft. radius. While within this radius, creatures must make a {{5a|con}} saving throw equal to DC 8 + your {{5a|dex}} modifier + your proficiency modifier or be dragged 60ft. closer to the black hole. When a creatures distance from the black hole becomes 10 feet or less, they are enveloped into the black hole, never to be seen again. If the creature succeeds the saving throw, they take 6d6 force damage. The area within the 90ft. radius is considered difficult for all creatures, grounded or airborne. After a minute, the black hole implodes, then detonates in a burst of necrotic energy, dealing 10d8 necrotic damage to all creatures within the 90ft. radius. You are not effected by the effects of the black hole whatsoever. You must complete a long rest in order to use this feature again. <br />
<br />
== Dance of the Acrobat ==<br />
You have taken to utilizing the speed of your blade against your opponents rather than through brute force. <br />
<br />
;{{#anc:Acrobats Elegance}}<br />
At 3rd level, you have learned the weight of your Scythe, and have learned to use it's weight as if it were your own. When wielding your scythe, you have advantage on {{5s|Acrobatics}} checks as well as {{5a|dex}} saving throws. <br />
<br />
;{{#anc:Swift Motions}}<br />
At 6th level, you've begun to move as swift as an arrow in the wind. While wielding your scythe, your movement speed increases by five feet. <br />
<br />
;{{#anc:Balanced Throw}}<br />
At 10th level, you've learned how to throw your scythe in a fashion that it returns to you, similar to that of a boomerang. Your scythe can now be used as a thrown weapon up to a range of 30 feet before it doesn't return to you. When your scythe is thrown in this style, it can hit up to 3 enemies before the scythe falls to the ground. After the first creature is hit during this throw, any sub-sequent creature hit takes one less hit die, i.e. the first target would take 3d6 damage, the second would take 2d6, and the third would only take 1d6.<br />
<br />
;{{#anc:Bladed Mastery}}<br />
At 14th level, you have mastered the weight of the scythe, and have learned to harness its momentum, giving you the ability to make two attack rolls with your turn. You cannot throw your scythe as your second attack.<br />
<br />
== Dance of the Reaper ==<br />
You have called upon Mirad to give you power in return for the souls of those slain. <br />
<br />
;{{#anc:Soul Tear}}<br />
At 3rd level, the reaper has imbued a dark energy in your blade. When you attack a living creature, you may deal necrotic damage rather than slashing damage with your scythe. <br />
<br />
;{{#anc:Marked for Death}}<br />
At 6th Level, you have learned how to carve a symbol of death into the living. When you successfully grapple a living creature, you can carve a rune into the creatures skin. When a creature is carved with this rune, they will slowly bleed from it until the wound is healed. For every hour a creature is carved with this rune, they take 1d4 necrotic damage. This becomes 2d4 necrotic damage at 10th level, and 3d4 necrotic damage at 14th level. <br />
<br />
;{{#anc:Mirad's Shroud}}<br />
At 10th level, you have developed an aura seemingly made of shadows, enveloping you in darkness. While in dim light or darkness, you gain advantage on {{5s|Stealth}} checks. <br />
<br />
;{{#anc:Mirad's Blade}}<br />
At 14th level, your scythe has become imbued with the essence of death. When you swing your scythe through the air, a wave of necrotic energy is dispersed from the blade. When this wave makes contact with a living creature, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency bonus or they suffer from the effects of marked for death. If the creature succeeds, they take 1d8 necrotic damage. This can only effect one creature at a time. Additionally due to your effectiveness Mirad grants you one sixth level spell slot which you can use to cast one of the following spells: Circle of Death, Eyebite, Flesh to Stone, Harm, or Investiture of Flame. You gain a second slot at 17th level. <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 Plague Priest class, you must meet these prerequisites: Either an evil alignment, or have been infected by the plague in one form or another. Once these requirements are met, you must have a constitution of 14 or higher and a wisdom of 15 or higher.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Alien_Grey_(5e_Race)&diff=1440858Alien Grey (5e Race)2021-02-20T07:06:39Z<p>Polaton: /* Alien-Grey Traits */</p>
<hr />
<div><br />
<br />
[[File:Alien Grey.jpg|thumb|A curious Alien Grey. Is it watching you?]]<br />
==Alien Grey==<br />
Look up... Among the stars... Now look around you... They're among you... Hiding in the corners of your eyes...<br />
<br />
===Physical Description===<br />
The Alien Grey earn their name due to their grey skin. They are humanoids, around 4 feet tall, with slender limbs and a large head. Their bodies are smooth, with no hair, and no outer nose, ears or sexual organs. They have large almond-shaped eyes coated with a black membrane. There are minor variations of the general appearance as some look similar to that of a child, some looking more like the elderly, and even some looking somewhat 'demonic', all while still conforming to the general basic grey forms as noted above. <br />
{{5e Image|float:right| |}}<br />
<br />
===History===<br />
They have been around, so is said, even before we were here. For centuries, they have visited, they have instructed, they have probed, and they have mutilated. It seems that there are several clans or species among these beings. Some with no intent of interfering, and some with nothing but ill intent. Through history, they have not been known to help or do any good among the populace.<br />
<br />
Your ship has crashed, leaving you stranded here on this foreign planet. Despite your best efforts, you can't get it operational. Now you must venture forth, cautiously. You have either cannibalized your ship or hidden it in such a way that no one is likely to run across it for a considerable amount of time. If it has been cannibalized, you gain starting equipment. If Hidden, it is locked up and impenetrable until you return in later levels.<br />
<br />
===Society===<br />
Supposedly, there are several clans warring against each other, for reasons unknown to us. What sightings have been reported, are that there appears to be variations, but each meeting the descriptions as mentioned prior. <br />
<br />
You know your own frailties and thus don a disguise. Depending on your preference, the disguise type may vary from a large common robe to a "change self" ability to even a doppelgänger form.<br />
<br />
===Alien-Grey Names===<br />
Names are for the slow and narrow minded... They have bypassed such limited communications long ago. They know to whom they speak and whom they speak of without the need for names.<br />
<br />
===Alien-Grey Traits===<br />
{{5e Racial Traits<br />
|summary= Alien Greys are from a distant, advanced civilization. You have crash-landed here.<br />
|abilities= Your intelligence increases by 2 and your wisdom increases by 1<br />
|age=Greys are adapted for long space travel and can live for hundreds of years.<br />
|alignment= A grey's original mission is usually nefarious, so they tend to lean towards neutral or evil alignments.<br />
|size= Alien Gray stand around four feet high. Your size is small.<br />
|speed=Your base walking speed is 25.<br />
|trait1=Psionics<br />
|description1=You know the ''friends'' cantrip. This innate spellcasting trait has the psionics tag.<br />
|trait2=Polyreactive Tapeta<br />
|description2=You can see in dim light as though it were bright light. In addition, you are immune to attacks against you that rely on your sight, such as a medusa's gaze.<br />
|trait3=Techno-Tinkerer<br />
|description3=You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny high-tech device (AC 5, 1 hp). Construction also includes electrical or photonic components you are assumed to carry on your person. The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices at a time.<br />
<br />
When you create a device, choose one of the following options:<br />
<br />
''Drone.'' As an action, you can remotely move this device which has a fly speed of 10 feet (hover). You can only control it if it is within 30 feet of you. If it moves outside this range, it falls softly to the ground. It has a tiny grabber with which it can pick up items weighing less than 1/2 lb. <br />
<br />
''Noisemaker.'' When placed on the ground, this device waits for 1 minute and then makes loud beeping and clicking sounds that can be heard up to 90 feet away.<br />
<br />
''Dreamcatcher.'' When placed on the forehead of a sleeping creature, this device records the creature's dreams. It can store 1 hour of data. It plays back the dream in a psionic format that only an alien grey can understand.<br />
<br />
|trait4= Alter Mind, Hide self<br />
|description4= You are not stealthy by normal understanding. When you make a Stealth check, you can use your Intelligence modifier instead of your Dexterity modifier. <br />
|trait5=Grey Outsider<br />
|description5=You are unaccustomed to the ways of this world. You must complete five levels in the [[Alien Grey (5e Race)#Grey Outsider|grey outsider class]] before you can take levels in any other class.<br />
|languages= Through observation of the races of this world, you have learned to speak, read, and write common.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Alien Grey Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 3′ 8″ || +2d4 || 65lbs. || &times; (2d4) lb.<br />
|}<br />
<br />
===Background===<br />
You are a product of genetic engineering and cloning; designed to withstand long space travel and to perform experiments on planets far different than your own.<br />
<br />
'''Skill Proficiencies:''' Investigation<br />
<br />
'''Downtime Activity Proficiencies:''' [[Downtime Activity Proficiencies (5e Variant Rule)#Researching|Researching]]<br />
<br />
'''Tool Proficiencies:''' Vehicles (flying), [[Doctor's Tools (5e Equipment)|doctor's tools]]<br />
<br />
'''Equipment:''' A handheld holographic e-reader containing your mission dossier, a flight suit, a pouch of alloy discs worth 20 gp.<br />
<br />
====Mission====<br />
You were sent to this planet for a reason. Perhaps this mission is still your firm priority, or maybe you have become disillusioned with your homeworld's goals. Work with your DM to determine the nature of your mission, or roll on the following table.<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Mission<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Obtain genetic material to improve your dying race.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Prepare for invasion: corrupt important political or military leaders.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Mark the position of useful resources such as fresh water, minerals or animal herds.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Insert your own genetic code into selected races of this world, to create hybrids.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Harvest organs from a variety of species, for food to send back to your homeworld.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || Find and destroy the hidden records of your race's involvement in the history of this world.<br />
|}<br />
<br />
====Feature: From the Stars====<br />
Objects of high technology sometimes find their way to this world, fallen from the far future or astronomic distances. Laser guns, robots, computers, energy cells and so forth may seem like magic items to the primitive creatures you live among now: but no manner of magical knowledge will comprehend them.<br />
<br />
Whenever you find such a high-tech item, you are able to identify its function and how to operate it (although you may or may not be proficient with it). In addition, you are able to comprehend alien languages otherwise unknown on this planet.<br />
<br />
====Suggested Characteristics====<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I am standoffish, preferring to observe before intervening. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I like to be imposing and to take the lead, through subversion if necessary. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I am prudent, taking time to clean and improve my personal equipment.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I'll always find something to investigate, which I would prefer to do clandestinely.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I am fascinated with the music of different cultures. I cannot help dancing when I hear something new.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I am obsessed with collecting and categorizing natural and cultural samples.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || I spend the twilight hours staring up at the stars above, homesick.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || I collect spores, molds and fungi.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || '''Discovery.''' (Any) There are fascinating locations, creatures and artifacts out there, to be discovered through adventure.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || '''Knowledge.''' (Any) Reading and learning are the most important undertakings of any civilized race.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || '''Experiment.''' (Any) With thoughtful and practical observation and measurement I can accrue power; although I must decide what the ethical limits are.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || '''Invention.''' (Good) Design, construction and improvement of technology leads to true advancement; principles I may even share with the primitive creatures of this world.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || '''Conquer.''' (Evil) These primitive races should be subjugated and treated like cattle.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || '''Self-enlightenment.''' (Lawful) To know myself is to know the multiverse. I am a microcosm of all that exists.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || My tools are my only connection with home, so I take great care with them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I must be careful of a dangerous group of aliens, the Reticulans, with whom my race has a million-year-old rivalry.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || My ship landing was witnessed by one young rock gnome. I decided to share my secret and teach her about my technology.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I will walk the ley lines of this world and meditate at important loci.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Apparently a guild of alchemists are hunting me, for vivisection and study.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I have two pet cats, Bastet and Ra, who I am training as spies.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I know my physical limitations: I am craven, always prepared to turn and run.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || My sense of superiority sometimes results in foolhardy or irresponsible actions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I can't quite connect with the people of this world, so I am reclusive and anti-social.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Strong, cheap perfume makes me feel sick.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I am self-serving, and I won't help if there's a chance I might need my abilities for myself later.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I am overly charitable and often overextend myself.<br />
|}<br />
<br />
==Grey Outsider==<br />
This class can only be taken by an alien grey. You must complete all five levels of this class before you can take a level in any other class. It represents you acclimatizing to your new world: learning about magic, deities, war craft and other "primative" aspects absent from your original planet.<br />
<br />
===Creating a Grey Outsider===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
<!--Questions to help player develop character--><br />
<br />
{{5e Class Features 5 Levels<br />
|name=Grey Outsider<br />
|summary=<br />
|hd=6<br />
|spellcasting=<br />
|armor=None<br />
|weapons=None<br />
|tools=None<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose three from Stealth, Insight, Medicine, Perception, Survival or Deception<br />
|item1a=Tinker's tools<br />
|item1b=<br />
|item2a=Common clothes<br />
|item2b=<br />
|item3a=2 vials of acid<br />
|item3b=a flask of alchemist's fire<br />
|item4a=<br />
|item4b=<br />
|classfeatures1=Spaceship, Psionics, Psychic Defense<br />
|classfeatures2=Telepathy<br />
|classfeatures3=Grand Scheme<br />
|classfeatures4=<br />
|classfeatures5=Outsider Specialization<br />
<br />
<br />
|extrasonleft=3<br />
|extra1_name=Spells Known<br />
|extra1_1=2<br />
|extra1_2=3<br />
|extra1_3=4<br />
|extra1_4=5<br />
|extra1_5=6<br />
|extra2_name=Spell Slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra3_name=Slot Level<br />
|extra3_1=1st<br />
|extra3_2=2nd<br />
|extra3_3=2nd<br />
|extra3_4=2nd<br />
|extra3_5=3rd<br />
}}<br />
<br />
<!--Describe class features in more detail here=--><br />
====Spaceship====<br />
You arrived on this planet in a spaceship, and for whatever reason, it cannot yet leave. Maybe it was deliberately a one-way trip and you have expended its irreplaceable fuel. Or perhaps you crashlanded, and vital systems are wrecked. You can choose to cannibalize the ship to make some adventuring equipment, or keep it as a hideout and begin repairs.<br />
<br />
;Cannibalized Ship<br />
You begin with two of the following pieces of equipment. The remains of your ship are irreversibly destroyed such that nothing useful remains.<br />
*[[Recharging Plasma Pistol (5e Equipment)|Recharging Plasma Pistol]], with which you are proficient.<br />
*Bio-probe. 2 lb. You can use your action to insert the probe into a willing or incapacitated living creature. This deals 1d4 piercing damage. By doing so you obtain that creature's genetic material. You gain double your normal proficiency bonus on Medicine checks made on the creature from whom you have obtained genetic data.<br />
*Psi-band. 1 lb. When you wear this headband, the range of your psionic spells is doubled.<br />
*Alloy armor. 3 lb. This is a light suit of armor with which you are proficient. It is so thin that it can fit under normal clothing. It gives you an AC of 12 + your Dexterity modifier. <br />
*Survey Pack. 5 lb. This is a backpack with various sensors for environmental analysis. While wearing it, you can add your proficiency bonus to Wisdom checks made to predict weather, navigate or to find food. In addition, you can detect poisons and disease within 5 feet of you as though you were under the effects of the ''detect poison and disease'' spell.<br />
<br />
;Hidden Ship<br />
Your ship is hidden in a location that you and your DM agree on. It is disguised such that a DC 20 Perception check is required to spot it. It provides a workspace and living area roughly 30 by 30 feet. It indefinitely provides warmth, shelter and food for up to 5 Medium creatures.<br />
<br />
You can repair your ship as a downtime activity. This requires 25,000 gp worth of construction materials. You make progress in 25 gp increments, spending that amount for each day of work, assuming you work for 8 hours each of those days.<br />
<br />
The completed ship is a Huge object that grants total protection to you and four passengers. It has an AC of 19 and 150 hit points. It has a cruising flight speed of 200 mph requiring no fuel. Work with your DM to decide if the ship is capable of leaving the planet, and if so what special fuel is required.<br />
<br />
====Psionics====<br />
This feature refers to ''spells'' and ''spell slots'' for mechanical purposes. This feature, and spells cast through it, have the psionics tag.<br />
<br />
;Spell Slots<br />
The Grey Outsider table shows how many spell slots you have, and what level those slots are; all your spell slots are the same level. To cast one of your grey alien spells, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.<br />
<br />
;Spells Known of 1st Level and Higher<br />
You know two 1st-level spells of your choice from the grey outsider psionics list.<br />
<br />
The Spells Known column of the Grey Outsider table shows when you learn more grey alien 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.<br />
<br />
Additionally, when you gain level a level in this class, you can choose one of the grey outsider's spells you know and replace it with another spell from the grey outsider psionics list, which also must be of a level for which you have spell slots.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your grey outsider spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a grey outsider spell you cast and when making an attack roll with one.<br />
<br />
'''Spell Save DC''' = 8 + your proficiency bonus + your Intelligence bonus.<br />
<br />
'''Spell attack modifier''' = your proficiency bonus + your Intelligence modifier.<br />
<br />
;Eschew Materials<br />
You do not require material components when you cast a grey outsider spell.<br />
<br />
====Psychic Defense====<br />
While you are wearing no armor and wielding no shield, your AC is 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
====Telepathy====<br />
Starting at 2nd level, you can communicate telepathically with any creature that knows a language within 30 feet of you that you can see.<br />
<br />
====Grand Scheme====<br />
At 3rd level you have developed the means by which you intend to complete your mission. Choose one of the following.<br />
<br />
;Divine Ori<br />
You seek to cultivate a sect of followers. When a nearby humanoid prays to a deity, you can attempt to answer in the guise of that god. You must be able to communicate telepathically with that creature, who must be of CR no greater than 1/2. You make a Charisma (Deception) skill check contested by the creature's passive Wisdom (Insight) check.<br />
<br />
If you succeed, you telepathically send a short message to the creature in a way that is indistinguishable from divine instruction. If your message is at odds with the deity's doctrine, the creature may make an Intelligence (Religion) check, opposed by your Deception result.<br />
<br />
If the creature wins either contest of skills, it notices the subterfuge. If it won by 5 or more, it knows that you are the source of the deception. Most creatures will react with hostility at this invasion of personal invocation.<br />
<br />
Deceived creatures will attempt to follow the instructions insofar that they do not break bonds they might hold dearer (to family, to state, etc.) If instructed to follow ''your'' commands you have advantage on Persuasion and Intimidation checks against them until they no longer believe you to be divinely sanctioned. Acts that might break this status include successfully communing with their true deity; successful counter-instruction by that deity's clergy; or further commands from you that contradict that deity's doctrine (forcing a contested Deception against Religion check as above).<br />
<br />
;Observer<br />
You seek to observe major events in this world's timeline. There mere act of your observation is important enough to effect the future in a manner that is conducive to your race's goals.<br />
<br />
You can cast ''disguise self'' once without expending a spell slot. You can use the spell to appear to be any Small or Medium humanoid race that you know. You can only adopt the most average form of that race, wearing the simplest common or fine clothes appropriate for that race's culture. This feature has the psionic tag, and you regain the use of it after you finish a long rest.<br />
<br />
In addition, when you are able to observe the conclusion of an important event (such as a major natural disaster, a government toppled by revolution, the assassination of a world leader) you receive a glimpse into the past and future. You have advantage on Intelligence (History) and Wisdom (Perception) checks for 1 day. For you to gain this benefit, you must not be directly involved in the conclusion of the event (although you may have had a hand in orchestrating it).<br />
<br />
;Divine Ambassador<br />
You seek to enlighten all the sentient races of this world, and spread teachings of galactic peace; in return you hope to receive knowledge in goodwill to help complete your mission.<br />
<br />
You can use your Intelligence modifier instead of your Charisma modifier when using the Persuasion skill. In addition, you can cast ''calm emotions'' once without expending a spell slot. You regain the use of this spell when you finish a long rest.<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 you 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 />
====Outsider Specialization====<br />
At 5th level, choose one of the following options.<br />
<br />
;Improved Telepathy<br />
The range of your telepathy increases to 120 feet, and you do not need to be able to see the creature. You must still be able to infer the creature's location (such as through a successful Perception check to hear them.)<br />
<br />
;Psionic Speciality<br />
Choose one grey outsider spell that you know. You can cast your specialty spell once without expending a spell slot. You must finish a long rest before you can do so again.<br />
<br />
;Gadgets<br />
''Prerequisite:'' Techno-tinkerer racial trait.<br />
When you create a device you can also choose one of the following. These devices require 100 gp of materials, and only you can use them.<br />
<br />
''Beacon.'' A coin-sized transmitter that can stick to any surface. You always know the exact location of the beacon relative to you, with unlimited range. It also informs you of its velocity; environmental temperature, pressure and humidity; and which plane of existence it is in.<br />
<br />
''Blanker.'' You can use an action to flash this at a non-hostile creature within 10 feet. That creature must pass a DC 15 Constitution check or lose all memory of the past 1 minute. The blanker must spend 1 hour recharging before you can use it again.<br />
<br />
''Phase Glove.'' When you wear this glove, you can use that hand to reach through 1 inch of metal, 6 inches of stone, or 1 foot of wood.<br />
<br />
===Grey Outsider Psionics List===<br />
<br />
;1st Level<br />
*[[Charm Person (5e Spell)|Charm Person]]<br />
*[[Comprehend Languages (5e Spell)|Comprehend Languages]]<br />
*[[Detect Poison and Disease (5e Spell)|Detect Poison and Disease]]<br />
*[[Detect Weapons (5e Spell)|Detect Weapons]]<br />
*[[Ray of Sickness (5e Spell)|Ray of Sickness]]<br />
*[[Shield (5e Spell)|Shield]]<br />
*[[Sleep (5e Spell)|Sleep]]<br />
*[[Witch Bolt (5e Spell)|Witch Bolt]]<br />
<br />
;2nd Level<br />
*[[Blindness/Deafness (5e Spell)|Blindness/Deafness]]<br />
*[[Blur (5e Spell)|Blur]]<br />
*[[Darkvision (5e Spell)|Darkvision]]<br />
*[[Detect Thoughts (5e Spell)|Detect Thoughts]]<br />
*[[Find Traps (5e Spell)|Find Traps]]<br />
*[[Hold Person (5e Spell)|Hold Person]]<br />
*[[Locate Object (5e Spell)|Locate Object]]<br />
*[[Ray of Enfeeblement (5e Spell)|Ray of Enfeeblement]]<br />
*[[See Invisibility (5e Spell)|See Invisibility]]<br />
*[[Suggestion (5e Spell)|Suggestion]]<br />
<br />
;3rd Level<br />
*[[Clairvoyance (5e Spell)|Clairvoyance]]<br />
*[[Fear (5e Spell)|Fear]]<br />
*[[Feign Death (5e Spell)|Feign Death]]<br />
*[[Haste (5e Spell)|Haste]]<br />
*[[Nondetection (5e Spell)|Nondetection]]<br />
*[[Sending (5e Spell)|Sending]]<br />
*[[Slow (5e Spell)|Slow]]<br />
*[[Tongues (5e Spell)|Tongues]]<br />
<br />
<br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Small Size]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Psionic Tag]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Alien_Grey_(5e_Race)&diff=1440856Alien Grey (5e Race)2021-02-20T06:39:48Z<p>Polaton: /* Background */</p>
<hr />
<div><br />
<br />
[[File:Alien Grey.jpg|thumb|A curious Alien Grey. Is it watching you?]]<br />
==Alien Grey==<br />
Look up... Among the stars... Now look around you... They're among you... Hiding in the corners of your eyes...<br />
<br />
===Physical Description===<br />
The Alien Grey earn their name due to their grey skin. They are humanoids, around 4 feet tall, with slender limbs and a large head. Their bodies are smooth, with no hair, and no outer nose, ears or sexual organs. They have large almond-shaped eyes coated with a black membrane. There are minor variations of the general appearance as some look similar to that of a child, some looking more like the elderly, and even some looking somewhat 'demonic', all while still conforming to the general basic grey forms as noted above. <br />
{{5e Image|float:right| |}}<br />
<br />
===History===<br />
They have been around, so is said, even before we were here. For centuries, they have visited, they have instructed, they have probed, and they have mutilated. It seems that there are several clans or species among these beings. Some with no intent of interfering, and some with nothing but ill intent. Through history, they have not been known to help or do any good among the populace.<br />
<br />
Your ship has crashed, leaving you stranded here on this foreign planet. Despite your best efforts, you can't get it operational. Now you must venture forth, cautiously. You have either cannibalized your ship or hidden it in such a way that no one is likely to run across it for a considerable amount of time. If it has been cannibalized, you gain starting equipment. If Hidden, it is locked up and impenetrable until you return in later levels.<br />
<br />
===Society===<br />
Supposedly, there are several clans warring against each other, for reasons unknown to us. What sightings have been reported, are that there appears to be variations, but each meeting the descriptions as mentioned prior. <br />
<br />
You know your own frailties and thus don a disguise. Depending on your preference, the disguise type may vary from a large common robe to a "change self" ability to even a doppelgänger form.<br />
<br />
===Alien-Grey Names===<br />
Names are for the slow and narrow minded... They have bypassed such limited communications long ago. They know to whom they speak and whom they speak of without the need for names.<br />
<br />
===Alien-Grey Traits===<br />
{{5e Racial Traits<br />
|summary= Alien Greys are from a distant, advanced civilization. You have crash-landed here.<br />
|abilities= Your intelligence increases by 2 and your wisdom increases by 1<br />
|age=Greys are adapted for long space travel and can live for hundreds of years.<br />
|alignment= A grey's original mission is usually nefarious, so they tend to lean towards neutral or evil alignments.<br />
|size= Alien Gray stand around four feet high. Your size is medium.<br />
|speed=Your base walking speed is 25.<br />
|trait1=Psionics<br />
|description1=You know the ''friends'' cantrip. This innate spellcasting trait has the psionics tag.<br />
|trait2=Polyreactive Tapeta<br />
|description2=You can see in dim light as though it were bright light. In addition, you are immune to attacks against you that rely on your sight, such as a medusa's gaze.<br />
|trait3=Techno-Tinkerer<br />
|description3=You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny high-tech device (AC 5, 1 hp). Construction also includes electrical or photonic components you are assumed to carry on your person. The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices at a time.<br />
<br />
When you create a device, choose one of the following options:<br />
<br />
''Drone.'' As an action, you can remotely move this device which has a fly speed of 10 feet (hover). You can only control it if it is within 30 feet of you. If it moves outside this range, it falls softly to the ground. It has a tiny grabber with which it can pick up items weighing less than 1/2 lb. <br />
<br />
''Noisemaker.'' When placed on the ground, this device waits for 1 minute and then makes loud beeping and clicking sounds that can be heard up to 90 feet away.<br />
<br />
''Dreamcatcher.'' When placed on the forehead of a sleeping creature, this device records the creature's dreams. It can store 1 hour of data. It plays back the dream in a psionic format that only an alien grey can understand.<br />
<br />
|trait4= Alter Mind, Hide self<br />
|description4= You are not stealthy by normal understanding. When you make a Stealth check, you can use your Intelligence modifier instead of your Dexterity modifier. <br />
|trait5=Grey Outsider<br />
|description5=You are unaccustomed to the ways of this world. You must complete five levels in the [[Alien Grey (5e Race)#Grey Outsider|grey outsider class]] before you can take levels in any other class.<br />
|languages=Common<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Alien Grey Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 3′ 8″ || +2d4 || 65lbs. || &times; (2d4) lb.<br />
|}<br />
<br />
===Background===<br />
You are a product of genetic engineering and cloning; designed to withstand long space travel and to perform experiments on planets far different than your own.<br />
<br />
'''Skill Proficiencies:''' Investigation<br />
<br />
'''Downtime Activity Proficiencies:''' [[Downtime Activity Proficiencies (5e Variant Rule)#Researching|Researching]]<br />
<br />
'''Tool Proficiencies:''' Vehicles (flying), [[Doctor's Tools (5e Equipment)|doctor's tools]]<br />
<br />
'''Equipment:''' A handheld holographic e-reader containing your mission dossier, a flight suit, a pouch of alloy discs worth 20 gp.<br />
<br />
====Mission====<br />
You were sent to this planet for a reason. Perhaps this mission is still your firm priority, or maybe you have become disillusioned with your homeworld's goals. Work with your DM to determine the nature of your mission, or roll on the following table.<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Mission<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Obtain genetic material to improve your dying race.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Prepare for invasion: corrupt important political or military leaders.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Mark the position of useful resources such as fresh water, minerals or animal herds.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Insert your own genetic code into selected races of this world, to create hybrids.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Harvest organs from a variety of species, for food to send back to your homeworld.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || Find and destroy the hidden records of your race's involvement in the history of this world.<br />
|}<br />
<br />
====Feature: From the Stars====<br />
Objects of high technology sometimes find their way to this world, fallen from the far future or astronomic distances. Laser guns, robots, computers, energy cells and so forth may seem like magic items to the primitive creatures you live among now: but no manner of magical knowledge will comprehend them.<br />
<br />
Whenever you find such a high-tech item, you are able to identify its function and how to operate it (although you may or may not be proficient with it). In addition, you are able to comprehend alien languages otherwise unknown on this planet.<br />
<br />
====Suggested Characteristics====<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I am standoffish, preferring to observe before intervening. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I like to be imposing and to take the lead, through subversion if necessary. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I am prudent, taking time to clean and improve my personal equipment.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I'll always find something to investigate, which I would prefer to do clandestinely.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I am fascinated with the music of different cultures. I cannot help dancing when I hear something new.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I am obsessed with collecting and categorizing natural and cultural samples.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || I spend the twilight hours staring up at the stars above, homesick.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || I collect spores, molds and fungi.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || '''Discovery.''' (Any) There are fascinating locations, creatures and artifacts out there, to be discovered through adventure.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || '''Knowledge.''' (Any) Reading and learning are the most important undertakings of any civilized race.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || '''Experiment.''' (Any) With thoughtful and practical observation and measurement I can accrue power; although I must decide what the ethical limits are.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || '''Invention.''' (Good) Design, construction and improvement of technology leads to true advancement; principles I may even share with the primitive creatures of this world.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || '''Conquer.''' (Evil) These primitive races should be subjugated and treated like cattle.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || '''Self-enlightenment.''' (Lawful) To know myself is to know the multiverse. I am a microcosm of all that exists.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || My tools are my only connection with home, so I take great care with them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I must be careful of a dangerous group of aliens, the Reticulans, with whom my race has a million-year-old rivalry.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || My ship landing was witnessed by one young rock gnome. I decided to share my secret and teach her about my technology.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I will walk the ley lines of this world and meditate at important loci.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Apparently a guild of alchemists are hunting me, for vivisection and study.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I have two pet cats, Bastet and Ra, who I am training as spies.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I know my physical limitations: I am craven, always prepared to turn and run.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || My sense of superiority sometimes results in foolhardy or irresponsible actions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I can't quite connect with the people of this world, so I am reclusive and anti-social.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Strong, cheap perfume makes me feel sick.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I am self-serving, and I won't help if there's a chance I might need my abilities for myself later.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I am overly charitable and often overextend myself.<br />
|}<br />
<br />
==Grey Outsider==<br />
This class can only be taken by an alien grey. You must complete all five levels of this class before you can take a level in any other class. It represents you acclimatizing to your new world: learning about magic, deities, war craft and other "primative" aspects absent from your original planet.<br />
<br />
===Creating a Grey Outsider===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
<!--Questions to help player develop character--><br />
<br />
{{5e Class Features 5 Levels<br />
|name=Grey Outsider<br />
|summary=<br />
|hd=6<br />
|spellcasting=<br />
|armor=None<br />
|weapons=None<br />
|tools=None<br />
|saves=Intelligence, Wisdom<br />
|skills=Choose three from Stealth, Insight, Medicine, Perception, Survival or Deception<br />
|item1a=Tinker's tools<br />
|item1b=<br />
|item2a=Common clothes<br />
|item2b=<br />
|item3a=2 vials of acid<br />
|item3b=a flask of alchemist's fire<br />
|item4a=<br />
|item4b=<br />
|classfeatures1=Spaceship, Psionics, Psychic Defense<br />
|classfeatures2=Telepathy<br />
|classfeatures3=Grand Scheme<br />
|classfeatures4=<br />
|classfeatures5=Outsider Specialization<br />
<br />
<br />
|extrasonleft=3<br />
|extra1_name=Spells Known<br />
|extra1_1=2<br />
|extra1_2=3<br />
|extra1_3=4<br />
|extra1_4=5<br />
|extra1_5=6<br />
|extra2_name=Spell Slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra3_name=Slot Level<br />
|extra3_1=1st<br />
|extra3_2=2nd<br />
|extra3_3=2nd<br />
|extra3_4=2nd<br />
|extra3_5=3rd<br />
}}<br />
<br />
<!--Describe class features in more detail here=--><br />
====Spaceship====<br />
You arrived on this planet in a spaceship, and for whatever reason, it cannot yet leave. Maybe it was deliberately a one-way trip and you have expended its irreplaceable fuel. Or perhaps you crashlanded, and vital systems are wrecked. You can choose to cannibalize the ship to make some adventuring equipment, or keep it as a hideout and begin repairs.<br />
<br />
;Cannibalized Ship<br />
You begin with two of the following pieces of equipment. The remains of your ship are irreversibly destroyed such that nothing useful remains.<br />
*[[Recharging Plasma Pistol (5e Equipment)|Recharging Plasma Pistol]], with which you are proficient.<br />
*Bio-probe. 2 lb. You can use your action to insert the probe into a willing or incapacitated living creature. This deals 1d4 piercing damage. By doing so you obtain that creature's genetic material. You gain double your normal proficiency bonus on Medicine checks made on the creature from whom you have obtained genetic data.<br />
*Psi-band. 1 lb. When you wear this headband, the range of your psionic spells is doubled.<br />
*Alloy armor. 3 lb. This is a light suit of armor with which you are proficient. It is so thin that it can fit under normal clothing. It gives you an AC of 12 + your Dexterity modifier. <br />
*Survey Pack. 5 lb. This is a backpack with various sensors for environmental analysis. While wearing it, you can add your proficiency bonus to Wisdom checks made to predict weather, navigate or to find food. In addition, you can detect poisons and disease within 5 feet of you as though you were under the effects of the ''detect poison and disease'' spell.<br />
<br />
;Hidden Ship<br />
Your ship is hidden in a location that you and your DM agree on. It is disguised such that a DC 20 Perception check is required to spot it. It provides a workspace and living area roughly 30 by 30 feet. It indefinitely provides warmth, shelter and food for up to 5 Medium creatures.<br />
<br />
You can repair your ship as a downtime activity. This requires 25,000 gp worth of construction materials. You make progress in 25 gp increments, spending that amount for each day of work, assuming you work for 8 hours each of those days.<br />
<br />
The completed ship is a Huge object that grants total protection to you and four passengers. It has an AC of 19 and 150 hit points. It has a cruising flight speed of 200 mph requiring no fuel. Work with your DM to decide if the ship is capable of leaving the planet, and if so what special fuel is required.<br />
<br />
====Psionics====<br />
This feature refers to ''spells'' and ''spell slots'' for mechanical purposes. This feature, and spells cast through it, have the psionics tag.<br />
<br />
;Spell Slots<br />
The Grey Outsider table shows how many spell slots you have, and what level those slots are; all your spell slots are the same level. To cast one of your grey alien spells, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.<br />
<br />
;Spells Known of 1st Level and Higher<br />
You know two 1st-level spells of your choice from the grey outsider psionics list.<br />
<br />
The Spells Known column of the Grey Outsider table shows when you learn more grey alien 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.<br />
<br />
Additionally, when you gain level a level in this class, you can choose one of the grey outsider's spells you know and replace it with another spell from the grey outsider psionics list, which also must be of a level for which you have spell slots.<br />
<br />
;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your grey outsider spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a grey outsider spell you cast and when making an attack roll with one.<br />
<br />
'''Spell Save DC''' = 8 + your proficiency bonus + your Intelligence bonus.<br />
<br />
'''Spell attack modifier''' = your proficiency bonus + your Intelligence modifier.<br />
<br />
;Eschew Materials<br />
You do not require material components when you cast a grey outsider spell.<br />
<br />
====Psychic Defense====<br />
While you are wearing no armor and wielding no shield, your AC is 10 + your Dexterity modifier + your Wisdom modifier.<br />
<br />
====Telepathy====<br />
Starting at 2nd level, you can communicate telepathically with any creature that knows a language within 30 feet of you that you can see.<br />
<br />
====Grand Scheme====<br />
At 3rd level you have developed the means by which you intend to complete your mission. Choose one of the following.<br />
<br />
;Divine Ori<br />
You seek to cultivate a sect of followers. When a nearby humanoid prays to a deity, you can attempt to answer in the guise of that god. You must be able to communicate telepathically with that creature, who must be of CR no greater than 1/2. You make a Charisma (Deception) skill check contested by the creature's passive Wisdom (Insight) check.<br />
<br />
If you succeed, you telepathically send a short message to the creature in a way that is indistinguishable from divine instruction. If your message is at odds with the deity's doctrine, the creature may make an Intelligence (Religion) check, opposed by your Deception result.<br />
<br />
If the creature wins either contest of skills, it notices the subterfuge. If it won by 5 or more, it knows that you are the source of the deception. Most creatures will react with hostility at this invasion of personal invocation.<br />
<br />
Deceived creatures will attempt to follow the instructions insofar that they do not break bonds they might hold dearer (to family, to state, etc.) If instructed to follow ''your'' commands you have advantage on Persuasion and Intimidation checks against them until they no longer believe you to be divinely sanctioned. Acts that might break this status include successfully communing with their true deity; successful counter-instruction by that deity's clergy; or further commands from you that contradict that deity's doctrine (forcing a contested Deception against Religion check as above).<br />
<br />
;Observer<br />
You seek to observe major events in this world's timeline. There mere act of your observation is important enough to effect the future in a manner that is conducive to your race's goals.<br />
<br />
You can cast ''disguise self'' once without expending a spell slot. You can use the spell to appear to be any Small or Medium humanoid race that you know. You can only adopt the most average form of that race, wearing the simplest common or fine clothes appropriate for that race's culture. This feature has the psionic tag, and you regain the use of it after you finish a long rest.<br />
<br />
In addition, when you are able to observe the conclusion of an important event (such as a major natural disaster, a government toppled by revolution, the assassination of a world leader) you receive a glimpse into the past and future. You have advantage on Intelligence (History) and Wisdom (Perception) checks for 1 day. For you to gain this benefit, you must not be directly involved in the conclusion of the event (although you may have had a hand in orchestrating it).<br />
<br />
;Divine Ambassador<br />
You seek to enlighten all the sentient races of this world, and spread teachings of galactic peace; in return you hope to receive knowledge in goodwill to help complete your mission.<br />
<br />
You can use your Intelligence modifier instead of your Charisma modifier when using the Persuasion skill. In addition, you can cast ''calm emotions'' once without expending a spell slot. You regain the use of this spell when you finish a long rest.<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 you 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 />
====Outsider Specialization====<br />
At 5th level, choose one of the following options.<br />
<br />
;Improved Telepathy<br />
The range of your telepathy increases to 120 feet, and you do not need to be able to see the creature. You must still be able to infer the creature's location (such as through a successful Perception check to hear them.)<br />
<br />
;Psionic Speciality<br />
Choose one grey outsider spell that you know. You can cast your specialty spell once without expending a spell slot. You must finish a long rest before you can do so again.<br />
<br />
;Gadgets<br />
''Prerequisite:'' Techno-tinkerer racial trait.<br />
When you create a device you can also choose one of the following. These devices require 100 gp of materials, and only you can use them.<br />
<br />
''Beacon.'' A coin-sized transmitter that can stick to any surface. You always know the exact location of the beacon relative to you, with unlimited range. It also informs you of its velocity; environmental temperature, pressure and humidity; and which plane of existence it is in.<br />
<br />
''Blanker.'' You can use an action to flash this at a non-hostile creature within 10 feet. That creature must pass a DC 15 Constitution check or lose all memory of the past 1 minute. The blanker must spend 1 hour recharging before you can use it again.<br />
<br />
''Phase Glove.'' When you wear this glove, you can use that hand to reach through 1 inch of metal, 6 inches of stone, or 1 foot of wood.<br />
<br />
===Grey Outsider Psionics List===<br />
<br />
;1st Level<br />
*[[Charm Person (5e Spell)|Charm Person]]<br />
*[[Comprehend Languages (5e Spell)|Comprehend Languages]]<br />
*[[Detect Poison and Disease (5e Spell)|Detect Poison and Disease]]<br />
*[[Detect Weapons (5e Spell)|Detect Weapons]]<br />
*[[Ray of Sickness (5e Spell)|Ray of Sickness]]<br />
*[[Shield (5e Spell)|Shield]]<br />
*[[Sleep (5e Spell)|Sleep]]<br />
*[[Witch Bolt (5e Spell)|Witch Bolt]]<br />
<br />
;2nd Level<br />
*[[Blindness/Deafness (5e Spell)|Blindness/Deafness]]<br />
*[[Blur (5e Spell)|Blur]]<br />
*[[Darkvision (5e Spell)|Darkvision]]<br />
*[[Detect Thoughts (5e Spell)|Detect Thoughts]]<br />
*[[Find Traps (5e Spell)|Find Traps]]<br />
*[[Hold Person (5e Spell)|Hold Person]]<br />
*[[Locate Object (5e Spell)|Locate Object]]<br />
*[[Ray of Enfeeblement (5e Spell)|Ray of Enfeeblement]]<br />
*[[See Invisibility (5e Spell)|See Invisibility]]<br />
*[[Suggestion (5e Spell)|Suggestion]]<br />
<br />
;3rd Level<br />
*[[Clairvoyance (5e Spell)|Clairvoyance]]<br />
*[[Fear (5e Spell)|Fear]]<br />
*[[Feign Death (5e Spell)|Feign Death]]<br />
*[[Haste (5e Spell)|Haste]]<br />
*[[Nondetection (5e Spell)|Nondetection]]<br />
*[[Sending (5e Spell)|Sending]]<br />
*[[Slow (5e Spell)|Slow]]<br />
*[[Tongues (5e Spell)|Tongues]]<br />
<br />
<br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Small Size]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Psionic Tag]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Dovahkiin_(5e_Class)&diff=1178426Dovahkiin (5e Class)2019-05-28T21:29:07Z<p>Polaton: </p>
<hr />
<div>{{WIP}}<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Dovahkiin ==<br />
<br />
<!--Introduction--><br />
<br />
=== You Are Dovahkiin ===<br />
<br />
<!--Explore this chapter in more detail here--><br />
<br />
=== Creating a Dovahkiin ===<br />
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</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Dovahkiin quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Folk Hero background. Third, choose the Battleaxe and a Dagger, Scale Armor, Explorers Pack, and either the Longbow or Crossbow.<br />
<br />
{{5e Class Features<br />
|name=Dovahkiin<br />
|summary=<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple <br />
|tools=None<br />
|saves=Strength and Charisma. <br />
|skills=Dependent on your Stone Path. <br />
|item1a=Longsword and a Dagger<br />
|item1b=Battleaxe and a Dagger<br />
|item1c=Warhammer and a Dagger<br />
|item2a=Leather Armor<br />
|item2b=Scale Armor and a Shield<br />
|item2c=Plate Armor and a Shield<br />
|item3a=Burglars Pack<br />
|item3b=Scholars Pack<br />
|item3c=Explorers Pack<br />
|item4a=Longbow and 20 Arrows<br />
|item4b=Crossbow and 20 Bolts<br />
|item4c=Arcane Focus<br />
|wealth=5d4 x 10 GP<br />
|<br />
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<br />
==== Way of the Voice ====<br />
As a Dovahkiin, you have the innate ability to understand the dragon tongue, and focus their power into what is known as a Thu'um, or shout. <br />
;Thu'um Tiers<br />
Each shout has 3 tiers of power. The 1st tier when acted upon counts as a bonus action. The 2nd tier when acted upon counts as an action. And the 3rd tier counts as an action and prevents any movement on that turn. If you use your Thu'um, you cannot use it again for a number of rounds equal to the tier utilized. <br />
<br />
==== Fus Ro Dah ====<br />
At 1st level, you know the Thu'um, Unrelenting Force, otherwise known as Fus Ro Dah. This Thu'um affects a 15ft. cone. At 1st tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 5 feet. Creatures of large size or larger only suffer from the disadvantages. At 2nd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 10 feet. Creatures of large size or larger only suffer from the disadvantages. And at 3rd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 15 feet. Creatures of large size or larger only suffer from the disadvantages.<br />
<br />
==== Stone Path ====<br />
At 1st level, you choose a Stone Path. Choose between The Warrior Stone, The Thief Stone, or The Mage Stone, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 7th, 12th, 18th levels.<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 />
==== Blessing of Akatosh ====<br />
Starting at 2nd level, the dragon god himself, Akatosh, blesses you you with the knowledge of a new Thu'um. You choose which Thu'um you wish to dedicate this new found knowledge to. You learn a new Thu'um at 5th, 10th, and 15th levels. <br />
<br />
;Blessing of Akatosh Alternative: Dragon Souls.<br />
For those seeking a true challenge, to learn a new Thu'um, you must consume the soul of a dragon. When you slay a dragon, you absorb its soul. This also prevents the dragon from being brought back from the dead. When you absorb the soul, you gain the ability to use that dragons knowledge to learn another Thu'um. You may still only know up to one extra Thu'um at 2nd level, then two at 5th, and so on. This is an optional alternative, as depending on the campaign's setting, opportunities to slay a dragon may be limited.<br />
<br />
==== Master of the Voice ====<br />
At 20th level, you have learned to master your Thu'ums. At this level, you no longer take any Blessings of Akatosh, but may continue to consume dragon souls in order to unlock the rest of the Thu'ums. <br />
<br />
==== Joor Sah Frul ====<br />
At 20th level, you learn the Thu'um Joor Sah Frul, Dragonrend. This shout only affects dragons of any type, including the Dracolich. This shout can only be used in tier 3, or it is rendered useless. This Thu'um's effects last until the end of the round. For this duration, the dragon suffers from the following effects: It is vulnerable to slashing, piercing, and bludgeoning damage, it cannot use it's breath attacks, and it is forced to ground itself, giving it a flight speed of 0. <br />
<br />
=== The Warrior Stone ===<br />
<br />
You have chosen to follow the path of a warrior, trusting in your blade to keep you alive. You gain 2 of the following proficiencies: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. You gain proficiency in Medium and Heavy armor, as well as Shields. You gain proficiency in Martial Weapons. <br />
<br />
;{{#anc:Battle Cry}}<br />
Starting at 1st level, you may take a bonus action to shout in a terrifying way, intimidating your foes, affecting any non allied creature with a CR equal to the Dovahkiins level divided by 2 or lower within 15 feet of the Dovahkiin. Creatures caught and affected in this radius must make a Wisdom saving throw equal to DC 8 + your Strength modifier + your Charisma modifier. Creatures that fail the saving throw suffer from the frightened condition for 1 minute. If the creature fails, they can repeat this saving throw on their turn to break themselves from the condition. Creatures that succeed the saving throw are unaffected. You can use this feature as many times equal to your Charisma modifier. You must take a long rest to regain this features use. <br />
<br />
;{{#anc:Bloodshed}}<br />
At 3rd level, the sight of your blood and the pain that goes along with it drives a fury and vengeance only blood will sate. When you are attacked physically, you can take a reaction against the attacking creature and charge at them. If you hit them, you knock them prone and make a melee attack against them. You can do this as many times as equal to your Dovahkiin level, in which you must complete a long rest in order to use this feature again. <br />
<br />
;{{#anc:Shield Brethren}}<br />
At 7th level, you have learned not only to fight for honor or glory, but to protect those you would call friend or family. When you are within 15 feet of an ally and said ally is attacked, you can choose to use your shield or weapon to block the attack. Doing so will require the attacker to make a {{5a|str}} check against you and for you to roll a {{5a|str}} saving throw against it, or take the full damage that would have been dealt to your ally. However, if you succeed in the strength check, all damage is negated from both you and your ally. You can do this as many times as equal to your Dovahkiin level, in which you must complete a long rest to utilize this feature again. <br />
<br />
;{{#anc:Worthy Warrior}}<br />
At 12th level, battle has become a test of your mettle. You can call upon the heroes of Sovngarde to assist you. Once per day, you can summon a spectral warrior, who will assist you in what ways they can. When summoned, your hero can attempt to do one action for you, or can make one attack against a creature of your choice. After this, the hero returns to the afterlife. However, if you do not assign them an action, after 60 seconds, they return to the after life anyways. You must complete a short or long rest to call upon them again. <br />
<br />
;{{#anc:Song of Sovngarde}}<br />
At 18th level, you will forever be remembered as a true warrior. As an action, you can begin to sing the songs of Sovngarde, and its heroes, including you. When you do this, you gain an armor class of 20 + your {{5a|cha}} modifier. Rolling a 19 also counts as rolling a 20. This effect lasts for 120 seconds, and you must complete a long rest to use this feature again.<br />
<br />
=== The Thief Stone ===<br />
<br />
You have chosen the path of a shadow, trusting in the darkness to keep you hidden from your enemies. You gain 2 of the following proficiencies: Acrobatics, Deception, History, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth. You gain proficiency in martial weapons, and have the same benefits as the "Two-Weapon Fighting" fighting style as mentioned in the PHB (pg. 195). <br />
<br />
;{{#anc:One with the Shadows}}<br />
Starting at 1st level, you have the ability to take the Hide Action and become almost invisible by hiding deep in the shadows when in dim light or darkness. When in this hidden state, you are able to strike from the shadows, giving you advantage on your next attack on a creature that is unaware of your position. To see you through the darkness, a creature must succeed on a Wisdom DC saving throw equal to 8 + your Dexterity modifier + your Charisma modifier. <br />
<br />
;{{#anc:Silver Tongued}}<br />
At 3rd level, you have learned how to use your words to get what you want. When making Charisma (Persuasion) checks about bartering, haggling, and trading, you have advantage on Charisma checks (Persuasion or Deception) regarding to how much something is worth. You also have advantage on these checks when lying about your intentions in a situation. <br />
<br />
;{{#anc:Pockets Lined with Gold}}<br />
At 7th level, you have found yourself to have Lady Luck on your side, and always seem to find more gold where others wouldn't. You have advantage on Investigation checks when searching containers for gold, or valuables such as gems and jewelry. You also gain advantage on Dexterity (Sleight of Hand) checks when picking someones pocket for gold. <br />
<br />
;{{#anc:Skeleton Keys}}<br />
At 12th level, you have learned how to make replica keys for locks. When you successfully pick a lock, you can use 5cp worth of wax to make a wax replica of the key belonging to the lock. These keys have three uses before they break and you must create another replica. <br />
<br />
;{{#anc:Nightingale}}<br />
At 18th level, you've been assigned as an Agent of Nocturnal by the daedric prince Nocturnal. As an action, you can utilize a blessing of Nocturnal. There are 3 different abilities granted to Agents of Nocturnal. After you use your ability, you must complete a short or long rest to use this feature again. After taking a long rest, you may choose to take on a different ability. You can only utilize one ability at a time. <br />
<br />
;Shadowcloak of Nocturnal<br />
As an action, you can cast {{5e|Greater Invisibility}} on yourself. This does not effect spell slots. This effect lasts 120 seconds. <br />
<br />
;Nightingale of Subterfuge<br />
As an action, you can cast {{5e|Confusion}} as an 8th level spell. This does not effect spell slots. This effect lasts 120 seconds. <br />
<br />
;Nightingale of Strife<br />
As an action, you can cast {{5e|Freedom of Movement}} on yourself. This does not effect spell slots. This effect lasts 120 seconds.<br />
<br />
=== The Mage Stone ===<br />
<br />
You have chosen the path of the mind and universe, bending reality to your whim to either empower yourself or cripple others. You gain 2 of the following proficiencies: Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, and Religion. Rather than gaining any proficiencies with armor or weapons, you instead gain the ability to learn spells similar to how a wizard would learn their spells. You also gain 3 cantrips. These 3 cantrips are Ray of Frost, Firebolt, and Shocking Grasp. Charisma is your spellcasting ability for these. <br />
<br />
;{{#anc:Vision of Magnus}}<br />
Starting at 1st level, you have the ability to read and innately tune to magical scripts and texts. When you read a script of magic, you innately learn the spell or incantation, however, you cannot cast or prepare the spell if you do not have the spell slot available for said spell. Charisma is your spellcasting ability for these learned spells. It takes the number of hours to study the spell equal to the level of spell, minimum of 1 hour, maximum of 5. You can also learn cantrips in this way by studying a magical text of said cantrip for an hour. <br />
<br />
;{{#anc:Blade of Kagrenac}}<br />
At 3rd level, your research into the mages of old has given you an innate attachment to a crystal dagger called "The Blade of Kagrenac". This blade can be summoned to your hand as an action, and stays with you until it is dismissed. You are proficient with this blade. This blade deals 1d6 piercing damage. When a creature is hit by this blade, you may roll a d4 to determine an additional elemental damage. If you roll a 1, you roll 1d4 for additional fire damage. If you roll a 2, you roll 1d4 for cold damage. If you roll a 3, you roll 1d4 lightning damage. And if you roll a 4, you roll 1d4 for each of these elements. This additional damage can only be achieved as many times equal to your charisma modifier, before you must perform a 1 hour ritual, channeling elemental magic into the blade once again. <br />
<br />
;{{#anc:Enchantments}}<br />
At 7th level, you have learned to channel arcane energies into your gear. There are however, requirements to do so. <br />
<br />
;Soul Gems<br />
Soul Gems are arcane gems that have the capability to capture the souls of the dead, which can be later used in enchanting and charging your weapons. There are 5 levels of soul gems, each depicting what types of souls they have the capacity to capture. These levels are Petty, Lesser, Common, Greater, Grand, and Black. Petty soul gems are able to capture the souls of non-humanoid creatures with a CR of 1/4 or lower. Lesser soul gems are able to capture the souls of non-humanoid creatures with a CR of 1 or lower. Common soul gems are able to capture the souls of non-humanoid creatures with a CR of 4 or lower. Greater soul gems are able to capture the souls of non humanoid creatures with a CR of 16 or lower. Grand soul gems can capture the souls of non-humanoid creatures with a CR of 32 or lower. Black soul gems are able to capture the souls of any creature with a CR of 32 or lower, including humanoids. <br />
<br />
;Charges<br />
Enchanted gear in this manner only retains its magic for so long, and thus must have a constant supply of souls to utilize. Petty souls enchant gear to have 2 charges before needing to be recharged, but only provide 1 charge when recharging. Lesser souls enchant gear to have 3 charges before needing to be recharged, but only provide 2 charges when recharging. Common souls enchant gear to have 4 charges before needing to be recharged, but only provide 3 charges when recharging. Greater souls enchant gear to have 6 charges before needing to be recharged, and provide 6 charges when recharging your equipment. Grand souls enchant gear to have 12 charges before needing to be recharged, and provide 12 charges when recharging your equipment. Black souls enchant gear to have 24 charges before needing to be recharged, but only provide 12 charges when recharging your equipment. <br />
<br />
Enchanted equipment uses up charges when the enchantment is utilized. An example would be that, if you had a weapon that dealt additional fire damage on hit, then every successful hit would consume a charge. Once a piece of equipment has used up all of its charges, it no longer gains the benefits from said enchantments until the equipment is recharged. <br />
<br />
When a soul gem is used to charge your equipment, the soul gem is destroyed, and the soul is consumed. <br />
<br />
;Harvesting Souls<br />
When you kill a creature, in order to harvest their soul, you must have them exhale their dying breath into the crystal. Doing so will cause the gem to glow in a purple color, identifying that the soul has been captured. However, if the soul is too large for the soul gem, it will begin to glow, but will then shatter and be worthless. <br />
<br />
;Enchanting and Disenchanting<br />
In order to enchant your gear, you must have either purchased a tome on the sought after enchantment, or disenchanted an already enchanted weapon. Reading a tome on an enchantment takes 4 hours. When disenchanting already enchanted equipment, the equipment is destroyed, and the enchantment is transferred over to the equipment you're enchanting. Enchantments can stack. <br />
<br />
<br />
;{{#anc:Celestial Fate}}<br />
At 12th level, the stars have finally aligned themselves to align with your destiny. This leaves you innately attuned to the stars and the constellations they make up. Said constelations provide you with a form of energy, making your magic in touch with the cosmos. <br />
<br />
;{{#anc:Blessing of a God}}<br />
At 18th level, <br />
<br />
<br />
=== Dovahkiin Spell List ===<br />
<br />
You can know all of the spells on the basic Wizard spell list and any additional spells granted by your subclass.<br />
<br />
=== Dovahkiin Thu'um List ===<br />
<br />
For each blessing of Akatosh received, you gain the knowledge of a Thu'um from this list.<br />
<br />
;Rean Mir Tah, Animal Allegiance <br />
This shout affects a 15 ft. cone. At 1st tier, when a creature of the beast type with a CR of 1/2 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round. At 2nd tier, when a creature of the beast type with a CR of 1 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round. And at 3rd tier, when a creature of the beast type with a CR of 2 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round.<br />
<br />
;Laas Yah Nir, Aura Whisper <br />
This shout only affects yourself. At 1st tier, you gain the same effects of Detect Poison and Disease. At 2nd tier, you also gain the effects of Detect Magic. And at 3rd tier, you also gain the effects of Detect Evil and Good. These effects last until the end of the round. <br />
<br />
;Mid Vur Shaan, Battle Fury<br />
This shout affects in a 10 ft. radius around you. At 1st tier, any allies in the radius gain +1 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. At 2nd tier, any allies in the radius gain +2 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. And at 3rd tier, any allies in the radius gain +3 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. These effects last until the end of the round. <br />
<br />
;Feim Zii Gron, Become Ethereal<br />
This shout only affects yourself. At 1st, 2nd, and 3rd tiers, you take an ethereal form, unable to deal any non magical damage or take any non magical damage from the material plane. 1st tier lasts for 1 turn, 2nd tier lasts for 2 turns, and 3rd tier lasts for 3. <br />
<br />
;Gol Hah Dov, Bend Will<br />
This shout affects a 15ft. cone. At 1st tier, this shout only effects elementals. At 2nd tier, this shout only effects humanoids. And at 3rd tier, this shout only affects dragons. When a creature of the specified type is caught in this shout, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier, or fall under the effects of Command. These effects last until the end of the round. <br />
<br />
;Lok Vah Koor, Clear Skies<br />
This shout affects the environment only, weather in specific. At 1st tier, when you shout into the sky, the weather is cleared, and benefits from weather are removed. At 2nd tier, the skies are cleared completely, providing a perfect view of the sky above. And at 3rd tier, when the skies are cleared, the air becomes comfortably warm with sunlight. <br />
<br />
;Ven Gaar Nos, Cyclone<br />
This shout affects a 15ft. cone. At 1st tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed back 15 feet and take 1d6 force damage. Creatures of large size or larger only suffer from the damages. At 2nd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed 20 feet back and take 2d6 force damage. Creatures of large size or larger only suffer from the damages. At 3rd tier, creatures of medium size or smaller must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed 25 feet back and take 3d6 force damage. If the creature succeeds in the saving throw, they do not take the applied damages. Creatures of large sized or larger only suffer from the damages. <br />
<br />
;Zun Haal Vik, Disarm<br />
This shout affects a 15ft. cone. At 1st tier, creatures caught in this shout must roll a Strength DC of 10 + your strength modifier + your charisma modifier or suffer the affects as according to the shout tier. At 1st tier, a creature holding a weapon with the light property are disarmed, and their weapons are thrown 10 feet away from the creature. At 2nd tier, a creature wielding a weapon that does ''not'' have the heavy property are disarmed, and their weapons are thrown 10 feet away from the creature. And at 3rd tier, a creature wielding a weapon of any type with the heavy property or lighter are disarmed, and the weapons are thrown 10 feet away from the creature. <br />
<br />
;Faas Ru Maar, Dismay<br />
This shout affects a 15ft. cone. At 1st tier, any creature caught in the affected area of CR 1/2 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. At 2nd tier, any creature caught in the affected area of CR 1 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. And at 3rd tier, any creature caught in the affected area of CR 2 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. <br />
<br />
;Mul Qah Diiv, Dragon Aspect<br />
This shout affects only yourself and can only be used at 3rd tier. Once per day, you physically embody the spirit of a dragon, and gain the following benefits. These effects last for 3 rounds. You must complete a long rest before you can use this shout, or any other shout again.:<br />
- You gain resistance to bludgeoning, slashing, and piercing damage. <br />
- You gain resistance to cold, fire, lightning, and acid damage.<br />
- You gain the ability to use Fus Ro Dah each round of play. <br />
<br />
;Suh Grah Dun, Elemental Fury<br />
This shout affects only yourself and can only be used at a 2nd tier level. When you use this shout, you gain advantage on attack rolls, and deal 1 extra cold, fire, and lightning damage on successful hits. This effect lasts for 2 rounds. <br />
<br />
;Yol Toor Shul, Fire Breath<br />
This shout affects a 15ft. cone. At 1st tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 1d6 fire damage. The creatures take half as much if they are successful. At 2nd tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 2d6 fire damage. The creatures take half as much if they are successful. And at 3rd tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 3d6 fire damage. The creatures take half as much if they are successful. <br />
<br />
;Fo Krah Diin, Frost Breath<br />
This shout affects a 15ft. cone. At 1st tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 1d6 cold damage. The creatures take half as much if they are successful. At 2nd tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 2d6 cold damage. The creatures take half as much if they are successful. And at 3rd tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 3d6 cold damage. The creatures take half as much if they are successful. <br />
<br />
;Iiz Slen Nus, Ice Form<br />
This shout affects a 15ft. cone. Creatures of medium size or smaller must make a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer from the following effects. Large and larger sized creatures are not affected by this. At 1st tier, creatures that are caught in the area's movement speed is reduced by 5 and take 1d4 cold damage. At 2nd tier, creatures that are caught in this area's movement speed is reduced by 10 and take 1d6 cold damage. And at 3rd tier, creatures that are caught in this area's movement speed is reduced to 0, and they take 2d6 cold damage. Creatures who succeed the saving through only suffer from the movement losses. <br />
<br />
;Krii Lun Aus, Marked for Death<br />
This shout affects a 15ft. cone. Using this shout causes a level of exhaustion to yourself. At 1st tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls. At 2nd tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls and have their movement speed halved. And at 3rd tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls, have their movements speed halved, and -2 from their armor class. The effects of this shout last until the end of the round. <br />
<br />
;Tiid Klo Ul, Slow Time<br />
This shout affects a 15ft. radius around you. Using this shout causes a level of exhaustion to yourself. Any creatures while in the radius are affected by this. These creatures speed is halved, and have disadvantage on any attack rolls against you, while you have advantage on attack rolls against the affected creatures. Any creatures outside of the radius also get advantage on attack rolls against the affected creatures. This also affects allies. At 1st tier, this effect lasts for one round. At 2nd tier, this effect lasts for two rounds. And at 3rd tier, this effect lasts for 3 rounds. <br />
<br />
;Strun Bah Qo, Storm Call<br />
This shout affects only one creature and can only be used at 3rd tier. Once per day, you call to the skies to create a storm, of which a thunderbolt will hit one creature of your choice, dealing 8d6 lightning damage. After the storm is called, it stays around, lightning and thunder booming through the sky as wind whips by and heavy rain pelts the ground. Lightning may strike at random, however, the targets of the lightning are up to to the DM, and they can include you. There can be at most 1 lightning strike per round. A regular lightning strike deals 5d6 lightning damage. You must complete a long rest to use this shout, or any other shout again. <br />
<br />
;Zul Mey Gut, Throw Voice<br />
This shout affects a single point out to a range of 120ft. This shout can only be used in 2nd tier. At 2nd tier, you are able to manifest your voice at any visible point within a range of 120ft. Creatures that hear this sound must make an Intelligence DC of 10 + your strength modifier + your charisma modifier, or are deceived into thinking your voice had actually come from that direction, however, if the creature or creatures succeed in their saving throw, they know that the vocal manifestation is a trick, and will begin to search for you. <br />
<br />
;Wuld Nah Kest, Whirlwind Sprint<br />
This shout only affects yourself. At 1st tier, you dash in a straight line 30ft. in addition to your movement speed. At 2nd tier, you dash in a straight line 45ft. in addition to your movement speed. And at 3rd tier, you dash in a straight line 75ft. <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 Dovahkiin class, you must meet these prerequisites: You must have a Strength Score of 15 or higher, and a Charisma score of 14 or higher. You also must have draconic blood or have some connections with dragons through some magical aspect, and be able to speak, read, and write draconic. <br />
<br />
'''Proficiencies.''' When you multiclass into the class, you gain the following proficiencies: Athletics and Survival for the Warrior Stone, Arcana and either Nature or Religion for the Mage Stone, Stealth and Sleight of Hand for the Thief Stone. <br />
<br />
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{{5e Classes Breadcrumb}}<br/>{{Copyright Disclaimer|franchise=The Elder Scrolls|owner=Bethesda Softworks}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Entschmarner_(5e_Race)&diff=1178377Entschmarner (5e Race)2019-05-28T19:43:01Z<p>Polaton: </p>
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<div><br />
==Entity of the Three Brothers==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
The entities of the Three Brothers are demonic humanoids who embody the laws of the Three Brothers. These three laws are to see no evil, hear no evil, and speak no evil. These entities are about the size of your everyday human, with red skin, black hair, and along the edges of their bodies, an orange glow, looking similar to that of fire. He who sees no evil has no eyes where they would be. He who speaks no evil has no ears where they would be. And he who speaks no evil has no bottom jaw where it would be. <br />
<br />
===History===<br />
The Three Brothers have been around since the creation of life within the universe. They entered into a deep slumber after the creation of humanity. However, when a wizard by the name of Jaques challenged the gods, attempting to take control of the the Three Brothers and harness their powers of creation and destruction. This brought the Three Brothers out of their slumber and enraged them. To smite the wizard, they sent down an army of demonic humanoids created in their resemblance. One by one they attacked the wizard, slowly tearing him piece by piece. After the wizard was slaughtered, the entities remained on earth, left roaming and affecting the populations they find and live in. <br />
<br />
===Society===<br />
Among societies, the entities of the Three Brothers tend to be the wisest among the people, giving insight to what the world truly is, how it should be, and how it can be changed for better and worse. However, due to the dark heritage of these entities, holy figures tend to see these beings as evil and will exile, banish, and sometimes even execute them as to cleanse the world of their evil grasp. The creatures were created to bring death, but can bring insight and life into this world. He who sees no evil may be a teacher for children, teaching them how to see the beauty in the world and observe even the smallest of details. He who hears no evil may be an instructor teaching people how to speak using sign language. He who speaks no evil may be a doctor, making medicines for those who come into their apothecary. <br />
<br />
===Entity of the Three Brothers Names===<br />
The entities only go by and identify by three names depending on which brother they descend from. The three names are Mizaru, Kikazaru, and Iwazaru. <br />
<br />
===Entity of the Three Brothers Traits===<br />
{{5e Racial Traits<br />
|summary=See no evil, Hear no evil, Speak no evil<br />
|abilities=Your {{5a|wis}} score increases by 2 and your {{5a|con}} increases by 2. <br />
|age=These entities tend to live until they have lived 666 years, in which they burn to ash and another entity spawns in the world to take its place.<br />
|alignment=Entities tend to be either kind or savage in nature, playing into their nature of teaching, or into their primal urges to kill. This leads them to typically be neutral good, or chaotic evil. <br />
|size=Entities of the Three Brothers vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium." <br />
|speed=Your base walking speed is 30 feet. <br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Of Gods<br />
|description2=You gain the Prestidigitation cantrip. <br />
|trait3=Of Demons<br />
|description3= You gain the Produce Flame and the Thaumaturgy cantrips.<br />
|languages= You can speak, read, and write Common, Infernal, and Abyssal due to your demonic heritage. <br />
|subrace=The Three Brothers have been dubbed by their both physical traits as well as idealogical traits. The first brother is He Who Sees No Evil, the second as He Who Hears No Evil, and the third as He Who Speaks No Evil. <br />
}}<br />
<br />
====He Who Sees No Evil====<br />
{{5e Subrace Traits<br />
|trait1=See No Evil<br />
|description1= You suffer from the {{5c|blinded}} affliction at all times. The only differences that having lived your whole life like this, you have adapted to your lack of eyesight, making it so enemies no longer have {{5e|advantage}} in attack rolls against you. This cannot be cured. <br />
|trait2=Heightened Senses<br />
|description2= Not being able to see has left you using your senses of sound and touch to navigate and survive. You gain proficiency in {{5s|Perception}} and have advantage on {{5s|Perception}} checks related to sound. <br />
|trait3=No Surprises<br />
|description3=Adapting to never seeing the world, you have tuned yourself to know when you are not alone. You have {{5e|Tremorsense}} for a 10 foot radius around you. <br />
}}<br />
<br />
====He Who Hears No Evil====<br />
{{5e Subrace Traits<br />
|trait1=Hear No Evil<br />
|description1= You suffer from the {{5c|deafened}} affliction at all times. This cannot be cured. <br />
|trait2=Heightened Senses<br />
|description2= Not being able to hear has left you using your sense of sight to navigate and survive. You gain proficiency in {{5s|Perception}} and have advantage on {{5s|Perception}} checks related to eyesight. <br />
|trait3=Superior Darkvision <br />
|description3=Your {{5e|darkvision}} increases to a range of 120 feet. <br />
}}<br />
<br />
====He Who Speaks No Evil====<br />
{{5e Subrace Traits<br />
|trait1=Speak No Evil<br />
|description1= You suffer from the curse of not being able to speak or even make vocal sound. You are unable to communicate in any language, but you are able to comprehend and read learned languages. You now automatically fail any {{5a|Cha}} checks involving speech. <br />
|trait2=Heightened Senses<br />
|description2= Not being able to speak has left you using your senses of sight and hearing to navigate and survive. You gain proficiency in {{5s|Perception}} and have advantage on {{5s|Perception}} checks related to eyesight and or hearing. <br />
|trait3=Superior Darkvision <br />
|description3=Your {{5e|darkvision}} increases to a range of 120 feet. <br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Entity of the Three Brothers<br />
|feet=4<br />
|inches=8<br />
|heightmod=2d10<br />
|weight=110<br />
|weightmod=2d4<br />
}}<br />
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{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]] [[Category:Fiend Type]]<br />
<!--[[Category:RaceSubtype Tag]]--></div>Polatonhttps://www.dandwiki.com/w/index.php?title=Dovahkiin_(5e_Class)&diff=1178370Dovahkiin (5e Class)2019-05-28T19:03:12Z<p>Polaton: </p>
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<div>{{WIP}}<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Dovahkiin ==<br />
<br />
<!--Introduction--><br />
<br />
=== You Are Dovahkiin ===<br />
<br />
<!--Explore this chapter in more detail here--><br />
<br />
=== Creating a Dovahkiin ===<br />
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{{5e Image|float:right|https://thementalattic.files.wordpress.com/2018/01/maxresdefault2.jpg|<!--Caption, art credit, link to source-->}}<br />
</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Dovahkiin quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Folk Hero background. Third, choose the Battleaxe and a Dagger, Scale Armor, Explorers Pack, and either the Longbow or Crossbow.<br />
<br />
{{5e Class Features<br />
|name=Dovahkiin<br />
|summary=<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple <br />
|tools=None<br />
|saves=Strength and Charisma. <br />
|skills=Dependent on your Stone Path. <br />
|item1a=Longsword and a Dagger<br />
|item1b=Battleaxe and a Dagger<br />
|item1c=Warhammer and a Dagger<br />
|item2a=Leather Armor<br />
|item2b=Scale Armor and a Shield<br />
|item2c=Plate Armor and a Shield<br />
|item3a=Burglars Pack<br />
|item3b=Scholars Pack<br />
|item3c=Explorers Pack<br />
|item4a=Longbow and 20 Arrows<br />
|item4b=Crossbow and 20 Bolts<br />
|item4c=Arcane Focus<br />
|wealth=5d4 x 10 GP<br />
|<br />
|classfeatures1={{inpage|Way of the Voice}}, {{inpage|Stone Path}}<br />
|classfeatures2={{inpage|Blessing of Akatosh}}<br />
|classfeatures3={{inpage|Stone Path Feature}},<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Blessing of Akatosh}}<br />
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|classfeatures10={{inpage|Blessing of Akatosh}}<br />
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|classfeatures12={{inpage|Stone Path Feature}}<br />
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|classfeatures15={{inpage|Blessing of Akatosh}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Stone Path Feature}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Master of the Voice}}<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 />
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<br />
==== Way of the Voice ====<br />
As a Dovahkiin, you have the innate ability to understand the dragon tongue, and focus their power into what is known as a Thu'um, or shout. <br />
;Thu'um Tiers<br />
Each shout has 3 tiers of power. The 1st tier when acted upon counts as a bonus action. The 2nd tier when acted upon counts as an action. And the 3rd tier counts as an action and prevents any movement on that turn. If you use your Thu'um, you cannot use it again for a number of rounds equal to the tier utilized. <br />
<br />
==== Fus Ro Dah ====<br />
At 1st level, you know the Thu'um, Unrelenting Force, otherwise known as Fus Ro Dah. This Thu'um affects a 15ft. cone. At 1st tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 5 feet. Creatures of large size or larger only suffer from the disadvantages. At 2nd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 10 feet. Creatures of large size or larger only suffer from the disadvantages. And at 3rd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 15 feet. Creatures of large size or larger only suffer from the disadvantages.<br />
<br />
==== Stone Path ====<br />
At 1st level, you choose a Stone Path. Choose between The Warrior Stone, The Thief Stone, or The Mage Stone, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 7th, 12th, 18th levels.<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 />
==== Blessing of Akatosh ====<br />
Starting at 2nd level, the dragon god himself, Akatosh, blesses you you with the knowledge of a new Thu'um. You choose which Thu'um you wish to dedicate this new found knowledge to. You learn a new Thu'um at 5th, 10th, and 15th levels. <br />
<br />
;Blessing of Akatosh Alternative: Dragon Souls.<br />
For those seeking a true challenge, to learn a new Thu'um, you must consume the soul of a dragon. When you slay a dragon, you absorb its soul. This also prevents the dragon from being brought back from the dead. When you absorb the soul, you gain the ability to use that dragons knowledge to learn another Thu'um. You may still only know up to one extra Thu'um at 2nd level, then two at 5th, and so on. This is an optional alternative, as depending on the campaign's setting, opportunities to slay a dragon may be limited.<br />
<br />
==== Master of the Voice ====<br />
At 20th level, you have learned to master your Thu'ums. At this level, you no longer take any Blessings of Akatosh, but may continue to consume dragon souls in order to unlock the rest of the Thu'ums. <br />
<br />
==== Joor Sah Frul ====<br />
At 20th level, you learn the Thu'um Joor Sah Frul, Dragonrend. This shout only affects dragons of any type, including the Dracolich. This shout can only be used in tier 3, or it is rendered useless. This Thu'um's effects last until the end of the round. For this duration, the dragon suffers from the following effects: It is vulnerable to slashing, piercing, and bludgeoning damage, it cannot use it's breath attacks, and it is forced to ground itself, giving it a flight speed of 0. <br />
<br />
=== The Warrior Stone ===<br />
<br />
You have chosen to follow the path of a warrior, trusting in your blade to keep you alive. You gain 2 of the following proficiencies: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. You gain proficiency in Medium and Heavy armor, as well as Shields. You gain proficiency in Martial Weapons. <br />
<br />
;{{#anc:Battle Cry}}<br />
Starting at 1st level, you may take a bonus action to shout in a terrifying way, intimidating your foes, affecting any non allied creature with a CR equal to the Dovahkiins level divided by 2 or lower within 15 feet of the Dovahkiin. Creatures caught and affected in this radius must make a Wisdom saving throw equal to DC 8 + your Strength modifier + your Charisma modifier. Creatures that fail the saving throw suffer from the frightened condition for 1 minute. If the creature fails, they can repeat this saving throw on their turn to break themselves from the condition. Creatures that succeed the saving throw are unaffected. You can use this feature as many times equal to your Charisma modifier. You must take a long rest to regain this features use. <br />
<br />
;{{#anc:Bloodshed}}<br />
At 3rd level, the sight of your blood and the pain that goes along with it drives a fury and vengeance only blood will sate. When you are attacked physically, you can take a reaction against the attacking creature and charge at them. If you hit them, you knock them prone and make a melee attack against them. You can do this as many times as equal to your Dovahkiin level, in which you must complete a long rest in order to use this feature again. <br />
<br />
;{{#anc:Shield Brethren}}<br />
At 7th level, you have learned not only to fight for honor or glory, but to protect those you would call friend or family. When you are within 15 feet of an ally and said ally is attacked, you can choose to use your shield or weapon to block the attack. Doing so will require the attacker to make a {{5a|str}} check against you and for you to roll a {{5a|str}} saving throw against it, or take the full damage that would have been dealt to your ally. However, if you succeed in the strength check, all damage is negated from both you and your ally. You can do this as many times as equal to your Dovahkiin level, in which you must complete a long rest to utilize this feature again. <br />
<br />
;{{#anc:Worthy Warrior}}<br />
At 12th level, battle has become a test of your mettle. You can call upon the heroes of Sovngarde to assist you. Once per day, you can summon a spectral warrior, who will assist you in what ways they can. When summoned, your hero can attempt to do one action for you, or can make one attack against a creature of your choice. After this, the hero returns to the afterlife. However, if you do not assign them an action, after 60 seconds, they return to the after life anyways. You must complete a short or long rest to call upon them again. <br />
<br />
;{{#anc:Song of Sovngarde}}<br />
At 18th level, you will forever be remembered as a true warrior. As an action, you can begin to sing the songs of Sovngarde, and its heroes, including you. When you do this, you gain an armor class of 20 + your {{5a|cha}} modifier. Rolling a 19 also counts as rolling a 20. This effect lasts for 120 seconds, and you must complete a long rest to use this feature again.<br />
<br />
=== The Thief Stone ===<br />
<br />
You have chosen the path of a shadow, trusting in the darkness to keep you hidden from your enemies. You gain 2 of the following proficiencies: Acrobatics, Deception, History, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth. You gain proficiency in martial weapons, and have the same benefits as the "Two-Weapon Fighting" fighting style as mentioned in the PHB (pg. 195). <br />
<br />
;{{#anc:One with the Shadows}}<br />
Starting at 1st level, you have the ability to take the Hide Action and become almost invisible by hiding deep in the shadows when in dim light or darkness. When in this hidden state, you are able to strike from the shadows, giving you advantage on your next attack on a creature that is unaware of your position. To see you through the darkness, a creature must succeed on a Wisdom DC saving throw equal to 8 + your Dexterity modifier + your Charisma modifier. <br />
<br />
;{{#anc:Silver Tongued}}<br />
At 3rd level, you have learned how to use your words to get what you want. When making Charisma (Persuasion) checks about bartering, haggling, and trading, you have advantage on Charisma checks (Persuasion or Deception) regarding to how much something is worth. You also have advantage on these checks when lying about your intentions in a situation. <br />
<br />
;{{#anc:Pockets Lined with Gold}}<br />
At 7th level, you have found yourself to have Lady Luck on your side, and always seem to find more gold where others wouldn't. You have advantage on Investigation checks when searching containers for gold, or valuables such as gems and jewelry. You also gain advantage on Dexterity (Sleight of Hand) checks when picking someones pocket for gold. <br />
<br />
;{{#anc:Skeleton Keys}}<br />
At 12th level, you have learned how to make replica keys for locks. When you successfully pick a lock, you can use 5cp worth of wax to make a wax replica of the key belonging to the lock. These keys have three uses before they break and you must create another replica. <br />
<br />
;{{#anc:Nightingale}}<br />
At 18th level, you've been assigned as an Agent of Nocturnal by the daedric prince Nocturnal. As an action, you can utilize a blessing of Nocturnal. There are 3 different abilities granted to Agents of Nocturnal. After you use your ability, you must complete a short or long rest to use this feature again. After taking a long rest, you may choose to take on a different ability. You can only utilize one ability at a time. <br />
<br />
;Shadowcloak of Nocturnal<br />
As an action, you can cast {{5e|Greater Invisibility}} on yourself. This does not effect spell slots. This effect lasts 120 seconds. <br />
<br />
;Nightingale of Subterfuge<br />
As an action, you can cast {{5e|Confusion}} as an 8th level spell. This does not effect spell slots. This effect lasts 120 seconds. <br />
<br />
;Nightingale of Strife<br />
As an action, you can cast {{5e|Freedom of Movement}} on yourself. This does not effect spell slots. This effect lasts 120 seconds.<br />
<br />
=== The Mage Stone ===<br />
<br />
You have chosen the path of the mind and universe, bending reality to your whim to either empower yourself or cripple others. You gain 2 of the following proficiencies: Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, and Religion. Rather than gaining any proficiencies with armor or weapons, you instead gain the ability to learn spells similar to how a wizard would learn their spells. You also gain 3 cantrips. These 3 cantrips are Ray of Frost, Firebolt, and Shocking Grasp. Charisma is your spellcasting ability for these. <br />
<br />
;{{#anc:Vision of Magnus}}<br />
Starting at 1st level, you have the ability to read and innately tune to magical scripts and texts. When you read a script of magic, you innately learn the spell or incantation, however, you cannot cast or prepare the spell if you do not have the spell slot available for said spell. Charisma is your spellcasting ability for these learned spells. It takes the number of hours to study the spell equal to the level of spell, minimum of 1 hour, maximum of 5. You can also learn cantrips in this way by studying a magical text of said cantrip for an hour. <br />
<br />
;{{#anc:Blade of Kagrenac}}<br />
At 3rd level, your research into the mages of old has given you an innate attachment to a crystal dagger called "The Blade of Kagrenac". This blade can be summoned to your hand as an action, and stays with you until it is dismissed. You are proficient with this blade. This blade deals 1d6 piercing damage. When a creature is hit by this blade, you may roll a d4 to determine an additional elemental damage. If you roll a 1, you roll 1d4 for additional fire damage. If you roll a 2, you roll 1d4 for cold damage. If you roll a 3, you roll 1d4 lightning damage. And if you roll a 4, you roll 1d4 for each of these elements. This additional damage can only be achieved as many times equal to your charisma modifier, before you must perform a 1 hour ritual, channeling elemental magic into the blade once again. <br />
<br />
;{{#anc:Enchantments}}<br />
At 7th level, you have learned to channel arcane energies into your gear. There are however, requirements to do so. <br />
<br />
;Soul Gems<br />
Soul Gems are arcane gems that have the capability to capture the souls of the dead, which can be later used in enchanting and charging your weapons. There are 5 levels of soul gems, each depicting what types of souls they have the capacity to capture. These levels are Petty, Lesser, Common, Greater, Grand, and Black. Petty soul gems are able to capture the souls of non-humanoid creatures with a CR of 1/4 or lower. Lesser soul gems are able to capture the souls of non-humanoid creatures with a CR of 1 or lower. Common soul gems are able to capture the souls of non-humanoid creatures with a CR of 4 or lower. Greater soul gems are able to capture the souls of non humanoid creatures with a CR of 16 or lower. Grand soul gems can capture the souls of non-humanoid creatures with a CR of 32 or lower. Black soul gems are able to capture the souls of any creature with a CR of 32 or lower, including humanoids. <br />
<br />
;Charges<br />
Enchanted gear in this manner only retains its magic for so long, and thus must have a constant supply of souls to utilize. Petty souls enchant gear to have 2 charges before needing to be recharged, but only provide 1 charge when recharging. Lesser souls enchant gear to have 3 charges before needing to be recharged, but only provide 2 charges when recharging. Common souls enchant gear to have 4 charges before needing to be recharged, but only provide 3 charges when recharging. Greater souls enchant gear to have 6 charges before needing to be recharged, and provide 6 charges when recharging your equipment. Grand souls enchant gear to have 12 charges before needing to be recharged, and provide 12 charges when recharging your equipment. Black souls enchant gear to have 24 charges before needing to be recharged, but only provide 12 charges when recharging your equipment. <br />
<br />
Enchanted equipment uses up charges when the enchantment is utilized. An example would be that, if you had a weapon that dealt additional fire damage on hit, then every successful hit would consume a charge. Once a piece of equipment has used up all of its charges, it no longer gains the benefits from said enchantments until the equipment is recharged. <br />
<br />
When a soul gem is used to charge your equipment, the soul gem is destroyed, and the soul is consumed. <br />
<br />
;Harvesting Souls<br />
When you kill a creature, in order to harvest their soul, you must have them exhale their dying breath into the crystal. Doing so will cause the gem to glow in a purple color, identifying that the soul has been captured. However, if the soul is too large for the soul gem, it will begin to glow, but will then shatter and be worthless. <br />
<br />
;Enchanting and Disenchanting<br />
In order to enchant your gear, you must have either purchased a tome on the sought after enchantment, or disenchanted an already enchanted weapon. Reading a tome on an enchantment takes 4 hours. When disenchanting already enchanted equipment, the equipment is destroyed, and the enchantment is transferred over to the equipment you're enchanting. Enchantments can stack. <br />
<br />
<br />
;{{#anc:}}<br />
At 12th level, <br />
<br />
;{{#anc:Gates of Oblivion}}<br />
At 18th level, you are forced to sell your soul to a Daedric Prince in return for the powers of Oblivion. You gain one ability <br />
<br />
<br />
=== Dovahkiin Spell List ===<br />
<br />
You can know all of the spells on the basic Wizard spell list and any additional spells granted by your subclass.<br />
<br />
=== Dovahkiin Thu'um List ===<br />
<br />
For each blessing of Akatosh received, you gain the knowledge of a Thu'um from this list.<br />
<br />
;Rean Mir Tah, Animal Allegiance <br />
This shout affects a 15 ft. cone. At 1st tier, when a creature of the beast type with a CR of 1/2 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round. At 2nd tier, when a creature of the beast type with a CR of 1 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round. And at 3rd tier, when a creature of the beast type with a CR of 2 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round.<br />
<br />
;Laas Yah Nir, Aura Whisper <br />
This shout only affects yourself. At 1st tier, you gain the same effects of Detect Poison and Disease. At 2nd tier, you also gain the effects of Detect Magic. And at 3rd tier, you also gain the effects of Detect Evil and Good. These effects last until the end of the round. <br />
<br />
;Mid Vur Shaan, Battle Fury<br />
This shout affects in a 10 ft. radius around you. At 1st tier, any allies in the radius gain +1 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. At 2nd tier, any allies in the radius gain +2 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. And at 3rd tier, any allies in the radius gain +3 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. These effects last until the end of the round. <br />
<br />
;Feim Zii Gron, Become Ethereal<br />
This shout only affects yourself. At 1st, 2nd, and 3rd tiers, you take an ethereal form, unable to deal any non magical damage or take any non magical damage from the material plane. 1st tier lasts for 1 turn, 2nd tier lasts for 2 turns, and 3rd tier lasts for 3. <br />
<br />
;Gol Hah Dov, Bend Will<br />
This shout affects a 15ft. cone. At 1st tier, this shout only effects elementals. At 2nd tier, this shout only effects humanoids. And at 3rd tier, this shout only affects dragons. When a creature of the specified type is caught in this shout, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier, or fall under the effects of Command. These effects last until the end of the round. <br />
<br />
;Lok Vah Koor, Clear Skies<br />
This shout affects the environment only, weather in specific. At 1st tier, when you shout into the sky, the weather is cleared, and benefits from weather are removed. At 2nd tier, the skies are cleared completely, providing a perfect view of the sky above. And at 3rd tier, when the skies are cleared, the air becomes comfortably warm with sunlight. <br />
<br />
;Ven Gaar Nos, Cyclone<br />
This shout affects a 15ft. cone. At 1st tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed back 15 feet and take 1d6 force damage. Creatures of large size or larger only suffer from the damages. At 2nd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed 20 feet back and take 2d6 force damage. Creatures of large size or larger only suffer from the damages. At 3rd tier, creatures of medium size or smaller must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed 25 feet back and take 3d6 force damage. If the creature succeeds in the saving throw, they do not take the applied damages. Creatures of large sized or larger only suffer from the damages. <br />
<br />
;Zun Haal Vik, Disarm<br />
This shout affects a 15ft. cone. At 1st tier, creatures caught in this shout must roll a Strength DC of 10 + your strength modifier + your charisma modifier or suffer the affects as according to the shout tier. At 1st tier, a creature holding a weapon with the light property are disarmed, and their weapons are thrown 10 feet away from the creature. At 2nd tier, a creature wielding a weapon that does ''not'' have the heavy property are disarmed, and their weapons are thrown 10 feet away from the creature. And at 3rd tier, a creature wielding a weapon of any type with the heavy property or lighter are disarmed, and the weapons are thrown 10 feet away from the creature. <br />
<br />
;Faas Ru Maar, Dismay<br />
This shout affects a 15ft. cone. At 1st tier, any creature caught in the affected area of CR 1/2 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. At 2nd tier, any creature caught in the affected area of CR 1 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. And at 3rd tier, any creature caught in the affected area of CR 2 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. <br />
<br />
;Mul Qah Diiv, Dragon Aspect<br />
This shout affects only yourself and can only be used at 3rd tier. Once per day, you physically embody the spirit of a dragon, and gain the following benefits. These effects last for 3 rounds. You must complete a long rest before you can use this shout, or any other shout again.:<br />
- You gain resistance to bludgeoning, slashing, and piercing damage. <br />
- You gain resistance to cold, fire, lightning, and acid damage.<br />
- You gain the ability to use Fus Ro Dah each round of play. <br />
<br />
;Suh Grah Dun, Elemental Fury<br />
This shout affects only yourself and can only be used at a 2nd tier level. When you use this shout, you gain advantage on attack rolls, and deal 1 extra cold, fire, and lightning damage on successful hits. This effect lasts for 2 rounds. <br />
<br />
;Yol Toor Shul, Fire Breath<br />
This shout affects a 15ft. cone. At 1st tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 1d6 fire damage. The creatures take half as much if they are successful. At 2nd tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 2d6 fire damage. The creatures take half as much if they are successful. And at 3rd tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 3d6 fire damage. The creatures take half as much if they are successful. <br />
<br />
;Fo Krah Diin, Frost Breath<br />
This shout affects a 15ft. cone. At 1st tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 1d6 cold damage. The creatures take half as much if they are successful. At 2nd tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 2d6 cold damage. The creatures take half as much if they are successful. And at 3rd tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 3d6 cold damage. The creatures take half as much if they are successful. <br />
<br />
;Iiz Slen Nus, Ice Form<br />
This shout affects a 15ft. cone. Creatures of medium size or smaller must make a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer from the following effects. Large and larger sized creatures are not affected by this. At 1st tier, creatures that are caught in the area's movement speed is reduced by 5 and take 1d4 cold damage. At 2nd tier, creatures that are caught in this area's movement speed is reduced by 10 and take 1d6 cold damage. And at 3rd tier, creatures that are caught in this area's movement speed is reduced to 0, and they take 2d6 cold damage. Creatures who succeed the saving through only suffer from the movement losses. <br />
<br />
;Krii Lun Aus, Marked for Death<br />
This shout affects a 15ft. cone. Using this shout causes a level of exhaustion to yourself. At 1st tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls. At 2nd tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls and have their movement speed halved. And at 3rd tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls, have their movements speed halved, and -2 from their armor class. The effects of this shout last until the end of the round. <br />
<br />
;Tiid Klo Ul, Slow Time<br />
This shout affects a 15ft. radius around you. Using this shout causes a level of exhaustion to yourself. Any creatures while in the radius are affected by this. These creatures speed is halved, and have disadvantage on any attack rolls against you, while you have advantage on attack rolls against the affected creatures. Any creatures outside of the radius also get advantage on attack rolls against the affected creatures. This also affects allies. At 1st tier, this effect lasts for one round. At 2nd tier, this effect lasts for two rounds. And at 3rd tier, this effect lasts for 3 rounds. <br />
<br />
;Strun Bah Qo, Storm Call<br />
This shout affects only one creature and can only be used at 3rd tier. Once per day, you call to the skies to create a storm, of which a thunderbolt will hit one creature of your choice, dealing 8d6 lightning damage. After the storm is called, it stays around, lightning and thunder booming through the sky as wind whips by and heavy rain pelts the ground. Lightning may strike at random, however, the targets of the lightning are up to to the DM, and they can include you. There can be at most 1 lightning strike per round. A regular lightning strike deals 5d6 lightning damage. You must complete a long rest to use this shout, or any other shout again. <br />
<br />
;Zul Mey Gut, Throw Voice<br />
This shout affects a single point out to a range of 120ft. This shout can only be used in 2nd tier. At 2nd tier, you are able to manifest your voice at any visible point within a range of 120ft. Creatures that hear this sound must make an Intelligence DC of 10 + your strength modifier + your charisma modifier, or are deceived into thinking your voice had actually come from that direction, however, if the creature or creatures succeed in their saving throw, they know that the vocal manifestation is a trick, and will begin to search for you. <br />
<br />
;Wuld Nah Kest, Whirlwind Sprint<br />
This shout only affects yourself. At 1st tier, you dash in a straight line 30ft. in addition to your movement speed. At 2nd tier, you dash in a straight line 45ft. in addition to your movement speed. And at 3rd tier, you dash in a straight line 75ft. <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 Dovahkiin class, you must meet these prerequisites: You must have a Strength Score of 15 or higher, and a Charisma score of 14 or higher. You also must have draconic blood or have some connections with dragons through some magical aspect, and be able to speak, read, and write draconic. <br />
<br />
'''Proficiencies.''' When you multiclass into the class, you gain the following proficiencies: Athletics and Survival for the Warrior Stone, Arcana and either Nature or Religion for the Mage Stone, Stealth and Sleight of Hand for the Thief Stone. <br />
<br />
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{{5e Classes Breadcrumb}}<br/>{{Copyright Disclaimer|franchise=The Elder Scrolls|owner=Bethesda Softworks}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Dovahkiin_(5e_Class)&diff=1176540Dovahkiin (5e Class)2019-05-24T15:05:42Z<p>Polaton: </p>
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<div>{{WIP}}<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Dovahkiin ==<br />
<br />
<!--Introduction--><br />
<br />
=== You Are Dovahkiin ===<br />
<br />
<!--Explore this chapter in more detail here--><br />
<br />
=== Creating a Dovahkiin ===<br />
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{{5e Image|float:right|https://thementalattic.files.wordpress.com/2018/01/maxresdefault2.jpg|<!--Caption, art credit, link to source-->}}<br />
</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Dovahkiin quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Folk Hero background. Third, choose the Battleaxe and a Dagger, Scale Armor, Explorers Pack, and either the Longbow or Crossbow.<br />
<br />
{{5e Class Features<br />
|name=Dovahkiin<br />
|summary=<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple <br />
|tools=None<br />
|saves=Strength and Charisma. <br />
|skills=Dependent on your Stone Path. <br />
|item1a=Longsword and a Dagger<br />
|item1b=Battleaxe and a Dagger<br />
|item1c=Warhammer and a Dagger<br />
|item2a=Leather Armor<br />
|item2b=Scale Armor and a Shield<br />
|item2c=Plate Armor and a Shield<br />
|item3a=Burglars Pack<br />
|item3b=Scholars Pack<br />
|item3c=Explorers Pack<br />
|item4a=Longbow and 20 Arrows<br />
|item4b=Crossbow and 20 Bolts<br />
|item4c=Arcane Focus<br />
|wealth=5d4 x 10 GP<br />
|<br />
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<br />
==== Way of the Voice ====<br />
As a Dovahkiin, you have the innate ability to understand the dragon tongue, and focus their power into what is known as a Thu'um, or shout. <br />
;Thu'um Tiers<br />
Each shout has 3 tiers of power. The 1st tier when acted upon counts as a bonus action. The 2nd tier when acted upon counts as an action. And the 3rd tier counts as an action and prevents any movement on that turn. If you use your Thu'um, you cannot use it again for a number of rounds equal to the tier utilized. <br />
<br />
==== Fus Ro Dah ====<br />
At 1st level, you know the Thu'um, Unrelenting Force, otherwise known as Fus Ro Dah. This Thu'um affects a 15ft. cone. At 1st tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 5 feet. Creatures of large size or larger only suffer from the disadvantages. At 2nd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 10 feet. Creatures of large size or larger only suffer from the disadvantages. And at 3rd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 15 feet. Creatures of large size or larger only suffer from the disadvantages.<br />
<br />
==== Stone Path ====<br />
At 1st level, you choose a Stone Path. Choose between The Warrior Stone, The Thief Stone, or The Mage Stone, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 7th, 12th, 18th levels.<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 />
==== Blessing of Akatosh ====<br />
Starting at 2nd level, the dragon god himself, Akatosh, blesses you you with the knowledge of a new Thu'um. You choose which Thu'um you wish to dedicate this new found knowledge to. You learn a new Thu'um at 5th, 10th, and 15th levels. <br />
<br />
;Blessing of Akatosh Alternative: Dragon Souls.<br />
For those seeking a true challenge, to learn a new Thu'um, you must consume the soul of a dragon. When you slay a dragon, you absorb its soul. This also prevents the dragon from being brought back from the dead. When you absorb the soul, you gain the ability to use that dragons knowledge to learn another Thu'um. You may still only know up to one extra Thu'um at 2nd level, then two at 5th, and so on. This is an optional alternative, as depending on the campaign's setting, opportunities to slay a dragon may be limited.<br />
<br />
==== Master of the Voice ====<br />
At 20th level, you have learned to master your Thu'ums. At this level, you no longer take any Blessings of Akatosh, but may continue to consume dragon souls in order to unlock the rest of the Thu'ums. <br />
<br />
==== Joor Sah Frul ====<br />
At 20th level, you learn the Thu'um Joor Sah Frul, Dragonrend. This shout only affects dragons of any type, including the Dracolich. This shout can only be used in tier 3, or it is rendered useless. This Thu'um's effects last until the end of the round. For this duration, the dragon suffers from the following effects: It is vulnerable to slashing, piercing, and bludgeoning damage, it cannot use it's breath attacks, and it is forced to ground itself, giving it a flight speed of 0. <br />
<br />
=== The Warrior Stone ===<br />
<br />
You have chosen to follow the path of a warrior, trusting in your blade to keep you alive. You gain 2 of the following proficiencies: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. You gain proficiency in Medium and Heavy armor, as well as Shields. You gain proficiency in Martial Weapons. <br />
<br />
;{{#anc:Battle Cry}}<br />
Starting at 1st level, you may take a bonus action to shout in a terrifying way, intimidating your foes, affecting any non allied creature with a CR equal to the Dovahkiins level divided by 2 or lower within 15 feet of the Dovahkiin. Creatures caught and affected in this radius must make a Wisdom saving throw equal to DC 8 + your Strength modifier + your Charisma modifier. Creatures that fail the saving throw suffer from the frightened condition for 1 minute. If the creature fails, they can repeat this saving throw on their turn to break themselves from the condition. Creatures that succeed the saving throw are unaffected. You can use this feature as many times equal to your Charisma modifier. You must take a long rest to regain this features use. <br />
<br />
;{{#anc:Bloodshed}}<br />
At 3rd level, the sight of your blood and the pain that goes along with it drives a fury and vengeance only blood will sate. When you are attacked physically, you can take a reaction against the attacking creature and charge at them. If you hit them, you knock them prone and make a melee attack against them. You can do this as many times as equal to your Dovahkiin level, in which you must complete a long rest in order to use this feature again. <br />
<br />
;{{#anc:Shield Brethren}}<br />
At 7th level, you have learned not only to fight for honor or glory, but to protect those you would call friend or family. When you are within 15 feet of an ally and said ally is attacked, you can choose to use your shield or weapon to block the attack. Doing so will require the attacker to make a {{5a|str}} check against you and for you to roll a {{5a|str}} saving throw against it, or take the full damage that would have been dealt to your ally. However, if you succeed in the strength check, all damage is negated from both you and your ally. You can do this as many times as equal to your Dovahkiin level, in which you must complete a long rest to utilize this feature again. <br />
<br />
;{{#anc:Worthy Warrior}}<br />
At 12th level, battle has become a test of your mettle. You can call upon the heroes of Sovngarde to assist you. Once per day, you can summon a spectral warrior, who will assist you in what ways they can. When summoned, your hero can attempt to do one action for you, or can make one attack against a creature of your choice. After this, the hero returns to the afterlife. However, if you do not assign them an action, after 60 seconds, they return to the after life anyways. You must complete a short or long rest to call upon them again. <br />
<br />
;{{#anc:Song of Sovngarde}}<br />
At 18th level, you will forever be remembered as a true warrior. As an action, you can begin to sing the songs of Sovngarde, and its heroes, including you. When you do this, you gain an armor class of 20 + your {{5a|cha}} modifier. Rolling a 19 also counts as rolling a 20. This effect lasts for 120 seconds, and you must complete a long rest to use this feature again.<br />
<br />
=== The Thief Stone ===<br />
<br />
You have chosen the path of a shadow, trusting in the darkness to keep you hidden from your enemies. You gain 2 of the following proficiencies: Acrobatics, Deception, History, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth. You gain proficiency in martial weapons, and have the same benefits as the "Two-Weapon Fighting" fighting style as mentioned in the PHB (pg. 195). <br />
<br />
;{{#anc:One with the Shadows}}<br />
Starting at 1st level, you have the ability to take the Hide Action and become almost invisible by hiding deep in the shadows when in dim light or darkness. When in this hidden state, you are able to strike from the shadows, giving you advantage on your next attack on a creature that is unaware of your position. To see you through the darkness, a creature must succeed on a Wisdom DC saving throw equal to 8 + your Dexterity modifier + your Charisma modifier. <br />
<br />
;{{#anc:Silver Tongued}}<br />
At 3rd level, you have learned how to use your words to get what you want. When making Charisma (Persuasion) checks about bartering, haggling, and trading, you have advantage on Charisma checks (Persuasion or Deception) regarding to how much something is worth. You also have advantage on these checks when lying about your intentions in a situation. <br />
<br />
;{{#anc:Pockets Lined with Gold}}<br />
At 7th level, you have found yourself to have Lady Luck on your side, and always seem to find more gold where others wouldn't. You have advantage on Investigation checks when searching containers for gold, or valuables such as gems and jewelry. You also gain advantage on Dexterity (Sleight of Hand) checks when picking someones pocket for gold. <br />
<br />
;{{#anc:Skeleton Keys}}<br />
At 12th level, you have learned how to make replica keys for locks. When you successfully pick a lock, you can use 5cp worth of wax to make a wax replica of the key belonging to the lock. These keys have three uses before they break and you must create another replica. <br />
<br />
;{{#anc:Nightingale}}<br />
At 18th level, you've been assigned as an Agent of Nocturnal by the daedric prince Nocturnal. As an action, you can utilize a blessing of Nocturnal. There are 3 different abilities granted to Agents of Nocturnal. After you use your ability, you must complete a short or long rest to use this feature again. After taking a long rest, you may choose to take on a different ability. You can only utilize one ability at a time. <br />
<br />
;Shadowcloak of Nocturnal<br />
As an action, you can cast {{5e|Greater Invisibility}} on yourself. This does not effect spell slots. This effect lasts 120 seconds. <br />
<br />
;Nightingale of Subterfuge<br />
As an action, you can cast {{5e|Confusion}} as an 8th level spell. This does not effect spell slots. This effect lasts 120 seconds. <br />
<br />
;Nightingale of Strife<br />
As an action, you can cast {{5e|Freedom of Movement}} on yourself. This does not effect spell slots. This effect lasts 120 seconds.<br />
<br />
=== The Mage Stone ===<br />
<br />
You have chosen the path of the mind and universe, bending reality to your whim to either empower yourself or cripple others. You gain 2 of the following proficiencies: Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, and Religion. Rather than gaining any proficiencies with armor or weapons, you instead gain the ability to learn spells similar to how a wizard would learn their spells. You also gain 3 cantrips. These 3 cantrips are Ray of Frost, Firebolt, and Shocking Grasp. Charisma is your spellcasting ability for these. <br />
<br />
;{{#anc:Vision of Magnus}}<br />
Starting at 1st level, you have the ability to read and innately tune to magical scripts and texts. When you read a script of magic, you innately learn the spell or incantation, however, you cannot cast or prepare the spell if you do not have the spell slot available for said spell. Charisma is your spellcasting ability for these learned spells. It takes the number of hours to study the spell equal to the level of spell, minimum of 1 hour, maximum of 5. You can also learn cantrips in this way by studying a magical text of said cantrip for an hour. <br />
<br />
;{{#anc:Blade of Kagrenac}}<br />
At 3rd level, your research into the mages of old has given you an innate attachment to a crystal dagger called "The Blade of Kagrenac". This blade can be summoned to your hand as an action, and stays with you until it is dismissed. You are proficient with this blade. This blade deals 1d6 piercing damage. When a creature is hit by this blade, you may roll a d4 to determine an additional elemental damage. If you roll a 1, you roll 1d4 for additional fire damage. If you roll a 2, you roll 1d4 for cold damage. If you roll a 3, you roll 1d4 lightning damage. And if you roll a 4, you roll 1d4 for each of these elements. This additional damage can only be achieved as many times equal to your charisma modifier, before you must perform a 1 hour ritual, channeling elemental magic into the blade once again. <br />
<br />
;{{#anc:Enchantments}}<br />
At 7th level, you have learned to channel arcane energies into your gear. There are however, requirements to do so. <br />
<br />
;Soul Gems<br />
Soul Gems are arcane gems that have the capability to capture the souls of the dead, which can be later used in enchanting and charging your weapons. There are 5 levels of soul gems, each depicting what types of souls they have the capacity to capture. These levels are Petty, Lesser, Common, Greater, Grand, and Black. Petty soul gems are able to capture the souls of non-humanoid creatures with a CR of 1/4 or lower. Lesser soul gems are able to capture the souls of non-humanoid creatures with a CR of 1 or lower. Common soul gems are able to capture the souls of non-humanoid creatures with a CR of 4 or lower. Greater soul gems are able to capture the souls of non humanoid creatures with a CR of 16 or lower. Grand soul gems can capture the souls of non-humanoid creatures with a CR of 32 or lower. Black soul gems are able to capture the souls of any creature with a CR of 32 or lower, including humanoids. <br />
<br />
;Charges<br />
Enchanted gear in this manner only retains its magic for so long, and thus must have a constant supply of souls to utilize. Petty souls enchant gear to have 2 charges before needing to be recharged, but only provide 1 charge when recharging. Lesser souls enchant gear to have 3 charges before needing to be recharged, but only provide 2 charges when recharging. Common souls enchant gear to have 4 charges before needing to be recharged, but only provide 3 charges when recharging. Greater souls enchant gear to have 6 charges before needing to be recharged, and provide 6 charges when recharging your equipment. Grand souls enchant gear to have 12 charges before needing to be recharged, and provide 12 charges when recharging your equipment. Black souls enchant gear to have 24 charges before needing to be recharged, but only provide 12 charges when recharging your equipment. <br />
<br />
Enchanted equipment uses up charges when the enchantment is utilized. An example would be that, if you had a weapon that dealt additional fire damage on hit, then every successful hit would consume a charge. Once a piece of equipment has used up all of its charges, it no longer gains the benefits from said enchantments until the equipment is recharged. <br />
<br />
When a soul gem is used to charge your equipment, the soul gem is destroyed, and the soul is consumed. <br />
<br />
;Harvesting Souls<br />
When you kill a creature, in order to harvest their soul, you must have them exhale their dying breath into the crystal. Doing so will cause the gem to glow in a purple color, identifying that the soul has been captured. However, if the soul is too large for the soul gem, it will begin to glow, but will then shatter and be worthless. <br />
<br />
;Enchanting and Disenchanting<br />
In order to enchant your gear, you must have either purchased a tome on the sought after enchantment, or disenchanted an already enchanted weapon. Reading a tome on an enchantment takes 4 hours. When disenchanting already enchanted equipment, the equipment is destroyed, and the enchantment is transferred over to the equipment you're enchanting. Enchantments can stack. For every piece of equipment with the same enchantment, the enchantment becomes twice as powerful as the original enchantment. An example would be that if your gear increased your movement speed by 5, for every piece of equipment with that enchantment, your speed would increase by another 5. <br />
<br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At 12th level, <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At 18th level, <br />
<br />
<br />
=== Dovahkiin Spell List ===<br />
<br />
You can know all of the spells on the basic Wizard spell list and any additional spells granted by your subclass.<br />
<br />
=== Dovahkiin Thu'um List ===<br />
<br />
For each blessing of Akatosh received, you gain the knowledge of a Thu'um from this list.<br />
<br />
;Rean Mir Tah, Animal Allegiance <br />
This shout affects a 15 ft. cone. At 1st tier, when a creature of the beast type with a CR of 1/2 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round. At 2nd tier, when a creature of the beast type with a CR of 1 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round. And at 3rd tier, when a creature of the beast type with a CR of 2 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round.<br />
<br />
;Laas Yah Nir, Aura Whisper <br />
This shout only affects yourself. At 1st tier, you gain the same effects of Detect Poison and Disease. At 2nd tier, you also gain the effects of Detect Magic. And at 3rd tier, you also gain the effects of Detect Evil and Good. These effects last until the end of the round. <br />
<br />
;Mid Vur Shaan, Battle Fury<br />
This shout affects in a 10 ft. radius around you. At 1st tier, any allies in the radius gain +1 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. At 2nd tier, any allies in the radius gain +2 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. And at 3rd tier, any allies in the radius gain +3 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. These effects last until the end of the round. <br />
<br />
;Feim Zii Gron, Become Ethereal<br />
This shout only affects yourself. At 1st, 2nd, and 3rd tiers, you take an ethereal form, unable to deal any non magical damage or take any non magical damage from the material plane. 1st tier lasts for 1 turn, 2nd tier lasts for 2 turns, and 3rd tier lasts for 3. <br />
<br />
;Gol Hah Dov, Bend Will<br />
This shout affects a 15ft. cone. At 1st tier, this shout only effects elementals. At 2nd tier, this shout only effects humanoids. And at 3rd tier, this shout only affects dragons. When a creature of the specified type is caught in this shout, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier, or fall under the effects of Command. These effects last until the end of the round. <br />
<br />
;Lok Vah Koor, Clear Skies<br />
This shout affects the environment only, weather in specific. At 1st tier, when you shout into the sky, the weather is cleared, and benefits from weather are removed. At 2nd tier, the skies are cleared completely, providing a perfect view of the sky above. And at 3rd tier, when the skies are cleared, the air becomes comfortably warm with sunlight. <br />
<br />
;Ven Gaar Nos, Cyclone<br />
This shout affects a 15ft. cone. At 1st tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed back 15 feet and take 1d6 force damage. Creatures of large size or larger only suffer from the damages. At 2nd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed 20 feet back and take 2d6 force damage. Creatures of large size or larger only suffer from the damages. At 3rd tier, creatures of medium size or smaller must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed 25 feet back and take 3d6 force damage. If the creature succeeds in the saving throw, they do not take the applied damages. Creatures of large sized or larger only suffer from the damages. <br />
<br />
;Zun Haal Vik, Disarm<br />
This shout affects a 15ft. cone. At 1st tier, creatures caught in this shout must roll a Strength DC of 10 + your strength modifier + your charisma modifier or suffer the affects as according to the shout tier. At 1st tier, a creature holding a weapon with the light property are disarmed, and their weapons are thrown 10 feet away from the creature. At 2nd tier, a creature wielding a weapon that does ''not'' have the heavy property are disarmed, and their weapons are thrown 10 feet away from the creature. And at 3rd tier, a creature wielding a weapon of any type with the heavy property or lighter are disarmed, and the weapons are thrown 10 feet away from the creature. <br />
<br />
;Faas Ru Maar, Dismay<br />
This shout affects a 15ft. cone. At 1st tier, any creature caught in the affected area of CR 1/2 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. At 2nd tier, any creature caught in the affected area of CR 1 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. And at 3rd tier, any creature caught in the affected area of CR 2 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. <br />
<br />
;Mul Qah Diiv, Dragon Aspect<br />
This shout affects only yourself and can only be used at 3rd tier. Once per day, you physically embody the spirit of a dragon, and gain the following benefits. These effects last for 3 rounds. You must complete a long rest before you can use this shout, or any other shout again.:<br />
- You gain resistance to bludgeoning, slashing, and piercing damage. <br />
- You gain resistance to cold, fire, lightning, and acid damage.<br />
- You gain the ability to use Fus Ro Dah each round of play. <br />
<br />
;Suh Grah Dun, Elemental Fury<br />
This shout affects only yourself and can only be used at a 2nd tier level. When you use this shout, you gain advantage on attack rolls, and deal 1 extra cold, fire, and lightning damage on successful hits. This effect lasts for 2 rounds. <br />
<br />
;Yol Toor Shul, Fire Breath<br />
This shout affects a 15ft. cone. At 1st tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 1d6 fire damage. The creatures take half as much if they are successful. At 2nd tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 2d6 fire damage. The creatures take half as much if they are successful. And at 3rd tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 3d6 fire damage. The creatures take half as much if they are successful. <br />
<br />
;Fo Krah Diin, Frost Breath<br />
This shout affects a 15ft. cone. At 1st tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 1d6 cold damage. The creatures take half as much if they are successful. At 2nd tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 2d6 cold damage. The creatures take half as much if they are successful. And at 3rd tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 3d6 cold damage. The creatures take half as much if they are successful. <br />
<br />
;Iiz Slen Nus, Ice Form<br />
This shout affects a 15ft. cone. Creatures of medium size or smaller must make a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer from the following effects. Large and larger sized creatures are not affected by this. At 1st tier, creatures that are caught in the area's movement speed is reduced by 5 and take 1d4 cold damage. At 2nd tier, creatures that are caught in this area's movement speed is reduced by 10 and take 1d6 cold damage. And at 3rd tier, creatures that are caught in this area's movement speed is reduced to 0, and they take 2d6 cold damage. Creatures who succeed the saving through only suffer from the movement losses. <br />
<br />
;Krii Lun Aus, Marked for Death<br />
This shout affects a 15ft. cone. Using this shout causes a level of exhaustion to yourself. At 1st tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls. At 2nd tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls and have their movement speed halved. And at 3rd tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls, have their movements speed halved, and -2 from their armor class. The effects of this shout last until the end of the round. <br />
<br />
;Tiid Klo Ul, Slow Time<br />
This shout affects a 15ft. radius around you. Using this shout causes a level of exhaustion to yourself. Any creatures while in the radius are affected by this. These creatures speed is halved, and have disadvantage on any attack rolls against you, while you have advantage on attack rolls against the affected creatures. Any creatures outside of the radius also get advantage on attack rolls against the affected creatures. This also affects allies. At 1st tier, this effect lasts for one round. At 2nd tier, this effect lasts for two rounds. And at 3rd tier, this effect lasts for 3 rounds. <br />
<br />
;Strun Bah Qo, Storm Call<br />
This shout affects only one creature and can only be used at 3rd tier. Once per day, you call to the skies to create a storm, of which a thunderbolt will hit one creature of your choice, dealing 8d6 lightning damage. After the storm is called, it stays around, lightning and thunder booming through the sky as wind whips by and heavy rain pelts the ground. Lightning may strike at random, however, the targets of the lightning are up to to the DM, and they can include you. There can be at most 1 lightning strike per round. A regular lightning strike deals 5d6 lightning damage. You must complete a long rest to use this shout, or any other shout again. <br />
<br />
;Zul Mey Gut, Throw Voice<br />
This shout affects a single point out to a range of 120ft. This shout can only be used in 2nd tier. At 2nd tier, you are able to manifest your voice at any visible point within a range of 120ft. Creatures that hear this sound must make an Intelligence DC of 10 + your strength modifier + your charisma modifier, or are deceived into thinking your voice had actually come from that direction, however, if the creature or creatures succeed in their saving throw, they know that the vocal manifestation is a trick, and will begin to search for you. <br />
<br />
;Wuld Nah Kest, Whirlwind Sprint<br />
This shout only affects yourself. At 1st tier, you dash in a straight line 30ft. in addition to your movement speed. At 2nd tier, you dash in a straight line 45ft. in addition to your movement speed. And at 3rd tier, you dash in a straight line 75ft. <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 Dovahkiin class, you must meet these prerequisites: You must have a Strength Score of 15 or higher, and a Charisma score of 14 or higher. You also must have draconic blood or have some connections with dragons through some magical aspect, and be able to speak, read, and write draconic. <br />
<br />
'''Proficiencies.''' When you multiclass into the class, you gain the following proficiencies: Athletics and Survival for the Warrior Stone, Arcana and either Nature or Religion for the Mage Stone, Stealth and Sleight of Hand for the Thief Stone. <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br/>{{Copyright Disclaimer|franchise=The Elder Scrolls|owner=Bethesda Softworks}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=A_Bear_(5e_Race)&diff=1174638A Bear (5e Race)2019-05-17T20:25:01Z<p>Polaton: /* Bear Traits */</p>
<hr />
<div>{{April Fools}}<br />
==Bear==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://www.kiplinger.com/kipimages/pages/19695.jpg|<!--Caption, art credit, link to source-->}}<br />
</div><br />
If you are making your character a bear and don't know what they look like, you probably shouldn't be making a bear character.<br />
===History===<br />
They're bears. They tend to live in the woods and sleep in caves. Oh yeah, and occasionally eat people.<br />
<br />
===Society===<br />
They tend to live alone, only staying together when they mate for a short duration. After the cubs are born, the male is forced to leave as to protect the cubs. <br />
<br />
===Bear Names===<br />
Uhhh, Teddy? Pooh? I don't know, I've never been either brave or dumb enough to go up and ask one.<br />
<br />
===Bear Traits===<br />
{{5e Racial Traits<br />
|summary=Literally just a bear.<br />
|abilities=Your {{5a|con}} score increases by 2 and your {{5a|str}} score increases by 2 as well. <br />
|age=Like, 20 years or something like that.<br />
|alignment=Probably bear.<br />
|size=Well, you're about the size of... well... a bear... which I guess is... Medium?<br />
|speed=Your base walking speed is 25 feet. When on all 4 feet however, your base walking speed is 35.<br />
|trait1=Charge<br />
|description1=As an action, you charge at your prey. When you take this action, you move up to 50 feet in one direction. When you hit a creature of medium size or smaller in this path, they are knocked prone, and you can proceed to make their insides their outsides, as detailed under "Bear Attack".<br />
|trait2=Bear Attack<br />
|description2=Oh no, you've managed to make yourself a mobile meal for a bear. When someone is prone and within 5 feet of you, you can as an action, literally rip apart the victim. This kills them instantly, and literally leads to them being just a big pile of mauled guts n' stuff. Oh yeah, and you have three natural weapons you can use against your prey. Your claws, which deal 2d6 + your {{5a|str}} modifier slashing damage, your teeth, which deal 2d4 + your {{5a|str}} modifier piercing damage, and slamming with your weight, which deals 2d6 + your {{5a|str}} modifier bludgeoning damage. Cause you know, you're a bear.<br />
|trait3=Guts n' Stuff.<br />
|description3=When you've managed to tear someone apart, you can consume them, and make them a meal. Tasty. <br />
|trait4=Because you're a Bear<br />
|description4=Well, you're a bear. Congratulations. You've given up being able to use anything remotely human, meaning you can't use your hands... paws... to use weapons, or anything really other than your claws, teeth, and overall size. Oh yeah, and you can't cast magic that requires anything somatic, verbal, or component casting.<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You're a bear. You can't speak anything... accept maybe... bear? <br />
|subrace=There are 4 main subraces of bear. Grizzly bear, Black bear, Polar bear, and Panda bear. Then there's the Water bears... and Smokey, of course... <br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Grizzly====<br />
{{5e Subrace Traits<br />
|abilities=You got a big nose, increasing your {{5a|wis}} by 1. <br />
|trait1=Big Bear. <br />
|description1=Your slam attack now deals 2d8 + your {{5a|str}} modifier damage. <br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Black====<br />
{{5e Subrace Traits<br />
|abilities=You are a very mobile bear, increasing your {{5a|dex}} by 1. <br />
|trait1=Unfair Bear<br />
|description1=Your claws are different for some reason, and give you a climbing speed of 15. <br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Polar====<br />
{{5e Subrace Traits<br />
|abilities=You live in the cold, so you have to be built to survive more, increasing your {{5a|con}} by 1.<br />
|trait1=Furry Bear<br />
|description1=Well, being you've adapted to survive the cold, your hair has grown dense and keeps you warm no matter where you are. You have resistance to cold damage and extremely cold environments.<br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Panda====<br />
{{5e Subrace Traits<br />
|abilities=Everyone loves pandas, so your {{5a|cha}} increases by 1.<br />
|trait1=Vegetarian<br />
|description1=Pandas don't eat meat, they're too kind. You take 3d8 poison damage whenever you consume meat. <br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
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}}<br />
<br />
====Smokey====<br />
{{5e Subrace Traits<br />
|abilities=You are the true face of forest safety. Your {{5a|cha}} increases by 1.<br />
|trait1=Only You<br />
|description1=As a reaction, you can grant advantage to yourself or an ally you can see within 60 feet on rolls to put out fires.<br />
|trait2=Talktative<br />
|description2=You are able to speak and read Common.<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
<br />
====Water====<br />
{{5e Subrace Traits<br />
|abilities=You are one of the hardiest creatures to ever live. Your {{5a|con}} increases by 1.<br />
|trait1=Size<br />
|description1=Unlike other bears, your size is Tiny.<br />
|trait2=Extra Paws<br />
|description2=You have a total of 6 paws. You can use your two extra paws to wield additional weaponry.<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Bear<br />
|feet=2<br />
|inches=0<br />
|heightmod=12d10<br />
|weight=150<br />
|weightmod=2d6<br />
}}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Polatonhttps://www.dandwiki.com/w/index.php?title=A_Bear_(5e_Race)&diff=1174636A Bear (5e Race)2019-05-17T20:24:16Z<p>Polaton: </p>
<hr />
<div>{{April Fools}}<br />
==Bear==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://www.kiplinger.com/kipimages/pages/19695.jpg|<!--Caption, art credit, link to source-->}}<br />
</div><br />
If you are making your character a bear and don't know what they look like, you probably shouldn't be making a bear character.<br />
===History===<br />
They're bears. They tend to live in the woods and sleep in caves. Oh yeah, and occasionally eat people.<br />
<br />
===Society===<br />
They tend to live alone, only staying together when they mate for a short duration. After the cubs are born, the male is forced to leave as to protect the cubs. <br />
<br />
===Bear Names===<br />
Uhhh, Teddy? Pooh? I don't know, I've never been either brave or dumb enough to go up and ask one.<br />
<br />
===Bear Traits===<br />
{{5e Racial Traits<br />
|summary=Literally just a bear.<br />
|abilities=Your {{5a|con}} score increases by 2 and your {{5a|str}} score increases by 2 as well. <br />
|age=Like, 20 years or something like that.<br />
|alignment=Probably bear.<br />
|size=Well, you're about the size of... well... a bear... which I guess is... Medium?<br />
|speed=Your base walking speed is 25 feet. When on all 4 feet however, your walking speed is 40.<br />
|trait1=Charge<br />
|description1=As an action, you charge at your prey. When you take this action, you move up to 50 feet in one direction. When you hit a creature of medium size or smaller in this path, they are knocked prone, and you can proceed to make their insides their outsides, as detailed under "Bear Attack".<br />
|trait2=Bear Attack<br />
|description2=Oh no, you've managed to make yourself a mobile meal for a bear. When someone is prone and within 5 feet of you, you can as an action, literally rip apart the victim. This kills them instantly, and literally leads to them being just a big pile of mauled guts n' stuff. Oh yeah, and you have three natural weapons you can use against your prey. Your claws, which deal 2d6 + your {{5a|str}} modifier slashing damage, your teeth, which deal 2d4 + your {{5a|str}} modifier piercing damage, and slamming with your weight, which deals 2d6 + your {{5a|str}} modifier bludgeoning damage. Cause you know, you're a bear.<br />
|trait3=Guts n' Stuff.<br />
|description3=When you've managed to tear someone apart, you can consume them, and make them a meal. Tasty. <br />
|trait4=Because you're a Bear<br />
|description4=Well, you're a bear. Congratulations. You've given up being able to use anything remotely human, meaning you can't use your hands... paws... to use weapons, or anything really other than your claws, teeth, and overall size. Oh yeah, and you can't cast magic that requires anything somatic, verbal, or component casting.<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You're a bear. You can't speak anything... accept maybe... bear? <br />
|subrace=There are 4 main subraces of bear. Grizzly bear, Black bear, Polar bear, and Panda bear. Then there's the Water bears... and Smokey, of course... <br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Grizzly====<br />
{{5e Subrace Traits<br />
|abilities=You got a big nose, increasing your {{5a|wis}} by 1. <br />
|trait1=Big Bear. <br />
|description1=Your slam attack now deals 2d8 + your {{5a|str}} modifier damage. <br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Black====<br />
{{5e Subrace Traits<br />
|abilities=You are a very mobile bear, increasing your {{5a|dex}} by 1. <br />
|trait1=Unfair Bear<br />
|description1=Your claws are different for some reason, and give you a climbing speed of 15. <br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
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}}<br />
<br />
====Polar====<br />
{{5e Subrace Traits<br />
|abilities=You live in the cold, so you have to be built to survive more, increasing your {{5a|con}} by 1.<br />
|trait1=Furry Bear<br />
|description1=Well, being you've adapted to survive the cold, your hair has grown dense and keeps you warm no matter where you are. You have resistance to cold damage and extremely cold environments.<br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
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|description5=<br />
}}<br />
<br />
====Panda====<br />
{{5e Subrace Traits<br />
|abilities=Everyone loves pandas, so your {{5a|cha}} increases by 1.<br />
|trait1=Vegetarian<br />
|description1=Pandas don't eat meat, they're too kind. You take 3d8 poison damage whenever you consume meat. <br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
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}}<br />
<br />
====Smokey====<br />
{{5e Subrace Traits<br />
|abilities=You are the true face of forest safety. Your {{5a|cha}} increases by 1.<br />
|trait1=Only You<br />
|description1=As a reaction, you can grant advantage to yourself or an ally you can see within 60 feet on rolls to put out fires.<br />
|trait2=Talktative<br />
|description2=You are able to speak and read Common.<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
<br />
====Water====<br />
{{5e Subrace Traits<br />
|abilities=You are one of the hardiest creatures to ever live. Your {{5a|con}} increases by 1.<br />
|trait1=Size<br />
|description1=Unlike other bears, your size is Tiny.<br />
|trait2=Extra Paws<br />
|description2=You have a total of 6 paws. You can use your two extra paws to wield additional weaponry.<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Bear<br />
|feet=2<br />
|inches=0<br />
|heightmod=12d10<br />
|weight=150<br />
|weightmod=2d6<br />
}}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Polatonhttps://www.dandwiki.com/w/index.php?title=Plague_Priest_(5e_Class)&diff=1173457Plague Priest (5e Class)2019-05-13T19:16:07Z<p>Polaton: /* Multiclassing */</p>
<hr />
<div><br />
== Plague Priest ==<br />
<br />
''A woman wanders her way into the palace of the king. The guards attempt to stop her, but with a wave of her hand begin to cough in fits of rage, spitting up blood and bile, and eventually just collapsing. As she enters the kings court, she waves her incense burner, and the whole room begins to wheeze, coughing up blood, until the room falls silent. As the night descends, the plague follows, climbing along buildings, into windows, and ripping apart their victims as they sleep. The moon reflected along the edge of the blade, glistening a dark green, as the light shined off of the blood of the infected.'' These are the powers of the Plague Priests, worshippers and disciples of the god of the plague, [Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]],. <br />
<br />
=== Disciples of the Plague ===<br />
<br />
The plague priests are worshippers of the forgotten god, Mirad, god of death, disease, deception, fire, and pestilence. They survive as they spread the "gifts" of Mirad to others, spreading disease and death across the lands, ending bloodlines, and converting others into their following. This is the life of the plague priests. They spend their lives struggling to survive at the expense of others and worshipping their forgotten god. <br />
<br />
=== Creating a Plague Priest ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|http://games.northhaledongaming.com/Warhammer/SiteAssets/SitePages/High%20Priest%20Tetrahon/Liche_Priest_by_daarken.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What made you become a plague priest? Were you infected by another priest and pulled into worshipping this god? Or did you choose to worship Mirad? Maybe you were visited by the god in a vision and infected directly? No matter how you got infected, the real question is, what is your goal? Are you seeking to have the powers of a god at your fingertips, or are you simply trying to survive? <br />
<br />
;Quick Build<br />
You can make a Plague Priest quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Acolyte background. Third, depending on what subclass you pick, choose the flail priests pack if you're aiming for the Following of the Ashes, the scythe and monster hunters pack for the Following of the blade, or a simple weapon and explorers pack for the Following of the Beast. <br />
<br />
{{5e Class Features<br />
|name=Plague Priest<br />
|summary=Worshippers of the forgotten god of the plague, Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]. <br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple, Flails, Scythes<br />
|tools=Poisoners Kit<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Arcana, Deception, History, Intimidation, Investigation, Medicine, Nature, and Religion. <br />
|item1a=An incense burner that could second as a flail,<br />
|item1b=A blackened metal scythe (3d6 Slashing Damage, Two-Handed, Heavy)<br />
|item1c=Any simple weapon<br />
|item2a=A component pouch<br />
|item2b=<br />
|item2c=<br />
|item3a=A priest's pack <br />
|item3b=An explorer's pack <br />
|item3c=A monster hunter's pack<br />
|item4a=A set of leather armor and an ornate sacrificial dagger.<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10<br />
|classfeatures1={{inpage|Plagued}}, {{inpage|Following of the Plague}}<br />
|classfeatures2=<br />
|classfeatures3={{inpage|Blessing of Mirad}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Following of the Plague Sub Feature}} <br />
|classfeatures11={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures14={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures15={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Following of the Plague 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=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
|extra2_name=Infected Claws<br />
|extra2_1=1d6<br />
|extra2_2=1d6<br />
|extra2_3=1d6<br />
|extra2_4=1d6<br />
|extra2_5=2d6<br />
|extra2_6=2d6<br />
|extra2_7=2d6<br />
|extra2_8=2d6<br />
|extra2_9=3d6<br />
|extra2_10=3d6<br />
|extra2_11=3d6<br />
|extra2_12=3d6<br />
|extra2_13=4d6<br />
|extra2_14=4d6<br />
|extra2_15=4d6<br />
|extra2_16=4d6<br />
|extra2_17=5d6<br />
|extra2_18=5d6<br />
|extra2_19=5d6<br />
|extra2_20=5d6<br />
|extra3_name=Blood of Mirad<br />
|extra3_1=1d4<br />
|extra3_2=1d4<br />
|extra3_3=1d4<br />
|extra3_4=1d4<br />
|extra3_5=2d4<br />
|extra3_6=2d4<br />
|extra3_7=2d4<br />
|extra3_8=2d4<br />
|extra3_9=3d4<br />
|extra3_10=3d4<br />
|extra3_11=3d4<br />
|extra3_12=3d4<br />
|extra3_13=4d4<br />
|extra3_14=4d4<br />
|extra3_15=4d4<br />
|extra3_16=4d4<br />
|extra3_17=5d4<br />
|extra3_18=5d4<br />
|extra3_19=5d4<br />
|extra3_20=5d4<br />
}}<br />
<br />
==== Plagued ====<br />
At 1st level, you have been infected by the plague of Mirad. You blood is made impure, the plague spreading throughout your body, however, you do not suffer from the effects of the [[The Plague (5e Disease)|plague]].When you take melee slashing or piercing damage, causing you to bleed on the creature, the attacking creature must make a {{5a|con}} saving throw of 8 + your {{5a|con}} modifier + your proficiency modifier or take 1d4 acid damage. If the creature is successful, they take no damage. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Following of the Plague ====<br />
At 1st level, you may choose how you worship the plague. When you choose your following, you choose between the, Following of the Ashes, Following of the Beast, and the Following of the Blade. These followings grant you features at 1st, 3rd, 6th, 10th, 11th, 13th, 14th, 15th, 17th, and 20th levels.<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 />
==== Increased Infectivity ====<br />
At 11th level, the plague becomes easier to spread. When creatures roll Constitution saving throws against you, rolling a natural 1 '''''or''''' 2 results in them contracting the plague. This increases to include rolling a natural 3 at 13th level, a natural 4 at 15th level, and finally a natural 5 at 17th level.<br />
<br />
== Following of the Ashes ==<br />
You have taken to cleansing the world of life, spreading your gifts through the flames of an incense burner. <br />
<br />
====Spellcasting====<br />
Starting at 1st level, your spellcasting is purely to spread the plague, alter the minds of those who are against you, and kill those who would get in your way. Your powers are granted by Mirad so you may spread the plague and bring death to those who stand in front of you. <br />
<br />
=====Cantrips=====<br />
You know two cantrips starting at 1st level. You may pick these cantrips from those provided at the bottom of the class description. You learn more as you reach higher levels.<br />
<br />
=====Spells Known=====<br />
You know as many spells as your level + your Constitution modifier (minimum of 1). 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 plague priest spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the plague priest spells you know and replace it with another spell from the plague priest spell list, which also must be of a level for which you have spell slots.<br />
<br />
=====Spellcasting Ability=====<br />
Constitution is your spellcasting ability for your plague priest spells, so you use your {{5a|con}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|con}} modifier when setting the saving throw DC for a plague priest spell you cast and when making an attack roll with one. <br />
<br />
Spell save = DC 8 + your proficiency bonus + your {{5a|con}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|con}} modifier<br />
<br />
==== Incense Smoke ====<br />
At 1st level, your incense burner clouds you in a 15 foot radius of smoke. Creatures that are in this radius suffer disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks and {{5a|str}} ({{5s|Athletics}}) checks. This does not affect creatures that do not breathe or constructs. <br />
<br />
==== Aromas of the Plague ====<br />
At 3rd level, you chose an Aroma to emit from your incense. Choose between the the Aroma of Pestilence or the Aroma of the Scourge, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Thick Smoke ====<br />
At 11th level, your smoke is made thick, and is difficult to breathe and see in. When a creature is within your incense smoke radius, they have disadvantage on attack rolls, saving throws, and {{5a|wis}} ({{5s|Perception}}) checks. <br />
<br />
==== Cleansing Flames ==== <br />
At 13th level, you have learned to make your incense burn stronger and bigger. Now when you attack with your incense, you deal an additional 1d4 fire damage upon hit, and the areas for your incense smoke and Aromas of the Plague double in size. <br />
<br />
==== Intrusive Incense ====<br />
At 15th level, you have nearly perfected the incense you are burning. Creatures that do not need to breathe, are now still effected by the incense smoke and Aromas of the Plague. <br />
<br />
==== Alchemical Perfection ==== <br />
At 17th level, you have created the perfect incense. No matter the creature, construct or not, they are affected by the incense smoke and Aromas of the Plague.<br />
<br />
==== Just Breathe ==== <br />
At 20th level, you have grown accustomed to inhaling and breathing in your incenses, to the point where they refresh you, both in your body and mind. For every minute that you stand in your incense smoke, you heal yourself by 1d8. This also cures any afflictions that effect you. <br />
<br />
=== Aroma of Pestilence ===<br />
<br />
You have infused the plague into the smoke from your incense, spreading the disease through the air, and killing silently and unknowingly.<br />
<br />
;{{#anc:The Smoke of the Sickly}}<br />
Starting at 3rd level, as an action, you can wave your incense through the air, making the air around you filled with smoke in a 30 foot radius. Any creatures caught in this, including allies, must make a Constitution saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. A creature can only risk being infected in this manner once every 24 hours, and if the creature succeeds on the saving throw, you cannot infect them in this manner for 24 hours. <br />
<br />
;{{#anc:Rapid Decomposition}}<br />
At 6th level, if a creature becomes infected through the Smoke of the Sick, the infected begin to suffer from the effects of the plague immediately. When contracting the plague in this way, they automatically suffer from the effects of Day Two.<br />
<br />
;{{#anc:Contagious}}<br />
At 10th level, if a creature is infected through the Smoke of the Sick, their infection becomes contagious to those around them. If anyone or anything comes into a 5 foot radius of the infected creature or physically touches the infected creature, they must roll a {{5a|con}} saving throw of DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. If the creature succeeds, they are immune to catching the plague in this manner for 1 hour. <br />
<br />
;{{#anc:Death Incarnate}}<br />
At 14th level, if a creature is infected through the Smoke of the Sick, their infection has the potential to become lethal immediately. When a creature contracts the plague in this manner, they must make one more saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or immediately fall under the effects of Day 5. If the creature succeeds, it cannot be affected in this way again.<br />
<br />
=== Aroma of the Scourge ===<br />
<br />
You have made the aroma of your incense smell like that of rotting meat, and cursed the smoke that leaves the flame. <br />
<br />
;{{#anc:The Smoke of the Locusts}}<br />
Starting at 3rd level, you are able to summon a swarm of locusts. When you wave your incense through the air, after a minute, a swarm of locusts will appear, taking up a 10 foot radius. You are able to command this swarm to attack targets, protect you, or retrieve items for you. When the swarm is set to attack a creature, they must make attack rolls against the creature and deal 2d4 slashing damage. When set to protect you, any creatures making attack rolls against you must make them with disadvantage. When set to retrieve an item, they can only carry up to 2 pounds. This swarm breaks apart and leaves after 30 seconds. This can be done once every 4 hours. <br />
<br />
;{{#anc:Emanation of Decay}}<br />
At 6th level, the stench of death follows you, and has brought some "friends" as well. The smell of rot and decay has attracted creatures, such as rats, flies, and other insects. When you wave your incense, you may command these creatures to attack a single target and begin to eat them alive. When these creatures go to consume this creature, they must roll a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier, or take 4d6 poison damage. If the creature rolls a natural 1, they contract the plague. If the creature goes below 0 hit points with this feature, they are completely consumed within 5 minutes, leaving nothing but a pile of the creatures remains. This can be done once every 12 hours. <br />
<br />
;{{#anc:Parasitic Spawn}}<br />
At 10th level, your body has rotted away to the point where insects have begun to nest inside of you. As a bonus action, you can excrete a worm like maggot about the size of a small rabbit out of your wrist, causing you to take 1d4 acid damage. When you spawn this maggot like creature, you can throw it at a creature, and the maggot will attempt to burrow into the creature, and leech off of them. When the maggot hits, the creature must make a {{5a|str}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or take 4d4 piercing damage, and then take 2d4 poison damage at the end of every round until the maggot is removed. If the creature rolls a natural 1, they contract the plague. If the creature succeeds the saving throw, the maggot fails to pierce the skin, and falls to the ground. This maggot has only 1hp. To regain this feature, you must complete a long rest. <br />
<br />
;{{#anc:Hive Mind}}<br />
At 14th level, your spawn has learned to survive beyond their single host. If a creature dies of the Parasitic Spawn, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or their body becomes controlled by the parasite. When the creature fails this saving throw, they're reanimated, and under your command. You need not speak to the parasite, but merely must mentally communicate your idea to them. The creature can attack, defend, and explode. If the creature attacks, they attempt to bite their target, dealing 1d8 piercing damage. If the creature successfully bites the other, then they must make a {{5a|con}} saving throw equal to 1 + your {{5a|wis}} modifier + your proficiency modifier or be effected by another parasite, and suffering the same effects as Parasitic Spawn. If the creature explodes, the corpse bloats up, and pops, releasing 5 parasites from the body, and enabling the possibility of 5 different creatures being infected in the same manner. These corpses die off after 1 hour has passed since their reanimation.<br />
<br />
=== Plague Priest Spell List ===<br />
<br />
You know all of the spells listed below.<br />
<br />
;Cantrips<br />
''Control Flames, Create Bonfire, Firebolt, Friends, Infestation, Minor Illusion, Produce Flame, Prestidigitation, Thaumaturgy, Toll of the Dead.''<br />
<br />
;1st Level<br />
''Bane, Burning Hands, Cause Fear, Charm Person, Detect Poison and Disease, Dissonant Whispers, False Life, Fog Cloud, Hellish Rebuke, Hex, Ray of Sickness, Shield of Faith, Silent Image.''<br />
<br />
;2nd Level<br />
''Alter Self, Blindness/Deafness, Crown of Madness, Enlarge/Reduce, Invisibility, Mirror Image, Misty Step, Spider Climb, Suggestion, Web. ''<br />
<br />
;3rd Level<br />
''Clairvoyance, Fear, Gaseous Form, Hypnotic Pattern, Slow, Stinking Cloud, Water Walk.''<br />
<br />
;4th Level<br />
''Blight, Confusion, Dominate Beast, Greater Invisibility, Wall of Fire.''<br />
<br />
;5th Level<br />
''Cloudkill, Dominate Person, Insect Plague, Seeming.''<br />
<br />
== Following of the Beast ==<br />
You have allowed the plague and you to become one being, changing every bit of your physical self. <br />
<br />
==== Infected Claws ==== <br />
At 1st level, the plague has taken to mutating your body, to make you deadlier. Your genetics have been altered by the plague, making your hands clawed. When you make an unarmed attack against a creature, the creature must roll a {{5a|con}} saving throw equal to DC 8 + your {{5a|str}} modifier + your proficiency modifier or take 1d6 slashing damage, and half as much if they succeed. If they roll a natural 1 for this saving throw, they contract the plague. Your claws increase by by 1d6 damage at 5th, 9th, <br />
<br />
==== Strain of Infection ====<br />
At 3rd level, you allow the plague to truly evolve within you to its true potential. Choose between the Strain of the Ravenous or the Strain of the Vile, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Dark Desire ====<br />
At 11th level, your corruption has made you crave only one form of sustenance... flesh. You are still able to benefit from eating regular food, however, you must consume raw flesh once every 3 days. If you do not, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into a feral state. While in this feral state, the DM takes complete control of your actions. However, while you are sated with flesh, you have advantage on saving throws against being charmed, frightened, or put to sleep. <br />
<br />
==== Feral Frenzy ====<br />
At 13th level, the corruption isn't always a bad thing... is it? You have learned to somewhat control your tendencies to go feral. As an action, you can choose to go into a controlled feral state. When in a controlled feral state, you have advantage on attack rolls against living creatures. This feral state lasts for a minute, and after that, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into the feral state as mentioned prior.<br />
<br />
==== Primal Awakening ====<br />
At 15th level, your senses have been amplified as to make hunting your prey that much easier. When making {{5s|Perception}} checks, you have advantage, and gain proficiency in {{5s|Perception}}. If you already are proficient in the {{5s|Perception}} skill, you gain expertise. <br />
<br />
==== In Plain Sight ====<br />
At 17th level, you gain the ability to hide your true nature, contorting your body to look normal once again. Once per day, you can cast {{5e|polymorph}} on yourself. You must complete a long rest in order to use this feature again. <br />
<br />
==== Blood Lust ====<br />
At 20th level, you've become so addicted to the taste of blood, that it drives you. For every enemy that dies by your hands, your armor class increases by one to a maximum of 24. The armor class drops back down to your original armor class when you have gone more than five minutes without killing a creature. However, once your blood lust is over, you take a level of exhaustion. While suffering from this level of exhaustion, you do not gain the benefits of Blood Lust and Primal Awakening. <br />
<br />
==Strain of the Ravenous==<br />
The plague in your body has begun to mutate you, making you deadlier than most plague priests. <br />
<br />
;{{#anc:Rabid Behaviors}}<br />
At 3rd level, when you take this strain, your mind has been corroded and re-wired. When making unarmed strikes, you can now make two attack actions instead of one. However, because your mind has been destroyed to make you deadlier, you suffer -4 to {{5a|int}} and any {{5a|int}} checks, but gain +2 to {{5a|str}} ({{5s|athletics}}) and {{5a|wis}}, ({{5s|perception}}, or {{5s|survival}}) checks when tracking prey and hunting. <br />
<br />
;{{#anc:Sharpened Fangs}}<br />
At 6th level, your mouth has mutated to be able to rip and tear flesh from your victims, as well as spit your venom into them. When you take an attack action, you may choose to bite your target, dealing 2d8 piercing damage or 1d8 acid damage. When a creature is bitten, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|str}} modifier + your proficiency modifier or enter into the grappled state. If the creature rolls a natural 1, then they also contract the plague. <br />
<br />
;{{#anc:Carnivorous}}<br />
At 10th level, when you kill someone, you may rip and tear them apart, and consume their flesh. When you kill an enemy you can climb on top of them and consume their bodies, which will give you 1d8 temporary hit points. You have 5 hunger points. When consuming a creature, their size will effect the consumption of your hunger points. You cannot consume creatures larger than those large in size. You regain your hunger points after completing a short or long rest.<br />
<br />
Tiny=1<br />
<br />
Small=2<br />
<br />
Medium=3<br />
<br />
Large=4<br />
<br />
;{{#anc:Nightmarish Beast}}<br />
At 14th level, your body has transformed beyond recognizability, and the plague has corrupted every aspect about you. Your claws have now granted you the ability to climb up walls similar to that of a spider, giving you a climbing speed of 30. When you attack with either your claws or fangs, you may now choose to deal necrotic damage rather than slashing or acid damage. You gain resistance to necrotic damage and become vulnerable to radiant damage.<br />
<br />
== Strain of the Vile ==<br />
The plague in your body has mutated to the extent that you no longer even look like the person you once were. <br />
<br />
;{{#anc:Call of the Crows}}<br />
At 3rd level, your mutations begin to form, starting with your head morphing to look similar to that of a large bird skull. The rest of your body also begins to be covered in these bone formations. This gives you a natural armor class equal to 10 + your {{5a|dex}} modifier + your proficiency bonus. <br />
<br />
;{{#anc:Infectious Bile}}<br />
At 6th level, the plague has developed within your body, giving you the ability to spew vomit at your whim. You can use your action to spew a 30 foot line of bile. When you spew this bile, you take 1d6 acid damage at 6th level and 2d6 at 14th level. When you spew your infectious bile, each creature in the area of the vomit must make a {{5a|con}} saving throw. The DC for this saving throw equals 8 + your {{5a|dex}} modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 10th level, 4d6 at 14th level, and 5d6 at 20th level. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
;{{#anc:Feathers of Icarus}}<br />
At 10th level, the plague has mutated your body once again, as in between your bone structures, black feathers have sprouted between your bone structures. You have also grown two sickly looking crow wings. With these wings you gain a fly speed of 10. At the end of the round, you fall back to the ground. <br />
<br />
;{{#anc:Mucus Coating}}<br />
At 14th level, your body begins to secrete a layer of mucus over your skin. This makes your body slimy and gross. When a creature attempts to grapple you, they grapple with disadvantage. Upon making direct contact with you, creatures must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency modifier or take 3d8 poison damage. If they succeed, they only take half as much damage. If they roll a natural 1, then they contract the plague.<br />
<br />
== Following of the Blade ==<br />
You have taken to utilizing the plague as a weapon against those who would oppose you. <br />
<br />
==== Blood of Mirad ====<br />
At 1st level, the plague has developed within your body, giving you the ability to harvest your infected blood into small vials, and throw them at your enemies. If you cut your palm intentionally with a dagger, dealing 1d4 slashing damage to yourself, you are able to drip your blood into a glass vial, and use it as a throwable weapon. When a creature is hit by this vial, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier or take 2d4 acid damage. If the creature succeeds in this saving throw, they only take half the amount of damage. You also may choose to use a vial of blood to treat your weapons, in which, if the weapon deals either slashing or piercing damage, it provides the opportunity to infect the creature hit. When a creature is hit with this treated weapon, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier with disadvantage, or take 2d4 poison damage, and half as much damage on a successful one. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Ritual Dances ====<br />
At 3rd level, you take to rituals, worshipping the gifts granted by Mirad. Choose between the Dance of the Acrobat or the Dance of the Reaper, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Blood Runes ====<br />
At 11th level, you have learned to use your blood in ritual magics. As an action, you may use one of your blood vials to place a rune on the ground. While within a range of 60ft. of this rune, as a bonus action, you can teleport onto your rune. Doing so destroys the rune and you must place another. You can have as many runes placed as equal to your proficiency modifier. <br />
<br />
==== Eyes of Mirad ====<br />
At 13th level, your eyes have turned blood red, and glow in the dark. You gain {{5e|Darkvision}}, however, you see in shades of red rather than grey. You also gain advantage on {{5s|Intimidation}} checks. <br />
<br />
==== Blood of the Unfaithful ====<br />
At 15th level, drinking the blood spilled by your blade reinvigorates you. As an action, you can choose to harvest the fresh blood of corpses into vials. As a bonus action, you can drink one of these vials to gain 1d8 temporary hit points as well as advantage on {{5s|Athletics}} checks for a minute. <br />
<br />
==== Spies from the Shadows ====<br />
At 17th level, you gain the ability to embody a messenger of death... the bat. As an action you can transform into a bat, and inherit their {{5a|str}}, {{5a|dex}}, and {{5a|con}} scores, but keep your {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores. This effect lasts for an hour, after which, you must complete a short or long rest to use this feature again. <br />
<br />
==== Sacrifice ====<br />
At 20th level, you have the choice to give your soul to Mirad to use as their weapon. As an action, you may sacrifice your soul in the name of death. When you do this, you immediately drop to 0 hit points and fall unconscious. When you do this however, a small black hole forms from your heart, consuming any creatures or things within a 90ft. radius. While within this radius, creatures must make a {{5a|con}} saving throw equal to DC 8 + your {{5a|dex}} modifier + your proficiency modifier or be dragged 60ft. closer to the black hole. When a creatures distance from the black hole becomes 10 feet or less, they are enveloped into the black hole, never to be seen again. If the creature succeeds the saving throw, they take 6d6 force damage. The area within the 90ft. radius is considered difficult for all creatures, grounded or airborne. After a minute, the black hole implodes, then detonates in a burst of necrotic energy, dealing 10d8 necrotic damage to all creatures within the 90ft. radius. You are not effected by the effects of the black hole whatsoever. You must complete a long rest in order to use this feature again. <br />
<br />
== Dance of the Acrobat ==<br />
You have taken to utilizing the speed of your blade against your opponents rather than through brute force. <br />
<br />
;{{#anc:Acrobats Elegance}}<br />
At 3rd level, you have learned the weight of your Scythe, and have learned to use it's weight as if it were your own. When wielding your scythe, you have advantage on {{5s|Acrobatics}} checks as well as {{5a|dex}} saving throws. <br />
<br />
;{{#anc:Swift Motions}}<br />
At 6th level, you've begun to move as swift as an arrow in the wind. While wielding your scythe, your movement speed increases by five feet. <br />
<br />
;{{#anc:Balanced Throw}}<br />
At 10th level, you've learned how to throw your scythe in a fashion that it returns to you, similar to that of a boomerang. Your scythe can now be used as a thrown weapon up to a range of 30 feet before it doesn't return to you. When your scythe is thrown in this style, it can hit up to 3 enemies before the scythe falls to the ground. After the first creature is hit during this throw, any sub-sequent creature hit takes one less hit die, i.e. the first target would take 3d6 damage, the second would take 2d6, and the third would only take 1d6.<br />
<br />
;{{#anc:Bladed Mastery}}<br />
At 14th level, you have mastered the weight of the scythe, and have learned to harness its momentum, giving you the ability to make two attack rolls with your turn. You cannot throw your scythe as your second attack.<br />
<br />
== Dance of the Reaper ==<br />
You have called upon Mirad to give you power in return for the souls of those slain. <br />
<br />
;{{#anc:Soul Tear}}<br />
At 3rd level, the reaper has imbued a dark energy in your blade. When you attack a living creature, you may deal necrotic damage rather than slashing damage with your scythe. <br />
<br />
;{{#anc:Marked for Death}}<br />
At 6th Level, you have learned how to carve a symbol of death into the living. When you successfully grapple a living creature, you can carve a rune into the creatures skin. When a creature is carved with this rune, they will slowly bleed from it until the wound is healed. For every hour a creature is carved with this rune, they take 1d4 necrotic damage. This becomes 2d4 necrotic damage at 10th level, and 3d4 necrotic damage at 14th level. <br />
<br />
;{{#anc:Mirad's Shroud}}<br />
At 10th level, you have developed an aura seemingly made of shadows, enveloping you in darkness. While in dim light or darkness, you gain advantage on {{5s|Stealth}} checks. <br />
<br />
;{{#anc:Mirad's Blade}}<br />
At 14th level, your scythe has become imbued with the essence of death. When you swing your scythe through the air, a wave of necrotic energy is dispersed from the blade. When this wave makes contact with a living creature, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency bonus or they suffer from the effects of marked for death. If the creature succeeds, they take 1d8 necrotic damage. This can only effect one creature at a time. <br />
<br />
=== Multiclassing ===<br />
<br />
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'''Prerequisites.''' To qualify for multiclassing into the Plague Priest class, you must meet these prerequisites: Either an evil alignment, or have been infected by the plague in one form or another. Once these requirements are met, you must have a constitution of 14 or higher and a wisdom of 15 or higher.<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Dovahkiin_(5e_Class)&diff=1173445Dovahkiin (5e Class)2019-05-13T18:24:00Z<p>Polaton: </p>
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<div>{{WIP}}<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
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== Dovahkiin ==<br />
<br />
<!--Introduction--><br />
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=== You Are Dovahkiin ===<br />
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<!--Explore this chapter in more detail here--><br />
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=== Creating a Dovahkiin ===<br />
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<!--Questions to help player develop character--><br />
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;Quick Build<br />
You can make a Dovahkiin quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Folk Hero background. Third, choose the Battleaxe and a Dagger, Scale Armor, Explorers Pack, and either the Longbow or Crossbow.<br />
<br />
{{5e Class Features<br />
|name=Dovahkiin<br />
|summary=<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple <br />
|tools=None<br />
|saves=Strength and Charisma. <br />
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|item2c=Plate Armor and a Shield<br />
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|item3b=Scholars Pack<br />
|item3c=Explorers Pack<br />
|item4a=Longbow and 20 Arrows<br />
|item4b=Crossbow and 20 Bolts<br />
|item4c=Arcane Focus<br />
|wealth=5d4 x 10 GP<br />
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==== Way of the Voice ====<br />
As a Dovahkiin, you have the innate ability to understand the dragon tongue, and focus their power into what is known as a Thu'um, or shout. <br />
;Thu'um Tiers<br />
Each shout has 3 tiers of power. The 1st tier when acted upon counts as a bonus action. The 2nd tier when acted upon counts as an action. And the 3rd tier counts as an action and prevents any movement on that turn. If you use your Thu'um, you cannot use it again the next round. <br />
<br />
==== Fus Ro Dah ====<br />
At level one, you know the Thu'um, Unrelenting Force, otherwise known as Fus Ro Dah. This Thu'um affects a 15ft. cone. At 1st tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 5 feet. Creatures of large size or larger only suffer from the disadvantages. At 2nd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 10 feet. Creatures of large size or larger only suffer from the disadvantages. And at 3rd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 15 feet. Creatures of large size or larger only suffer from the disadvantages.<br />
<br />
==== Stone Path ====<br />
At 1st level, you choose a Stone Path. Choose between The Warrior Stone, The Thief Stone, or The Mage Stone, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 7th, 12th, 18th levels.<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 />
==== Blessing of Akatosh ====<br />
Starting at 2nd level, the dragon god himself, Akatosh, blesses you you with the knowledge of a new Thu'um. You choose which Thu'um you wish to dedicate this new found knowledge to. You learn a new Thu'um at 5th, 10th, and 15th levels. <br />
<br />
;Blessing of Akatosh Alternative: Dragon Souls.<br />
For those seeking a true challenge, to learn a new Thu'um, you must consume the soul of a dragon. When you slay a dragon, you absorb its soul. This also prevents the dragon from being brought back from the dead. When you absorb the soul, you gain the ability to use that dragons knowledge to learn another Thu'um. You may still only know up to one extra Thu'um at 2nd level, then two at 5th, and so on. This is an optional alternative, as depending on the campaign's setting, opportunities to slay a dragon may be limited.<br />
<br />
==== Master of the Voice ====<br />
At 20th level, you have learned to master your Thu'ums. At this level, you no longer take any Blessings of Akatosh, but may continue to consume dragon souls in order to unlock the rest of the Thu'ums. You learn the Thu'um Joor Sah Frul, Dragonrend. This shout only affects dragons of any type, including the Dracolich. This shout can only be used in tier 3, or it is rendered useless. This Thu'um's effects last until the end of the round. For this duration, the dragon suffers from the following effects: It is vulnerable to slashing, piercing, and bludgeoning damage, it cannot use it's breath attacks, and it is forced to ground itself, giving it a flight speed of 0. <br />
<br />
=== The Warrior Stone ===<br />
<br />
You have chosen to follow the path of a warrior, trusting in your blade to keep you alive. You gain 2 of the following proficiencies: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. You gain proficiency in Medium and Heavy armor, as well as Shields. You gain proficiency in Martial Weapons. <br />
<br />
;{{#anc:Battle Cry}}<br />
Starting at 1st level, you may take a bonus action to shout in a terrifying way, intimidating your foes, affecting any non allied creature with a CR equal to the Dovahkiins level divided by 2 or lower within 15 feet of the Dovahkiin. Creatures caught and affected in this radius must make a Wisdom saving throw equal to DC 8 + your Strength modifier + your Charisma modifier. Creatures that fail the saving throw suffer from the frightened condition for 1 minute. If the creature fails, they can repeat this saving throw on their turn to break themselves from the condition. Creatures that succeed the saving throw are unaffected. You can use this feature as many times equal to your Charisma modifier. You must take a long rest to regain this features use. <br />
<br />
;{{#anc:Bloodshed}}<br />
At 3rd level, the sight of your blood and the pain that goes along with it drives a fury and vengeance only blood will sate. When you are attacked physically, you can take a reaction against the attacking creature and charge at them. If you hit them, you knock them prone and make a melee attack against them. You can do this as many times as equal to your Dovahkiin level, in which you must complete a long rest in order to use this feature again. <br />
<br />
;{{#anc:Shield Brethren}}<br />
At 7th level, you have learned not only to fight for honor or glory, but to protect those you would call friend or family. When you are within 15 feet of an ally and said ally is attacked, you can choose to use your shield or weapon to block the attack. Doing so will require the attacker to make a {{5a|str}} check against you and for you to roll a {{5a|str}} saving throw against it, or take the full damage that would have been dealt to your ally. However, if you succeed in the strength check, all damage is negated from both you and your ally. You can do this as many times as equal to your Dovahkiin level, in which you must complete a long rest to utilize this feature again. <br />
<br />
;{{#anc:Worthy Warrior}}<br />
At 12th level, battle has become a test of your mettle. You can call upon the heroes of Sovngarde to assist you. Once per day, you can summon a spectral warrior, who will assist you in what ways they can. When summoned, your hero can attempt to do one action for you, or can make one attack against a creature of your choice. After this, the hero returns to the afterlife. However, if you do not assign them an action, after 60 seconds, they return to the after life anyways. You must complete a short or long rest to call upon them again. <br />
<br />
;{{#anc:Song of Sovngarde}}<br />
At 18th level, you will forever be remembered as a true warrior. As an action, you can begin to sing the songs of Sovngarde, and its heroes, including you. When you do this, you gain an armor class of 20 + your {{5a|cha}} modifier. Rolling a 19 also counts as rolling a 20. This effect lasts for 120 seconds, and you must complete a long rest to use this feature again.<br />
<br />
=== The Thief Stone ===<br />
<br />
You have chosen the path of a shadow, trusting in the darkness to keep you hidden from your enemies. You gain 2 of the following proficiencies: Acrobatics, Deception, History, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth. You gain proficiency in martial weapons, and have the same benefits as the "Two-Weapon Fighting" fighting style as mentioned in the PHB (pg. 195). <br />
<br />
;{{#anc:One with the Shadows}}<br />
Starting at 1st level, you have the ability to take the Hide Action and become almost invisible by hiding deep in the shadows when in dim light or darkness. When in this hidden state, you are able to strike from the shadows, giving you advantage on your next attack on a creature that is unaware of your position. To see you through the darkness, a creature must succeed on a Wisdom DC saving throw equal to 8 + your Dexterity modifier + your Charisma modifier. <br />
<br />
;{{#anc:Silver Tongued}}<br />
At 3rd level, you have learned how to use your words to get what you want. When making Charisma (Persuasion) checks about bartering, haggling, and trading, you have advantage on Charisma checks (Persuasion or Deception) regarding to how much something is worth. You also have advantage on these checks when lying about your intentions in a situation. <br />
<br />
;{{#anc:Pockets Lined with Gold}}<br />
At 7th level, you have found yourself to have Lady Luck on your side, and always seem to find more gold where others wouldn't. You have advantage on Investigation checks when searching containers for gold, or valuables such as gems and jewelry. You also gain advantage on Dexterity (Sleight of Hand) checks when picking someones pocket for gold. <br />
<br />
;{{#anc:Skeleton Keys}}<br />
At 12th level, you have learned how to make replica keys for locks. When you successfully pick a lock, you can use 5cp worth of wax to make a wax replica of the key belonging to the lock. These keys have three uses before they break and you must create another replica. <br />
<br />
;{{#anc:Nightingale}}<br />
At 18th level, you've been assigned as an Agent of Nocturnal by the daedric prince Nocturnal. As an action, you can utilize a blessing of Nocturnal. There are 3 different abilities granted to Agents of Nocturnal. After you use your ability, you must complete a short or long rest to use this feature again. After taking a long rest, you may choose to take on a different ability. You can only utilize one ability at a time. <br />
<br />
;Shadowcloak of Nocturnal<br />
As an action, you can cast {{5e|Greater Invisibility}} on yourself. This does not effect spell slots. This effect lasts 120 seconds. <br />
<br />
;Nightingale of Subterfuge<br />
As an action, you can cast {{5e|Confusion}} as an 8th level spell. This does not effect spell slots. This effect lasts 120 seconds. <br />
<br />
;Nightingale of Strife<br />
As an action, you can cast {{5e|Freedom of Movement}} on yourself. This does not effect spell slots. This effect lasts 120 seconds.<br />
<br />
=== The Mage Stone ===<br />
<br />
You have chosen the path of the mind and universe, bending reality to your whim to either empower yourself or cripple others. You gain 2 of the following proficiencies: Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, and Religion. Rather than gaining any proficiencies with armor or weapons, you instead gain the ability to learn spells similar to how a wizard would learn their spells. You also gain 3 cantrips. These 3 cantrips are Ray of Frost, Firebolt, and Shocking Grasp. Charisma is your spellcasting ability for these. <br />
<br />
;{{#anc:Vision of Magnus}}<br />
Starting at 1st level, you have the ability to read and innately tune to magical scripts and texts. When you read a script of magic, you innately learn the spell or incantation, however, you cannot cast or prepare the spell if you do not have the spell slot available for said spell. Charisma is your spellcasting ability for these learned spells. It takes the number of hours to study the spell equal to the level of spell, minimum of 1 hour, maximum of 5. You can also learn cantrips in this way by studying a magical text of said cantrip for an hour. <br />
<br />
;{{#anc:Blade of Kagrenac}}<br />
At 3rd level, your research into the mages of old has given you an innate attachment to a crystal dagger called "The Blade of Kagrenac". This blade can be summoned to your hand as an action, and stays with you until it is dismissed. You are proficient with this blade. This blade deals 1d6 piercing damage. When a creature is hit by this blade, you may roll a d4 to determine an additional elemental damage. If you roll a 1, you roll 1d4 for additional fire damage. If you roll a 2, you roll 1d4 for cold damage. If you roll a 3, you roll 1d4 lightning damage. And if you roll a 4, you roll 1d4 for each of these elements. This additional damage can only be achieved as many times equal to your charisma modifier, before you must perform a 1 hour ritual, channeling elemental magic into the blade once again. <br />
<br />
;{{#anc:Enchantments}}<br />
At 7th level, you have learned to channel arcane energies into your gear. There are however, requirements to do so. <br />
<br />
;Soul Gems<br />
Soul Gems are arcane gems that have the capability to capture the souls of the dead, which can be later used in enchanting and charging your weapons. There are 5 levels of soul gems, each depicting what types of souls they have the capacity to capture. These levels are Petty, Lesser, Common, Greater, Grand, and Black. Petty soul gems are able to capture the souls of non-humanoid creatures with a CR of 1/4 or lower. Lesser soul gems are able to capture the souls of non-humanoid creatures with a CR of 1 or lower. Common soul gems are able to capture the souls of non-humanoid creatures with a CR of 4 or lower. Greater soul gems are able to capture the souls of non humanoid creatures with a CR of 16 or lower. Grand soul gems can capture the souls of non-humanoid creatures with a CR of 32 or lower. Black soul gems are able to capture the souls of any creature with a CR of 32 or lower, including humanoids. <br />
<br />
;Charges<br />
Enchanted gear in this manner only retains its magic for so long, and thus must have a constant supply of souls to utilize. Petty souls enchant gear to have 2 charges before needing to be recharged, but only provide 1 charge when recharging. Lesser souls enchant gear to have 3 charges before needing to be recharged, but only provide 2 charges when recharging. Common souls enchant gear to have 4 charges before needing to be recharged, but only provide 3 charges when recharging. Greater souls enchant gear to have 6 charges before needing to be recharged, and provide 6 charges when recharging your equipment. Grand souls enchant gear to have 12 charges before needing to be recharged, and provide 12 charges when recharging your equipment. Black souls enchant gear to have 24 charges before needing to be recharged, but only provide 12 charges when recharging your equipment. <br />
<br />
Enchanted equipment uses up charges when the enchantment is utilized. An example would be that, if you had a weapon that dealt additional fire damage on hit, then every successful hit would consume a charge. Once a piece of equipment has used up all of its charges, it no longer gains the benefits from said enchantments until the equipment is recharged. <br />
<br />
When a soul gem is used to charge your equipment, the soul gem is destroyed, and the soul is consumed. <br />
<br />
;Harvesting Souls<br />
When you kill a creature, in order to harvest their soul, you must have them exhale their dying breath into the crystal. Doing so will cause the gem to glow in a purple color, identifying that the soul has been captured. However, if the soul is too large for the soul gem, it will begin to glow, but will then shatter and be worthless. <br />
<br />
;Enchanting and Disenchanting<br />
In order to enchant your gear, you must have either purchased a tome on the sought after enchantment, or disenchanted an already enchanted weapon. Reading a tome on an enchantment takes 4 hours. When disenchanting already enchanted equipment, the equipment is destroyed, and the enchantment is transferred over to the equipment you're enchanting. Enchantments can stack. For every piece of equipment with the same enchantment, the enchantment becomes twice as powerful as the original enchantment. An example would be that if your gear increased your movement speed by 5, for every piece of equipment with that enchantment, your speed would increase by another 5. <br />
<br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At 12th level, <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At 18th level, <br />
<br />
<br />
=== Dovahkiin Spell List ===<br />
<br />
You can know all of the spells on the basic Wizard spell list and any additional spells granted by your subclass.<br />
<br />
=== Dovahkiin Thu'um List ===<br />
<br />
For each blessing of Akatosh received, you gain the knowledge of a Thu'um from this list.<br />
<br />
;Rean Mir Tah, Animal Allegiance <br />
This shout affects a 15 ft. cone. At 1st tier, when a creature of the beast type with a CR of 1/2 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round. At 2nd tier, when a creature of the beast type with a CR of 1 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round. And at 3rd tier, when a creature of the beast type with a CR of 2 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round.<br />
<br />
;Laas Yah Nir, Aura Whisper <br />
This shout only affects yourself. At 1st tier, you gain the same effects of Detect Poison and Disease. At 2nd tier, you also gain the effects of Detect Magic. And at 3rd tier, you also gain the effects of Detect Evil and Good. These effects last until the end of the round. <br />
<br />
;Mid Vur Shaan, Battle Fury<br />
This shout affects in a 10 ft. radius around you. At 1st tier, any allies in the radius gain +1 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. At 2nd tier, any allies in the radius gain +2 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. And at 3rd tier, any allies in the radius gain +3 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. These effects last until the end of the round. <br />
<br />
;Feim Zii Gron, Become Ethereal<br />
This shout only affects yourself. At 1st, 2nd, and 3rd tiers, you take an ethereal form, unable to deal any non magical damage or take any non magical damage from the material plane. 1st tier lasts for 1 turn, 2nd tier lasts for 2 turns, and 3rd tier lasts for 3. <br />
<br />
;Gol Hah Dov, Bend Will<br />
This shout affects a 15ft. cone. At 1st tier, this shout only effects elementals. At 2nd tier, this shout only effects humanoids. And at 3rd tier, this shout only affects dragons. When a creature of the specified type is caught in this shout, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier, or fall under the effects of Command. These effects last until the end of the round. <br />
<br />
;Lok Vah Koor, Clear Skies<br />
This shout affects the environment only, weather in specific. At 1st tier, when you shout into the sky, the weather is cleared, and benefits from weather are removed. At 2nd tier, the skies are cleared completely, providing a perfect view of the sky above. And at 3rd tier, when the skies are cleared, the air becomes comfortably warm with sunlight. <br />
<br />
;Ven Gaar Nos, Cyclone<br />
This shout affects a 15ft. cone. At 1st tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed back 15 feet and take 1d6 force damage. Creatures of large size or larger only suffer from the damages. At 2nd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed 20 feet back and take 2d6 force damage. Creatures of large size or larger only suffer from the damages. At 3rd tier, creatures of medium size or smaller must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed 25 feet back and take 3d6 force damage. If the creature succeeds in the saving throw, they do not take the applied damages. Creatures of large sized or larger only suffer from the damages. <br />
<br />
;Zun Haal Vik, Disarm<br />
This shout affects a 15ft. cone. At 1st tier, creatures caught in this shout must roll a Strength DC of 10 + your strength modifier + your charisma modifier or suffer the affects as according to the shout tier. At 1st tier, a creature holding a weapon with the light property are disarmed, and their weapons are thrown 10 feet away from the creature. At 2nd tier, a creature wielding a weapon that does ''not'' have the heavy property are disarmed, and their weapons are thrown 10 feet away from the creature. And at 3rd tier, a creature wielding a weapon of any type with the heavy property or lighter are disarmed, and the weapons are thrown 10 feet away from the creature. <br />
<br />
;Faas Ru Maar, Dismay<br />
This shout affects a 15ft. cone. At 1st tier, any creature caught in the affected area of CR 1/2 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. At 2nd tier, any creature caught in the affected area of CR 1 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. And at 3rd tier, any creature caught in the affected area of CR 2 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. <br />
<br />
;Mul Qah Diiv, Dragon Aspect<br />
This shout affects only yourself and can only be used at 3rd tier. Once per day, you physically embody the spirit of a dragon, and gain the following benefits. These effects last for 3 rounds. You must complete a long rest before you can use this shout, or any other shout again.:<br />
- You gain resistance to bludgeoning, slashing, and piercing damage. <br />
- You gain resistance to cold, fire, lightning, and acid damage.<br />
- You gain the ability to use Fus Ro Dah each round of play. <br />
<br />
;Suh Grah Dun, Elemental Fury<br />
This shout affects only yourself and can only be used at a 2nd tier level. When you use this shout, you gain advantage on attack rolls, and deal 1 extra cold, fire, and lightning damage on successful hits. This effect lasts for 2 rounds. <br />
<br />
;Yol Toor Shul, Fire Breath<br />
This shout affects a 15ft. cone. At 1st tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 1d6 fire damage. The creatures take half as much if they are successful. At 2nd tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 2d6 fire damage. The creatures take half as much if they are successful. And at 3rd tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 3d6 fire damage. The creatures take half as much if they are successful. <br />
<br />
;Fo Krah Diin, Frost Breath<br />
This shout affects a 15ft. cone. At 1st tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 1d6 cold damage. The creatures take half as much if they are successful. At 2nd tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 2d6 cold damage. The creatures take half as much if they are successful. And at 3rd tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 3d6 cold damage. The creatures take half as much if they are successful. <br />
<br />
;Iiz Slen Nus, Ice Form<br />
This shout affects a 15ft. cone. Creatures of medium size or smaller must make a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer from the following effects. Large and larger sized creatures are not affected by this. At 1st tier, creatures that are caught in the area's movement speed is reduced by 5 and take 1d4 cold damage. At 2nd tier, creatures that are caught in this area's movement speed is reduced by 10 and take 1d6 cold damage. And at 3rd tier, creatures that are caught in this area's movement speed is reduced to 0, and they take 2d6 cold damage. Creatures who succeed the saving through only suffer from the movement losses. <br />
<br />
;Krii Lun Aus, Marked for Death<br />
This shout affects a 15ft. cone. Using this shout causes a level of exhaustion to yourself. At 1st tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls. At 2nd tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls and have their movement speed halved. And at 3rd tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls, have their movements speed halved, and -2 from their armor class. The effects of this shout last until the end of the round. <br />
<br />
;Tiid Klo Ul, Slow Time<br />
This shout affects a 15ft. radius around you. Using this shout causes a level of exhaustion to yourself. Any creatures while in the radius are affected by this. These creatures speed is halved, and have disadvantage on any attack rolls against you, while you have advantage on attack rolls against the affected creatures. Any creatures outside of the radius also get advantage on attack rolls against the affected creatures. This also affects allies. At 1st tier, this effect lasts for one round. At 2nd tier, this effect lasts for two rounds. And at 3rd tier, this effect lasts for 3 rounds. <br />
<br />
;Strun Bah Qo, Storm Call<br />
This shout affects only one creature and can only be used at 3rd tier. Once per day, you call to the skies to create a storm, of which a thunderbolt will hit one creature of your choice, dealing 8d6 lightning damage. After the storm is called, it stays around, lightning and thunder booming through the sky as wind whips by and heavy rain pelts the ground. Lightning may strike at random, however, the targets of the lightning are up to to the DM, and they can include you. There can be at most 1 lightning strike per round. A regular lightning strike deals 5d6 lightning damage. You must complete a long rest to use this shout, or any other shout again. <br />
<br />
;Zul Mey Gut, Throw Voice<br />
This shout affects a single point out to a range of 120ft. This shout can only be used in 2nd tier. At 2nd tier, you are able to manifest your voice at any visible point within a range of 120ft. Creatures that hear this sound must make an Intelligence DC of 10 + your strength modifier + your charisma modifier, or are deceived into thinking your voice had actually come from that direction, however, if the creature or creatures succeed in their saving throw, they know that the vocal manifestation is a trick, and will begin to search for you. <br />
<br />
;Wuld Nah Kest, Whirlwind Sprint<br />
This shout only affects yourself. At 1st tier, you dash in a straight line 30ft. in addition to your movement speed. At 2nd tier, you dash in a straight line 45ft. in addition to your movement speed. And at 3rd tier, you dash in a straight line 75ft. <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 Dovahkiin class, you must meet these prerequisites: You must have a Strength Score of 15 or higher, and a Charisma score of 14 or higher. You also must have draconic blood or have some connections with dragons through some magical aspect, and be able to speak, read, and write draconic. <br />
<br />
'''Proficiencies.''' When you multiclass into the class, you gain the following proficiencies: Athletics and Survival for the Warrior Stone, Arcana and either Nature or Religion for the Mage Stone, Stealth and Sleight of Hand for the Thief Stone. <br />
<br />
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{{5e Classes Breadcrumb}}<br/>{{Copyright Disclaimer|franchise=The Elder Scrolls|owner=Bethesda Softworks}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Dovahkiin_(5e_Class)&diff=1169739Dovahkiin (5e Class)2019-05-02T15:26:14Z<p>Polaton: </p>
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<div>{{WIP}}<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Dovahkiin ==<br />
<br />
<!--Introduction--><br />
<br />
=== You Are Dovahkiin ===<br />
<br />
<!--Explore this chapter in more detail here--><br />
<br />
=== Creating a Dovahkiin ===<br />
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<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Dovahkiin quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Folk Hero background. Third, choose the Battleaxe and a Dagger, Scale Armor, Explorers Pack, and either the Longbow or Crossbow.<br />
<br />
{{5e Class Features<br />
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|summary=<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple <br />
|tools=None<br />
|saves=Strength and Charisma. <br />
|skills=Dependent on your Stone Path. <br />
|item1a=Longsword and a Dagger<br />
|item1b=Battleaxe and a Dagger<br />
|item1c=Warhammer and a Dagger<br />
|item2a=Leather Armor<br />
|item2b=Scale Armor<br />
|item2c=Splint Armor<br />
|item3a=Burglars Pack<br />
|item3b=Scholars Pack<br />
|item3c=Explorers Pack<br />
|item4a=Longbow and 20 arrows<br />
|item4b=Crossbow and 20 bolts<br />
|item4c=Arcane Focus<br />
|wealth=5d4 x 10 GP<br />
|<br />
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<br />
==== Way of the Voice ====<br />
As a Dovahkiin, you have the innate ability to understand the dragon tongue, and focus their power into what is known as a Thu'um, or shout. <br />
;Thu'um Tiers<br />
Each shout has 3 tiers of power. The 1st tier when acted upon counts as a bonus action. The 2nd tier when acted upon counts as an action. And the 3rd tier counts as an action and prevents any movement on that turn. If you use your Thu'um, you cannot use it again the next round. <br />
<br />
==== Fus Ro Dah ====<br />
At level one, you know the Thu'um, Unrelenting Force, otherwise known as Fus Ro Dah. This Thu'um affects a 15ft. cone. At 1st tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 5 feet. Creatures of large size or larger only suffer from the disadvantages. At 2nd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 10 feet. Creatures of large size or larger only suffer from the disadvantages. And at 3rd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 15 feet. Creatures of large size or larger only suffer from the disadvantages.<br />
<br />
==== Stone Path ====<br />
At 1st level, you choose a Stone Path. Choose between The Warrior Stone, The Thief Stone, or The Mage Stone, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 7th, 12th, 18th levels.<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 />
==== Blessing of Akatosh ====<br />
Starting at 2nd level, the dragon god himself, Akatosh, blesses you you with the knowledge of a new Thu'um. You choose which Thu'um you wish to dedicate this new found knowledge to. You learn a new Thu'um at 5th, 10th, and 15th levels. <br />
<br />
;Blessing of Akatosh Alternative: Dragon Souls.<br />
For those seeking a true challenge, to learn a new Thu'um, you must consume the soul of a dragon. When you slay a dragon, you absorb its soul. This also prevents the dragon from being brought back from the dead. When you absorb the soul, you gain the ability to use that dragons knowledge to learn another Thu'um. You may still only know up to one extra Thu'um at 2nd level, then two at 5th, and so on. This is an optional alternative, as depending on the campaign's setting, opportunities to slay a dragon may be limited.<br />
<br />
==== Master of the Voice ====<br />
At 20th level, you have learned to master your Thu'ums. At this level, you no longer take any Blessings of Akatosh, but may continue to consume dragon souls in order to unlock the rest of the Thu'ums. You learn the Thu'um Joor Sah Frul, Dragonrend. This shout only affects dragons of any type, including the Dracolich. This shout can only be used in tier 3, or it is rendered useless. This Thu'um's effects last until the end of the round. For this duration, the dragon suffers from the following effects: It is vulnerable to slashing, piercing, and bludgeoning damage, it cannot use it's breath attacks, and it is forced to ground itself, giving it a flight speed of 0. <br />
<br />
=== The Warrior Stone ===<br />
<br />
You have chosen to follow the path of a warrior, trusting in your blade to keep you alive. You gain 2 of the following proficiencies: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. You gain proficiency in Medium and Heavy armor, as well as Shields. You gain proficiency in Martial Weapons. <br />
<br />
;{{#anc:Battle Cry}}<br />
Starting at 1st level, you may take a bonus action to shout in a terrifying way, intimidating your foes, affecting any non allied creature with a CR equal to the Dovahkiins level divided by 2 or lower within 15 feet of the Dovahkiin. Creatures caught and affected in this radius must make a Wisdom saving throw equal to DC 8 + your Strength modifier + your Charisma modifier. Creatures that fail the saving throw suffer from the frightened condition for 1 minute. If the creature fails, they can repeat this saving throw on their turn to break themselves from the condition. Creatures that succeed the saving throw are unaffected. You can use this feature as many times equal to your Charisma modifier. You must take a long rest to regain this features use. <br />
<br />
;{{#anc:Bloodshed}}<br />
At 3rd level, the sight of your blood and the pain that goes along with it drives a fury and vengeance only blood will sate. When you are attacked physically, you can take a reaction against the attacking creature and charge at them. If you hit them, you knock them prone and make a melee attack against them. You can do this as many times as equal to your Dovahkiin level, in which you must complete a long rest in order to use this feature again. <br />
<br />
;{{#anc:Shield Brethren}}<br />
At 7th level, you have learned not only to fight for honor or glory, but to protect those you would call friend or family. When you are within 15 feet of an ally and said ally is attacked, you can choose to use your shield or weapon to block the attack. Doing so will require the attacker to make a {{5a|str}} check against you and for you to roll a {{5a|str}} saving throw against it, or take the full damage that would have been dealt to your ally. However, if you succeed in the strength check, all damage is negated from both you and your ally. You can do this as many times as equal to your Dovahkiin level, in which you must complete a long rest to utilize this feature again. <br />
<br />
;{{#anc:Worthy Warrior}}<br />
At 12th level, battle has become a test of your mettle. You can call upon the heroes of Sovngarde to assist you. Once per day, you can summon a spectral warrior, who will assist you in what ways they can. When summoned, your hero can attempt to do one action for you, or can make one attack against a creature of your choice. After this, the hero returns to the afterlife. However, if you do not assign them an action, after 60 seconds, they return to the after life anyways. You must complete a short or long rest to call upon them again. <br />
<br />
;{{#anc:Song of Sovngarde}}<br />
At 18th level, you will forever be remembered as a true warrior. As an action, you can begin to sing the songs of Sovngarde, and its heroes, including you. When you do this, you gain an armor class of 20 + your {{5a|cha}} modifier. Rolling a 19 also counts as rolling a 20. This effect lasts for 120 seconds, and you must complete a long rest to use this feature again.<br />
<br />
=== The Thief Stone ===<br />
<br />
You have chosen the path of a shadow, trusting in the darkness to keep you hidden from your enemies. You gain 2 of the following proficiencies: Acrobatics, Deception, History, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth. You gain proficiency in martial weapons, and have the same benefits as the "Two-Weapon Fighting" fighting style as mentioned in the PHB (pg. 195). <br />
<br />
;{{#anc:One with the Shadows}}<br />
Starting at 1st level, you have the ability to take the Hide Action and become almost invisible by hiding deep in the shadows when in dim light or darkness. When in this hidden state, you are able to strike from the shadows, giving you advantage on your next attack on a creature that is unaware of your position. To see you through the darkness, a creature must succeed on a Wisdom DC saving throw equal to 8 + your Dexterity modifier + your Charisma modifier. <br />
<br />
;{{#anc:Silver Tongued}}<br />
At 3rd level, you have learned how to use your words to get what you want. When making Charisma (Persuasion) checks about bartering, haggling, and trading, you have advantage on Charisma checks (Persuasion or Deception) regarding to how much something is worth. You also have advantage on these checks when lying about your intentions in a situation. <br />
<br />
;{{#anc:Pockets Lined with Gold}}<br />
At 7th level, you have found yourself to have Lady Luck on your side, and always seem to find more gold where others wouldn't. You have advantage on Investigation checks when searching containers for gold, or valuables such as gems and jewelry. You also gain advantage on Dexterity (Sleight of Hand) checks when picking someones pocket for gold. <br />
<br />
;{{#anc:Skeleton Keys}}<br />
At 12th level, you have learned how to make replica keys for locks. When you successfully pick a lock, you can use 5cp worth of wax to make a wax replica of the key belonging to the lock. These keys have three uses before they break and you must create another replica. <br />
<br />
;{{#anc:Nightingale}}<br />
At 18th level, you've been assigned as an Agent of Nocturnal by the daedric prince Nocturnal. As an action, you can utilize a blessing of Nocturnal. There are 3 different abilities granted to Agents of Nocturnal. After you use your ability, you must complete a short or long rest to use this feature again. After taking a long rest, you may choose to take on a different ability. You can only utilize one ability at a time. <br />
<br />
;Shadowcloak of Nocturnal<br />
As an action, you can cast {{5e|Greater Invisibility}} on yourself. This does not effect spell slots. This effect lasts 120 seconds. <br />
<br />
;Nightingale of Subterfuge<br />
As an action, you can cast {{5e|Confusion}} as an 8th level spell. This does not effect spell slots. This effect lasts 120 seconds. <br />
<br />
;Nightingale of Strife<br />
As an action, you can cast {{5e|Freedom of Movement}} on yourself. This does not effect spell slots. This effect lasts 120 seconds.<br />
<br />
=== The Mage Stone ===<br />
<br />
You have chosen the path of the mind and universe, bending reality to your whim to either empower yourself or cripple others. You gain 2 of the following proficiencies: Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, and Religion. Rather than gaining any proficiencies with armor or weapons, you instead gain the ability to learn spells similar to how a wizard would learn their spells. You also gain 3 cantrips. These 3 cantrips are Ray of Frost, Firebolt, and Shocking Grasp. Charisma is your spellcasting ability for these. <br />
<br />
;{{#anc:Vision of Magnus}}<br />
Starting at 1st level, you have the ability to read and innately tune to magical scripts and texts. When you read a script of magic, you innately learn the spell or incantation, however, you cannot cast or prepare the spell if you do not have the spell slot available for said spell. Charisma is your spellcasting ability for these learned spells. It takes the number of hours to study the spell equal to the level of spell, minimum of 1 hour, maximum of 5. You can also learn cantrips in this way by studying a magical text of said cantrip for an hour. <br />
<br />
;{{#anc:Blade of Kagrenac}}<br />
At 3rd level, your research into the mages of old has given you an innate attachment to a crystal dagger called "The Blade of Kagrenac". This blade can be summoned to your hand as an action, and stays with you until it is dismissed. You are proficient with this blade. This blade deals 1d6 piercing damage. When a creature is hit by this blade, you may roll a d4 to determine an additional elemental damage. If you roll a 1, you roll 1d4 for additional fire damage. If you roll a 2, you roll 1d4 for cold damage. If you roll a 3, you roll 1d4 lightning damage. And if you roll a 4, you roll 1d4 for each of these elements. This additional damage can only be achieved as many times equal to your charisma modifier, before you must perform a 1 hour ritual, channeling elemental magic into the blade once again. <br />
<br />
;{{#anc:Enchantments}}<br />
At 7th level, you have learned to channel arcane energies into your gear. There are however, requirements to do so. <br />
<br />
;Soul Gems<br />
Soul Gems are arcane gems that have the capability to capture the souls of the dead, which can be later used in enchanting and charging your weapons. There are 5 levels of soul gems, each depicting what types of souls they have the capacity to capture. These levels are Petty, Lesser, Common, Greater, Grand, and Black. Petty soul gems are able to capture the souls of non-humanoid creatures with a CR of 1/4 or lower. Lesser soul gems are able to capture the souls of non-humanoid creatures with a CR of 1 or lower. Common soul gems are able to capture the souls of non-humanoid creatures with a CR of 4 or lower. Greater soul gems are able to capture the souls of non humanoid creatures with a CR of 16 or lower. Grand soul gems can capture the souls of non-humanoid creatures with a CR of 32 or lower. Black soul gems are able to capture the souls of any creature, including humanoid. <br />
<br />
;Harvesting Souls<br />
When you kill a creature, in order to harvest their soul, you must have them exhale their dying breath into the crystal. Doing so will cause the gem to glow in a purple color, identifying that the soul has been captured. However, if the soul is too large for the soul gem, it will begin to glow, but will then shatter and be worthless. <br />
<br />
;Enchanting and Disenchanting<br />
<br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At 12th level, <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At 18th level, <br />
<br />
<br />
=== Dovahkiin Spell List ===<br />
<br />
You can know all of the spells on the basic Wizard spell list and any additional spells granted by your subclass.<br />
<br />
=== Dovahkiin Thu'um List ===<br />
<br />
For each blessing of Akatosh received, you gain the knowledge of a Thu'um from this list.<br />
<br />
;Rean Mir Tah, Animal Allegiance <br />
This shout affects a 15 ft. cone. At 1st tier, when a creature of the beast type with a CR of 1/2 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round. At 2nd tier, when a creature of the beast type with a CR of 1 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round. And at 3rd tier, when a creature of the beast type with a CR of 2 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round.<br />
<br />
;Laas Yah Nir, Aura Whisper <br />
This shout only affects yourself. At 1st tier, you gain the same effects of Detect Poison and Disease. At 2nd tier, you also gain the effects of Detect Magic. And at 3rd tier, you also gain the effects of Detect Evil and Good. These effects last until the end of the round. <br />
<br />
;Mid Vur Shaan, Battle Fury<br />
This shout affects in a 10 ft. radius around you. At 1st tier, any allies in the radius gain +1 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. At 2nd tier, any allies in the radius gain +2 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. And at 3rd tier, any allies in the radius gain +3 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. These effects last until the end of the round. <br />
<br />
;Feim Zii Gron, Become Ethereal<br />
This shout only affects yourself. At 1st, 2nd, and 3rd tiers, you take an ethereal form, unable to deal any non magical damage or take any non magical damage from the material plane. 1st tier lasts for 1 turn, 2nd tier lasts for 2 turns, and 3rd tier lasts for 3. <br />
<br />
;Gol Hah Dov, Bend Will<br />
This shout affects a 15ft. cone. At 1st tier, this shout only effects elementals. At 2nd tier, this shout only effects humanoids. And at 3rd tier, this shout only affects dragons. When a creature of the specified type is caught in this shout, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier, or fall under the effects of Command. These effects last until the end of the round. <br />
<br />
;Lok Vah Koor, Clear Skies<br />
This shout affects the environment only, weather in specific. At 1st tier, when you shout into the sky, the weather is cleared, and benefits from weather are removed. At 2nd tier, the skies are cleared completely, providing a perfect view of the sky above. And at 3rd tier, when the skies are cleared, the air becomes comfortably warm with sunlight. <br />
<br />
;Ven Gaar Nos, Cyclone<br />
This shout affects a 15ft. cone. At 1st tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed back 15 feet and take 1d6 force damage. Creatures of large size or larger only suffer from the damages. At 2nd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed 20 feet back and take 2d6 force damage. Creatures of large size or larger only suffer from the damages. At 3rd tier, creatures of medium size or smaller must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed 25 feet back and take 3d6 force damage. If the creature succeeds in the saving throw, they do not take the applied damages. Creatures of large sized or larger only suffer from the damages. <br />
<br />
;Zun Haal Vik, Disarm<br />
This shout affects a 15ft. cone. At 1st tier, creatures caught in this shout must roll a Strength DC of 10 + your strength modifier + your charisma modifier or suffer the affects as according to the shout tier. At 1st tier, a creature holding a weapon with the light property are disarmed, and their weapons are thrown 10 feet away from the creature. At 2nd tier, a creature wielding a weapon that does ''not'' have the heavy property are disarmed, and their weapons are thrown 10 feet away from the creature. And at 3rd tier, a creature wielding a weapon of any type with the heavy property or lighter are disarmed, and the weapons are thrown 10 feet away from the creature. <br />
<br />
;Faas Ru Maar, Dismay<br />
This shout affects a 15ft. cone. At 1st tier, any creature caught in the affected area of CR 1/2 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. At 2nd tier, any creature caught in the affected area of CR 1 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. And at 3rd tier, any creature caught in the affected area of CR 2 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. <br />
<br />
;Mul Qah Diiv, Dragon Aspect<br />
This shout affects only yourself and can only be used at 3rd tier. Once per day, you physically embody the spirit of a dragon, and gain the following benefits. These effects last for 3 rounds. You must complete a long rest before you can use this shout, or any other shout again.:<br />
- You gain resistance to bludgeoning, slashing, and piercing damage. <br />
- You gain resistance to cold, fire, lightning, and acid damage.<br />
- You gain the ability to use Fus Ro Dah each round of play. <br />
<br />
;Suh Grah Dun, Elemental Fury<br />
This shout affects only yourself and can only be used at a 2nd tier level. When you use this shout, you gain advantage on attack rolls, and deal 1 extra cold, fire, and lightning damage on successful hits. This effect lasts for 2 rounds. <br />
<br />
;Yol Toor Shul, Fire Breath<br />
This shout affects a 15ft. cone. At 1st tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 1d6 fire damage. The creatures take half as much if they are successful. At 2nd tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 2d6 fire damage. The creatures take half as much if they are successful. And at 3rd tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 3d6 fire damage. The creatures take half as much if they are successful. <br />
<br />
;Fo Krah Diin, Frost Breath<br />
This shout affects a 15ft. cone. At 1st tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 1d6 cold damage. The creatures take half as much if they are successful. At 2nd tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 2d6 cold damage. The creatures take half as much if they are successful. And at 3rd tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 3d6 cold damage. The creatures take half as much if they are successful. <br />
<br />
;Iiz Slen Nus, Ice Form<br />
This shout affects a 15ft. cone. Creatures of medium size or smaller must make a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer from the following effects. Large and larger sized creatures are not affected by this. At 1st tier, creatures that are caught in the area's movement speed is reduced by 5 and take 1d4 cold damage. At 2nd tier, creatures that are caught in this area's movement speed is reduced by 10 and take 1d6 cold damage. And at 3rd tier, creatures that are caught in this area's movement speed is reduced to 0, and they take 2d6 cold damage. Creatures who succeed the saving through only suffer from the movement losses. <br />
<br />
;Krii Lun Aus, Marked for Death<br />
This shout affects a 15ft. cone. Using this shout causes a level of exhaustion to yourself. At 1st tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls. At 2nd tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls and have their movement speed halved. And at 3rd tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls, have their movements speed halved, and -2 from their armor class. The effects of this shout last until the end of the round. <br />
<br />
;Tiid Klo Ul, Slow Time<br />
This shout affects a 15ft. radius around you. Using this shout causes a level of exhaustion to yourself. Any creatures while in the radius are affected by this. These creatures speed is halved, and have disadvantage on any attack rolls against you, while you have advantage on attack rolls against the affected creatures. Any creatures outside of the radius also get advantage on attack rolls against the affected creatures. This also affects allies. At 1st tier, this effect lasts for one round. At 2nd tier, this effect lasts for two rounds. And at 3rd tier, this effect lasts for 3 rounds. <br />
<br />
;Strun Bah Qo, Storm Call<br />
This shout affects only one creature and can only be used at 3rd tier. Once per day, you call to the skies to create a storm, of which a thunderbolt will hit one creature of your choice, dealing 8d6 lightning damage. After the storm is called, it stays around, lightning and thunder booming through the sky as wind whips by and heavy rain pelts the ground. Lightning may strike at random, however, the targets of the lightning are up to to the DM, and they can include you. There can be at most 1 lightning strike per round. A regular lightning strike deals 5d6 lightning damage. You must complete a long rest to use this shout, or any other shout again. <br />
<br />
;Zul Mey Gut, Throw Voice<br />
This shout affects a single point out to a range of 120ft. This shout can only be used in 2nd tier. At 2nd tier, you are able to manifest your voice at any visible point within a range of 120ft. Creatures that hear this sound must make an Intelligence DC of 10 + your strength modifier + your charisma modifier, or are deceived into thinking your voice had actually come from that direction, however, if the creature or creatures succeed in their saving throw, they know that the vocal manifestation is a trick, and will begin to search for you. <br />
<br />
;Wuld Nah Kest, Whirlwind Sprint<br />
This shout only affects yourself. At 1st tier, you dash in a straight line 30ft. in addition to your movement speed. At 2nd tier, you dash in a straight line 45ft. in addition to your movement speed. And at 3rd tier, you dash in a straight line 75ft. <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 Dovahkiin class, you must meet these prerequisites: You must have a Strength Score of 15 or higher, and a Charisma score of 14 or higher. You also must have draconic blood or have some connections with dragons through some magical aspect, and be able to speak, read, and write draconic. <br />
<br />
'''Proficiencies.''' When you multiclass into the class, you gain the following proficiencies: Athletics and Survival for the Warrior Stone, Arcana and either Nature or Religion for the Mage Stone, Stealth and Sleight of Hand for the Thief Stone. <br />
<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Dovahkiin_(5e_Class)&diff=1169514Dovahkiin (5e Class)2019-05-01T18:05:58Z<p>Polaton: /* The Thief Stone */</p>
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<div>{{WIP}}<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
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== Dovahkiin ==<br />
<br />
<!--Introduction--><br />
<br />
=== You Are Dovahkiin ===<br />
<br />
<!--Explore this chapter in more detail here--><br />
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=== Creating a Dovahkiin ===<br />
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<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Dovahkiin quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Folk Hero background. Third, choose the Battleaxe and a Dagger, Scale Armor, Explorers Pack, and either the Longbow or Crossbow.<br />
<br />
{{5e Class Features<br />
|name=Dovahkiin<br />
|summary=<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple <br />
|tools=None<br />
|saves=Strength and Charisma. <br />
|skills=Dependent on your Stone Path. <br />
|item1a=Longsword and a Dagger<br />
|item1b=Battleaxe and a Dagger<br />
|item1c=Warhammer and a Dagger<br />
|item2a=Leather Armor<br />
|item2b=Scale Armor<br />
|item2c=Splint Armor<br />
|item3a=Burglars Pack<br />
|item3b=Scholars Pack<br />
|item3c=Explorers Pack<br />
|item4a=Longbow and 20 arrows<br />
|item4b=Crossbow and 20 bolts<br />
|item4c=Arcane Focus<br />
|wealth=5d4 x 10 GP<br />
|<br />
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<br />
==== Way of the Voice ====<br />
As a Dovahkiin, you have the innate ability to understand the dragon tongue, and focus their power into what is known as a Thu'um, or shout. <br />
;Thu'um Tiers<br />
Each shout has 3 tiers of power. The 1st tier when acted upon counts as a bonus action. The 2nd tier when acted upon counts as an action. And the 3rd tier counts as an action and prevents any movement on that turn. If you use your Thu'um, you cannot use it again the next round. <br />
<br />
==== Fus Ro Dah ====<br />
At level one, you know the Thu'um, Unrelenting Force, otherwise known as Fus Ro Dah. This Thu'um affects a 15ft. cone. At 1st tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 5 feet. Creatures of large size or larger only suffer from the disadvantages. At 2nd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 10 feet. Creatures of large size or larger only suffer from the disadvantages. And at 3rd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 15 feet. Creatures of large size or larger only suffer from the disadvantages.<br />
<br />
==== Stone Path ====<br />
At 1st level, you choose a Stone Path. Choose between The Warrior Stone, The Thief Stone, or The Mage Stone, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 7th, 12th, 18th levels.<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 />
==== Blessing of Akatosh ====<br />
Starting at 2nd level, the dragon god himself, Akatosh, blesses you you with the knowledge of a new Thu'um. You choose which Thu'um you wish to dedicate this new found knowledge to. You learn a new Thu'um at 5th, 10th, and 15th levels. <br />
<br />
;Blessing of Akatosh Alternative: Dragon Souls.<br />
For those seeking a true challenge, to learn a new Thu'um, you must consume the soul of a dragon. When you slay a dragon, you absorb its soul. This also prevents the dragon from being brought back from the dead. When you absorb the soul, you gain the ability to use that dragons knowledge to learn another Thu'um. You may still only know up to one extra Thu'um at 2nd level, then two at 5th, and so on. This is an optional alternative, as depending on the campaign's setting, opportunities to slay a dragon may be limited.<br />
<br />
==== Master of the Voice ====<br />
At 20th level, you have learned to master your Thu'ums. At this level, you no longer take any Blessings of Akatosh, but may continue to consume dragon souls in order to unlock the rest of the Thu'ums. You learn the Thu'um Joor Sah Frul, Dragonrend. This shout only affects dragons of any type, including the Dracolich. This shout can only be used in tier 3, or it is rendered useless. This Thu'um's effects last until the end of the round. For this duration, the dragon suffers from the following effects: It is vulnerable to slashing, piercing, and bludgeoning damage, it cannot use it's breath attacks, and it is forced to ground itself, giving it a flight speed of 0. <br />
<br />
=== The Warrior Stone ===<br />
<br />
You have chosen to follow the path of a warrior, trusting in your blade to keep you alive. You gain 2 of the following proficiencies: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. You gain proficiency in Medium and Heavy armor, as well as Shields. You gain proficiency in Martial Weapons. <br />
<br />
;{{#anc:Battle Cry}}<br />
Starting at 1st level, you may take a bonus action to shout in a terrifying way, intimidating your foes, affecting any non allied creature with a CR equal to the Dovahkiins level divided by 2 or lower within 15 feet of the Dovahkiin. Creatures caught and affected in this radius must make a Wisdom saving throw equal to DC 8 + your Strength modifier + your Charisma modifier. Creatures that fail the saving throw suffer from the frightened condition for 1 minute. If the creature fails, they can repeat this saving throw on their turn to break themselves from the condition. Creatures that succeed the saving throw are unaffected. You can use this feature as many times equal to your Charisma modifier. You must take a long rest to regain this features use. <br />
<br />
;{{#anc:Bloodshed}}<br />
At 3rd level, the sight of your blood and the pain that goes along with it drives a fury and vengeance only blood will sate. When you are attacked physically, you can take a reaction against the attacking creature and charge at them. If you hit them, you knock them prone and make a melee attack against them. You can do this as many times as equal to your Dovahkiin level, in which you must complete a long rest in order to use this feature again. <br />
<br />
;{{#anc:Shield Brethren}}<br />
At 7th level, you have learned not only to fight for honor or glory, but to protect those you would call friend or family. When you are within 15 feet of an ally and said ally is attacked, you can choose to use your shield or weapon to block the attack. Doing so will require the attacker to make a {{5a|str}} check against you and for you to roll a {{5a|str}} saving throw against it, or take the full damage that would have been dealt to your ally. However, if you succeed in the strength check, all damage is negated from both you and your ally. You can do this as many times as equal to your Dovahkiin level, in which you must complete a long rest to utilize this feature again. <br />
<br />
;{{#anc:Worthy Warrior}}<br />
At 12th level, battle has become a test of your mettle. You can call upon the heroes of Sovngarde to assist you. Once per day, you can summon a spectral warrior, who will assist you in what ways they can. When summoned, your hero can attempt to do one action for you, or can make one attack against a creature of your choice. After this, the hero returns to the afterlife. However, if you do not assign them an action, after 60 seconds, they return to the after life anyways. You must complete a short or long rest to call upon them again. <br />
<br />
;{{#anc:Song of Sovngarde}}<br />
At 18th level, you will forever be remembered as a true warrior. As an action, you can begin to sing the songs of Sovngarde, and its heroes, including you. When you do this, you gain an armor class of 20 + your {{5a|cha}} modifier. Rolling a 19 also counts as rolling a 20. This effect lasts for 120 seconds, and you must complete a long rest to use this feature again.<br />
<br />
=== The Thief Stone ===<br />
<br />
You have chosen the path of a shadow, trusting in the darkness to keep you hidden from your enemies. You gain 2 of the following proficiencies: Acrobatics, Deception, History, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth. You gain proficiency in martial weapons, and have the same benefits as the "Two-Weapon Fighting" fighting style as mentioned in the PHB (pg. 195). <br />
<br />
;{{#anc:One with the Shadows}}<br />
Starting at 1st level, you have the ability to take the Hide Action and become almost invisible by hiding deep in the shadows when in dim light or darkness. When in this hidden state, you are able to strike from the shadows, giving you advantage on your next attack on a creature that is unaware of your position. To see you through the darkness, a creature must succeed on a Wisdom DC saving throw equal to 8 + your Dexterity modifier + your Charisma modifier. <br />
<br />
;{{#anc:Silver Tongued}}<br />
At 3rd level, you have learned how to use your words to get what you want. When making Charisma (Persuasion) checks about bartering, haggling, and trading, you have advantage on Charisma checks (Persuasion or Deception) regarding to how much something is worth. You also have advantage on these checks when lying about your intentions in a situation. <br />
<br />
;{{#anc:Pockets Lined with Gold}}<br />
At 7th level, you have found yourself to have Lady Luck on your side, and always seem to find more gold where others wouldn't. You have advantage on Investigation checks when searching containers for gold, or valuables such as gems and jewelry. You also gain advantage on Dexterity (Sleight of Hand) checks when picking someones pocket for gold. <br />
<br />
;{{#anc:Skeleton Keys}}<br />
At 12th level, you have learned how to make replica keys for locks. When you successfully pick a lock, you can use 5cp worth of wax to make a wax replica of the key belonging to the lock. These keys have three uses before they break and you must create another replica. <br />
<br />
;{{#anc:Nightingale}}<br />
At 18th level, you've been assigned as an Agent of Nocturnal by the daedric prince Nocturnal. As an action, you can utilize a blessing of Nocturnal. There are 3 different abilities granted to Agents of Nocturnal. After you use your ability, you must complete a short or long rest to use this feature again. After taking a long rest, you may choose to take on a different ability. You can only utilize one ability at a time. <br />
<br />
;Shadowcloak of Nocturnal<br />
As an action, you can cast {{5e|Greater Invisibility}} on yourself. This does not effect spell slots. This effect lasts 120 seconds. <br />
<br />
;Nightingale of Subterfuge<br />
As an action, you can cast {{5e|Confusion}} as an 8th level spell. This does not effect spell slots. This effect lasts 120 seconds. <br />
<br />
;Nightingale of Strife<br />
As an action, you can cast {{5e|Freedom of Movement}} on yourself. This does not effect spell slots. This effect lasts 120 seconds.<br />
<br />
=== The Mage Stone ===<br />
<br />
You have chosen the path of the mind and universe, bending reality to your whim to either empower yourself or cripple others. You gain 2 of the following proficiencies: Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, and Religion. Rather than gaining any proficiencies with armor or weapons, you instead gain the ability to learn spells similar to how a wizard would learn their spells. You also gain 3 cantrips. These 3 cantrips are Ray of Frost, Firebolt, and Shocking Grasp. Charisma is your spellcasting ability for these. <br />
<br />
;{{#anc:Vision of Magnus}}<br />
Starting at 1st level, you have the ability to read and innately tune to magical scripts and texts. When you read a script of magic, you innately learn the spell or incantation, however, you cannot cast or prepare the spell if you do not have the spell slot available for said spell. Charisma is your spellcasting ability for these learned spells. It takes the number of hours to study the spell equal to the level of spell, minimum of 1 hour, maximum of 5. You can also learn cantrips in this way by studying a magical text of said cantrip for an hour. <br />
<br />
;{{#anc:Blade of Kagrenac}}<br />
At 3rd level, your research into the mages of old has given you an innate attachment to a crystal dagger called "The Blade of Kagrenac". This blade can be summoned to your hand as an action, and stays with you until it is dismissed. You are proficient with this blade. This blade deals 1d6 piercing damage. When a creature is hit by this blade, you may roll a d4 to determine an additional elemental damage. If you roll a 1, you roll 1d4 for additional fire damage. If you roll a 2, you roll 1d4 for cold damage. If you roll a 3, you roll 1d4 lightning damage. And if you roll a 4, you roll 1d4 for each of these elements. This additional damage can only be achieved as many times equal to your charisma modifier, before you must perform a 1 hour ritual, channeling elemental magic into the blade once again. <br />
<br />
;{{#anc:Enchantments}}<br />
At 7th level, you have learned to channel arcane energies into your gear. There are however, requirements to do so. <br />
<br />
;Soul Gems<br />
Soul Gems are arcane gems that have the capability to capture the souls of the dead, which can be later used in enchanting and charging your weapons. There are 5 levels of soul gems, each depicting what types of souls they have the capacity to capture. These levels are Petty, <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At 12th level, <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At 18th level, <br />
<br />
<br />
=== Dovahkiin Spell List ===<br />
<br />
You can know all of the spells on the basic Wizard spell list and any additional spells granted by your subclass.<br />
<br />
=== Dovahkiin Thu'um List ===<br />
<br />
For each blessing of Akatosh received, you gain the knowledge of a Thu'um from this list.<br />
<br />
;Rean Mir Tah, Animal Allegiance <br />
This shout affects a 15 ft. cone. At 1st tier, when a creature of the beast type with a CR of 1/2 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round. At 2nd tier, when a creature of the beast type with a CR of 1 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round. And at 3rd tier, when a creature of the beast type with a CR of 2 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round.<br />
<br />
;Laas Yah Nir, Aura Whisper <br />
This shout only affects yourself. At 1st tier, you gain the same effects of Detect Poison and Disease. At 2nd tier, you also gain the effects of Detect Magic. And at 3rd tier, you also gain the effects of Detect Evil and Good. These effects last until the end of the round. <br />
<br />
;Mid Vur Shaan, Battle Fury<br />
This shout affects in a 10 ft. radius around you. At 1st tier, any allies in the radius gain +1 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. At 2nd tier, any allies in the radius gain +2 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. And at 3rd tier, any allies in the radius gain +3 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. These effects last until the end of the round. <br />
<br />
;Feim Zii Gron, Become Ethereal<br />
This shout only affects yourself. At 1st, 2nd, and 3rd tiers, you take an ethereal form, unable to deal any non magical damage or take any non magical damage from the material plane. 1st tier lasts for 1 turn, 2nd tier lasts for 2 turns, and 3rd tier lasts for 3. <br />
<br />
;Gol Hah Dov, Bend Will<br />
This shout affects a 15ft. cone. At 1st tier, this shout only effects elementals. At 2nd tier, this shout only effects humanoids. And at 3rd tier, this shout only affects dragons. When a creature of the specified type is caught in this shout, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier, or fall under the effects of Command. These effects last until the end of the round. <br />
<br />
;Lok Vah Koor, Clear Skies<br />
This shout affects the environment only, weather in specific. At 1st tier, when you shout into the sky, the weather is cleared, and benefits from weather are removed. At 2nd tier, the skies are cleared completely, providing a perfect view of the sky above. And at 3rd tier, when the skies are cleared, the air becomes comfortably warm with sunlight. <br />
<br />
;Ven Gaar Nos, Cyclone<br />
This shout affects a 15ft. cone. At 1st tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed back 15 feet and take 1d6 force damage. Creatures of large size or larger only suffer from the damages. At 2nd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed 20 feet back and take 2d6 force damage. Creatures of large size or larger only suffer from the damages. At 3rd tier, creatures of medium size or smaller must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed 25 feet back and take 3d6 force damage. If the creature succeeds in the saving throw, they do not take the applied damages. Creatures of large sized or larger only suffer from the damages. <br />
<br />
;Zun Haal Vik, Disarm<br />
This shout affects a 15ft. cone. At 1st tier, creatures caught in this shout must roll a Strength DC of 10 + your strength modifier + your charisma modifier or suffer the affects as according to the shout tier. At 1st tier, a creature holding a weapon with the light property are disarmed, and their weapons are thrown 10 feet away from the creature. At 2nd tier, a creature wielding a weapon that does ''not'' have the heavy property are disarmed, and their weapons are thrown 10 feet away from the creature. And at 3rd tier, a creature wielding a weapon of any type with the heavy property or lighter are disarmed, and the weapons are thrown 10 feet away from the creature. <br />
<br />
;Faas Ru Maar, Dismay<br />
This shout affects a 15ft. cone. At 1st tier, any creature caught in the affected area of CR 1/2 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. At 2nd tier, any creature caught in the affected area of CR 1 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. And at 3rd tier, any creature caught in the affected area of CR 2 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. <br />
<br />
;Mul Qah Diiv, Dragon Aspect<br />
This shout affects only yourself and can only be used at 3rd tier. Once per day, you physically embody the spirit of a dragon, and gain the following benefits. These effects last for 3 rounds. You must complete a long rest before you can use this shout, or any other shout again.:<br />
- You gain resistance to bludgeoning, slashing, and piercing damage. <br />
- You gain resistance to cold, fire, lightning, and acid damage.<br />
- You gain the ability to use Fus Ro Dah each round of play. <br />
<br />
;Suh Grah Dun, Elemental Fury<br />
This shout affects only yourself and can only be used at a 2nd tier level. When you use this shout, you gain advantage on attack rolls, and deal 1 extra cold, fire, and lightning damage on successful hits. This effect lasts for 2 rounds. <br />
<br />
;Yol Toor Shul, Fire Breath<br />
This shout affects a 15ft. cone. At 1st tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 1d6 fire damage. The creatures take half as much if they are successful. At 2nd tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 2d6 fire damage. The creatures take half as much if they are successful. And at 3rd tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 3d6 fire damage. The creatures take half as much if they are successful. <br />
<br />
;Fo Krah Diin, Frost Breath<br />
This shout affects a 15ft. cone. At 1st tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 1d6 cold damage. The creatures take half as much if they are successful. At 2nd tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 2d6 cold damage. The creatures take half as much if they are successful. And at 3rd tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 3d6 cold damage. The creatures take half as much if they are successful. <br />
<br />
;Iiz Slen Nus, Ice Form<br />
This shout affects a 15ft. cone. Creatures of medium size or smaller must make a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer from the following effects. Large and larger sized creatures are not affected by this. At 1st tier, creatures that are caught in the area's movement speed is reduced by 5 and take 1d4 cold damage. At 2nd tier, creatures that are caught in this area's movement speed is reduced by 10 and take 1d6 cold damage. And at 3rd tier, creatures that are caught in this area's movement speed is reduced to 0, and they take 2d6 cold damage. Creatures who succeed the saving through only suffer from the movement losses. <br />
<br />
;Krii Lun Aus, Marked for Death<br />
This shout affects a 15ft. cone. Using this shout causes a level of exhaustion to yourself. At 1st tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls. At 2nd tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls and have their movement speed halved. And at 3rd tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls, have their movements speed halved, and -2 from their armor class. The effects of this shout last until the end of the round. <br />
<br />
;Tiid Klo Ul, Slow Time<br />
This shout affects a 15ft. radius around you. Using this shout causes a level of exhaustion to yourself. Any creatures while in the radius are affected by this. These creatures speed is halved, and have disadvantage on any attack rolls against you, while you have advantage on attack rolls against the affected creatures. Any creatures outside of the radius also get advantage on attack rolls against the affected creatures. This also affects allies. At 1st tier, this effect lasts for one round. At 2nd tier, this effect lasts for two rounds. And at 3rd tier, this effect lasts for 3 rounds. <br />
<br />
;Strun Bah Qo, Storm Call<br />
This shout affects only one creature and can only be used at 3rd tier. Once per day, you call to the skies to create a storm, of which a thunderbolt will hit one creature of your choice, dealing 8d6 lightning damage. After the storm is called, it stays around, lightning and thunder booming through the sky as wind whips by and heavy rain pelts the ground. Lightning may strike at random, however, the targets of the lightning are up to to the DM, and they can include you. There can be at most 1 lightning strike per round. A regular lightning strike deals 5d6 lightning damage. You must complete a long rest to use this shout, or any other shout again. <br />
<br />
;Zul Mey Gut, Throw Voice<br />
This shout affects a single point out to a range of 120ft. This shout can only be used in 2nd tier. At 2nd tier, you are able to manifest your voice at any visible point within a range of 120ft. Creatures that hear this sound must make an Intelligence DC of 10 + your strength modifier + your charisma modifier, or are deceived into thinking your voice had actually come from that direction, however, if the creature or creatures succeed in their saving throw, they know that the vocal manifestation is a trick, and will begin to search for you. <br />
<br />
;Wuld Nah Kest, Whirlwind Sprint<br />
This shout only affects yourself. At 1st tier, you dash in a straight line 30ft. in addition to your movement speed. At 2nd tier, you dash in a straight line 45ft. in addition to your movement speed. And at 3rd tier, you dash in a straight line 75ft. <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 Dovahkiin class, you must meet these prerequisites: You must have a Strength Score of 15 or higher, and a Charisma score of 14 or higher. You also must have draconic blood or have some connections with dragons through some magical aspect, and be able to speak, read, and write draconic. <br />
<br />
'''Proficiencies.''' When you multiclass into the class, you gain the following proficiencies: Athletics and Survival for the Warrior Stone, Arcana and either Nature or Religion for the Mage Stone, Stealth and Sleight of Hand for the Thief Stone. <br />
<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Dovahkiin_(5e_Class)&diff=1169513Dovahkiin (5e Class)2019-05-01T18:05:32Z<p>Polaton: /* The Warrior Stone */</p>
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<div>{{WIP}}<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Dovahkiin ==<br />
<br />
<!--Introduction--><br />
<br />
=== You Are Dovahkiin ===<br />
<br />
<!--Explore this chapter in more detail here--><br />
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=== Creating a Dovahkiin ===<br />
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<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Dovahkiin quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Folk Hero background. Third, choose the Battleaxe and a Dagger, Scale Armor, Explorers Pack, and either the Longbow or Crossbow.<br />
<br />
{{5e Class Features<br />
|name=Dovahkiin<br />
|summary=<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple <br />
|tools=None<br />
|saves=Strength and Charisma. <br />
|skills=Dependent on your Stone Path. <br />
|item1a=Longsword and a Dagger<br />
|item1b=Battleaxe and a Dagger<br />
|item1c=Warhammer and a Dagger<br />
|item2a=Leather Armor<br />
|item2b=Scale Armor<br />
|item2c=Splint Armor<br />
|item3a=Burglars Pack<br />
|item3b=Scholars Pack<br />
|item3c=Explorers Pack<br />
|item4a=Longbow and 20 arrows<br />
|item4b=Crossbow and 20 bolts<br />
|item4c=Arcane Focus<br />
|wealth=5d4 x 10 GP<br />
|<br />
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<br />
==== Way of the Voice ====<br />
As a Dovahkiin, you have the innate ability to understand the dragon tongue, and focus their power into what is known as a Thu'um, or shout. <br />
;Thu'um Tiers<br />
Each shout has 3 tiers of power. The 1st tier when acted upon counts as a bonus action. The 2nd tier when acted upon counts as an action. And the 3rd tier counts as an action and prevents any movement on that turn. If you use your Thu'um, you cannot use it again the next round. <br />
<br />
==== Fus Ro Dah ====<br />
At level one, you know the Thu'um, Unrelenting Force, otherwise known as Fus Ro Dah. This Thu'um affects a 15ft. cone. At 1st tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 5 feet. Creatures of large size or larger only suffer from the disadvantages. At 2nd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 10 feet. Creatures of large size or larger only suffer from the disadvantages. And at 3rd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 15 feet. Creatures of large size or larger only suffer from the disadvantages.<br />
<br />
==== Stone Path ====<br />
At 1st level, you choose a Stone Path. Choose between The Warrior Stone, The Thief Stone, or The Mage Stone, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 7th, 12th, 18th levels.<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 />
==== Blessing of Akatosh ====<br />
Starting at 2nd level, the dragon god himself, Akatosh, blesses you you with the knowledge of a new Thu'um. You choose which Thu'um you wish to dedicate this new found knowledge to. You learn a new Thu'um at 5th, 10th, and 15th levels. <br />
<br />
;Blessing of Akatosh Alternative: Dragon Souls.<br />
For those seeking a true challenge, to learn a new Thu'um, you must consume the soul of a dragon. When you slay a dragon, you absorb its soul. This also prevents the dragon from being brought back from the dead. When you absorb the soul, you gain the ability to use that dragons knowledge to learn another Thu'um. You may still only know up to one extra Thu'um at 2nd level, then two at 5th, and so on. This is an optional alternative, as depending on the campaign's setting, opportunities to slay a dragon may be limited.<br />
<br />
==== Master of the Voice ====<br />
At 20th level, you have learned to master your Thu'ums. At this level, you no longer take any Blessings of Akatosh, but may continue to consume dragon souls in order to unlock the rest of the Thu'ums. You learn the Thu'um Joor Sah Frul, Dragonrend. This shout only affects dragons of any type, including the Dracolich. This shout can only be used in tier 3, or it is rendered useless. This Thu'um's effects last until the end of the round. For this duration, the dragon suffers from the following effects: It is vulnerable to slashing, piercing, and bludgeoning damage, it cannot use it's breath attacks, and it is forced to ground itself, giving it a flight speed of 0. <br />
<br />
=== The Warrior Stone ===<br />
<br />
You have chosen to follow the path of a warrior, trusting in your blade to keep you alive. You gain 2 of the following proficiencies: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. You gain proficiency in Medium and Heavy armor, as well as Shields. You gain proficiency in Martial Weapons. <br />
<br />
;{{#anc:Battle Cry}}<br />
Starting at 1st level, you may take a bonus action to shout in a terrifying way, intimidating your foes, affecting any non allied creature with a CR equal to the Dovahkiins level divided by 2 or lower within 15 feet of the Dovahkiin. Creatures caught and affected in this radius must make a Wisdom saving throw equal to DC 8 + your Strength modifier + your Charisma modifier. Creatures that fail the saving throw suffer from the frightened condition for 1 minute. If the creature fails, they can repeat this saving throw on their turn to break themselves from the condition. Creatures that succeed the saving throw are unaffected. You can use this feature as many times equal to your Charisma modifier. You must take a long rest to regain this features use. <br />
<br />
;{{#anc:Bloodshed}}<br />
At 3rd level, the sight of your blood and the pain that goes along with it drives a fury and vengeance only blood will sate. When you are attacked physically, you can take a reaction against the attacking creature and charge at them. If you hit them, you knock them prone and make a melee attack against them. You can do this as many times as equal to your Dovahkiin level, in which you must complete a long rest in order to use this feature again. <br />
<br />
;{{#anc:Shield Brethren}}<br />
At 7th level, you have learned not only to fight for honor or glory, but to protect those you would call friend or family. When you are within 15 feet of an ally and said ally is attacked, you can choose to use your shield or weapon to block the attack. Doing so will require the attacker to make a {{5a|str}} check against you and for you to roll a {{5a|str}} saving throw against it, or take the full damage that would have been dealt to your ally. However, if you succeed in the strength check, all damage is negated from both you and your ally. You can do this as many times as equal to your Dovahkiin level, in which you must complete a long rest to utilize this feature again. <br />
<br />
;{{#anc:Worthy Warrior}}<br />
At 12th level, battle has become a test of your mettle. You can call upon the heroes of Sovngarde to assist you. Once per day, you can summon a spectral warrior, who will assist you in what ways they can. When summoned, your hero can attempt to do one action for you, or can make one attack against a creature of your choice. After this, the hero returns to the afterlife. However, if you do not assign them an action, after 60 seconds, they return to the after life anyways. You must complete a short or long rest to call upon them again. <br />
<br />
;{{#anc:Song of Sovngarde}}<br />
At 18th level, you will forever be remembered as a true warrior. As an action, you can begin to sing the songs of Sovngarde, and its heroes, including you. When you do this, you gain an armor class of 20 + your {{5a|cha}} modifier. Rolling a 19 also counts as rolling a 20. This effect lasts for 120 seconds, and you must complete a long rest to use this feature again.<br />
<br />
=== The Thief Stone ===<br />
<br />
You have chosen the path of a shadow, trusting in the darkness to keep you hidden from your enemies. You gain 2 of the following proficiencies: Acrobatics, Deception, History, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth. You gain proficiency in martial weapons, and have the same benefits as the "Two-Weapon Fighting" fighting style as mentioned in the PHB (pg. 195). <br />
<br />
;{{#anc:One with the Shadows}}<br />
Starting at 1st level, you have the ability to take the Hide Action and become almost invisible by hiding deep in the shadows when in dim light or darkness. When in this hidden state, you are able to strike from the shadows, giving you advantage on your next attack on a creature that is unaware of your position. To see you through the darkness, a creature must succeed on a Wisdom DC saving throw equal to 8 + your Dexterity modifier + your Charisma modifier. <br />
<br />
;{{#anc:Silver Tongued}}<br />
At 3rd level, you have learned how to use your words to get what you want. When making Charisma (Persuasion) checks about bartering, haggling, and trading, you have advantage on Charisma checks (Persuasion or Deception) regarding to how much something is worth. You also have advantage on these checks when lying about your intentions in a situation. <br />
<br />
;{{#anc:Pockets Lined with Gold}}<br />
At 7th level, you have found yourself to have Lady Luck on your side, and always seem to find more gold where others wouldn't. You have advantage on Investigation checks when searching containers for gold, or valuables such as gems and jewelry. You also gain advantage on Dexterity (Sleight of Hand) checks when picking someones pocket for gold. <br />
<br />
;{{#anc:Skeleton Keys}}<br />
At 12th level, you have learned how to make replica keys for locks. When you successfully pick a lock, you can use 5cp worth of wax to make a wax replica of the key belonging to the lock. These keys have three uses before they break and you must create another replica. <br />
<br />
;{{#anc:Nightingale}}<br />
At 18th level, you've been assigned as an Agent of Nocturnal by the daedric prince Nocturnal. As an action, you can utilize a blessing of Nocturnal. There are 3 different abilities granted to Agents of Nocturnal. After you use your ability, you must complete a short or long rest to use this feature again. After taking a long rest, you may choose to take on a different ability. You can only utilize one ability at a time. <br />
<br />
;Shadowcloak of Nocturnal<br />
As an action, you can cast {{5e|Greater Invisibility}} on yourself. This effect lasts 120 seconds. <br />
<br />
;Nightingale of Subterfuge<br />
As an action, you can cast {{5e|Confusion}} as an 8th level spell. This does not effect spell slots. This effect lasts 120 seconds. <br />
<br />
;Nightingale of Strife<br />
As an action, you can cast {{5e|Freedom of Movement}} on yourself. This does not effect spell slots. This effect lasts 120 seconds. <br />
<br />
=== The Mage Stone ===<br />
<br />
You have chosen the path of the mind and universe, bending reality to your whim to either empower yourself or cripple others. You gain 2 of the following proficiencies: Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, and Religion. Rather than gaining any proficiencies with armor or weapons, you instead gain the ability to learn spells similar to how a wizard would learn their spells. You also gain 3 cantrips. These 3 cantrips are Ray of Frost, Firebolt, and Shocking Grasp. Charisma is your spellcasting ability for these. <br />
<br />
;{{#anc:Vision of Magnus}}<br />
Starting at 1st level, you have the ability to read and innately tune to magical scripts and texts. When you read a script of magic, you innately learn the spell or incantation, however, you cannot cast or prepare the spell if you do not have the spell slot available for said spell. Charisma is your spellcasting ability for these learned spells. It takes the number of hours to study the spell equal to the level of spell, minimum of 1 hour, maximum of 5. You can also learn cantrips in this way by studying a magical text of said cantrip for an hour. <br />
<br />
;{{#anc:Blade of Kagrenac}}<br />
At 3rd level, your research into the mages of old has given you an innate attachment to a crystal dagger called "The Blade of Kagrenac". This blade can be summoned to your hand as an action, and stays with you until it is dismissed. You are proficient with this blade. This blade deals 1d6 piercing damage. When a creature is hit by this blade, you may roll a d4 to determine an additional elemental damage. If you roll a 1, you roll 1d4 for additional fire damage. If you roll a 2, you roll 1d4 for cold damage. If you roll a 3, you roll 1d4 lightning damage. And if you roll a 4, you roll 1d4 for each of these elements. This additional damage can only be achieved as many times equal to your charisma modifier, before you must perform a 1 hour ritual, channeling elemental magic into the blade once again. <br />
<br />
;{{#anc:Enchantments}}<br />
At 7th level, you have learned to channel arcane energies into your gear. There are however, requirements to do so. <br />
<br />
;Soul Gems<br />
Soul Gems are arcane gems that have the capability to capture the souls of the dead, which can be later used in enchanting and charging your weapons. There are 5 levels of soul gems, each depicting what types of souls they have the capacity to capture. These levels are Petty, <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At 12th level, <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At 18th level, <br />
<br />
<br />
=== Dovahkiin Spell List ===<br />
<br />
You can know all of the spells on the basic Wizard spell list and any additional spells granted by your subclass.<br />
<br />
=== Dovahkiin Thu'um List ===<br />
<br />
For each blessing of Akatosh received, you gain the knowledge of a Thu'um from this list.<br />
<br />
;Rean Mir Tah, Animal Allegiance <br />
This shout affects a 15 ft. cone. At 1st tier, when a creature of the beast type with a CR of 1/2 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round. At 2nd tier, when a creature of the beast type with a CR of 1 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round. And at 3rd tier, when a creature of the beast type with a CR of 2 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round.<br />
<br />
;Laas Yah Nir, Aura Whisper <br />
This shout only affects yourself. At 1st tier, you gain the same effects of Detect Poison and Disease. At 2nd tier, you also gain the effects of Detect Magic. And at 3rd tier, you also gain the effects of Detect Evil and Good. These effects last until the end of the round. <br />
<br />
;Mid Vur Shaan, Battle Fury<br />
This shout affects in a 10 ft. radius around you. At 1st tier, any allies in the radius gain +1 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. At 2nd tier, any allies in the radius gain +2 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. And at 3rd tier, any allies in the radius gain +3 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. These effects last until the end of the round. <br />
<br />
;Feim Zii Gron, Become Ethereal<br />
This shout only affects yourself. At 1st, 2nd, and 3rd tiers, you take an ethereal form, unable to deal any non magical damage or take any non magical damage from the material plane. 1st tier lasts for 1 turn, 2nd tier lasts for 2 turns, and 3rd tier lasts for 3. <br />
<br />
;Gol Hah Dov, Bend Will<br />
This shout affects a 15ft. cone. At 1st tier, this shout only effects elementals. At 2nd tier, this shout only effects humanoids. And at 3rd tier, this shout only affects dragons. When a creature of the specified type is caught in this shout, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier, or fall under the effects of Command. These effects last until the end of the round. <br />
<br />
;Lok Vah Koor, Clear Skies<br />
This shout affects the environment only, weather in specific. At 1st tier, when you shout into the sky, the weather is cleared, and benefits from weather are removed. At 2nd tier, the skies are cleared completely, providing a perfect view of the sky above. And at 3rd tier, when the skies are cleared, the air becomes comfortably warm with sunlight. <br />
<br />
;Ven Gaar Nos, Cyclone<br />
This shout affects a 15ft. cone. At 1st tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed back 15 feet and take 1d6 force damage. Creatures of large size or larger only suffer from the damages. At 2nd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed 20 feet back and take 2d6 force damage. Creatures of large size or larger only suffer from the damages. At 3rd tier, creatures of medium size or smaller must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed 25 feet back and take 3d6 force damage. If the creature succeeds in the saving throw, they do not take the applied damages. Creatures of large sized or larger only suffer from the damages. <br />
<br />
;Zun Haal Vik, Disarm<br />
This shout affects a 15ft. cone. At 1st tier, creatures caught in this shout must roll a Strength DC of 10 + your strength modifier + your charisma modifier or suffer the affects as according to the shout tier. At 1st tier, a creature holding a weapon with the light property are disarmed, and their weapons are thrown 10 feet away from the creature. At 2nd tier, a creature wielding a weapon that does ''not'' have the heavy property are disarmed, and their weapons are thrown 10 feet away from the creature. And at 3rd tier, a creature wielding a weapon of any type with the heavy property or lighter are disarmed, and the weapons are thrown 10 feet away from the creature. <br />
<br />
;Faas Ru Maar, Dismay<br />
This shout affects a 15ft. cone. At 1st tier, any creature caught in the affected area of CR 1/2 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. At 2nd tier, any creature caught in the affected area of CR 1 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. And at 3rd tier, any creature caught in the affected area of CR 2 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. <br />
<br />
;Mul Qah Diiv, Dragon Aspect<br />
This shout affects only yourself and can only be used at 3rd tier. Once per day, you physically embody the spirit of a dragon, and gain the following benefits. These effects last for 3 rounds. You must complete a long rest before you can use this shout, or any other shout again.:<br />
- You gain resistance to bludgeoning, slashing, and piercing damage. <br />
- You gain resistance to cold, fire, lightning, and acid damage.<br />
- You gain the ability to use Fus Ro Dah each round of play. <br />
<br />
;Suh Grah Dun, Elemental Fury<br />
This shout affects only yourself and can only be used at a 2nd tier level. When you use this shout, you gain advantage on attack rolls, and deal 1 extra cold, fire, and lightning damage on successful hits. This effect lasts for 2 rounds. <br />
<br />
;Yol Toor Shul, Fire Breath<br />
This shout affects a 15ft. cone. At 1st tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 1d6 fire damage. The creatures take half as much if they are successful. At 2nd tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 2d6 fire damage. The creatures take half as much if they are successful. And at 3rd tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 3d6 fire damage. The creatures take half as much if they are successful. <br />
<br />
;Fo Krah Diin, Frost Breath<br />
This shout affects a 15ft. cone. At 1st tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 1d6 cold damage. The creatures take half as much if they are successful. At 2nd tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 2d6 cold damage. The creatures take half as much if they are successful. And at 3rd tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 3d6 cold damage. The creatures take half as much if they are successful. <br />
<br />
;Iiz Slen Nus, Ice Form<br />
This shout affects a 15ft. cone. Creatures of medium size or smaller must make a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer from the following effects. Large and larger sized creatures are not affected by this. At 1st tier, creatures that are caught in the area's movement speed is reduced by 5 and take 1d4 cold damage. At 2nd tier, creatures that are caught in this area's movement speed is reduced by 10 and take 1d6 cold damage. And at 3rd tier, creatures that are caught in this area's movement speed is reduced to 0, and they take 2d6 cold damage. Creatures who succeed the saving through only suffer from the movement losses. <br />
<br />
;Krii Lun Aus, Marked for Death<br />
This shout affects a 15ft. cone. Using this shout causes a level of exhaustion to yourself. At 1st tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls. At 2nd tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls and have their movement speed halved. And at 3rd tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls, have their movements speed halved, and -2 from their armor class. The effects of this shout last until the end of the round. <br />
<br />
;Tiid Klo Ul, Slow Time<br />
This shout affects a 15ft. radius around you. Using this shout causes a level of exhaustion to yourself. Any creatures while in the radius are affected by this. These creatures speed is halved, and have disadvantage on any attack rolls against you, while you have advantage on attack rolls against the affected creatures. Any creatures outside of the radius also get advantage on attack rolls against the affected creatures. This also affects allies. At 1st tier, this effect lasts for one round. At 2nd tier, this effect lasts for two rounds. And at 3rd tier, this effect lasts for 3 rounds. <br />
<br />
;Strun Bah Qo, Storm Call<br />
This shout affects only one creature and can only be used at 3rd tier. Once per day, you call to the skies to create a storm, of which a thunderbolt will hit one creature of your choice, dealing 8d6 lightning damage. After the storm is called, it stays around, lightning and thunder booming through the sky as wind whips by and heavy rain pelts the ground. Lightning may strike at random, however, the targets of the lightning are up to to the DM, and they can include you. There can be at most 1 lightning strike per round. A regular lightning strike deals 5d6 lightning damage. You must complete a long rest to use this shout, or any other shout again. <br />
<br />
;Zul Mey Gut, Throw Voice<br />
This shout affects a single point out to a range of 120ft. This shout can only be used in 2nd tier. At 2nd tier, you are able to manifest your voice at any visible point within a range of 120ft. Creatures that hear this sound must make an Intelligence DC of 10 + your strength modifier + your charisma modifier, or are deceived into thinking your voice had actually come from that direction, however, if the creature or creatures succeed in their saving throw, they know that the vocal manifestation is a trick, and will begin to search for you. <br />
<br />
;Wuld Nah Kest, Whirlwind Sprint<br />
This shout only affects yourself. At 1st tier, you dash in a straight line 30ft. in addition to your movement speed. At 2nd tier, you dash in a straight line 45ft. in addition to your movement speed. And at 3rd tier, you dash in a straight line 75ft. <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 Dovahkiin class, you must meet these prerequisites: You must have a Strength Score of 15 or higher, and a Charisma score of 14 or higher. You also must have draconic blood or have some connections with dragons through some magical aspect, and be able to speak, read, and write draconic. <br />
<br />
'''Proficiencies.''' When you multiclass into the class, you gain the following proficiencies: Athletics and Survival for the Warrior Stone, Arcana and either Nature or Religion for the Mage Stone, Stealth and Sleight of Hand for the Thief Stone. <br />
<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Dovahkiin_(5e_Class)&diff=1169512Dovahkiin (5e Class)2019-05-01T18:05:11Z<p>Polaton: /* The Warrior Stone */</p>
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<div>{{WIP}}<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
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== Dovahkiin ==<br />
<br />
<!--Introduction--><br />
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=== You Are Dovahkiin ===<br />
<br />
<!--Explore this chapter in more detail here--><br />
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=== Creating a Dovahkiin ===<br />
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<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Dovahkiin quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Folk Hero background. Third, choose the Battleaxe and a Dagger, Scale Armor, Explorers Pack, and either the Longbow or Crossbow.<br />
<br />
{{5e Class Features<br />
|name=Dovahkiin<br />
|summary=<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple <br />
|tools=None<br />
|saves=Strength and Charisma. <br />
|skills=Dependent on your Stone Path. <br />
|item1a=Longsword and a Dagger<br />
|item1b=Battleaxe and a Dagger<br />
|item1c=Warhammer and a Dagger<br />
|item2a=Leather Armor<br />
|item2b=Scale Armor<br />
|item2c=Splint Armor<br />
|item3a=Burglars Pack<br />
|item3b=Scholars Pack<br />
|item3c=Explorers Pack<br />
|item4a=Longbow and 20 arrows<br />
|item4b=Crossbow and 20 bolts<br />
|item4c=Arcane Focus<br />
|wealth=5d4 x 10 GP<br />
|<br />
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<br />
==== Way of the Voice ====<br />
As a Dovahkiin, you have the innate ability to understand the dragon tongue, and focus their power into what is known as a Thu'um, or shout. <br />
;Thu'um Tiers<br />
Each shout has 3 tiers of power. The 1st tier when acted upon counts as a bonus action. The 2nd tier when acted upon counts as an action. And the 3rd tier counts as an action and prevents any movement on that turn. If you use your Thu'um, you cannot use it again the next round. <br />
<br />
==== Fus Ro Dah ====<br />
At level one, you know the Thu'um, Unrelenting Force, otherwise known as Fus Ro Dah. This Thu'um affects a 15ft. cone. At 1st tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 5 feet. Creatures of large size or larger only suffer from the disadvantages. At 2nd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 10 feet. Creatures of large size or larger only suffer from the disadvantages. And at 3rd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 15 feet. Creatures of large size or larger only suffer from the disadvantages.<br />
<br />
==== Stone Path ====<br />
At 1st level, you choose a Stone Path. Choose between The Warrior Stone, The Thief Stone, or The Mage Stone, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 7th, 12th, 18th levels.<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 />
==== Blessing of Akatosh ====<br />
Starting at 2nd level, the dragon god himself, Akatosh, blesses you you with the knowledge of a new Thu'um. You choose which Thu'um you wish to dedicate this new found knowledge to. You learn a new Thu'um at 5th, 10th, and 15th levels. <br />
<br />
;Blessing of Akatosh Alternative: Dragon Souls.<br />
For those seeking a true challenge, to learn a new Thu'um, you must consume the soul of a dragon. When you slay a dragon, you absorb its soul. This also prevents the dragon from being brought back from the dead. When you absorb the soul, you gain the ability to use that dragons knowledge to learn another Thu'um. You may still only know up to one extra Thu'um at 2nd level, then two at 5th, and so on. This is an optional alternative, as depending on the campaign's setting, opportunities to slay a dragon may be limited.<br />
<br />
==== Master of the Voice ====<br />
At 20th level, you have learned to master your Thu'ums. At this level, you no longer take any Blessings of Akatosh, but may continue to consume dragon souls in order to unlock the rest of the Thu'ums. You learn the Thu'um Joor Sah Frul, Dragonrend. This shout only affects dragons of any type, including the Dracolich. This shout can only be used in tier 3, or it is rendered useless. This Thu'um's effects last until the end of the round. For this duration, the dragon suffers from the following effects: It is vulnerable to slashing, piercing, and bludgeoning damage, it cannot use it's breath attacks, and it is forced to ground itself, giving it a flight speed of 0. <br />
<br />
=== The Warrior Stone ===<br />
<br />
You have chosen to follow the path of a warrior, trusting in your blade to keep you alive. You gain 2 of the following proficiencies: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. You gain proficiency in Medium and Heavy armor, as well as Shields. You gain proficiency in Martial Weapons. <br />
<br />
;{{#anc:Battle Cry}}<br />
Starting at 1st level, you may take a bonus action to shout in a terrifying way, intimidating your foes, affecting any non allied creature with a CR equal to the Dovahkiins level divided by 2 or lower within 15 feet of the Dovahkiin. Creatures caught and affected in this radius must make a Wisdom saving throw equal to DC 8 + your Strength modifier + your Charisma modifier. Creatures that fail the saving throw suffer from the frightened condition for 1 minute. If the creature fails, they can repeat this saving throw on their turn to break themselves from the condition. Creatures that succeed the saving throw are unaffected. You can use this feature as many times equal to your Charisma modifier. You must take a long rest to regain this features use. <br />
<br />
;{{#anc:Bloodshed}}<br />
At 3rd level, the sight of your blood and the pain that goes along with it drives a fury and vengeance only blood will sate. When you are attacked physically, you can take a reaction against the attacking creature and charge at them. If you hit them, you knock them prone and make a melee attack against them. You can do this as many times as equal to your Dovahkiin level, in which you must complete a long rest in order to use this feature again. <br />
<br />
;{{#anc:Shield Brethren}}<br />
At 7th level, you have learned not only to fight for honor or glory, but to protect those you would call friend or family. When you are within 15 feet of an ally and said ally is attacked, you can choose to use your shield or weapon to block the attack. Doing so will require the attacker to make a {{5s|str}} check against you and for you to roll a {{5s|str}} saving throw against it, or take the full damage that would have been dealt to your ally. However, if you succeed in the strength check, all damage is negated from both you and your ally. You can do this as many times as equal to your Dovahkiin level, in which you must complete a long rest to utilize this feature again. <br />
<br />
;{{#anc:Worthy Warrior}}<br />
At 12th level, battle has become a test of your mettle. You can call upon the heroes of Sovngarde to assist you. Once per day, you can summon a spectral warrior, who will assist you in what ways they can. When summoned, your hero can attempt to do one action for you, or can make one attack against a creature of your choice. After this, the hero returns to the afterlife. However, if you do not assign them an action, after 60 seconds, they return to the after life anyways. You must complete a short or long rest to call upon them again. <br />
<br />
;{{#anc:Song of Sovngarde}}<br />
At 18th level, you will forever be remembered as a true warrior. As an action, you can begin to sing the songs of Sovngarde, and its heroes, including you. When you do this, you gain an armor class of 20 + your {{5a|cha}} modifier. Rolling a 19 also counts as rolling a 20. This effect lasts for 120 seconds, and you must complete a long rest to use this feature again.<br />
<br />
=== The Thief Stone ===<br />
<br />
You have chosen the path of a shadow, trusting in the darkness to keep you hidden from your enemies. You gain 2 of the following proficiencies: Acrobatics, Deception, History, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth. You gain proficiency in martial weapons, and have the same benefits as the "Two-Weapon Fighting" fighting style as mentioned in the PHB (pg. 195). <br />
<br />
;{{#anc:One with the Shadows}}<br />
Starting at 1st level, you have the ability to take the Hide Action and become almost invisible by hiding deep in the shadows when in dim light or darkness. When in this hidden state, you are able to strike from the shadows, giving you advantage on your next attack on a creature that is unaware of your position. To see you through the darkness, a creature must succeed on a Wisdom DC saving throw equal to 8 + your Dexterity modifier + your Charisma modifier. <br />
<br />
;{{#anc:Silver Tongued}}<br />
At 3rd level, you have learned how to use your words to get what you want. When making Charisma (Persuasion) checks about bartering, haggling, and trading, you have advantage on Charisma checks (Persuasion or Deception) regarding to how much something is worth. You also have advantage on these checks when lying about your intentions in a situation. <br />
<br />
;{{#anc:Pockets Lined with Gold}}<br />
At 7th level, you have found yourself to have Lady Luck on your side, and always seem to find more gold where others wouldn't. You have advantage on Investigation checks when searching containers for gold, or valuables such as gems and jewelry. You also gain advantage on Dexterity (Sleight of Hand) checks when picking someones pocket for gold. <br />
<br />
;{{#anc:Skeleton Keys}}<br />
At 12th level, you have learned how to make replica keys for locks. When you successfully pick a lock, you can use 5cp worth of wax to make a wax replica of the key belonging to the lock. These keys have three uses before they break and you must create another replica. <br />
<br />
;{{#anc:Nightingale}}<br />
At 18th level, you've been assigned as an Agent of Nocturnal by the daedric prince Nocturnal. As an action, you can utilize a blessing of Nocturnal. There are 3 different abilities granted to Agents of Nocturnal. After you use your ability, you must complete a short or long rest to use this feature again. After taking a long rest, you may choose to take on a different ability. You can only utilize one ability at a time. <br />
<br />
;Shadowcloak of Nocturnal<br />
As an action, you can cast {{5e|Greater Invisibility}} on yourself. This effect lasts 120 seconds. <br />
<br />
;Nightingale of Subterfuge<br />
As an action, you can cast {{5e|Confusion}} as an 8th level spell. This does not effect spell slots. This effect lasts 120 seconds. <br />
<br />
;Nightingale of Strife<br />
As an action, you can cast {{5e|Freedom of Movement}} on yourself. This does not effect spell slots. This effect lasts 120 seconds. <br />
<br />
=== The Mage Stone ===<br />
<br />
You have chosen the path of the mind and universe, bending reality to your whim to either empower yourself or cripple others. You gain 2 of the following proficiencies: Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, and Religion. Rather than gaining any proficiencies with armor or weapons, you instead gain the ability to learn spells similar to how a wizard would learn their spells. You also gain 3 cantrips. These 3 cantrips are Ray of Frost, Firebolt, and Shocking Grasp. Charisma is your spellcasting ability for these. <br />
<br />
;{{#anc:Vision of Magnus}}<br />
Starting at 1st level, you have the ability to read and innately tune to magical scripts and texts. When you read a script of magic, you innately learn the spell or incantation, however, you cannot cast or prepare the spell if you do not have the spell slot available for said spell. Charisma is your spellcasting ability for these learned spells. It takes the number of hours to study the spell equal to the level of spell, minimum of 1 hour, maximum of 5. You can also learn cantrips in this way by studying a magical text of said cantrip for an hour. <br />
<br />
;{{#anc:Blade of Kagrenac}}<br />
At 3rd level, your research into the mages of old has given you an innate attachment to a crystal dagger called "The Blade of Kagrenac". This blade can be summoned to your hand as an action, and stays with you until it is dismissed. You are proficient with this blade. This blade deals 1d6 piercing damage. When a creature is hit by this blade, you may roll a d4 to determine an additional elemental damage. If you roll a 1, you roll 1d4 for additional fire damage. If you roll a 2, you roll 1d4 for cold damage. If you roll a 3, you roll 1d4 lightning damage. And if you roll a 4, you roll 1d4 for each of these elements. This additional damage can only be achieved as many times equal to your charisma modifier, before you must perform a 1 hour ritual, channeling elemental magic into the blade once again. <br />
<br />
;{{#anc:Enchantments}}<br />
At 7th level, you have learned to channel arcane energies into your gear. There are however, requirements to do so. <br />
<br />
;Soul Gems<br />
Soul Gems are arcane gems that have the capability to capture the souls of the dead, which can be later used in enchanting and charging your weapons. There are 5 levels of soul gems, each depicting what types of souls they have the capacity to capture. These levels are Petty, <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At 12th level, <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At 18th level, <br />
<br />
<br />
=== Dovahkiin Spell List ===<br />
<br />
You can know all of the spells on the basic Wizard spell list and any additional spells granted by your subclass.<br />
<br />
=== Dovahkiin Thu'um List ===<br />
<br />
For each blessing of Akatosh received, you gain the knowledge of a Thu'um from this list.<br />
<br />
;Rean Mir Tah, Animal Allegiance <br />
This shout affects a 15 ft. cone. At 1st tier, when a creature of the beast type with a CR of 1/2 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round. At 2nd tier, when a creature of the beast type with a CR of 1 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round. And at 3rd tier, when a creature of the beast type with a CR of 2 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round.<br />
<br />
;Laas Yah Nir, Aura Whisper <br />
This shout only affects yourself. At 1st tier, you gain the same effects of Detect Poison and Disease. At 2nd tier, you also gain the effects of Detect Magic. And at 3rd tier, you also gain the effects of Detect Evil and Good. These effects last until the end of the round. <br />
<br />
;Mid Vur Shaan, Battle Fury<br />
This shout affects in a 10 ft. radius around you. At 1st tier, any allies in the radius gain +1 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. At 2nd tier, any allies in the radius gain +2 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. And at 3rd tier, any allies in the radius gain +3 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. These effects last until the end of the round. <br />
<br />
;Feim Zii Gron, Become Ethereal<br />
This shout only affects yourself. At 1st, 2nd, and 3rd tiers, you take an ethereal form, unable to deal any non magical damage or take any non magical damage from the material plane. 1st tier lasts for 1 turn, 2nd tier lasts for 2 turns, and 3rd tier lasts for 3. <br />
<br />
;Gol Hah Dov, Bend Will<br />
This shout affects a 15ft. cone. At 1st tier, this shout only effects elementals. At 2nd tier, this shout only effects humanoids. And at 3rd tier, this shout only affects dragons. When a creature of the specified type is caught in this shout, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier, or fall under the effects of Command. These effects last until the end of the round. <br />
<br />
;Lok Vah Koor, Clear Skies<br />
This shout affects the environment only, weather in specific. At 1st tier, when you shout into the sky, the weather is cleared, and benefits from weather are removed. At 2nd tier, the skies are cleared completely, providing a perfect view of the sky above. And at 3rd tier, when the skies are cleared, the air becomes comfortably warm with sunlight. <br />
<br />
;Ven Gaar Nos, Cyclone<br />
This shout affects a 15ft. cone. At 1st tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed back 15 feet and take 1d6 force damage. Creatures of large size or larger only suffer from the damages. At 2nd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed 20 feet back and take 2d6 force damage. Creatures of large size or larger only suffer from the damages. At 3rd tier, creatures of medium size or smaller must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed 25 feet back and take 3d6 force damage. If the creature succeeds in the saving throw, they do not take the applied damages. Creatures of large sized or larger only suffer from the damages. <br />
<br />
;Zun Haal Vik, Disarm<br />
This shout affects a 15ft. cone. At 1st tier, creatures caught in this shout must roll a Strength DC of 10 + your strength modifier + your charisma modifier or suffer the affects as according to the shout tier. At 1st tier, a creature holding a weapon with the light property are disarmed, and their weapons are thrown 10 feet away from the creature. At 2nd tier, a creature wielding a weapon that does ''not'' have the heavy property are disarmed, and their weapons are thrown 10 feet away from the creature. And at 3rd tier, a creature wielding a weapon of any type with the heavy property or lighter are disarmed, and the weapons are thrown 10 feet away from the creature. <br />
<br />
;Faas Ru Maar, Dismay<br />
This shout affects a 15ft. cone. At 1st tier, any creature caught in the affected area of CR 1/2 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. At 2nd tier, any creature caught in the affected area of CR 1 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. And at 3rd tier, any creature caught in the affected area of CR 2 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. <br />
<br />
;Mul Qah Diiv, Dragon Aspect<br />
This shout affects only yourself and can only be used at 3rd tier. Once per day, you physically embody the spirit of a dragon, and gain the following benefits. These effects last for 3 rounds. You must complete a long rest before you can use this shout, or any other shout again.:<br />
- You gain resistance to bludgeoning, slashing, and piercing damage. <br />
- You gain resistance to cold, fire, lightning, and acid damage.<br />
- You gain the ability to use Fus Ro Dah each round of play. <br />
<br />
;Suh Grah Dun, Elemental Fury<br />
This shout affects only yourself and can only be used at a 2nd tier level. When you use this shout, you gain advantage on attack rolls, and deal 1 extra cold, fire, and lightning damage on successful hits. This effect lasts for 2 rounds. <br />
<br />
;Yol Toor Shul, Fire Breath<br />
This shout affects a 15ft. cone. At 1st tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 1d6 fire damage. The creatures take half as much if they are successful. At 2nd tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 2d6 fire damage. The creatures take half as much if they are successful. And at 3rd tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 3d6 fire damage. The creatures take half as much if they are successful. <br />
<br />
;Fo Krah Diin, Frost Breath<br />
This shout affects a 15ft. cone. At 1st tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 1d6 cold damage. The creatures take half as much if they are successful. At 2nd tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 2d6 cold damage. The creatures take half as much if they are successful. And at 3rd tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 3d6 cold damage. The creatures take half as much if they are successful. <br />
<br />
;Iiz Slen Nus, Ice Form<br />
This shout affects a 15ft. cone. Creatures of medium size or smaller must make a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer from the following effects. Large and larger sized creatures are not affected by this. At 1st tier, creatures that are caught in the area's movement speed is reduced by 5 and take 1d4 cold damage. At 2nd tier, creatures that are caught in this area's movement speed is reduced by 10 and take 1d6 cold damage. And at 3rd tier, creatures that are caught in this area's movement speed is reduced to 0, and they take 2d6 cold damage. Creatures who succeed the saving through only suffer from the movement losses. <br />
<br />
;Krii Lun Aus, Marked for Death<br />
This shout affects a 15ft. cone. Using this shout causes a level of exhaustion to yourself. At 1st tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls. At 2nd tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls and have their movement speed halved. And at 3rd tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls, have their movements speed halved, and -2 from their armor class. The effects of this shout last until the end of the round. <br />
<br />
;Tiid Klo Ul, Slow Time<br />
This shout affects a 15ft. radius around you. Using this shout causes a level of exhaustion to yourself. Any creatures while in the radius are affected by this. These creatures speed is halved, and have disadvantage on any attack rolls against you, while you have advantage on attack rolls against the affected creatures. Any creatures outside of the radius also get advantage on attack rolls against the affected creatures. This also affects allies. At 1st tier, this effect lasts for one round. At 2nd tier, this effect lasts for two rounds. And at 3rd tier, this effect lasts for 3 rounds. <br />
<br />
;Strun Bah Qo, Storm Call<br />
This shout affects only one creature and can only be used at 3rd tier. Once per day, you call to the skies to create a storm, of which a thunderbolt will hit one creature of your choice, dealing 8d6 lightning damage. After the storm is called, it stays around, lightning and thunder booming through the sky as wind whips by and heavy rain pelts the ground. Lightning may strike at random, however, the targets of the lightning are up to to the DM, and they can include you. There can be at most 1 lightning strike per round. A regular lightning strike deals 5d6 lightning damage. You must complete a long rest to use this shout, or any other shout again. <br />
<br />
;Zul Mey Gut, Throw Voice<br />
This shout affects a single point out to a range of 120ft. This shout can only be used in 2nd tier. At 2nd tier, you are able to manifest your voice at any visible point within a range of 120ft. Creatures that hear this sound must make an Intelligence DC of 10 + your strength modifier + your charisma modifier, or are deceived into thinking your voice had actually come from that direction, however, if the creature or creatures succeed in their saving throw, they know that the vocal manifestation is a trick, and will begin to search for you. <br />
<br />
;Wuld Nah Kest, Whirlwind Sprint<br />
This shout only affects yourself. At 1st tier, you dash in a straight line 30ft. in addition to your movement speed. At 2nd tier, you dash in a straight line 45ft. in addition to your movement speed. And at 3rd tier, you dash in a straight line 75ft. <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 Dovahkiin class, you must meet these prerequisites: You must have a Strength Score of 15 or higher, and a Charisma score of 14 or higher. You also must have draconic blood or have some connections with dragons through some magical aspect, and be able to speak, read, and write draconic. <br />
<br />
'''Proficiencies.''' When you multiclass into the class, you gain the following proficiencies: Athletics and Survival for the Warrior Stone, Arcana and either Nature or Religion for the Mage Stone, Stealth and Sleight of Hand for the Thief Stone. <br />
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[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Dovahkiin_(5e_Class)&diff=1169509Dovahkiin (5e Class)2019-05-01T18:03:23Z<p>Polaton: /* */</p>
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<div>{{WIP}}<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
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== Dovahkiin ==<br />
<br />
<!--Introduction--><br />
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=== You Are Dovahkiin ===<br />
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<!--Explore this chapter in more detail here--><br />
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=== Creating a Dovahkiin ===<br />
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<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Dovahkiin quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Folk Hero background. Third, choose the Battleaxe and a Dagger, Scale Armor, Explorers Pack, and either the Longbow or Crossbow.<br />
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{{5e Class Features<br />
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|summary=<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple <br />
|tools=None<br />
|saves=Strength and Charisma. <br />
|skills=Dependent on your Stone Path. <br />
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|item1b=Battleaxe and a Dagger<br />
|item1c=Warhammer and a Dagger<br />
|item2a=Leather Armor<br />
|item2b=Scale Armor<br />
|item2c=Splint Armor<br />
|item3a=Burglars Pack<br />
|item3b=Scholars Pack<br />
|item3c=Explorers Pack<br />
|item4a=Longbow and 20 arrows<br />
|item4b=Crossbow and 20 bolts<br />
|item4c=Arcane Focus<br />
|wealth=5d4 x 10 GP<br />
|<br />
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<br />
==== Way of the Voice ====<br />
As a Dovahkiin, you have the innate ability to understand the dragon tongue, and focus their power into what is known as a Thu'um, or shout. <br />
;Thu'um Tiers<br />
Each shout has 3 tiers of power. The 1st tier when acted upon counts as a bonus action. The 2nd tier when acted upon counts as an action. And the 3rd tier counts as an action and prevents any movement on that turn. If you use your Thu'um, you cannot use it again the next round. <br />
<br />
==== Fus Ro Dah ====<br />
At level one, you know the Thu'um, Unrelenting Force, otherwise known as Fus Ro Dah. This Thu'um affects a 15ft. cone. At 1st tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 5 feet. Creatures of large size or larger only suffer from the disadvantages. At 2nd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 10 feet. Creatures of large size or larger only suffer from the disadvantages. And at 3rd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 15 feet. Creatures of large size or larger only suffer from the disadvantages.<br />
<br />
==== Stone Path ====<br />
At 1st level, you choose a Stone Path. Choose between The Warrior Stone, The Thief Stone, or The Mage Stone, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 7th, 12th, 18th levels.<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 />
==== Blessing of Akatosh ====<br />
Starting at 2nd level, the dragon god himself, Akatosh, blesses you you with the knowledge of a new Thu'um. You choose which Thu'um you wish to dedicate this new found knowledge to. You learn a new Thu'um at 5th, 10th, and 15th levels. <br />
<br />
;Blessing of Akatosh Alternative: Dragon Souls.<br />
For those seeking a true challenge, to learn a new Thu'um, you must consume the soul of a dragon. When you slay a dragon, you absorb its soul. This also prevents the dragon from being brought back from the dead. When you absorb the soul, you gain the ability to use that dragons knowledge to learn another Thu'um. You may still only know up to one extra Thu'um at 2nd level, then two at 5th, and so on. This is an optional alternative, as depending on the campaign's setting, opportunities to slay a dragon may be limited.<br />
<br />
==== Master of the Voice ====<br />
At 20th level, you have learned to master your Thu'ums. At this level, you no longer take any Blessings of Akatosh, but may continue to consume dragon souls in order to unlock the rest of the Thu'ums. You learn the Thu'um Joor Sah Frul, Dragonrend. This shout only affects dragons of any type, including the Dracolich. This shout can only be used in tier 3, or it is rendered useless. This Thu'um's effects last until the end of the round. For this duration, the dragon suffers from the following effects: It is vulnerable to slashing, piercing, and bludgeoning damage, it cannot use it's breath attacks, and it is forced to ground itself, giving it a flight speed of 0. <br />
<br />
=== The Warrior Stone ===<br />
<br />
You have chosen to follow the path of a warrior, trusting in your blade to keep you alive. You gain 2 of the following proficiencies: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. You gain proficiency in Medium and Heavy armor, as well as Shields. You gain proficiency in Martial Weapons. <br />
<br />
;{{#anc:Battle Cry}}<br />
Starting at 1st level, you may take a bonus action to shout in a terrifying way, intimidating your foes, affecting any non allied creature with a CR equal to the Dovahkiins level divided by 2 or lower within 15 feet of the Dovahkiin. Creatures caught and affected in this radius must make a Wisdom saving throw equal to DC 8 + your Strength modifier + your Charisma modifier. Creatures that fail the saving throw suffer from the frightened condition for 1 minute. If the creature fails, they can repeat this saving throw on their turn to break themselves from the condition. Creatures that succeed the saving throw are unaffected. You can use this feature as many times equal to your Charisma modifier. You must take a long rest to regain this features use. <br />
<br />
;{{#anc:Bloodshed}}<br />
At 3rd level, the sight of your blood and the pain that goes along with it drives a fury and vengeance only blood will sate. When you are attacked physically, you can take a reaction against the attacking creature and charge at them. If you hit them, you knock them prone and make a melee attack against them. You can do this as many times as equal to your Dovahkiin level, in which you must complete a long rest in order to use this feature again. <br />
<br />
;{{#anc:Shield Brethren}}<br />
At 7th level, you have learned not only to fight for honor or glory, but to protect those you would call friend or family. When you are within 15 feet of an ally and said ally is attacked, you can choose to use your shield or weapon to block the attack. Doing so will require the attacker to make a {{5a|str}} check against you and for you to roll a {{5s|str}} saving throw against it, or take the full damage that would have been dealt to your ally. However, if you succeed in the strength check, all damage is negated from both you and your ally. You can do this as many times as equal to your Dovahkiin level, in which you must complete a long rest to utilize this feature again. <br />
<br />
;{{#anc:Worthy Warrior}}<br />
At 12th level, battle has become a test of your mettle. You can call upon the heroes of Sovngarde to assist you. Once per day, you can summon a spectral warrior, who will assist you in what ways they can. When summoned, your hero can attempt to do one action for you, or can make one attack against a creature of your choice. After this, the hero returns to the afterlife. However, if you do not assign them an action, after 60 seconds, they return to the after life anyways. You must complete a short or long rest to call upon them again. <br />
<br />
;{{#anc:Song of Sovngarde}}<br />
At 18th level, you will forever be remembered as a true warrior. As an action, you can begin to sing the songs of Sovngarde, and its heroes, including you. When you do this, you gain an armor class of 20 + your {{5a|cha}} modifier. Rolling a 19 also counts as rolling a 20. This effect lasts for 120 seconds, and you must complete a long rest to use this feature again. <br />
<br />
=== The Thief Stone ===<br />
<br />
You have chosen the path of a shadow, trusting in the darkness to keep you hidden from your enemies. You gain 2 of the following proficiencies: Acrobatics, Deception, History, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth. You gain proficiency in martial weapons, and have the same benefits as the "Two-Weapon Fighting" fighting style as mentioned in the PHB (pg. 195). <br />
<br />
;{{#anc:One with the Shadows}}<br />
Starting at 1st level, you have the ability to take the Hide Action and become almost invisible by hiding deep in the shadows when in dim light or darkness. When in this hidden state, you are able to strike from the shadows, giving you advantage on your next attack on a creature that is unaware of your position. To see you through the darkness, a creature must succeed on a Wisdom DC saving throw equal to 8 + your Dexterity modifier + your Charisma modifier. <br />
<br />
;{{#anc:Silver Tongued}}<br />
At 3rd level, you have learned how to use your words to get what you want. When making Charisma (Persuasion) checks about bartering, haggling, and trading, you have advantage on Charisma checks (Persuasion or Deception) regarding to how much something is worth. You also have advantage on these checks when lying about your intentions in a situation. <br />
<br />
;{{#anc:Pockets Lined with Gold}}<br />
At 7th level, you have found yourself to have Lady Luck on your side, and always seem to find more gold where others wouldn't. You have advantage on Investigation checks when searching containers for gold, or valuables such as gems and jewelry. You also gain advantage on Dexterity (Sleight of Hand) checks when picking someones pocket for gold. <br />
<br />
;{{#anc:Skeleton Keys}}<br />
At 12th level, you have learned how to make replica keys for locks. When you successfully pick a lock, you can use 5cp worth of wax to make a wax replica of the key belonging to the lock. These keys have three uses before they break and you must create another replica. <br />
<br />
;{{#anc:Nightingale}}<br />
At 18th level, you've been assigned as an Agent of Nocturnal by the daedric prince Nocturnal. As an action, you can utilize a blessing of Nocturnal. There are 3 different abilities granted to Agents of Nocturnal. After you use your ability, you must complete a short or long rest to use this feature again. After taking a long rest, you may choose to take on a different ability. You can only utilize one ability at a time. <br />
<br />
;Shadowcloak of Nocturnal<br />
As an action, you can cast {{5e|Greater Invisibility}} on yourself. This effect lasts 120 seconds. <br />
<br />
;Nightingale of Subterfuge<br />
As an action, you can cast {{5e|Confusion}} as an 8th level spell. This does not effect spell slots. This effect lasts 120 seconds. <br />
<br />
;Nightingale of Strife<br />
As an action, you can cast {{5e|Freedom of Movement}} on yourself. This does not effect spell slots. This effect lasts 120 seconds. <br />
<br />
=== The Mage Stone ===<br />
<br />
You have chosen the path of the mind and universe, bending reality to your whim to either empower yourself or cripple others. You gain 2 of the following proficiencies: Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, and Religion. Rather than gaining any proficiencies with armor or weapons, you instead gain the ability to learn spells similar to how a wizard would learn their spells. You also gain 3 cantrips. These 3 cantrips are Ray of Frost, Firebolt, and Shocking Grasp. Charisma is your spellcasting ability for these. <br />
<br />
;{{#anc:Vision of Magnus}}<br />
Starting at 1st level, you have the ability to read and innately tune to magical scripts and texts. When you read a script of magic, you innately learn the spell or incantation, however, you cannot cast or prepare the spell if you do not have the spell slot available for said spell. Charisma is your spellcasting ability for these learned spells. It takes the number of hours to study the spell equal to the level of spell, minimum of 1 hour, maximum of 5. You can also learn cantrips in this way by studying a magical text of said cantrip for an hour. <br />
<br />
;{{#anc:Blade of Kagrenac}}<br />
At 3rd level, your research into the mages of old has given you an innate attachment to a crystal dagger called "The Blade of Kagrenac". This blade can be summoned to your hand as an action, and stays with you until it is dismissed. You are proficient with this blade. This blade deals 1d6 piercing damage. When a creature is hit by this blade, you may roll a d4 to determine an additional elemental damage. If you roll a 1, you roll 1d4 for additional fire damage. If you roll a 2, you roll 1d4 for cold damage. If you roll a 3, you roll 1d4 lightning damage. And if you roll a 4, you roll 1d4 for each of these elements. This additional damage can only be achieved as many times equal to your charisma modifier, before you must perform a 1 hour ritual, channeling elemental magic into the blade once again. <br />
<br />
;{{#anc:Enchantments}}<br />
At 7th level, you have learned to channel arcane energies into your gear. There are however, requirements to do so. <br />
<br />
;Soul Gems<br />
Soul Gems are arcane gems that have the capability to capture the souls of the dead, which can be later used in enchanting and charging your weapons. There are 5 levels of soul gems, each depicting what types of souls they have the capacity to capture. These levels are Petty, <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At 12th level, <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At 18th level, <br />
<br />
<br />
=== Dovahkiin Spell List ===<br />
<br />
You can know all of the spells on the basic Wizard spell list and any additional spells granted by your subclass.<br />
<br />
=== Dovahkiin Thu'um List ===<br />
<br />
For each blessing of Akatosh received, you gain the knowledge of a Thu'um from this list.<br />
<br />
;Rean Mir Tah, Animal Allegiance <br />
This shout affects a 15 ft. cone. At 1st tier, when a creature of the beast type with a CR of 1/2 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round. At 2nd tier, when a creature of the beast type with a CR of 1 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round. And at 3rd tier, when a creature of the beast type with a CR of 2 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round.<br />
<br />
;Laas Yah Nir, Aura Whisper <br />
This shout only affects yourself. At 1st tier, you gain the same effects of Detect Poison and Disease. At 2nd tier, you also gain the effects of Detect Magic. And at 3rd tier, you also gain the effects of Detect Evil and Good. These effects last until the end of the round. <br />
<br />
;Mid Vur Shaan, Battle Fury<br />
This shout affects in a 10 ft. radius around you. At 1st tier, any allies in the radius gain +1 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. At 2nd tier, any allies in the radius gain +2 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. And at 3rd tier, any allies in the radius gain +3 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. These effects last until the end of the round. <br />
<br />
;Feim Zii Gron, Become Ethereal<br />
This shout only affects yourself. At 1st, 2nd, and 3rd tiers, you take an ethereal form, unable to deal any non magical damage or take any non magical damage from the material plane. 1st tier lasts for 1 turn, 2nd tier lasts for 2 turns, and 3rd tier lasts for 3. <br />
<br />
;Gol Hah Dov, Bend Will<br />
This shout affects a 15ft. cone. At 1st tier, this shout only effects elementals. At 2nd tier, this shout only effects humanoids. And at 3rd tier, this shout only affects dragons. When a creature of the specified type is caught in this shout, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier, or fall under the effects of Command. These effects last until the end of the round. <br />
<br />
;Lok Vah Koor, Clear Skies<br />
This shout affects the environment only, weather in specific. At 1st tier, when you shout into the sky, the weather is cleared, and benefits from weather are removed. At 2nd tier, the skies are cleared completely, providing a perfect view of the sky above. And at 3rd tier, when the skies are cleared, the air becomes comfortably warm with sunlight. <br />
<br />
;Ven Gaar Nos, Cyclone<br />
This shout affects a 15ft. cone. At 1st tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed back 15 feet and take 1d6 force damage. Creatures of large size or larger only suffer from the damages. At 2nd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed 20 feet back and take 2d6 force damage. Creatures of large size or larger only suffer from the damages. At 3rd tier, creatures of medium size or smaller must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed 25 feet back and take 3d6 force damage. If the creature succeeds in the saving throw, they do not take the applied damages. Creatures of large sized or larger only suffer from the damages. <br />
<br />
;Zun Haal Vik, Disarm<br />
This shout affects a 15ft. cone. At 1st tier, creatures caught in this shout must roll a Strength DC of 10 + your strength modifier + your charisma modifier or suffer the affects as according to the shout tier. At 1st tier, a creature holding a weapon with the light property are disarmed, and their weapons are thrown 10 feet away from the creature. At 2nd tier, a creature wielding a weapon that does ''not'' have the heavy property are disarmed, and their weapons are thrown 10 feet away from the creature. And at 3rd tier, a creature wielding a weapon of any type with the heavy property or lighter are disarmed, and the weapons are thrown 10 feet away from the creature. <br />
<br />
;Faas Ru Maar, Dismay<br />
This shout affects a 15ft. cone. At 1st tier, any creature caught in the affected area of CR 1/2 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. At 2nd tier, any creature caught in the affected area of CR 1 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. And at 3rd tier, any creature caught in the affected area of CR 2 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. <br />
<br />
;Mul Qah Diiv, Dragon Aspect<br />
This shout affects only yourself and can only be used at 3rd tier. Once per day, you physically embody the spirit of a dragon, and gain the following benefits. These effects last for 3 rounds. You must complete a long rest before you can use this shout, or any other shout again.:<br />
- You gain resistance to bludgeoning, slashing, and piercing damage. <br />
- You gain resistance to cold, fire, lightning, and acid damage.<br />
- You gain the ability to use Fus Ro Dah each round of play. <br />
<br />
;Suh Grah Dun, Elemental Fury<br />
This shout affects only yourself and can only be used at a 2nd tier level. When you use this shout, you gain advantage on attack rolls, and deal 1 extra cold, fire, and lightning damage on successful hits. This effect lasts for 2 rounds. <br />
<br />
;Yol Toor Shul, Fire Breath<br />
This shout affects a 15ft. cone. At 1st tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 1d6 fire damage. The creatures take half as much if they are successful. At 2nd tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 2d6 fire damage. The creatures take half as much if they are successful. And at 3rd tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 3d6 fire damage. The creatures take half as much if they are successful. <br />
<br />
;Fo Krah Diin, Frost Breath<br />
This shout affects a 15ft. cone. At 1st tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 1d6 cold damage. The creatures take half as much if they are successful. At 2nd tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 2d6 cold damage. The creatures take half as much if they are successful. And at 3rd tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 3d6 cold damage. The creatures take half as much if they are successful. <br />
<br />
;Iiz Slen Nus, Ice Form<br />
This shout affects a 15ft. cone. Creatures of medium size or smaller must make a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer from the following effects. Large and larger sized creatures are not affected by this. At 1st tier, creatures that are caught in the area's movement speed is reduced by 5 and take 1d4 cold damage. At 2nd tier, creatures that are caught in this area's movement speed is reduced by 10 and take 1d6 cold damage. And at 3rd tier, creatures that are caught in this area's movement speed is reduced to 0, and they take 2d6 cold damage. Creatures who succeed the saving through only suffer from the movement losses. <br />
<br />
;Krii Lun Aus, Marked for Death<br />
This shout affects a 15ft. cone. Using this shout causes a level of exhaustion to yourself. At 1st tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls. At 2nd tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls and have their movement speed halved. And at 3rd tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls, have their movements speed halved, and -2 from their armor class. The effects of this shout last until the end of the round. <br />
<br />
;Tiid Klo Ul, Slow Time<br />
This shout affects a 15ft. radius around you. Using this shout causes a level of exhaustion to yourself. Any creatures while in the radius are affected by this. These creatures speed is halved, and have disadvantage on any attack rolls against you, while you have advantage on attack rolls against the affected creatures. Any creatures outside of the radius also get advantage on attack rolls against the affected creatures. This also affects allies. At 1st tier, this effect lasts for one round. At 2nd tier, this effect lasts for two rounds. And at 3rd tier, this effect lasts for 3 rounds. <br />
<br />
;Strun Bah Qo, Storm Call<br />
This shout affects only one creature and can only be used at 3rd tier. Once per day, you call to the skies to create a storm, of which a thunderbolt will hit one creature of your choice, dealing 8d6 lightning damage. After the storm is called, it stays around, lightning and thunder booming through the sky as wind whips by and heavy rain pelts the ground. Lightning may strike at random, however, the targets of the lightning are up to to the DM, and they can include you. There can be at most 1 lightning strike per round. A regular lightning strike deals 5d6 lightning damage. You must complete a long rest to use this shout, or any other shout again. <br />
<br />
;Zul Mey Gut, Throw Voice<br />
This shout affects a single point out to a range of 120ft. This shout can only be used in 2nd tier. At 2nd tier, you are able to manifest your voice at any visible point within a range of 120ft. Creatures that hear this sound must make an Intelligence DC of 10 + your strength modifier + your charisma modifier, or are deceived into thinking your voice had actually come from that direction, however, if the creature or creatures succeed in their saving throw, they know that the vocal manifestation is a trick, and will begin to search for you. <br />
<br />
;Wuld Nah Kest, Whirlwind Sprint<br />
This shout only affects yourself. At 1st tier, you dash in a straight line 30ft. in addition to your movement speed. At 2nd tier, you dash in a straight line 45ft. in addition to your movement speed. And at 3rd tier, you dash in a straight line 75ft. <br />
<br />
=== Multiclassing ===<br />
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<!--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 Dovahkiin class, you must meet these prerequisites: You must have a Strength Score of 15 or higher, and a Charisma score of 14 or higher. You also must have draconic blood or have some connections with dragons through some magical aspect, and be able to speak, read, and write draconic. <br />
<br />
'''Proficiencies.''' When you multiclass into the class, you gain the following proficiencies: Athletics and Survival for the Warrior Stone, Arcana and either Nature or Religion for the Mage Stone, Stealth and Sleight of Hand for the Thief Stone. <br />
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[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Dovahkiin_(5e_Class)&diff=1169505Dovahkiin (5e Class)2019-05-01T18:01:09Z<p>Polaton: </p>
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<div>{{WIP}}<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Dovahkiin ==<br />
<br />
<!--Introduction--><br />
<br />
=== You Are Dovahkiin ===<br />
<br />
<!--Explore this chapter in more detail here--><br />
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=== Creating a Dovahkiin ===<br />
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<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Dovahkiin quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Folk Hero background. Third, choose the Battleaxe and a Dagger, Scale Armor, Explorers Pack, and either the Longbow or Crossbow.<br />
<br />
{{5e Class Features<br />
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|summary=<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple <br />
|tools=None<br />
|saves=Strength and Charisma. <br />
|skills=Dependent on your Stone Path. <br />
|item1a=Longsword and a Dagger<br />
|item1b=Battleaxe and a Dagger<br />
|item1c=Warhammer and a Dagger<br />
|item2a=Leather Armor<br />
|item2b=Scale Armor<br />
|item2c=Splint Armor<br />
|item3a=Burglars Pack<br />
|item3b=Scholars Pack<br />
|item3c=Explorers Pack<br />
|item4a=Longbow and 20 arrows<br />
|item4b=Crossbow and 20 bolts<br />
|item4c=Arcane Focus<br />
|wealth=5d4 x 10 GP<br />
|<br />
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<br />
==== Way of the Voice ====<br />
As a Dovahkiin, you have the innate ability to understand the dragon tongue, and focus their power into what is known as a Thu'um, or shout. <br />
;Thu'um Tiers<br />
Each shout has 3 tiers of power. The 1st tier when acted upon counts as a bonus action. The 2nd tier when acted upon counts as an action. And the 3rd tier counts as an action and prevents any movement on that turn. If you use your Thu'um, you cannot use it again the next round. <br />
<br />
==== Fus Ro Dah ====<br />
At level one, you know the Thu'um, Unrelenting Force, otherwise known as Fus Ro Dah. This Thu'um affects a 15ft. cone. At 1st tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 5 feet. Creatures of large size or larger only suffer from the disadvantages. At 2nd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 10 feet. Creatures of large size or larger only suffer from the disadvantages. And at 3rd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 15 feet. Creatures of large size or larger only suffer from the disadvantages.<br />
<br />
==== Stone Path ====<br />
At 1st level, you choose a Stone Path. Choose between The Warrior Stone, The Thief Stone, or The Mage Stone, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 7th, 12th, 18th levels.<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 />
==== Blessing of Akatosh ====<br />
Starting at 2nd level, the dragon god himself, Akatosh, blesses you you with the knowledge of a new Thu'um. You choose which Thu'um you wish to dedicate this new found knowledge to. You learn a new Thu'um at 5th, 10th, and 15th levels. <br />
<br />
;Blessing of Akatosh Alternative: Dragon Souls.<br />
For those seeking a true challenge, to learn a new Thu'um, you must consume the soul of a dragon. When you slay a dragon, you absorb its soul. This also prevents the dragon from being brought back from the dead. When you absorb the soul, you gain the ability to use that dragons knowledge to learn another Thu'um. You may still only know up to one extra Thu'um at 2nd level, then two at 5th, and so on. This is an optional alternative, as depending on the campaign's setting, opportunities to slay a dragon may be limited.<br />
<br />
==== ====<br />
<!-Class feature game rule information-><br />
<br />
==== Master of the Voice ====<br />
At 20th level, you have learned to master your Thu'ums. At this level, you no longer take any Blessings of Akatosh, but may continue to consume dragon souls in order to unlock the rest of the Thu'ums. You learn the Thu'um Joor Sah Frul, Dragonrend. This shout only affects dragons of any type, including the Dracolich. This shout can only be used in tier 3, or it is rendered useless. This Thu'um's effects last until the end of the round. For this duration, the dragon suffers from the following effects: It is vulnerable to slashing, piercing, and bludgeoning damage, it cannot use it's breath attacks, and it is forced to ground itself, giving it a flight speed of 0. <br />
<br />
=== The Warrior Stone ===<br />
<br />
You have chosen to follow the path of a warrior, trusting in your blade to keep you alive. You gain 2 of the following proficiencies: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. You gain proficiency in Medium and Heavy armor, as well as Shields. You gain proficiency in Martial Weapons. <br />
<br />
;{{#anc:Battle Cry}}<br />
Starting at 1st level, you may take a bonus action to shout in a terrifying way, intimidating your foes, affecting any non allied creature with a CR equal to the Dovahkiins level divided by 2 or lower within 15 feet of the Dovahkiin. Creatures caught and affected in this radius must make a Wisdom saving throw equal to DC 8 + your Strength modifier + your Charisma modifier. Creatures that fail the saving throw suffer from the frightened condition for 1 minute. If the creature fails, they can repeat this saving throw on their turn to break themselves from the condition. Creatures that succeed the saving throw are unaffected. You can use this feature as many times equal to your Charisma modifier. You must take a long rest to regain this features use. <br />
<br />
;{{#anc:Bloodshed}}<br />
At 3rd level, the sight of your blood and the pain that goes along with it drives a fury and vengeance only blood will sate. When you are attacked physically, you can take a reaction against the attacking creature and charge at them. If you hit them, you knock them prone and make a melee attack against them. You can do this as many times as equal to your Dovahkiin level, in which you must complete a long rest in order to use this feature again. <br />
<br />
;{{#anc:Shield Brethren}}<br />
At 7th level, you have learned not only to fight for honor or glory, but to protect those you would call friend or family. When you are within 15 feet of an ally and said ally is attacked, you can choose to use your shield or weapon to block the attack. Doing so will require the attacker to make a {{5a|str}} check against you and for you to roll a {{5s|str}} saving throw against it, or take the full damage that would have been dealt to your ally. However, if you succeed in the strength check, all damage is negated from both you and your ally. You can do this as many times as equal to your Dovahkiin level, in which you must complete a long rest to utilize this feature again. <br />
<br />
;{{#anc:Worthy Warrior}}<br />
At 12th level, battle has become a test of your mettle. You can call upon the heroes of Sovngarde to assist you. Once per day, you can summon a spectral warrior, who will assist you in what ways they can. When summoned, your hero can attempt to do one action for you, or can make one attack against a creature of your choice. After this, the hero returns to the afterlife. However, if you do not assign them an action, after 60 seconds, they return to the after life anyways. You must complete a short or long rest to call upon them again. <br />
<br />
;{{#anc:Song of Sovngarde}}<br />
At 18th level, you will forever be remembered as a true warrior. As an action, you can begin to sing the songs of Sovngarde, and its heroes, including you. When you do this, you gain an armor class of 20 + your {{5a|cha}} modifier. Rolling a 19 also counts as rolling a 20. This effect lasts for 120 seconds, and you must complete a long rest to use this feature again. <br />
<br />
=== The Thief Stone ===<br />
<br />
You have chosen the path of a shadow, trusting in the darkness to keep you hidden from your enemies. You gain 2 of the following proficiencies: Acrobatics, Deception, History, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth. You gain proficiency in martial weapons, and have the same benefits as the "Two-Weapon Fighting" fighting style as mentioned in the PHB (pg. 195). <br />
<br />
;{{#anc:One with the Shadows}}<br />
Starting at 1st level, you have the ability to take the Hide Action and become almost invisible by hiding deep in the shadows when in dim light or darkness. When in this hidden state, you are able to strike from the shadows, giving you advantage on your next attack on a creature that is unaware of your position. To see you through the darkness, a creature must succeed on a Wisdom DC saving throw equal to 8 + your Dexterity modifier + your Charisma modifier. <br />
<br />
;{{#anc:Silver Tongued}}<br />
At 3rd level, you have learned how to use your words to get what you want. When making Charisma (Persuasion) checks about bartering, haggling, and trading, you have advantage on Charisma checks (Persuasion or Deception) regarding to how much something is worth. You also have advantage on these checks when lying about your intentions in a situation. <br />
<br />
;{{#anc:Pockets Lined with Gold}}<br />
At 7th level, you have found yourself to have Lady Luck on your side, and always seem to find more gold where others wouldn't. You have advantage on Investigation checks when searching containers for gold, or valuables such as gems and jewelry. You also gain advantage on Dexterity (Sleight of Hand) checks when picking someones pocket for gold. <br />
<br />
;{{#anc:Skeleton Keys}}<br />
At 12th level, you have learned how to make replica keys for locks. When you successfully pick a lock, you can use 5cp worth of wax to make a wax replica of the key belonging to the lock. These keys have three uses before they break and you must create another replica. <br />
<br />
;{{#anc:Nightingale}}<br />
At 18th level, you've been assigned as an Agent of Nocturnal by the daedric prince Nocturnal. As an action, you can utilize a blessing of Nocturnal. There are 3 different abilities granted to Agents of Nocturnal. After you use your ability, you must complete a short or long rest to use this feature again. After taking a long rest, you may choose to take on a different ability. You can only utilize one ability at a time. <br />
<br />
;Shadowcloak of Nocturnal<br />
As an action, you can cast {{5e|Greater Invisibility}} on yourself. This effect lasts 120 seconds. <br />
<br />
;Nightingale of Subterfuge<br />
As an action, you can cast {{5e|Confusion}} as an 8th level spell. This does not effect spell slots. This effect lasts 120 seconds. <br />
<br />
;Nightingale of Strife<br />
As an action, you can cast {{5e|Freedom of Movement}} on yourself. This does not effect spell slots. This effect lasts 120 seconds. <br />
<br />
=== The Mage Stone ===<br />
<br />
You have chosen the path of the mind and universe, bending reality to your whim to either empower yourself or cripple others. You gain 2 of the following proficiencies: Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, and Religion. Rather than gaining any proficiencies with armor or weapons, you instead gain the ability to learn spells similar to how a wizard would learn their spells. You also gain 3 cantrips. These 3 cantrips are Ray of Frost, Firebolt, and Shocking Grasp. Charisma is your spellcasting ability for these. <br />
<br />
;{{#anc:Vision of Magnus}}<br />
Starting at 1st level, you have the ability to read and innately tune to magical scripts and texts. When you read a script of magic, you innately learn the spell or incantation, however, you cannot cast or prepare the spell if you do not have the spell slot available for said spell. Charisma is your spellcasting ability for these learned spells. It takes the number of hours to study the spell equal to the level of spell, minimum of 1 hour, maximum of 5. You can also learn cantrips in this way by studying a magical text of said cantrip for an hour. <br />
<br />
;{{#anc:Blade of Kagrenac}}<br />
At 3rd level, your research into the mages of old has given you an innate attachment to a crystal dagger called "The Blade of Kagrenac". This blade can be summoned to your hand as an action, and stays with you until it is dismissed. You are proficient with this blade. This blade deals 1d6 piercing damage. When a creature is hit by this blade, you may roll a d4 to determine an additional elemental damage. If you roll a 1, you roll 1d4 for additional fire damage. If you roll a 2, you roll 1d4 for cold damage. If you roll a 3, you roll 1d4 lightning damage. And if you roll a 4, you roll 1d4 for each of these elements. This additional damage can only be achieved as many times equal to your charisma modifier, before you must perform a 1 hour ritual, channeling elemental magic into the blade once again. <br />
<br />
;{{#anc:Enchantments}}<br />
At 7th level, you have learned to channel arcane energies into your gear. There are however, requirements to do so. <br />
<br />
;Soul Gems<br />
Soul Gems are arcane gems that have the capability to capture the souls of the dead, which can be later used in enchanting and charging your weapons. There are 5 levels of soul gems, each depicting what types of souls they have the capacity to capture. These levels are Petty, <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At 12th level, <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At 18th level, <br />
<br />
<br />
=== Dovahkiin Spell List ===<br />
<br />
You can know all of the spells on the basic Wizard spell list and any additional spells granted by your subclass.<br />
<br />
=== Dovahkiin Thu'um List ===<br />
<br />
For each blessing of Akatosh received, you gain the knowledge of a Thu'um from this list.<br />
<br />
;Rean Mir Tah, Animal Allegiance <br />
This shout affects a 15 ft. cone. At 1st tier, when a creature of the beast type with a CR of 1/2 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round. At 2nd tier, when a creature of the beast type with a CR of 1 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round. And at 3rd tier, when a creature of the beast type with a CR of 2 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round.<br />
<br />
;Laas Yah Nir, Aura Whisper <br />
This shout only affects yourself. At 1st tier, you gain the same effects of Detect Poison and Disease. At 2nd tier, you also gain the effects of Detect Magic. And at 3rd tier, you also gain the effects of Detect Evil and Good. These effects last until the end of the round. <br />
<br />
;Mid Vur Shaan, Battle Fury<br />
This shout affects in a 10 ft. radius around you. At 1st tier, any allies in the radius gain +1 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. At 2nd tier, any allies in the radius gain +2 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. And at 3rd tier, any allies in the radius gain +3 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. These effects last until the end of the round. <br />
<br />
;Feim Zii Gron, Become Ethereal<br />
This shout only affects yourself. At 1st, 2nd, and 3rd tiers, you take an ethereal form, unable to deal any non magical damage or take any non magical damage from the material plane. 1st tier lasts for 1 turn, 2nd tier lasts for 2 turns, and 3rd tier lasts for 3. <br />
<br />
;Gol Hah Dov, Bend Will<br />
This shout affects a 15ft. cone. At 1st tier, this shout only effects elementals. At 2nd tier, this shout only effects humanoids. And at 3rd tier, this shout only affects dragons. When a creature of the specified type is caught in this shout, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier, or fall under the effects of Command. These effects last until the end of the round. <br />
<br />
;Lok Vah Koor, Clear Skies<br />
This shout affects the environment only, weather in specific. At 1st tier, when you shout into the sky, the weather is cleared, and benefits from weather are removed. At 2nd tier, the skies are cleared completely, providing a perfect view of the sky above. And at 3rd tier, when the skies are cleared, the air becomes comfortably warm with sunlight. <br />
<br />
;Ven Gaar Nos, Cyclone<br />
This shout affects a 15ft. cone. At 1st tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed back 15 feet and take 1d6 force damage. Creatures of large size or larger only suffer from the damages. At 2nd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed 20 feet back and take 2d6 force damage. Creatures of large size or larger only suffer from the damages. At 3rd tier, creatures of medium size or smaller must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed 25 feet back and take 3d6 force damage. If the creature succeeds in the saving throw, they do not take the applied damages. Creatures of large sized or larger only suffer from the damages. <br />
<br />
;Zun Haal Vik, Disarm<br />
This shout affects a 15ft. cone. At 1st tier, creatures caught in this shout must roll a Strength DC of 10 + your strength modifier + your charisma modifier or suffer the affects as according to the shout tier. At 1st tier, a creature holding a weapon with the light property are disarmed, and their weapons are thrown 10 feet away from the creature. At 2nd tier, a creature wielding a weapon that does ''not'' have the heavy property are disarmed, and their weapons are thrown 10 feet away from the creature. And at 3rd tier, a creature wielding a weapon of any type with the heavy property or lighter are disarmed, and the weapons are thrown 10 feet away from the creature. <br />
<br />
;Faas Ru Maar, Dismay<br />
This shout affects a 15ft. cone. At 1st tier, any creature caught in the affected area of CR 1/2 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. At 2nd tier, any creature caught in the affected area of CR 1 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. And at 3rd tier, any creature caught in the affected area of CR 2 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. <br />
<br />
;Mul Qah Diiv, Dragon Aspect<br />
This shout affects only yourself and can only be used at 3rd tier. Once per day, you physically embody the spirit of a dragon, and gain the following benefits. These effects last for 3 rounds. You must complete a long rest before you can use this shout, or any other shout again.:<br />
- You gain resistance to bludgeoning, slashing, and piercing damage. <br />
- You gain resistance to cold, fire, lightning, and acid damage.<br />
- You gain the ability to use Fus Ro Dah each round of play. <br />
<br />
;Suh Grah Dun, Elemental Fury<br />
This shout affects only yourself and can only be used at a 2nd tier level. When you use this shout, you gain advantage on attack rolls, and deal 1 extra cold, fire, and lightning damage on successful hits. This effect lasts for 2 rounds. <br />
<br />
;Yol Toor Shul, Fire Breath<br />
This shout affects a 15ft. cone. At 1st tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 1d6 fire damage. The creatures take half as much if they are successful. At 2nd tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 2d6 fire damage. The creatures take half as much if they are successful. And at 3rd tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 3d6 fire damage. The creatures take half as much if they are successful. <br />
<br />
;Fo Krah Diin, Frost Breath<br />
This shout affects a 15ft. cone. At 1st tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 1d6 cold damage. The creatures take half as much if they are successful. At 2nd tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 2d6 cold damage. The creatures take half as much if they are successful. And at 3rd tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 3d6 cold damage. The creatures take half as much if they are successful. <br />
<br />
;Iiz Slen Nus, Ice Form<br />
This shout affects a 15ft. cone. Creatures of medium size or smaller must make a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer from the following effects. Large and larger sized creatures are not affected by this. At 1st tier, creatures that are caught in the area's movement speed is reduced by 5 and take 1d4 cold damage. At 2nd tier, creatures that are caught in this area's movement speed is reduced by 10 and take 1d6 cold damage. And at 3rd tier, creatures that are caught in this area's movement speed is reduced to 0, and they take 2d6 cold damage. Creatures who succeed the saving through only suffer from the movement losses. <br />
<br />
;Krii Lun Aus, Marked for Death<br />
This shout affects a 15ft. cone. Using this shout causes a level of exhaustion to yourself. At 1st tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls. At 2nd tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls and have their movement speed halved. And at 3rd tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls, have their movements speed halved, and -2 from their armor class. The effects of this shout last until the end of the round. <br />
<br />
;Tiid Klo Ul, Slow Time<br />
This shout affects a 15ft. radius around you. Using this shout causes a level of exhaustion to yourself. Any creatures while in the radius are affected by this. These creatures speed is halved, and have disadvantage on any attack rolls against you, while you have advantage on attack rolls against the affected creatures. Any creatures outside of the radius also get advantage on attack rolls against the affected creatures. This also affects allies. At 1st tier, this effect lasts for one round. At 2nd tier, this effect lasts for two rounds. And at 3rd tier, this effect lasts for 3 rounds. <br />
<br />
;Strun Bah Qo, Storm Call<br />
This shout affects only one creature and can only be used at 3rd tier. Once per day, you call to the skies to create a storm, of which a thunderbolt will hit one creature of your choice, dealing 8d6 lightning damage. After the storm is called, it stays around, lightning and thunder booming through the sky as wind whips by and heavy rain pelts the ground. Lightning may strike at random, however, the targets of the lightning are up to to the DM, and they can include you. There can be at most 1 lightning strike per round. A regular lightning strike deals 5d6 lightning damage. You must complete a long rest to use this shout, or any other shout again. <br />
<br />
;Zul Mey Gut, Throw Voice<br />
This shout affects a single point out to a range of 120ft. This shout can only be used in 2nd tier. At 2nd tier, you are able to manifest your voice at any visible point within a range of 120ft. Creatures that hear this sound must make an Intelligence DC of 10 + your strength modifier + your charisma modifier, or are deceived into thinking your voice had actually come from that direction, however, if the creature or creatures succeed in their saving throw, they know that the vocal manifestation is a trick, and will begin to search for you. <br />
<br />
;Wuld Nah Kest, Whirlwind Sprint<br />
This shout only affects yourself. At 1st tier, you dash in a straight line 30ft. in addition to your movement speed. At 2nd tier, you dash in a straight line 45ft. in addition to your movement speed. And at 3rd tier, you dash in a straight line 75ft. <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 Dovahkiin class, you must meet these prerequisites: You must have a Strength Score of 15 or higher, and a Charisma score of 14 or higher. You also must have draconic blood or have some connections with dragons through some magical aspect, and be able to speak, read, and write draconic. <br />
<br />
'''Proficiencies.''' When you multiclass into the class, you gain the following proficiencies: Athletics and Survival for the Warrior Stone, Arcana and either Nature or Religion for the Mage Stone, Stealth and Sleight of Hand for the Thief Stone. <br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Dovahkiin_(5e_Class)&diff=1169503Dovahkiin (5e Class)2019-05-01T17:59:49Z<p>Polaton: </p>
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<div>{{WIP}}<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
{{abandoned|13:32, 8 March 2019 (MST)|Class features end at 7th level.}}<br />
<br />
== Dovahkiin ==<br />
<br />
<!--Introduction--><br />
<br />
=== You Are Dovahkiin ===<br />
<br />
<!--Explore this chapter in more detail here--><br />
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=== Creating a Dovahkiin ===<br />
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<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Dovahkiin quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Folk Hero background. Third, choose the Battleaxe and a Dagger, Scale Armor, Explorers Pack, and either the Longbow or Crossbow.<br />
<br />
{{5e Class Features<br />
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|summary=<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple <br />
|tools=None<br />
|saves=Strength and Charisma. <br />
|skills=Dependent on your Stone Path. <br />
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|item1b=Battleaxe and a Dagger<br />
|item1c=Warhammer and a Dagger<br />
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|item2b=Scale Armor<br />
|item2c=Splint Armor<br />
|item3a=Burglars Pack<br />
|item3b=Scholars Pack<br />
|item3c=Explorers Pack<br />
|item4a=Longbow and 20 arrows<br />
|item4b=Crossbow and 20 bolts<br />
|item4c=Arcane Focus<br />
|wealth=5d4 x 10 GP<br />
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<br />
==== Way of the Voice ====<br />
As a Dovahkiin, you have the innate ability to understand the dragon tongue, and focus their power into what is known as a Thu'um, or shout. <br />
;Thu'um Tiers<br />
Each shout has 3 tiers of power. The 1st tier when acted upon counts as a bonus action. The 2nd tier when acted upon counts as an action. And the 3rd tier counts as an action and prevents any movement on that turn. If you use your Thu'um, you cannot use it again the next round. <br />
<br />
==== Fus Ro Dah ====<br />
At level one, you know the Thu'um, Unrelenting Force, otherwise known as Fus Ro Dah. This Thu'um affects a 15ft. cone. At 1st tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 5 feet. Creatures of large size or larger only suffer from the disadvantages. At 2nd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 10 feet. Creatures of large size or larger only suffer from the disadvantages. And at 3rd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 15 feet. Creatures of large size or larger only suffer from the disadvantages.<br />
<br />
==== Stone Path ====<br />
At 1st level, you choose a Stone Path. Choose between The Warrior Stone, The Thief Stone, or The Mage Stone, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 7th, 12th, 18th levels.<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 />
==== Blessing of Akatosh ====<br />
Starting at 2nd level, the dragon god himself, Akatosh, blesses you you with the knowledge of a new Thu'um. You choose which Thu'um you wish to dedicate this new found knowledge to. You learn a new Thu'um at 5th, 10th, and 15th levels. <br />
<br />
;Blessing of Akatosh Alternative: Dragon Souls.<br />
For those seeking a true challenge, to learn a new Thu'um, you must consume the soul of a dragon. When you slay a dragon, you absorb its soul. This also prevents the dragon from being brought back from the dead. When you absorb the soul, you gain the ability to use that dragons knowledge to learn another Thu'um. You may still only know up to one extra Thu'um at 2nd level, then two at 5th, and so on. This is an optional alternative, as depending on the campaign's setting, opportunities to slay a dragon may be limited.<br />
<br />
==== ====<br />
<!-Class feature game rule information-><br />
<br />
==== Master of the Voice ====<br />
At 20th level, you have learned to master your Thu'ums. At this level, you no longer take any Blessings of Akatosh, but may continue to consume dragon souls in order to unlock the rest of the Thu'ums. You learn the Thu'um Joor Sah Frul, Dragonrend. This shout only affects dragons of any type, including the Dracolich. This shout can only be used in tier 3, or it is rendered useless. This Thu'um's effects last until the end of the round. For this duration, the dragon suffers from the following effects: It is vulnerable to slashing, piercing, and bludgeoning damage, it cannot use it's breath attacks, and it is forced to ground itself, giving it a flight speed of 0. <br />
<br />
=== The Warrior Stone ===<br />
<br />
You have chosen to follow the path of a warrior, trusting in your blade to keep you alive. You gain 2 of the following proficiencies: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. You gain proficiency in Medium and Heavy armor, as well as Shields. You gain proficiency in Martial Weapons. <br />
<br />
;{{#anc:Battle Cry}}<br />
Starting at 1st level, you may take a bonus action to shout in a terrifying way, intimidating your foes, affecting any non allied creature with a CR equal to the Dovahkiins level divided by 2 or lower within 15 feet of the Dovahkiin. Creatures caught and affected in this radius must make a Wisdom saving throw equal to DC 8 + your Strength modifier + your Charisma modifier. Creatures that fail the saving throw suffer from the frightened condition for 1 minute. If the creature fails, they can repeat this saving throw on their turn to break themselves from the condition. Creatures that succeed the saving throw are unaffected. You can use this feature as many times equal to your Charisma modifier. You must take a long rest to regain this features use. <br />
<br />
;{{#anc:Bloodshed}}<br />
At 3rd level, the sight of your blood and the pain that goes along with it drives a fury and vengeance only blood will sate. When you are attacked physically, you can take a reaction against the attacking creature and charge at them. If you hit them, you knock them prone and make a melee attack against them. You can do this as many times as equal to your Dovahkiin level, in which you must complete a long rest in order to use this feature again. <br />
<br />
;{{#anc:Shield Brethren}}<br />
At 7th level, you have learned not only to fight for honor or glory, but to protect those you would call friend or family. When you are within 15 feet of an ally and said ally is attacked, you can choose to use your shield or weapon to block the attack. Doing so will require the attacker to make a {{5a|str}} check against you and for you to roll a {{5s|str}} saving throw against it, or take the full damage that would have been dealt to your ally. However, if you succeed in the strength check, all damage is negated from both you and your ally. You can do this as many times as equal to your Dovahkiin level, in which you must complete a long rest to utilize this feature again. <br />
<br />
;{{#anc:Worthy Warrior}}<br />
At 12th level, battle has become a test of your mettle. You can call upon the heroes of Sovngarde to assist you. Once per day, you can summon a spectral warrior, who will assist you in what ways they can. When summoned, your hero can attempt to do one action for you, or can make one attack against a creature of your choice. After this, the hero returns to the afterlife. However, if you do not assign them an action, after 60 seconds, they return to the after life anyways. You must complete a short or long rest to call upon them again. <br />
<br />
;{{#anc:Song of Sovngarde}}<br />
At 18th level, you will forever be remembered as a true warrior. As an action, you can begin to sing the songs of Sovngarde, and its heroes, including you. When you do this, you gain an armor class of 20 + your {{5a|cha}} modifier. Rolling a 19 also counts as rolling a 20. This effect lasts for 120 seconds, and you must complete a long rest to use this feature again. <br />
<br />
=== The Thief Stone ===<br />
<br />
You have chosen the path of a shadow, trusting in the darkness to keep you hidden from your enemies. You gain 2 of the following proficiencies: Acrobatics, Deception, History, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth. You gain proficiency in martial weapons, and have the same benefits as the "Two-Weapon Fighting" fighting style as mentioned in the PHB (pg. 195). <br />
<br />
;{{#anc:One with the Shadows}}<br />
Starting at 1st level, you have the ability to take the Hide Action and become almost invisible by hiding deep in the shadows when in dim light or darkness. When in this hidden state, you are able to strike from the shadows, giving you advantage on your next attack on a creature that is unaware of your position. To see you through the darkness, a creature must succeed on a Wisdom DC saving throw equal to 8 + your Dexterity modifier + your Charisma modifier. <br />
<br />
;{{#anc:Silver Tongued}}<br />
At 3rd level, you have learned how to use your words to get what you want. When making Charisma (Persuasion) checks about bartering, haggling, and trading, you have advantage on Charisma checks (Persuasion or Deception) regarding to how much something is worth. You also have advantage on these checks when lying about your intentions in a situation. <br />
<br />
;{{#anc:Pockets Lined with Gold}}<br />
At 7th level, you have found yourself to have Lady Luck on your side, and always seem to find more gold where others wouldn't. You have advantage on Investigation checks when searching containers for gold, or valuables such as gems and jewelry. You also gain advantage on Dexterity (Sleight of Hand) checks when picking someones pocket for gold. <br />
<br />
;{{#anc:Skeleton Keys}}<br />
At 12th level, you have learned how to make replica keys for locks. When you successfully pick a lock, you can use 5cp worth of wax to make a wax replica of the key belonging to the lock. These keys have three uses before they break and you must create another replica. <br />
<br />
;{{#anc:Nightingale}}<br />
At 18th level, you've been assigned as an Agent of Nocturnal by the daedric prince Nocturnal. As an action, you can utilize a blessing of Nocturnal. There are 3 different abilities granted to Agents of Nocturnal. After you use your ability, you must complete a short or long rest to use this feature again. After taking a long rest, you may choose to take on a different ability. You can only utilize one ability at a time. <br />
<br />
;Shadowcloak of Nocturnal<br />
As an action, you can cast {{5e|Greater Invisibility}} on yourself. This effect lasts 120 seconds. <br />
<br />
;Nightingale of Subterfuge<br />
As an action, you can cast {{5e|Confusion}} as an 8th level spell. This does not effect spell slots. This effect lasts 120 seconds. <br />
<br />
;Nightingale of Strife<br />
As an action, you can cast {{5e|Freedom of Movement}} on yourself. This does not effect spell slots. This effect lasts 120 seconds. <br />
<br />
=== The Mage Stone ===<br />
<br />
You have chosen the path of the mind and universe, bending reality to your whim to either empower yourself or cripple others. You gain 2 of the following proficiencies: Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, and Religion. Rather than gaining any proficiencies with armor or weapons, you instead gain the ability to learn spells similar to how a wizard would learn their spells. You also gain 3 cantrips. These 3 cantrips are Ray of Frost, Firebolt, and Shocking Grasp. Charisma is your spellcasting ability for these. <br />
<br />
;{{#anc:Vision of Magnus}}<br />
Starting at 1st level, you have the ability to read and innately tune to magical scripts and texts. When you read a script of magic, you innately learn the spell or incantation, however, you cannot cast or prepare the spell if you do not have the spell slot available for said spell. Charisma is your spellcasting ability for these learned spells. It takes the number of hours to study the spell equal to the level of spell, minimum of 1 hour, maximum of 5. You can also learn cantrips in this way by studying a magical text of said cantrip for an hour. <br />
<br />
;{{#anc:Blade of Kagrenac}}<br />
At 3rd level, your research into the mages of old has given you an innate attachment to a crystal dagger called "The Blade of Kagrenac". This blade can be summoned to your hand as an action, and stays with you until it is dismissed. You are proficient with this blade. This blade deals 1d6 piercing damage. When a creature is hit by this blade, you may roll a d4 to determine an additional elemental damage. If you roll a 1, you roll 1d4 for additional fire damage. If you roll a 2, you roll 1d4 for cold damage. If you roll a 3, you roll 1d4 lightning damage. And if you roll a 4, you roll 1d4 for each of these elements. This additional damage can only be achieved as many times equal to your charisma modifier, before you must perform a 1 hour ritual, channeling elemental magic into the blade once again. <br />
<br />
;{{#anc:Enchantments}}<br />
At 7th level, you have learned to channel arcane energies into your gear. There are however, requirements to do so. <br />
<br />
;Soul Gems<br />
Soul Gems are arcane gems that have the capability to capture the souls of the dead, which can be later used in enchanting and charging your weapons. There are 5 levels of soul gems, each depicting what types of souls they have the capacity to capture. These levels are Petty, <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At 12th level, <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At 18th level, <br />
<br />
<br />
=== Dovahkiin Spell List ===<br />
<br />
You can know all of the spells on the basic Wizard spell list and any additional spells granted by your subclass.<br />
<br />
=== Dovahkiin Thu'um List ===<br />
<br />
For each blessing of Akatosh received, you gain the knowledge of a Thu'um from this list.<br />
<br />
;Rean Mir Tah, Animal Allegiance <br />
This shout affects a 15 ft. cone. At 1st tier, when a creature of the beast type with a CR of 1/2 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round. At 2nd tier, when a creature of the beast type with a CR of 1 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round. And at 3rd tier, when a creature of the beast type with a CR of 2 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round.<br />
<br />
;Laas Yah Nir, Aura Whisper <br />
This shout only affects yourself. At 1st tier, you gain the same effects of Detect Poison and Disease. At 2nd tier, you also gain the effects of Detect Magic. And at 3rd tier, you also gain the effects of Detect Evil and Good. These effects last until the end of the round. <br />
<br />
;Mid Vur Shaan, Battle Fury<br />
This shout affects in a 10 ft. radius around you. At 1st tier, any allies in the radius gain +1 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. At 2nd tier, any allies in the radius gain +2 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. And at 3rd tier, any allies in the radius gain +3 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. These effects last until the end of the round. <br />
<br />
;Feim Zii Gron, Become Ethereal<br />
This shout only affects yourself. At 1st, 2nd, and 3rd tiers, you take an ethereal form, unable to deal any non magical damage or take any non magical damage from the material plane. 1st tier lasts for 1 turn, 2nd tier lasts for 2 turns, and 3rd tier lasts for 3. <br />
<br />
;Gol Hah Dov, Bend Will<br />
This shout affects a 15ft. cone. At 1st tier, this shout only effects elementals. At 2nd tier, this shout only effects humanoids. And at 3rd tier, this shout only affects dragons. When a creature of the specified type is caught in this shout, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier, or fall under the effects of Command. These effects last until the end of the round. <br />
<br />
;Lok Vah Koor, Clear Skies<br />
This shout affects the environment only, weather in specific. At 1st tier, when you shout into the sky, the weather is cleared, and benefits from weather are removed. At 2nd tier, the skies are cleared completely, providing a perfect view of the sky above. And at 3rd tier, when the skies are cleared, the air becomes comfortably warm with sunlight. <br />
<br />
;Ven Gaar Nos, Cyclone<br />
This shout affects a 15ft. cone. At 1st tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed back 15 feet and take 1d6 force damage. Creatures of large size or larger only suffer from the damages. At 2nd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed 20 feet back and take 2d6 force damage. Creatures of large size or larger only suffer from the damages. At 3rd tier, creatures of medium size or smaller must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed 25 feet back and take 3d6 force damage. If the creature succeeds in the saving throw, they do not take the applied damages. Creatures of large sized or larger only suffer from the damages. <br />
<br />
;Zun Haal Vik, Disarm<br />
This shout affects a 15ft. cone. At 1st tier, creatures caught in this shout must roll a Strength DC of 10 + your strength modifier + your charisma modifier or suffer the affects as according to the shout tier. At 1st tier, a creature holding a weapon with the light property are disarmed, and their weapons are thrown 10 feet away from the creature. At 2nd tier, a creature wielding a weapon that does ''not'' have the heavy property are disarmed, and their weapons are thrown 10 feet away from the creature. And at 3rd tier, a creature wielding a weapon of any type with the heavy property or lighter are disarmed, and the weapons are thrown 10 feet away from the creature. <br />
<br />
;Faas Ru Maar, Dismay<br />
This shout affects a 15ft. cone. At 1st tier, any creature caught in the affected area of CR 1/2 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. At 2nd tier, any creature caught in the affected area of CR 1 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. And at 3rd tier, any creature caught in the affected area of CR 2 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. <br />
<br />
;Mul Qah Diiv, Dragon Aspect<br />
This shout affects only yourself and can only be used at 3rd tier. Once per day, you physically embody the spirit of a dragon, and gain the following benefits. These effects last for 3 rounds. You must complete a long rest before you can use this shout, or any other shout again.:<br />
- You gain resistance to bludgeoning, slashing, and piercing damage. <br />
- You gain resistance to cold, fire, lightning, and acid damage.<br />
- You gain the ability to use Fus Ro Dah each round of play. <br />
<br />
;Suh Grah Dun, Elemental Fury<br />
This shout affects only yourself and can only be used at a 2nd tier level. When you use this shout, you gain advantage on attack rolls, and deal 1 extra cold, fire, and lightning damage on successful hits. This effect lasts for 2 rounds. <br />
<br />
;Yol Toor Shul, Fire Breath<br />
This shout affects a 15ft. cone. At 1st tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 1d6 fire damage. The creatures take half as much if they are successful. At 2nd tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 2d6 fire damage. The creatures take half as much if they are successful. And at 3rd tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 3d6 fire damage. The creatures take half as much if they are successful. <br />
<br />
;Fo Krah Diin, Frost Breath<br />
This shout affects a 15ft. cone. At 1st tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 1d6 cold damage. The creatures take half as much if they are successful. At 2nd tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 2d6 cold damage. The creatures take half as much if they are successful. And at 3rd tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 3d6 cold damage. The creatures take half as much if they are successful. <br />
<br />
;Iiz Slen Nus, Ice Form<br />
This shout affects a 15ft. cone. Creatures of medium size or smaller must make a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer from the following effects. Large and larger sized creatures are not affected by this. At 1st tier, creatures that are caught in the area's movement speed is reduced by 5 and take 1d4 cold damage. At 2nd tier, creatures that are caught in this area's movement speed is reduced by 10 and take 1d6 cold damage. And at 3rd tier, creatures that are caught in this area's movement speed is reduced to 0, and they take 2d6 cold damage. Creatures who succeed the saving through only suffer from the movement losses. <br />
<br />
;Krii Lun Aus, Marked for Death<br />
This shout affects a 15ft. cone. Using this shout causes a level of exhaustion to yourself. At 1st tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls. At 2nd tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls and have their movement speed halved. And at 3rd tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls, have their movements speed halved, and -2 from their armor class. The effects of this shout last until the end of the round. <br />
<br />
;Tiid Klo Ul, Slow Time<br />
This shout affects a 15ft. radius around you. Using this shout causes a level of exhaustion to yourself. Any creatures while in the radius are affected by this. These creatures speed is halved, and have disadvantage on any attack rolls against you, while you have advantage on attack rolls against the affected creatures. Any creatures outside of the radius also get advantage on attack rolls against the affected creatures. This also affects allies. At 1st tier, this effect lasts for one round. At 2nd tier, this effect lasts for two rounds. And at 3rd tier, this effect lasts for 3 rounds. <br />
<br />
;Strun Bah Qo, Storm Call<br />
This shout affects only one creature and can only be used at 3rd tier. Once per day, you call to the skies to create a storm, of which a thunderbolt will hit one creature of your choice, dealing 8d6 lightning damage. After the storm is called, it stays around, lightning and thunder booming through the sky as wind whips by and heavy rain pelts the ground. Lightning may strike at random, however, the targets of the lightning are up to to the DM, and they can include you. There can be at most 1 lightning strike per round. A regular lightning strike deals 5d6 lightning damage. You must complete a long rest to use this shout, or any other shout again. <br />
<br />
;Zul Mey Gut, Throw Voice<br />
This shout affects a single point out to a range of 120ft. This shout can only be used in 2nd tier. At 2nd tier, you are able to manifest your voice at any visible point within a range of 120ft. Creatures that hear this sound must make an Intelligence DC of 10 + your strength modifier + your charisma modifier, or are deceived into thinking your voice had actually come from that direction, however, if the creature or creatures succeed in their saving throw, they know that the vocal manifestation is a trick, and will begin to search for you. <br />
<br />
;Wuld Nah Kest, Whirlwind Sprint<br />
This shout only affects yourself. At 1st tier, you dash in a straight line 30ft. in addition to your movement speed. At 2nd tier, you dash in a straight line 45ft. in addition to your movement speed. And at 3rd tier, you dash in a straight line 75ft. <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 Dovahkiin class, you must meet these prerequisites: You must have a Strength Score of 15 or higher, and a Charisma score of 14 or higher. You also must have draconic blood or have some connections with dragons through some magical aspect, and be able to speak, read, and write draconic. <br />
<br />
'''Proficiencies.''' When you multiclass into the class, you gain the following proficiencies: Athletics and Survival for the Warrior Stone, Arcana and either Nature or Religion for the Mage Stone, Stealth and Sleight of Hand for the Thief Stone. <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Plague_Priest_(5e_Class)&diff=1169493Plague Priest (5e Class)2019-05-01T17:41:30Z<p>Polaton: /* Dance of the Reaper */</p>
<hr />
<div><br />
== Plague Priest ==<br />
<br />
''A woman wanders her way into the palace of the king. The guards attempt to stop her, but with a wave of her hand begin to cough in fits of rage, spitting up blood and bile, and eventually just collapsing. As she enters the kings court, she waves her incense burner, and the whole room begins to wheeze, coughing up blood, until the room falls silent. As the night descends, the plague follows, climbing along buildings, into windows, and ripping apart their victims as they sleep. The moon reflected along the edge of the blade, glistening a dark green, as the light shined off of the blood of the infected.'' These are the powers of the Plague Priests, worshippers and disciples of the god of the plague, [Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]],. <br />
<br />
=== Disciples of the Plague ===<br />
<br />
The plague priests are worshippers of the forgotten god, Mirad, god of death, disease, deception, fire, and pestilence. They survive as they spread the "gifts" of Mirad to others, spreading disease and death across the lands, ending bloodlines, and converting others into their following. This is the life of the plague priests. They spend their lives struggling to survive at the expense of others and worshipping their forgotten god. <br />
<br />
=== Creating a Plague Priest ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|http://games.northhaledongaming.com/Warhammer/SiteAssets/SitePages/High%20Priest%20Tetrahon/Liche_Priest_by_daarken.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What made you become a plague priest? Were you infected by another priest and pulled into worshipping this god? Or did you choose to worship Mirad? Maybe you were visited by the god in a vision and infected directly? No matter how you got infected, the real question is, what is your goal? Are you seeking to have the powers of a god at your fingertips, or are you simply trying to survive? <br />
<br />
;Quick Build<br />
You can make a Plague Priest quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Acolyte background. Third, depending on what subclass you pick, choose the flail priests pack if you're aiming for the Following of the Ashes, the scythe and monster hunters pack for the Following of the blade, or a simple weapon and explorers pack for the Following of the Beast. <br />
<br />
{{5e Class Features<br />
|name=Plague Priest<br />
|summary=Worshippers of the forgotten god of the plague, Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]. <br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple, Flails, Scythes<br />
|tools=Poisoners Kit<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Arcana, Deception, History, Intimidation, Investigation, Medicine, Nature, and Religion. <br />
|item1a=An incense burner that could second as a flail,<br />
|item1b=A blackened metal scythe (3d6 Slashing Damage, Two-Handed, Heavy)<br />
|item1c=Any simple weapon<br />
|item2a=A component pouch<br />
|item2b=<br />
|item2c=<br />
|item3a=A priest's pack <br />
|item3b=An explorer's pack <br />
|item3c=A monster hunter's pack<br />
|item4a=A set of leather armor and an ornate sacrificial dagger.<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10<br />
|classfeatures1={{inpage|Plagued}}, {{inpage|Following of the Plague}}<br />
|classfeatures2=<br />
|classfeatures3={{inpage|Blessing of Mirad}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Following of the Plague Sub Feature}} <br />
|classfeatures11={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures14={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures15={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Following of the Plague 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=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
|extra2_name=Infected Claws<br />
|extra2_1=1d6<br />
|extra2_2=1d6<br />
|extra2_3=1d6<br />
|extra2_4=1d6<br />
|extra2_5=2d6<br />
|extra2_6=2d6<br />
|extra2_7=2d6<br />
|extra2_8=2d6<br />
|extra2_9=3d6<br />
|extra2_10=3d6<br />
|extra2_11=3d6<br />
|extra2_12=3d6<br />
|extra2_13=4d6<br />
|extra2_14=4d6<br />
|extra2_15=4d6<br />
|extra2_16=4d6<br />
|extra2_17=5d6<br />
|extra2_18=5d6<br />
|extra2_19=5d6<br />
|extra2_20=5d6<br />
|extra3_name=Blood of Mirad<br />
|extra3_1=1d4<br />
|extra3_2=1d4<br />
|extra3_3=1d4<br />
|extra3_4=1d4<br />
|extra3_5=2d4<br />
|extra3_6=2d4<br />
|extra3_7=2d4<br />
|extra3_8=2d4<br />
|extra3_9=3d4<br />
|extra3_10=3d4<br />
|extra3_11=3d4<br />
|extra3_12=3d4<br />
|extra3_13=4d4<br />
|extra3_14=4d4<br />
|extra3_15=4d4<br />
|extra3_16=4d4<br />
|extra3_17=5d4<br />
|extra3_18=5d4<br />
|extra3_19=5d4<br />
|extra3_20=5d4<br />
}}<br />
<br />
==== Plagued ====<br />
At 1st level, you have been infected by the plague of Mirad. You blood is made impure, the plague spreading throughout your body, however, you do not suffer from the effects of the [[The Plague (5e Disease)|plague]].When you take melee slashing or piercing damage, causing you to bleed on the creature, the attacking creature must make a {{5a|con}} saving throw of 8 + your {{5a|con}} modifier + your proficiency modifier or take 1d4 acid damage. If the creature is successful, they take no damage. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Following of the Plague ====<br />
At 1st level, you may choose how you worship the plague. When you choose your following, you choose between the, Following of the Ashes, Following of the Beast, and the Following of the Blade. These followings grant you features at 1st, 3rd, 6th, 10th, 11th, 13th, 14th, 15th, 17th, and 20th levels.<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 />
==== Increased Infectivity ====<br />
At 11th level, the plague becomes easier to spread. When creatures roll Constitution saving throws against you, rolling a natural 1 '''''or''''' 2 results in them contracting the plague. This increases to include rolling a natural 3 at 13th level, a natural 4 at 15th level, and finally a natural 5 at 17th level.<br />
<br />
== Following of the Ashes ==<br />
You have taken to cleansing the world of life, spreading your gifts through the flames of an incense burner. <br />
<br />
====Spellcasting====<br />
Starting at 1st level, your spellcasting is purely to spread the plague, alter the minds of those who are against you, and kill those who would get in your way. Your powers are granted by Mirad so you may spread the plague and bring death to those who stand in front of you. <br />
<br />
=====Cantrips=====<br />
You know two cantrips starting at 1st level. You may pick these cantrips from those provided at the bottom of the class description. You learn more as you reach higher levels.<br />
<br />
=====Spells Known=====<br />
You know as many spells as your level + your Constitution modifier (minimum of 1). 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 plague priest spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the plague priest spells you know and replace it with another spell from the plague priest spell list, which also must be of a level for which you have spell slots.<br />
<br />
=====Spellcasting Ability=====<br />
Constitution is your spellcasting ability for your plague priest spells, so you use your {{5a|con}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|con}} modifier when setting the saving throw DC for a plague priest spell you cast and when making an attack roll with one. <br />
<br />
Spell save = DC 8 + your proficiency bonus + your {{5a|con}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|con}} modifier<br />
<br />
==== Incense Smoke ====<br />
At 1st level, your incense burner clouds you in a 15 foot radius of smoke. Creatures that are in this radius suffer disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks and {{5a|str}} ({{5s|Athletics}}) checks. This does not affect creatures that do not breathe or constructs. <br />
<br />
==== Aromas of the Plague ====<br />
At 3rd level, you chose an Aroma to emit from your incense. Choose between the the Aroma of Pestilence or the Aroma of the Scourge, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Thick Smoke ====<br />
At 11th level, your smoke is made thick, and is difficult to breathe and see in. When a creature is within your incense smoke radius, they have disadvantage on attack rolls, saving throws, and {{5a|wis}} ({{5s|Perception}}) checks. <br />
<br />
==== Cleansing Flames ==== <br />
At 13th level, you have learned to make your incense burn stronger and bigger. Now when you attack with your incense, you deal an additional 1d4 fire damage upon hit, and the areas for your incense smoke and Aromas of the Plague double in size. <br />
<br />
==== Intrusive Incense ====<br />
At 15th level, you have nearly perfected the incense you are burning. Creatures that do not need to breathe, are now still effected by the incense smoke and Aromas of the Plague. <br />
<br />
==== Alchemical Perfection ==== <br />
At 17th level, you have created the perfect incense. No matter the creature, construct or not, they are affected by the incense smoke and Aromas of the Plague.<br />
<br />
==== Just Breathe ==== <br />
At 20th level, you have grown accustomed to inhaling and breathing in your incenses, to the point where they refresh you, both in your body and mind. For every minute that you stand in your incense smoke, you heal yourself by 1d8. This also cures any afflictions that effect you. <br />
<br />
=== Aroma of Pestilence ===<br />
<br />
You have infused the plague into the smoke from your incense, spreading the disease through the air, and killing silently and unknowingly.<br />
<br />
;{{#anc:The Smoke of the Sickly}}<br />
Starting at 3rd level, as an action, you can wave your incense through the air, making the air around you filled with smoke in a 30 foot radius. Any creatures caught in this, including allies, must make a Constitution saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. A creature can only risk being infected in this manner once every 24 hours, and if the creature succeeds on the saving throw, you cannot infect them in this manner for 24 hours. <br />
<br />
;{{#anc:Rapid Decomposition}}<br />
At 6th level, if a creature becomes infected through the Smoke of the Sick, the infected begin to suffer from the effects of the plague immediately. When contracting the plague in this way, they automatically suffer from the effects of Day Two.<br />
<br />
;{{#anc:Contagious}}<br />
At 10th level, if a creature is infected through the Smoke of the Sick, their infection becomes contagious to those around them. If anyone or anything comes into a 5 foot radius of the infected creature or physically touches the infected creature, they must roll a {{5a|con}} saving throw of DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. If the creature succeeds, they are immune to catching the plague in this manner for 1 hour. <br />
<br />
;{{#anc:Death Incarnate}}<br />
At 14th level, if a creature is infected through the Smoke of the Sick, their infection has the potential to become lethal immediately. When a creature contracts the plague in this manner, they must make one more saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or immediately fall under the effects of Day 5. If the creature succeeds, it cannot be affected in this way again.<br />
<br />
=== Aroma of the Scourge ===<br />
<br />
You have made the aroma of your incense smell like that of rotting meat, and cursed the smoke that leaves the flame. <br />
<br />
;{{#anc:The Smoke of the Locusts}}<br />
Starting at 3rd level, you are able to summon a swarm of locusts. When you wave your incense through the air, after a minute, a swarm of locusts will appear, taking up a 10 foot radius. You are able to command this swarm to attack targets, protect you, or retrieve items for you. When the swarm is set to attack a creature, they must make attack rolls against the creature and deal 2d4 slashing damage. When set to protect you, any creatures making attack rolls against you must make them with disadvantage. When set to retrieve an item, they can only carry up to 2 pounds. This swarm breaks apart and leaves after 30 seconds. This can be done once every 4 hours. <br />
<br />
;{{#anc:Emanation of Decay}}<br />
At 6th level, the stench of death follows you, and has brought some "friends" as well. The smell of rot and decay has attracted creatures, such as rats, flies, and other insects. When you wave your incense, you may command these creatures to attack a single target and begin to eat them alive. When these creatures go to consume this creature, they must roll a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier, or take 4d6 poison damage. If the creature rolls a natural 1, they contract the plague. If the creature goes below 0 hit points with this feature, they are completely consumed within 5 minutes, leaving nothing but a pile of the creatures remains. This can be done once every 12 hours. <br />
<br />
;{{#anc:Parasitic Spawn}}<br />
At 10th level, your body has rotted away to the point where insects have begun to nest inside of you. As a bonus action, you can excrete a worm like maggot about the size of a small rabbit out of your wrist, causing you to take 1d4 acid damage. When you spawn this maggot like creature, you can throw it at a creature, and the maggot will attempt to burrow into the creature, and leech off of them. When the maggot hits, the creature must make a {{5a|str}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or take 4d4 piercing damage, and then take 2d4 poison damage at the end of every round until the maggot is removed. If the creature rolls a natural 1, they contract the plague. If the creature succeeds the saving throw, the maggot fails to pierce the skin, and falls to the ground. This maggot has only 1hp. To regain this feature, you must complete a long rest. <br />
<br />
;{{#anc:Hive Mind}}<br />
At 14th level, your spawn has learned to survive beyond their single host. If a creature dies of the Parasitic Spawn, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or their body becomes controlled by the parasite. When the creature fails this saving throw, they're reanimated, and under your command. You need not speak to the parasite, but merely must mentally communicate your idea to them. The creature can attack, defend, and explode. If the creature attacks, they attempt to bite their target, dealing 1d8 piercing damage. If the creature successfully bites the other, then they must make a {{5a|con}} saving throw equal to 1 + your {{5a|wis}} modifier + your proficiency modifier or be effected by another parasite, and suffering the same effects as Parasitic Spawn. If the creature explodes, the corpse bloats up, and pops, releasing 5 parasites from the body, and enabling the possibility of 5 different creatures being infected in the same manner. These corpses die off after 1 hour has passed since their reanimation.<br />
<br />
=== Plague Priest Spell List ===<br />
<br />
You know all of the spells listed below.<br />
<br />
;Cantrips<br />
''Control Flames, Create Bonfire, Firebolt, Friends, Infestation, Minor Illusion, Produce Flame, Prestidigitation, Thaumaturgy, Toll of the Dead.''<br />
<br />
;1st Level<br />
''Bane, Burning Hands, Cause Fear, Charm Person, Detect Poison and Disease, Dissonant Whispers, False Life, Fog Cloud, Hellish Rebuke, Hex, Ray of Sickness, Shield of Faith, Silent Image.''<br />
<br />
;2nd Level<br />
''Alter Self, Blindness/Deafness, Crown of Madness, Enlarge/Reduce, Invisibility, Mirror Image, Misty Step, Spider Climb, Suggestion, Web. ''<br />
<br />
;3rd Level<br />
''Clairvoyance, Fear, Gaseous Form, Hypnotic Pattern, Slow, Stinking Cloud, Water Walk.''<br />
<br />
;4th Level<br />
''Blight, Confusion, Dominate Beast, Greater Invisibility, Wall of Fire.''<br />
<br />
;5th Level<br />
''Cloudkill, Dominate Person, Insect Plague, Seeming.''<br />
<br />
== Following of the Beast ==<br />
You have allowed the plague and you to become one being, changing every bit of your physical self. <br />
<br />
==== Infected Claws ==== <br />
At 1st level, the plague has taken to mutating your body, to make you deadlier. Your genetics have been altered by the plague, making your hands clawed. When you make an unarmed attack against a creature, the creature must roll a {{5a|con}} saving throw equal to DC 8 + your {{5a|str}} modifier + your proficiency modifier or take 1d6 slashing damage, and half as much if they succeed. If they roll a natural 1 for this saving throw, they contract the plague. Your claws increase by by 1d6 damage at 5th, 9th, <br />
<br />
==== Strain of Infection ====<br />
At 3rd level, you allow the plague to truly evolve within you to its true potential. Choose between the Strain of the Ravenous or the Strain of the Vile, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Dark Desire ====<br />
At 11th level, your corruption has made you crave only one form of sustenance... flesh. You are still able to benefit from eating regular food, however, you must consume raw flesh once every 3 days. If you do not, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into a feral state. While in this feral state, the DM takes complete control of your actions. However, while you are sated with flesh, you have advantage on saving throws against being charmed, frightened, or put to sleep. <br />
<br />
==== Feral Frenzy ====<br />
At 13th level, the corruption isn't always a bad thing... is it? You have learned to somewhat control your tendencies to go feral. As an action, you can choose to go into a controlled feral state. When in a controlled feral state, you have advantage on attack rolls against living creatures. This feral state lasts for a minute, and after that, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into the feral state as mentioned prior.<br />
<br />
==== Primal Awakening ====<br />
At 15th level, your senses have been amplified as to make hunting your prey that much easier. When making {{5s|Perception}} checks, you have advantage, and gain proficiency in {{5s|Perception}}. If you already are proficient in the {{5s|Perception}} skill, you gain expertise. <br />
<br />
==== In Plain Sight ====<br />
At 17th level, you gain the ability to hide your true nature, contorting your body to look normal once again. Once per day, you can cast {{5e|polymorph}} on yourself. You must complete a long rest in order to use this feature again. <br />
<br />
==== Blood Lust ====<br />
At 20th level, you've become so addicted to the taste of blood, that it drives you. For every enemy that dies by your hands, your armor class increases by one to a maximum of 24. The armor class drops back down to your original armor class when you have gone more than five minutes without killing a creature. However, once your blood lust is over, you take a level of exhaustion. While suffering from this level of exhaustion, you do not gain the benefits of Blood Lust and Primal Awakening. <br />
<br />
==Strain of the Ravenous==<br />
The plague in your body has begun to mutate you, making you deadlier than most plague priests. <br />
<br />
;{{#anc:Rabid Behaviors}}<br />
At 3rd level, when you take this strain, your mind has been corroded and re-wired. When making unarmed strikes, you can now make two attack actions instead of one. However, because your mind has been destroyed to make you deadlier, you suffer -4 to {{5a|int}} and any {{5a|int}} checks, but gain +2 to {{5a|str}} ({{5s|athletics}}) and {{5a|wis}}, ({{5s|perception}}, or {{5s|survival}}) checks when tracking prey and hunting. <br />
<br />
;{{#anc:Sharpened Fangs}}<br />
At 6th level, your mouth has mutated to be able to rip and tear flesh from your victims, as well as spit your venom into them. When you take an attack action, you may choose to bite your target, dealing 2d8 piercing damage or 1d8 acid damage. When a creature is bitten, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|str}} modifier + your proficiency modifier or enter into the grappled state. If the creature rolls a natural 1, then they also contract the plague. <br />
<br />
;{{#anc:Carnivorous}}<br />
At 10th level, when you kill someone, you may rip and tear them apart, and consume their flesh. When you kill an enemy you can climb on top of them and consume their bodies, which will give you 1d8 temporary hit points. You have 5 hunger points. When consuming a creature, their size will effect the consumption of your hunger points. You cannot consume creatures larger than those large in size. You regain your hunger points after completing a short or long rest.<br />
<br />
Tiny=1<br />
<br />
Small=2<br />
<br />
Medium=3<br />
<br />
Large=4<br />
<br />
;{{#anc:Nightmarish Beast}}<br />
At 14th level, your body has transformed beyond recognizability, and the plague has corrupted every aspect about you. Your claws have now granted you the ability to climb up walls similar to that of a spider, giving you a climbing speed of 30. When you attack with either your claws or fangs, you may now choose to deal necrotic damage rather than slashing or acid damage. You gain resistance to necrotic damage and become vulnerable to radiant damage.<br />
<br />
== Strain of the Vile ==<br />
The plague in your body has mutated to the extent that you no longer even look like the person you once were. <br />
<br />
;{{#anc:Call of the Crows}}<br />
At 3rd level, your mutations begin to form, starting with your head morphing to look similar to that of a large bird skull. The rest of your body also begins to be covered in these bone formations. This gives you a natural armor class equal to 10 + your {{5a|dex}} modifier + your proficiency bonus. <br />
<br />
;{{#anc:Infectious Bile}}<br />
At 6th level, the plague has developed within your body, giving you the ability to spew vomit at your whim. You can use your action to spew a 30 foot line of bile. When you spew this bile, you take 1d6 acid damage at 6th level and 2d6 at 14th level. When you spew your infectious bile, each creature in the area of the vomit must make a {{5a|con}} saving throw. The DC for this saving throw equals 8 + your {{5a|dex}} modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 10th level, 4d6 at 14th level, and 5d6 at 20th level. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
;{{#anc:Feathers of Icarus}}<br />
At 10th level, the plague has mutated your body once again, as in between your bone structures, black feathers have sprouted between your bone structures. You have also grown two sickly looking crow wings. With these wings you gain a fly speed of 10. At the end of the round, you fall back to the ground. <br />
<br />
;{{#anc:Mucus Coating}}<br />
At 14th level, your body begins to secrete a layer of mucus over your skin. This makes your body slimy and gross. When a creature attempts to grapple you, they grapple with disadvantage. Upon making direct contact with you, creatures must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency modifier or take 3d8 poison damage. If they succeed, they only take half as much damage. If they roll a natural 1, then they contract the plague.<br />
<br />
== Following of the Blade ==<br />
You have taken to utilizing the plague as a weapon against those who would oppose you. <br />
<br />
==== Blood of Mirad ====<br />
At 1st level, the plague has developed within your body, giving you the ability to harvest your infected blood into small vials, and throw them at your enemies. If you cut your palm intentionally with a dagger, dealing 1d4 slashing damage to yourself, you are able to drip your blood into a glass vial, and use it as a throwable weapon. When a creature is hit by this vial, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier or take 2d4 acid damage. If the creature succeeds in this saving throw, they only take half the amount of damage. You also may choose to use a vial of blood to treat your weapons, in which, if the weapon deals either slashing or piercing damage, it provides the opportunity to infect the creature hit. When a creature is hit with this treated weapon, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier with disadvantage, or take 2d4 poison damage, and half as much damage on a successful one. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Ritual Dances ====<br />
At 3rd level, you take to rituals, worshipping the gifts granted by Mirad. Choose between the Dance of the Acrobat or the Dance of the Reaper, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Blood Runes ====<br />
At 11th level, you have learned to use your blood in ritual magics. As an action, you may use one of your blood vials to place a rune on the ground. While within a range of 60ft. of this rune, as a bonus action, you can teleport onto your rune. Doing so destroys the rune and you must place another. You can have as many runes placed as equal to your proficiency modifier. <br />
<br />
==== Eyes of Mirad ====<br />
At 13th level, your eyes have turned blood red, and glow in the dark. You gain {{5e|Darkvision}}, however, you see in shades of red rather than grey. You also gain advantage on {{5s|Intimidation}} checks. <br />
<br />
==== Blood of the Unfaithful ====<br />
At 15th level, drinking the blood spilled by your blade reinvigorates you. As an action, you can choose to harvest the fresh blood of corpses into vials. As a bonus action, you can drink one of these vials to gain 1d8 temporary hit points as well as advantage on {{5s|Athletics}} checks for a minute. <br />
<br />
==== Spies from the Shadows ====<br />
At 17th level, you gain the ability to embody a messenger of death... the bat. As an action you can transform into a bat, and inherit their {{5a|str}}, {{5a|dex}}, and {{5a|con}} scores, but keep your {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores. This effect lasts for an hour, after which, you must complete a short or long rest to use this feature again. <br />
<br />
==== Sacrifice ====<br />
At 20th level, you have the choice to give your soul to Mirad to use as their weapon. As an action, you may sacrifice your soul in the name of death. When you do this, you immediately drop to 0 hit points and fall unconscious. When you do this however, a small black hole forms from your heart, consuming any creatures or things within a 90ft. radius. While within this radius, creatures must make a {{5a|con}} saving throw equal to DC 8 + your {{5a|dex}} modifier + your proficiency modifier or be dragged 60ft. closer to the black hole. When a creatures distance from the black hole becomes 10 feet or less, they are enveloped into the black hole, never to be seen again. If the creature succeeds the saving throw, they take 6d6 force damage. The area within the 90ft. radius is considered difficult for all creatures, grounded or airborne. After a minute, the black hole implodes, then detonates in a burst of necrotic energy, dealing 10d8 necrotic damage to all creatures within the 90ft. radius. You are not effected by the effects of the black hole whatsoever. You must complete a long rest in order to use this feature again. <br />
<br />
== Dance of the Acrobat ==<br />
You have taken to utilizing the speed of your blade against your opponents rather than through brute force. <br />
<br />
;{{#anc:Acrobats Elegance}}<br />
At 3rd level, you have learned the weight of your Scythe, and have learned to use it's weight as if it were your own. When wielding your scythe, you have advantage on {{5s|Acrobatics}} checks as well as {{5a|dex}} saving throws. <br />
<br />
;{{#anc:Swift Motions}}<br />
At 6th level, you've begun to move as swift as an arrow in the wind. While wielding your scythe, your movement speed increases by five feet. <br />
<br />
;{{#anc:Balanced Throw}}<br />
At 10th level, you've learned how to throw your scythe in a fashion that it returns to you, similar to that of a boomerang. Your scythe can now be used as a thrown weapon up to a range of 30 feet before it doesn't return to you. When your scythe is thrown in this style, it can hit up to 3 enemies before the scythe falls to the ground. After the first creature is hit during this throw, any sub-sequent creature hit takes one less hit die, i.e. the first target would take 3d6 damage, the second would take 2d6, and the third would only take 1d6.<br />
<br />
;{{#anc:Bladed Mastery}}<br />
At 14th level, you have mastered the weight of the scythe, and have learned to harness its momentum, giving you the ability to make two attack rolls with your turn. You cannot throw your scythe as your second attack.<br />
<br />
== Dance of the Reaper ==<br />
You have called upon Mirad to give you power in return for the souls of those slain. <br />
<br />
;{{#anc:Soul Tear}}<br />
At 3rd level, the reaper has imbued a dark energy in your blade. When you attack a living creature, you may deal necrotic damage rather than slashing damage with your scythe. <br />
<br />
;{{#anc:Marked for Death}}<br />
At 6th Level, you have learned how to carve a symbol of death into the living. When you successfully grapple a living creature, you can carve a rune into the creatures skin. When a creature is carved with this rune, they will slowly bleed from it until the wound is healed. For every hour a creature is carved with this rune, they take 1d4 necrotic damage. This becomes 2d4 necrotic damage at 10th level, and 3d4 necrotic damage at 14th level. <br />
<br />
;{{#anc:Mirad's Shroud}}<br />
At 10th level, you have developed an aura seemingly made of shadows, enveloping you in darkness. While in dim light or darkness, you gain advantage on {{5s|Stealth}} checks. <br />
<br />
;{{#anc:Mirad's Blade}}<br />
At 14th level, your scythe has become imbued with the essence of death. When you swing your scythe through the air, a wave of necrotic energy is dispersed from the blade. When this wave makes contact with a living creature, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency bonus or they suffer from the effects of marked for death. If the creature succeeds, they take 1d8 necrotic damage. This can only effect one creature at a time. <br />
<br />
=== Multiclassing ===<br />
<br />
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<br />
'''Prerequisites.''' To qualify for multiclassing into the Plague Priest class, you must meet these prerequisites: Either an evil alignment, or have been infected by the plague in one form or another. Once these requirements, you must have a 14 constitution or higher and a 15 wisdom or higher.<br />
<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Plague_Priest_(5e_Class)&diff=1169492Plague Priest (5e Class)2019-05-01T17:41:17Z<p>Polaton: /* Multiclassing */</p>
<hr />
<div><br />
== Plague Priest ==<br />
<br />
''A woman wanders her way into the palace of the king. The guards attempt to stop her, but with a wave of her hand begin to cough in fits of rage, spitting up blood and bile, and eventually just collapsing. As she enters the kings court, she waves her incense burner, and the whole room begins to wheeze, coughing up blood, until the room falls silent. As the night descends, the plague follows, climbing along buildings, into windows, and ripping apart their victims as they sleep. The moon reflected along the edge of the blade, glistening a dark green, as the light shined off of the blood of the infected.'' These are the powers of the Plague Priests, worshippers and disciples of the god of the plague, [Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]],. <br />
<br />
=== Disciples of the Plague ===<br />
<br />
The plague priests are worshippers of the forgotten god, Mirad, god of death, disease, deception, fire, and pestilence. They survive as they spread the "gifts" of Mirad to others, spreading disease and death across the lands, ending bloodlines, and converting others into their following. This is the life of the plague priests. They spend their lives struggling to survive at the expense of others and worshipping their forgotten god. <br />
<br />
=== Creating a Plague Priest ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|http://games.northhaledongaming.com/Warhammer/SiteAssets/SitePages/High%20Priest%20Tetrahon/Liche_Priest_by_daarken.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What made you become a plague priest? Were you infected by another priest and pulled into worshipping this god? Or did you choose to worship Mirad? Maybe you were visited by the god in a vision and infected directly? No matter how you got infected, the real question is, what is your goal? Are you seeking to have the powers of a god at your fingertips, or are you simply trying to survive? <br />
<br />
;Quick Build<br />
You can make a Plague Priest quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Acolyte background. Third, depending on what subclass you pick, choose the flail priests pack if you're aiming for the Following of the Ashes, the scythe and monster hunters pack for the Following of the blade, or a simple weapon and explorers pack for the Following of the Beast. <br />
<br />
{{5e Class Features<br />
|name=Plague Priest<br />
|summary=Worshippers of the forgotten god of the plague, Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]. <br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple, Flails, Scythes<br />
|tools=Poisoners Kit<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Arcana, Deception, History, Intimidation, Investigation, Medicine, Nature, and Religion. <br />
|item1a=An incense burner that could second as a flail,<br />
|item1b=A blackened metal scythe (3d6 Slashing Damage, Two-Handed, Heavy)<br />
|item1c=Any simple weapon<br />
|item2a=A component pouch<br />
|item2b=<br />
|item2c=<br />
|item3a=A priest's pack <br />
|item3b=An explorer's pack <br />
|item3c=A monster hunter's pack<br />
|item4a=A set of leather armor and an ornate sacrificial dagger.<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10<br />
|classfeatures1={{inpage|Plagued}}, {{inpage|Following of the Plague}}<br />
|classfeatures2=<br />
|classfeatures3={{inpage|Blessing of Mirad}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Following of the Plague Sub Feature}} <br />
|classfeatures11={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures14={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures15={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Following of the Plague 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=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
|extra2_name=Infected Claws<br />
|extra2_1=1d6<br />
|extra2_2=1d6<br />
|extra2_3=1d6<br />
|extra2_4=1d6<br />
|extra2_5=2d6<br />
|extra2_6=2d6<br />
|extra2_7=2d6<br />
|extra2_8=2d6<br />
|extra2_9=3d6<br />
|extra2_10=3d6<br />
|extra2_11=3d6<br />
|extra2_12=3d6<br />
|extra2_13=4d6<br />
|extra2_14=4d6<br />
|extra2_15=4d6<br />
|extra2_16=4d6<br />
|extra2_17=5d6<br />
|extra2_18=5d6<br />
|extra2_19=5d6<br />
|extra2_20=5d6<br />
|extra3_name=Blood of Mirad<br />
|extra3_1=1d4<br />
|extra3_2=1d4<br />
|extra3_3=1d4<br />
|extra3_4=1d4<br />
|extra3_5=2d4<br />
|extra3_6=2d4<br />
|extra3_7=2d4<br />
|extra3_8=2d4<br />
|extra3_9=3d4<br />
|extra3_10=3d4<br />
|extra3_11=3d4<br />
|extra3_12=3d4<br />
|extra3_13=4d4<br />
|extra3_14=4d4<br />
|extra3_15=4d4<br />
|extra3_16=4d4<br />
|extra3_17=5d4<br />
|extra3_18=5d4<br />
|extra3_19=5d4<br />
|extra3_20=5d4<br />
}}<br />
<br />
==== Plagued ====<br />
At 1st level, you have been infected by the plague of Mirad. You blood is made impure, the plague spreading throughout your body, however, you do not suffer from the effects of the [[The Plague (5e Disease)|plague]].When you take melee slashing or piercing damage, causing you to bleed on the creature, the attacking creature must make a {{5a|con}} saving throw of 8 + your {{5a|con}} modifier + your proficiency modifier or take 1d4 acid damage. If the creature is successful, they take no damage. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Following of the Plague ====<br />
At 1st level, you may choose how you worship the plague. When you choose your following, you choose between the, Following of the Ashes, Following of the Beast, and the Following of the Blade. These followings grant you features at 1st, 3rd, 6th, 10th, 11th, 13th, 14th, 15th, 17th, and 20th levels.<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 />
==== Increased Infectivity ====<br />
At 11th level, the plague becomes easier to spread. When creatures roll Constitution saving throws against you, rolling a natural 1 '''''or''''' 2 results in them contracting the plague. This increases to include rolling a natural 3 at 13th level, a natural 4 at 15th level, and finally a natural 5 at 17th level.<br />
<br />
== Following of the Ashes ==<br />
You have taken to cleansing the world of life, spreading your gifts through the flames of an incense burner. <br />
<br />
====Spellcasting====<br />
Starting at 1st level, your spellcasting is purely to spread the plague, alter the minds of those who are against you, and kill those who would get in your way. Your powers are granted by Mirad so you may spread the plague and bring death to those who stand in front of you. <br />
<br />
=====Cantrips=====<br />
You know two cantrips starting at 1st level. You may pick these cantrips from those provided at the bottom of the class description. You learn more as you reach higher levels.<br />
<br />
=====Spells Known=====<br />
You know as many spells as your level + your Constitution modifier (minimum of 1). 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 plague priest spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the plague priest spells you know and replace it with another spell from the plague priest spell list, which also must be of a level for which you have spell slots.<br />
<br />
=====Spellcasting Ability=====<br />
Constitution is your spellcasting ability for your plague priest spells, so you use your {{5a|con}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|con}} modifier when setting the saving throw DC for a plague priest spell you cast and when making an attack roll with one. <br />
<br />
Spell save = DC 8 + your proficiency bonus + your {{5a|con}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|con}} modifier<br />
<br />
==== Incense Smoke ====<br />
At 1st level, your incense burner clouds you in a 15 foot radius of smoke. Creatures that are in this radius suffer disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks and {{5a|str}} ({{5s|Athletics}}) checks. This does not affect creatures that do not breathe or constructs. <br />
<br />
==== Aromas of the Plague ====<br />
At 3rd level, you chose an Aroma to emit from your incense. Choose between the the Aroma of Pestilence or the Aroma of the Scourge, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Thick Smoke ====<br />
At 11th level, your smoke is made thick, and is difficult to breathe and see in. When a creature is within your incense smoke radius, they have disadvantage on attack rolls, saving throws, and {{5a|wis}} ({{5s|Perception}}) checks. <br />
<br />
==== Cleansing Flames ==== <br />
At 13th level, you have learned to make your incense burn stronger and bigger. Now when you attack with your incense, you deal an additional 1d4 fire damage upon hit, and the areas for your incense smoke and Aromas of the Plague double in size. <br />
<br />
==== Intrusive Incense ====<br />
At 15th level, you have nearly perfected the incense you are burning. Creatures that do not need to breathe, are now still effected by the incense smoke and Aromas of the Plague. <br />
<br />
==== Alchemical Perfection ==== <br />
At 17th level, you have created the perfect incense. No matter the creature, construct or not, they are affected by the incense smoke and Aromas of the Plague.<br />
<br />
==== Just Breathe ==== <br />
At 20th level, you have grown accustomed to inhaling and breathing in your incenses, to the point where they refresh you, both in your body and mind. For every minute that you stand in your incense smoke, you heal yourself by 1d8. This also cures any afflictions that effect you. <br />
<br />
=== Aroma of Pestilence ===<br />
<br />
You have infused the plague into the smoke from your incense, spreading the disease through the air, and killing silently and unknowingly.<br />
<br />
;{{#anc:The Smoke of the Sickly}}<br />
Starting at 3rd level, as an action, you can wave your incense through the air, making the air around you filled with smoke in a 30 foot radius. Any creatures caught in this, including allies, must make a Constitution saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. A creature can only risk being infected in this manner once every 24 hours, and if the creature succeeds on the saving throw, you cannot infect them in this manner for 24 hours. <br />
<br />
;{{#anc:Rapid Decomposition}}<br />
At 6th level, if a creature becomes infected through the Smoke of the Sick, the infected begin to suffer from the effects of the plague immediately. When contracting the plague in this way, they automatically suffer from the effects of Day Two.<br />
<br />
;{{#anc:Contagious}}<br />
At 10th level, if a creature is infected through the Smoke of the Sick, their infection becomes contagious to those around them. If anyone or anything comes into a 5 foot radius of the infected creature or physically touches the infected creature, they must roll a {{5a|con}} saving throw of DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. If the creature succeeds, they are immune to catching the plague in this manner for 1 hour. <br />
<br />
;{{#anc:Death Incarnate}}<br />
At 14th level, if a creature is infected through the Smoke of the Sick, their infection has the potential to become lethal immediately. When a creature contracts the plague in this manner, they must make one more saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or immediately fall under the effects of Day 5. If the creature succeeds, it cannot be affected in this way again.<br />
<br />
=== Aroma of the Scourge ===<br />
<br />
You have made the aroma of your incense smell like that of rotting meat, and cursed the smoke that leaves the flame. <br />
<br />
;{{#anc:The Smoke of the Locusts}}<br />
Starting at 3rd level, you are able to summon a swarm of locusts. When you wave your incense through the air, after a minute, a swarm of locusts will appear, taking up a 10 foot radius. You are able to command this swarm to attack targets, protect you, or retrieve items for you. When the swarm is set to attack a creature, they must make attack rolls against the creature and deal 2d4 slashing damage. When set to protect you, any creatures making attack rolls against you must make them with disadvantage. When set to retrieve an item, they can only carry up to 2 pounds. This swarm breaks apart and leaves after 30 seconds. This can be done once every 4 hours. <br />
<br />
;{{#anc:Emanation of Decay}}<br />
At 6th level, the stench of death follows you, and has brought some "friends" as well. The smell of rot and decay has attracted creatures, such as rats, flies, and other insects. When you wave your incense, you may command these creatures to attack a single target and begin to eat them alive. When these creatures go to consume this creature, they must roll a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier, or take 4d6 poison damage. If the creature rolls a natural 1, they contract the plague. If the creature goes below 0 hit points with this feature, they are completely consumed within 5 minutes, leaving nothing but a pile of the creatures remains. This can be done once every 12 hours. <br />
<br />
;{{#anc:Parasitic Spawn}}<br />
At 10th level, your body has rotted away to the point where insects have begun to nest inside of you. As a bonus action, you can excrete a worm like maggot about the size of a small rabbit out of your wrist, causing you to take 1d4 acid damage. When you spawn this maggot like creature, you can throw it at a creature, and the maggot will attempt to burrow into the creature, and leech off of them. When the maggot hits, the creature must make a {{5a|str}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or take 4d4 piercing damage, and then take 2d4 poison damage at the end of every round until the maggot is removed. If the creature rolls a natural 1, they contract the plague. If the creature succeeds the saving throw, the maggot fails to pierce the skin, and falls to the ground. This maggot has only 1hp. To regain this feature, you must complete a long rest. <br />
<br />
;{{#anc:Hive Mind}}<br />
At 14th level, your spawn has learned to survive beyond their single host. If a creature dies of the Parasitic Spawn, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or their body becomes controlled by the parasite. When the creature fails this saving throw, they're reanimated, and under your command. You need not speak to the parasite, but merely must mentally communicate your idea to them. The creature can attack, defend, and explode. If the creature attacks, they attempt to bite their target, dealing 1d8 piercing damage. If the creature successfully bites the other, then they must make a {{5a|con}} saving throw equal to 1 + your {{5a|wis}} modifier + your proficiency modifier or be effected by another parasite, and suffering the same effects as Parasitic Spawn. If the creature explodes, the corpse bloats up, and pops, releasing 5 parasites from the body, and enabling the possibility of 5 different creatures being infected in the same manner. These corpses die off after 1 hour has passed since their reanimation.<br />
<br />
=== Plague Priest Spell List ===<br />
<br />
You know all of the spells listed below.<br />
<br />
;Cantrips<br />
''Control Flames, Create Bonfire, Firebolt, Friends, Infestation, Minor Illusion, Produce Flame, Prestidigitation, Thaumaturgy, Toll of the Dead.''<br />
<br />
;1st Level<br />
''Bane, Burning Hands, Cause Fear, Charm Person, Detect Poison and Disease, Dissonant Whispers, False Life, Fog Cloud, Hellish Rebuke, Hex, Ray of Sickness, Shield of Faith, Silent Image.''<br />
<br />
;2nd Level<br />
''Alter Self, Blindness/Deafness, Crown of Madness, Enlarge/Reduce, Invisibility, Mirror Image, Misty Step, Spider Climb, Suggestion, Web. ''<br />
<br />
;3rd Level<br />
''Clairvoyance, Fear, Gaseous Form, Hypnotic Pattern, Slow, Stinking Cloud, Water Walk.''<br />
<br />
;4th Level<br />
''Blight, Confusion, Dominate Beast, Greater Invisibility, Wall of Fire.''<br />
<br />
;5th Level<br />
''Cloudkill, Dominate Person, Insect Plague, Seeming.''<br />
<br />
== Following of the Beast ==<br />
You have allowed the plague and you to become one being, changing every bit of your physical self. <br />
<br />
==== Infected Claws ==== <br />
At 1st level, the plague has taken to mutating your body, to make you deadlier. Your genetics have been altered by the plague, making your hands clawed. When you make an unarmed attack against a creature, the creature must roll a {{5a|con}} saving throw equal to DC 8 + your {{5a|str}} modifier + your proficiency modifier or take 1d6 slashing damage, and half as much if they succeed. If they roll a natural 1 for this saving throw, they contract the plague. Your claws increase by by 1d6 damage at 5th, 9th, <br />
<br />
==== Strain of Infection ====<br />
At 3rd level, you allow the plague to truly evolve within you to its true potential. Choose between the Strain of the Ravenous or the Strain of the Vile, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Dark Desire ====<br />
At 11th level, your corruption has made you crave only one form of sustenance... flesh. You are still able to benefit from eating regular food, however, you must consume raw flesh once every 3 days. If you do not, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into a feral state. While in this feral state, the DM takes complete control of your actions. However, while you are sated with flesh, you have advantage on saving throws against being charmed, frightened, or put to sleep. <br />
<br />
==== Feral Frenzy ====<br />
At 13th level, the corruption isn't always a bad thing... is it? You have learned to somewhat control your tendencies to go feral. As an action, you can choose to go into a controlled feral state. When in a controlled feral state, you have advantage on attack rolls against living creatures. This feral state lasts for a minute, and after that, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into the feral state as mentioned prior.<br />
<br />
==== Primal Awakening ====<br />
At 15th level, your senses have been amplified as to make hunting your prey that much easier. When making {{5s|Perception}} checks, you have advantage, and gain proficiency in {{5s|Perception}}. If you already are proficient in the {{5s|Perception}} skill, you gain expertise. <br />
<br />
==== In Plain Sight ====<br />
At 17th level, you gain the ability to hide your true nature, contorting your body to look normal once again. Once per day, you can cast {{5e|polymorph}} on yourself. You must complete a long rest in order to use this feature again. <br />
<br />
==== Blood Lust ====<br />
At 20th level, you've become so addicted to the taste of blood, that it drives you. For every enemy that dies by your hands, your armor class increases by one to a maximum of 24. The armor class drops back down to your original armor class when you have gone more than five minutes without killing a creature. However, once your blood lust is over, you take a level of exhaustion. While suffering from this level of exhaustion, you do not gain the benefits of Blood Lust and Primal Awakening. <br />
<br />
==Strain of the Ravenous==<br />
The plague in your body has begun to mutate you, making you deadlier than most plague priests. <br />
<br />
;{{#anc:Rabid Behaviors}}<br />
At 3rd level, when you take this strain, your mind has been corroded and re-wired. When making unarmed strikes, you can now make two attack actions instead of one. However, because your mind has been destroyed to make you deadlier, you suffer -4 to {{5a|int}} and any {{5a|int}} checks, but gain +2 to {{5a|str}} ({{5s|athletics}}) and {{5a|wis}}, ({{5s|perception}}, or {{5s|survival}}) checks when tracking prey and hunting. <br />
<br />
;{{#anc:Sharpened Fangs}}<br />
At 6th level, your mouth has mutated to be able to rip and tear flesh from your victims, as well as spit your venom into them. When you take an attack action, you may choose to bite your target, dealing 2d8 piercing damage or 1d8 acid damage. When a creature is bitten, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|str}} modifier + your proficiency modifier or enter into the grappled state. If the creature rolls a natural 1, then they also contract the plague. <br />
<br />
;{{#anc:Carnivorous}}<br />
At 10th level, when you kill someone, you may rip and tear them apart, and consume their flesh. When you kill an enemy you can climb on top of them and consume their bodies, which will give you 1d8 temporary hit points. You have 5 hunger points. When consuming a creature, their size will effect the consumption of your hunger points. You cannot consume creatures larger than those large in size. You regain your hunger points after completing a short or long rest.<br />
<br />
Tiny=1<br />
<br />
Small=2<br />
<br />
Medium=3<br />
<br />
Large=4<br />
<br />
;{{#anc:Nightmarish Beast}}<br />
At 14th level, your body has transformed beyond recognizability, and the plague has corrupted every aspect about you. Your claws have now granted you the ability to climb up walls similar to that of a spider, giving you a climbing speed of 30. When you attack with either your claws or fangs, you may now choose to deal necrotic damage rather than slashing or acid damage. You gain resistance to necrotic damage and become vulnerable to radiant damage.<br />
<br />
== Strain of the Vile ==<br />
The plague in your body has mutated to the extent that you no longer even look like the person you once were. <br />
<br />
;{{#anc:Call of the Crows}}<br />
At 3rd level, your mutations begin to form, starting with your head morphing to look similar to that of a large bird skull. The rest of your body also begins to be covered in these bone formations. This gives you a natural armor class equal to 10 + your {{5a|dex}} modifier + your proficiency bonus. <br />
<br />
;{{#anc:Infectious Bile}}<br />
At 6th level, the plague has developed within your body, giving you the ability to spew vomit at your whim. You can use your action to spew a 30 foot line of bile. When you spew this bile, you take 1d6 acid damage at 6th level and 2d6 at 14th level. When you spew your infectious bile, each creature in the area of the vomit must make a {{5a|con}} saving throw. The DC for this saving throw equals 8 + your {{5a|dex}} modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 10th level, 4d6 at 14th level, and 5d6 at 20th level. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
;{{#anc:Feathers of Icarus}}<br />
At 10th level, the plague has mutated your body once again, as in between your bone structures, black feathers have sprouted between your bone structures. You have also grown two sickly looking crow wings. With these wings you gain a fly speed of 10. At the end of the round, you fall back to the ground. <br />
<br />
;{{#anc:Mucus Coating}}<br />
At 14th level, your body begins to secrete a layer of mucus over your skin. This makes your body slimy and gross. When a creature attempts to grapple you, they grapple with disadvantage. Upon making direct contact with you, creatures must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency modifier or take 3d8 poison damage. If they succeed, they only take half as much damage. If they roll a natural 1, then they contract the plague.<br />
<br />
== Following of the Blade ==<br />
You have taken to utilizing the plague as a weapon against those who would oppose you. <br />
<br />
==== Blood of Mirad ====<br />
At 1st level, the plague has developed within your body, giving you the ability to harvest your infected blood into small vials, and throw them at your enemies. If you cut your palm intentionally with a dagger, dealing 1d4 slashing damage to yourself, you are able to drip your blood into a glass vial, and use it as a throwable weapon. When a creature is hit by this vial, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier or take 2d4 acid damage. If the creature succeeds in this saving throw, they only take half the amount of damage. You also may choose to use a vial of blood to treat your weapons, in which, if the weapon deals either slashing or piercing damage, it provides the opportunity to infect the creature hit. When a creature is hit with this treated weapon, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier with disadvantage, or take 2d4 poison damage, and half as much damage on a successful one. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Ritual Dances ====<br />
At 3rd level, you take to rituals, worshipping the gifts granted by Mirad. Choose between the Dance of the Acrobat or the Dance of the Reaper, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Blood Runes ====<br />
At 11th level, you have learned to use your blood in ritual magics. As an action, you may use one of your blood vials to place a rune on the ground. While within a range of 60ft. of this rune, as a bonus action, you can teleport onto your rune. Doing so destroys the rune and you must place another. You can have as many runes placed as equal to your proficiency modifier. <br />
<br />
==== Eyes of Mirad ====<br />
At 13th level, your eyes have turned blood red, and glow in the dark. You gain {{5e|Darkvision}}, however, you see in shades of red rather than grey. You also gain advantage on {{5s|Intimidation}} checks. <br />
<br />
==== Blood of the Unfaithful ====<br />
At 15th level, drinking the blood spilled by your blade reinvigorates you. As an action, you can choose to harvest the fresh blood of corpses into vials. As a bonus action, you can drink one of these vials to gain 1d8 temporary hit points as well as advantage on {{5s|Athletics}} checks for a minute. <br />
<br />
==== Spies from the Shadows ====<br />
At 17th level, you gain the ability to embody a messenger of death... the bat. As an action you can transform into a bat, and inherit their {{5a|str}}, {{5a|dex}}, and {{5a|con}} scores, but keep your {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores. This effect lasts for an hour, after which, you must complete a short or long rest to use this feature again. <br />
<br />
==== Sacrifice ====<br />
At 20th level, you have the choice to give your soul to Mirad to use as their weapon. As an action, you may sacrifice your soul in the name of death. When you do this, you immediately drop to 0 hit points and fall unconscious. When you do this however, a small black hole forms from your heart, consuming any creatures or things within a 90ft. radius. While within this radius, creatures must make a {{5a|con}} saving throw equal to DC 8 + your {{5a|dex}} modifier + your proficiency modifier or be dragged 60ft. closer to the black hole. When a creatures distance from the black hole becomes 10 feet or less, they are enveloped into the black hole, never to be seen again. If the creature succeeds the saving throw, they take 6d6 force damage. The area within the 90ft. radius is considered difficult for all creatures, grounded or airborne. After a minute, the black hole implodes, then detonates in a burst of necrotic energy, dealing 10d8 necrotic damage to all creatures within the 90ft. radius. You are not effected by the effects of the black hole whatsoever. You must complete a long rest in order to use this feature again. <br />
<br />
== Dance of the Acrobat ==<br />
You have taken to utilizing the speed of your blade against your opponents rather than through brute force. <br />
<br />
;{{#anc:Acrobats Elegance}}<br />
At 3rd level, you have learned the weight of your Scythe, and have learned to use it's weight as if it were your own. When wielding your scythe, you have advantage on {{5s|Acrobatics}} checks as well as {{5a|dex}} saving throws. <br />
<br />
;{{#anc:Swift Motions}}<br />
At 6th level, you've begun to move as swift as an arrow in the wind. While wielding your scythe, your movement speed increases by five feet. <br />
<br />
;{{#anc:Balanced Throw}}<br />
At 10th level, you've learned how to throw your scythe in a fashion that it returns to you, similar to that of a boomerang. Your scythe can now be used as a thrown weapon up to a range of 30 feet before it doesn't return to you. When your scythe is thrown in this style, it can hit up to 3 enemies before the scythe falls to the ground. After the first creature is hit during this throw, any sub-sequent creature hit takes one less hit die, i.e. the first target would take 3d6 damage, the second would take 2d6, and the third would only take 1d6.<br />
<br />
;{{#anc:Bladed Mastery}}<br />
At 14th level, you have mastered the weight of the scythe, and have learned to harness its momentum, giving you the ability to make two attack rolls with your turn. You cannot throw your scythe as your second attack.<br />
<br />
== Dance of the Reaper ==<br />
You have called upon Mirad to give you power in return for the souls of those slain. <br />
<br />
;{{#anc:Soul Tear}}<br />
At 3rd level, the reaper has imbued a dark energy in your blade. When you attack a living creature, you may deal necrotic damage rather than slashing damage with your scythe. <br />
<br />
;{{#anc:Marked for Death}}<br />
At 6th Level, you have learned how to carve a symbol of death into the living. When you successfully grapple a living creature, you can carve a rune into the creatures skin. When a creature is carved with this rune, they will slowly bleed from it until the wound is healed. For every hour a creature is carved with this rune, they take 1d4 necrotic damage. This becomes 2d4 necrotic damage at 10th level, and 3d4 necrotic damage at 14th level. <br />
<br />
;{{#anc:Mirad's Shroud}}<br />
At 10th level, you have developed an aura seemingly made of shadows, enveloping you in darkness. While in dim light or darkness, you gain advantage on {{5s|Stealth}} checks. <br />
<br />
;{{#anc:Mirad's Blade}}<br />
At 14th level, your scythe has become imbued with the essence of death. When you swing your scythe through the air, a wave of necrotic energy is dispersed from the blade. When this wave makes contact with a living creature, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency bonus or they suffer from the effects of marked for death. If the creature succeeds, they take 1d8 necrotic damage. This can only effect one creature at a time. <br />
<br />
<br />
<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
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'''Prerequisites.''' To qualify for multiclassing into the Plague Priest class, you must meet these prerequisites: Either an evil alignment, or have been infected by the plague in one form or another. Once these requirements, you must have a 14 constitution or higher and a 15 wisdom or higher.<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Tiki-Taka_(5e_Race)&diff=1164611Tiki-Taka (5e Race)2019-04-17T15:46:47Z<p>Polaton: </p>
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<div>{{stub|Example names are missing. Tiki isn't defined anywhere and isn't a first party language. RW&H table is inputted incorrectly.}}<br />
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{{needsbalance|This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, +6 ASI already makes this better than the human and the possibility to have a +3 in a single stat. A huge number of racial traits with unfounded benefits. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the [[5e Race Design Guide#.3CRace_Name.3E_Traits|5e Race Design Guide]] for help and consider checking out some of the comparable [[Featured Articles]].}}<br />
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{{wording|A number of grammatical/capitalization/italicization/wording errors throughout. Consult the [[Help:When to Italicize and Capitalize]] for help. Many of the traits need to be mechanically worded correctly as they are often vague or written like casual conversation. For example, advantages should be written like the stonecunning trait, spells should be italicized and not capitalized, traits/ability score improvement should be fully written, etc...}}<br />
<br />
==Tiki-Taka ==<br />
"The jungle crawled with life, movement, and music, yet no natives were seen. That was until we came upon small wooden totems lodged in the ground. The natives then began to crawl out from the trees and brush. They all started chanting in noises that sounded nothing like any language known to us. The totem in my hand began to animate, almost as if it had been only sleeping, move and come to life, just the same as the others, jumping about. It was then that we realized this island, and it's people, were not of the ordinary." -Genjar and the Island of Karatosha<br />
<br />
===Physical Description===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
Tiki-Taka are small humanoids with it's most defining feature being what appears to be a wooden mask that appears to be part of their bodies. The mask and it's design are dependent on where the tiki-taka originates. The mask is removable, but those who view what is under the mask has lost memory of what it looks like after they lose eye contact with it. Seeing the faces beneath the mask also has a tendency to cause temporary blindness, nightmares, or insanity. <br />
<br />
===History===<br />
The tiki-taka were once a large and thriving empire of native people from the island of Karatosha. Their society had a downfall when they were pushed out of their homelands and exposed to elements other than the tropics, however, over the years, this also allowed them to adapt to their environment. This led to the creation of another subrace of tiki-taka other than the standard tropic, volcanic, and tidal tiki's.<br />
<br />
===Society===<br />
Tiki-taka are generally very social and talkative creatures that because of this tend to live in tribes among their own, and have conflict with other tribes as well. If a tribe begins to suffer in strength, resources, or stability, they will leave the tribe and live alone, chatting to themselves and keeping themselves company. <br />
<br />
==== Tiki-Taka Names ====<br />
Tiki-taka names generally consist of clicking noises and caws similar to that of birds. The names also do not have a gender alignment to them, being their names are made up of their native tongue. Some names can include names like Shaka, Kiru, Kiki, Naka, Caru, etc. They also tend to be given a nickname from those they are around, changing depending on the culture.<br />
<br />
===Tiki-Taka Traits===<br />
{{5e Racial Traits<br />
|summary="Small natives of the island of Karatosha, finding mischief and adventure around every corner."<br />
|abilities=Wisdom score increases by 2 plus . Scores cannot exceed past 20.<br />
|age=Tiki-taka tend to outlive many of those around them, living for as much as up to 10,000 years old, but they do not die once they've exceeded their lifetimes. They instead change into small wooden totems or tikis, regenerating their energy over a 100 year span. They will then return to the world as spastically as they left it. <br />
|alignment=Tiki-taka being as mischievous as they are, tend to lean towards a chaotic alignment. As for morals, they tend to do what they must to continue to live on and support their own. This generally leaves them neutral.<br />
|size=Tiki-taka are a naturally smaller race, ranging from 2'-3' tall. They are classified as small.<br />
|speed=Your base walking speed is 25 feet. Tiki-taka are able to scurry on all fours allowing them to move as fast as 40 feet if their movement is not infringed by armor or items.<br />
|trait1= Tiki Sight<br />
|description1=Rather than seeing in the same spectrum of light as most other races, they see only shades of black and white, and can see as clear in the dark as in the light. However, in turn for being unable to discern colors, they are able to see what is alive and deceased through auras. Their other senses are heightened as well, giving them advantage on Perception checks involving smell or sound. <br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=Tiki Speech<br />
|description4=The tiki-taka lack the ability to communicate verbally through any language other than Tiki, or if they mimic sound. However, they are still able to communicate through text with other known languages.<br />
|trait5=Mimicry<br />
|description5=The tiki-taka can mimic sounds they have heard, including voices. A creature that hears the sounds they make can tell they are imitations with a successful Wisdom (Insight) check opposed by the tiki-taka's Charisma (Deception) check.<br />
<!-- Template supports up to 10 traits. --><br />
|languages=Tiki-taka have a very limited speech pattern and ability. This leads them to be able to understand and write languages, including Common, Tiki, and Primordial. Tiki Speech trait for more details. <br />
|Way of the Mask=The tiki-taka have what would essentially be subraces in most scenarios, but instead, the only physical difference between each tiki-taka is the design of their mask, be it that it was carved in a different style or of different material. These differentials include the Tiki of the Volcano, Tiki of the Tropics, Tiki of the Tides, or Tiki of the Totems. <br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Tiki of the Volcano====<br />
{{5e Subrace Traits<br />
|abilities=Constitution increases by 1. Scores cannot exceed past 20.<br />
|trait1=Mask of Stone<br />
|description1=The mask that this subrace of tiki-taka have are carved out of stone, giving them a natural armor of 10+ Constitution modifier.<br />
|trait2=Way of Fire<br />
|description2=These tiki-taka's know the cantrip of Produce Flame. Wisdom is the spellcasting ability for this.<br />
|trait3=Hot-Headed<br />
|description3=You have resistance to fire damage.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Tiki of the Tropics====<br />
{{5e Subrace Traits<br />
|abilities=Dexterity increases by 1. Scores cannot exceed 20.<br />
|trait1=Friend or Foe<br />
|description1=This gives Tiki Sight an added bonus of allowing the Tiki-Taka to be able to discern others alignments, and the ability to determine them as friendly or hostile.<br />
|trait2=Natural Climber<br />
|description2=Tropical tiki-taka live in the trees and must climb to get to their homes. This in turn allows them to climb without difficulty. Climbing works the same as standard movement in this case, but can only be done on all fours.<br />
|trait3=Natural Native<br />
|description3= tiki-taka of the Tropics are natural alchemists, giving them advantages on Nature and Medicine rolls. <br />
}}<br />
<br />
====Tiki of the Tides====<br />
{{5e Subrace Traits<br />
|abilities=Charisma increases by 1. Scores cannot exceed 20.<br />
|trait1=Ocean Dweller<br />
|description1=This subrace of tiki-taka have to ability to be able to breathe underwater. <br />
|trait2=One with the Tide<br />
|description2=These tiki-taka's know the 1st level spell of Create or Destroy Water. It does not affect spell slots or require components. Wisdom is the spellcasting ability for this.<br />
|trait3=High Water Content<br />
|description3= Due to the water of the ocean running in these creatures veins, they are not required to consume water to stay hydrated, but can dehydrate if kept in extreme heat. <br />
}}<br />
<br />
====Tiki of the Totem====<br />
{{5e Subrace Traits<br />
|abilities=Intelligence increases by 1. Scores cannot exceed 20. <br />
|trait1=Mask of the Spirit<br />
|description1= These tiki-takas have masks different from those of the others, and instead represent their Spiritual Ancestor. The Spiritual Ancestors include the Spirit of the Eagle, Spirit of the Mammoth, Spirit of the Wolf, or Spirit of the Caribou. You may choose only one Spiritual Ancestor and gain its perks. <br />
<br />
|trait2=Spirit of the Eagle<br />
|description2=Tiki-Takas following the Spirit of the Eagle can call upon the Spirit to gain the wings of the Eagle, giving them a flight speed equal to their movement speed. This effect lasts for an hour, in which the Tiki-Taka must go through a long rest before being able to use this ability again. <br />
<br />
|trait3=Spirit of the Mammoth<br />
|description3= Tiki-Takas following the Spirit of the Mammoth can call upon the Spirit to gain the strength of the Mammoth, giving an immediate success to any roll involving strength or brute force. This effect lasts for an hour, in which the Tiki-Taka must go through a long rest before being able to use this ability again.<br />
<br />
|trait4=Spirit of the Wolf<br />
|description4=Tiki-Takas following the Spirit of the Wolf can call upon the Spirit to gain the stealth and ferocity of the Wolf, giving instant success on stealth rolls and advantage on attack rolls. This effect lasts for an hour, in which the Tiki-Taka must go through a long rest before being able to use this ability again. <br />
<br />
|trait5=Spirit of the Caribou<br />
|description5=Tiki-Takas following the Spirit of the Caribou can call upon the Spirit to gain the Leadership of the Herd, giving advantage on any rolls involving charisma, including saving throws, deception, intimidation, performance, and persuasion. This effect lasts for two hours, in which the Tiki-Taka must go through a long rest before being able to use this ability again. <br />
<br />
|trait6=Way with the World and Creatures<br />
|description6=This subrace of Tiki-Taka knows the 1st level spell of Animal Friendship. It does not affect spell slots or require components. Wisdom is the spellcasting ability for this. <br />
|trait7=One with the World<br />
|description7= This subrace of Tiki-Taka has history with the world and its elements. They have advantage on rolls involving Animal Handling, Arcana, Medicine, Nature, or Survival. <br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Tiki-Taka<br />
|feet=2<br />
|inches=00<br />
|heightmod= 2d6"<br />
|weight=45lbs.<br />
|weightmod=3lbs.<br />
}}<br />
<br />
<!--The following section is optional, delete any or all of the tables as appropriate--><br />
===Suggested Characteristics===<br />
When creating a Tiki-Taka character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.<br />
<!--Lead text--><br />
{| class="5e" style="text-align: left;"<br />
! d6 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Curiosity can overwhelm my judgement.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || The World spins in it's own way. As do I.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I tend to get twitchy when I'm excited about something. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I hate when I explain something, and no one understands. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I don't like other people, and prefer isolation.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || "Do you want to see a shrunken head?"<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Beauty can be found in something as insignificant as the sand. (Good)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || The World spins as it does, I am merely an element of it. (Neutral)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || The World would be beautiful aflame and I wish to be the cause of such beauty. (Evil)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I will not kill, unless I must, or it is deemed necessary. (Lawful)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || The World spins, as do it's inhabitants, many would be wise to not fall behind. (Chaotic)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || The Spirits are with me, as I am with them. Their desires are my own, and their will mine as well. (Chaotic)<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Tribe is family, family is everything. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || My mask is what I am, it is me. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || My tribe banished me, so now, here I am.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I wish to know how the world turns, and the balance that makes it.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I watched my tribe fall to another tribe. I will have my revenge.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I was found alone, and was taken in by another tribe. I owe them my life.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I tend to fidget with and break things that aren't mine.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Shiny things draw my attention very easily.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I'm very slow to trust those who do not give a gift first as a token of friendship.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I get carried away at times with my practices, such as almost sacrificing my friends.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I lose focus very easily, and will begin to daze off into nothingness.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || "Do you want to become part of my shrunken head collection?"<br />
|}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Small Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Polatonhttps://www.dandwiki.com/w/index.php?title=Plague_Priest_(5e_Class)&diff=1164339Plague Priest (5e Class)2019-04-16T20:50:44Z<p>Polaton: /* Following of the Plague */</p>
<hr />
<div><br />
== Plague Priest ==<br />
<br />
''A woman wanders her way into the palace of the king. The guards attempt to stop her, but with a wave of her hand begin to cough in fits of rage, spitting up blood and bile, and eventually just collapsing. As she enters the kings court, she waves her incense burner, and the whole room begins to wheeze, coughing up blood, until the room falls silent. As the night descends, the plague follows, climbing along buildings, into windows, and ripping apart their victims as they sleep. The moon reflected along the edge of the blade, glistening a dark green, as the light shined off of the blood of the infected.'' These are the powers of the Plague Priests, worshippers and disciples of the god of the plague, [Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]],. <br />
<br />
=== Disciples of the Plague ===<br />
<br />
The plague priests are worshippers of the forgotten god, Mirad, god of death, disease, deception, fire, and pestilence. They survive as they spread the "gifts" of Mirad to others, spreading disease and death across the lands, ending bloodlines, and converting others into their following. This is the life of the plague priests. They spend their lives struggling to survive at the expense of others and worshipping their forgotten god. <br />
<br />
=== Creating a Plague Priest ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|http://games.northhaledongaming.com/Warhammer/SiteAssets/SitePages/High%20Priest%20Tetrahon/Liche_Priest_by_daarken.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What made you become a plague priest? Were you infected by another priest and pulled into worshipping this god? Or did you choose to worship Mirad? Maybe you were visited by the god in a vision and infected directly? No matter how you got infected, the real question is, what is your goal? Are you seeking to have the powers of a god at your fingertips, or are you simply trying to survive? <br />
<br />
;Quick Build<br />
You can make a Plague Priest quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Acolyte background. Third, depending on what subclass you pick, choose the flail priests pack if you're aiming for the Following of the Ashes, the scythe and monster hunters pack for the Following of the blade, or a simple weapon and explorers pack for the Following of the Beast. <br />
<br />
{{5e Class Features<br />
|name=Plague Priest<br />
|summary=Worshippers of the forgotten god of the plague, Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]. <br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple, Flails, Scythes<br />
|tools=Poisoners Kit<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Arcana, Deception, History, Intimidation, Investigation, Medicine, Nature, and Religion. <br />
|item1a=An incense burner that could second as a flail,<br />
|item1b=A blackened metal scythe (3d6 Slashing Damage, Two-Handed, Heavy)<br />
|item1c=Any simple weapon<br />
|item2a=A component pouch<br />
|item2b=<br />
|item2c=<br />
|item3a=A priest's pack <br />
|item3b=An explorer's pack <br />
|item3c=A monster hunter's pack<br />
|item4a=A set of leather armor and an ornate sacrificial dagger.<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10<br />
|classfeatures1={{inpage|Plagued}}, {{inpage|Following of the Plague}}<br />
|classfeatures2=<br />
|classfeatures3={{inpage|Blessing of Mirad}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Following of the Plague Sub Feature}} <br />
|classfeatures11={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures14={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures15={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Following of the Plague 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=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
|extra2_name=Infected Claws<br />
|extra2_1=1d6<br />
|extra2_2=1d6<br />
|extra2_3=1d6<br />
|extra2_4=1d6<br />
|extra2_5=2d6<br />
|extra2_6=2d6<br />
|extra2_7=2d6<br />
|extra2_8=2d6<br />
|extra2_9=3d6<br />
|extra2_10=3d6<br />
|extra2_11=3d6<br />
|extra2_12=3d6<br />
|extra2_13=4d6<br />
|extra2_14=4d6<br />
|extra2_15=4d6<br />
|extra2_16=4d6<br />
|extra2_17=5d6<br />
|extra2_18=5d6<br />
|extra2_19=5d6<br />
|extra2_20=5d6<br />
|extra3_name=Blood of Mirad<br />
|extra3_1=1d4<br />
|extra3_2=1d4<br />
|extra3_3=1d4<br />
|extra3_4=1d4<br />
|extra3_5=2d4<br />
|extra3_6=2d4<br />
|extra3_7=2d4<br />
|extra3_8=2d4<br />
|extra3_9=3d4<br />
|extra3_10=3d4<br />
|extra3_11=3d4<br />
|extra3_12=3d4<br />
|extra3_13=4d4<br />
|extra3_14=4d4<br />
|extra3_15=4d4<br />
|extra3_16=4d4<br />
|extra3_17=5d4<br />
|extra3_18=5d4<br />
|extra3_19=5d4<br />
|extra3_20=5d4<br />
}}<br />
<br />
==== Plagued ====<br />
At 1st level, you have been infected by the plague of Mirad. You blood is made impure, the plague spreading throughout your body, however, you do not suffer from the effects of the [[The Plague (5e Disease)|plague]].When you take melee slashing or piercing damage, causing you to bleed on the creature, the attacking creature must make a {{5a|con}} saving throw of 8 + your {{5a|con}} modifier + your proficiency modifier or take 1d4 acid damage. If the creature is successful, they take no damage. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Following of the Plague ====<br />
At 1st level, you may choose how you worship the plague. When you choose your following, you choose between the, Following of the Ashes, Following of the Beast, and the Following of the Blade. These followings grant you features at 1st, 3rd, 6th, 10th, 11th, 13th, 14th, 15th, 17th, and 20th levels.<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 />
==== Increased Infectivity ====<br />
At 11th level, the plague becomes easier to spread. When creatures roll Constitution saving throws against you, rolling a natural 1 '''''or''''' 2 results in them contracting the plague. This increases to include rolling a natural 3 at 13th level, a natural 4 at 15th level, and finally a natural 5 at 17th level.<br />
<br />
== Following of the Ashes ==<br />
You have taken to cleansing the world of life, spreading your gifts through the flames of an incense burner. <br />
<br />
====Spellcasting====<br />
Starting at 1st level, your spellcasting is purely to spread the plague, alter the minds of those who are against you, and kill those who would get in your way. Your powers are granted by Mirad so you may spread the plague and bring death to those who stand in front of you. <br />
<br />
=====Cantrips=====<br />
You know two cantrips starting at 1st level. You may pick these cantrips from those provided at the bottom of the class description. You learn more as you reach higher levels.<br />
<br />
=====Spells Known=====<br />
You know as many spells as your level + your Constitution modifier (minimum of 1). 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 plague priest spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the plague priest spells you know and replace it with another spell from the plague priest spell list, which also must be of a level for which you have spell slots.<br />
<br />
=====Spellcasting Ability=====<br />
Constitution is your spellcasting ability for your plague priest spells, so you use your {{5a|con}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|con}} modifier when setting the saving throw DC for a plague priest spell you cast and when making an attack roll with one. <br />
<br />
Spell save = DC 8 + your proficiency bonus + your {{5a|con}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|con}} modifier<br />
<br />
==== Incense Smoke ====<br />
At 1st level, your incense burner clouds you in a 15 foot radius of smoke. Creatures that are in this radius suffer disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks and {{5a|str}} ({{5s|Athletics}}) checks. This does not affect creatures that do not breathe or constructs. <br />
<br />
==== Aromas of the Plague ====<br />
At 3rd level, you chose an Aroma to emit from your incense. Choose between the the Aroma of Pestilence or the Aroma of the Scourge, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Thick Smoke ====<br />
At 11th level, your smoke is made thick, and is difficult to breathe and see in. When a creature is within your incense smoke radius, they have disadvantage on attack rolls, saving throws, and {{5a|wis}} ({{5s|Perception}}) checks. <br />
<br />
==== Cleansing Flames ==== <br />
At 13th level, you have learned to make your incense burn stronger and bigger. Now when you attack with your incense, you deal an additional 1d4 fire damage upon hit, and the areas for your incense smoke and Aromas of the Plague double in size. <br />
<br />
==== Intrusive Incense ====<br />
At 15th level, you have nearly perfected the incense you are burning. Creatures that do not need to breathe, are now still effected by the incense smoke and Aromas of the Plague. <br />
<br />
==== Alchemical Perfection ==== <br />
At 17th level, you have created the perfect incense. No matter the creature, construct or not, they are affected by the incense smoke and Aromas of the Plague.<br />
<br />
==== Just Breathe ==== <br />
At 20th level, you have grown accustomed to inhaling and breathing in your incenses, to the point where they refresh you, both in your body and mind. For every minute that you stand in your incense smoke, you heal yourself by 1d8. This also cures any afflictions that effect you. <br />
<br />
=== Aroma of Pestilence ===<br />
<br />
You have infused the plague into the smoke from your incense, spreading the disease through the air, and killing silently and unknowingly.<br />
<br />
;{{#anc:The Smoke of the Sickly}}<br />
Starting at 3rd level, as an action, you can wave your incense through the air, making the air around you filled with smoke in a 30 foot radius. Any creatures caught in this, including allies, must make a Constitution saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. A creature can only risk being infected in this manner once every 24 hours, and if the creature succeeds on the saving throw, you cannot infect them in this manner for 24 hours. <br />
<br />
;{{#anc:Rapid Decomposition}}<br />
At 6th level, if a creature becomes infected through the Smoke of the Sick, the infected begin to suffer from the effects of the plague immediately. When contracting the plague in this way, they automatically suffer from the effects of Day Two.<br />
<br />
;{{#anc:Contagious}}<br />
At 10th level, if a creature is infected through the Smoke of the Sick, their infection becomes contagious to those around them. If anyone or anything comes into a 5 foot radius of the infected creature or physically touches the infected creature, they must roll a {{5a|con}} saving throw of DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. If the creature succeeds, they are immune to catching the plague in this manner for 1 hour. <br />
<br />
;{{#anc:Death Incarnate}}<br />
At 14th level, if a creature is infected through the Smoke of the Sick, their infection has the potential to become lethal immediately. When a creature contracts the plague in this manner, they must make one more saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or immediately fall under the effects of Day 5. If the creature succeeds, it cannot be affected in this way again.<br />
<br />
=== Aroma of the Scourge ===<br />
<br />
You have made the aroma of your incense smell like that of rotting meat, and cursed the smoke that leaves the flame. <br />
<br />
;{{#anc:The Smoke of the Locusts}}<br />
Starting at 3rd level, you are able to summon a swarm of locusts. When you wave your incense through the air, after a minute, a swarm of locusts will appear, taking up a 10 foot radius. You are able to command this swarm to attack targets, protect you, or retrieve items for you. When the swarm is set to attack a creature, they must make attack rolls against the creature and deal 2d4 slashing damage. When set to protect you, any creatures making attack rolls against you must make them with disadvantage. When set to retrieve an item, they can only carry up to 2 pounds. This swarm breaks apart and leaves after 30 seconds. This can be done once every 4 hours. <br />
<br />
;{{#anc:Emanation of Decay}}<br />
At 6th level, the stench of death follows you, and has brought some "friends" as well. The smell of rot and decay has attracted creatures, such as rats, flies, and other insects. When you wave your incense, you may command these creatures to attack a single target and begin to eat them alive. When these creatures go to consume this creature, they must roll a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier, or take 4d6 poison damage. If the creature rolls a natural 1, they contract the plague. If the creature goes below 0 hit points with this feature, they are completely consumed within 5 minutes, leaving nothing but a pile of the creatures remains. This can be done once every 12 hours. <br />
<br />
;{{#anc:Parasitic Spawn}}<br />
At 10th level, your body has rotted away to the point where insects have begun to nest inside of you. As a bonus action, you can excrete a worm like maggot about the size of a small rabbit out of your wrist, causing you to take 1d4 acid damage. When you spawn this maggot like creature, you can throw it at a creature, and the maggot will attempt to burrow into the creature, and leech off of them. When the maggot hits, the creature must make a {{5a|str}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or take 4d4 piercing damage, and then take 2d4 poison damage at the end of every round until the maggot is removed. If the creature rolls a natural 1, they contract the plague. If the creature succeeds the saving throw, the maggot fails to pierce the skin, and falls to the ground. This maggot has only 1hp. To regain this feature, you must complete a long rest. <br />
<br />
;{{#anc:Hive Mind}}<br />
At 14th level, your spawn has learned to survive beyond their single host. If a creature dies of the Parasitic Spawn, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or their body becomes controlled by the parasite. When the creature fails this saving throw, they're reanimated, and under your command. You need not speak to the parasite, but merely must mentally communicate your idea to them. The creature can attack, defend, and explode. If the creature attacks, they attempt to bite their target, dealing 1d8 piercing damage. If the creature successfully bites the other, then they must make a {{5a|con}} saving throw equal to 1 + your {{5a|wis}} modifier + your proficiency modifier or be effected by another parasite, and suffering the same effects as Parasitic Spawn. If the creature explodes, the corpse bloats up, and pops, releasing 5 parasites from the body, and enabling the possibility of 5 different creatures being infected in the same manner. These corpses die off after 1 hour has passed since their reanimation.<br />
<br />
=== Plague Priest Spell List ===<br />
<br />
You know all of the spells listed below.<br />
<br />
;Cantrips<br />
''Control Flames, Create Bonfire, Firebolt, Friends, Infestation, Minor Illusion, Produce Flame, Prestidigitation, Thaumaturgy, Toll of the Dead.''<br />
<br />
;1st Level<br />
''Bane, Burning Hands, Cause Fear, Charm Person, Detect Poison and Disease, Dissonant Whispers, False Life, Fog Cloud, Hellish Rebuke, Hex, Ray of Sickness, Shield of Faith, Silent Image.''<br />
<br />
;2nd Level<br />
''Alter Self, Blindness/Deafness, Crown of Madness, Enlarge/Reduce, Invisibility, Mirror Image, Misty Step, Spider Climb, Suggestion, Web. ''<br />
<br />
;3rd Level<br />
''Clairvoyance, Fear, Gaseous Form, Hypnotic Pattern, Slow, Stinking Cloud, Water Walk.''<br />
<br />
;4th Level<br />
''Blight, Confusion, Dominate Beast, Greater Invisibility, Wall of Fire.''<br />
<br />
;5th Level<br />
''Cloudkill, Dominate Person, Insect Plague, Seeming.''<br />
<br />
== Following of the Beast ==<br />
You have allowed the plague and you to become one being, changing every bit of your physical self. <br />
<br />
==== Infected Claws ==== <br />
At 1st level, the plague has taken to mutating your body, to make you deadlier. Your genetics have been altered by the plague, making your hands clawed. When you make an unarmed attack against a creature, the creature must roll a {{5a|con}} saving throw equal to DC 8 + your {{5a|str}} modifier + your proficiency modifier or take 1d6 slashing damage, and half as much if they succeed. If they roll a natural 1 for this saving throw, they contract the plague. Your claws increase by by 1d6 damage at 5th, 9th, <br />
<br />
==== Strain of Infection ====<br />
At 3rd level, you allow the plague to truly evolve within you to its true potential. Choose between the Strain of the Ravenous or the Strain of the Vile, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Dark Desire ====<br />
At 11th level, your corruption has made you crave only one form of sustenance... flesh. You are still able to benefit from eating regular food, however, you must consume raw flesh once every 3 days. If you do not, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into a feral state. While in this feral state, the DM takes complete control of your actions. However, while you are sated with flesh, you have advantage on saving throws against being charmed, frightened, or put to sleep. <br />
<br />
==== Feral Frenzy ====<br />
At 13th level, the corruption isn't always a bad thing... is it? You have learned to somewhat control your tendencies to go feral. As an action, you can choose to go into a controlled feral state. When in a controlled feral state, you have advantage on attack rolls against living creatures. This feral state lasts for a minute, and after that, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into the feral state as mentioned prior.<br />
<br />
==== Primal Awakening ====<br />
At 15th level, your senses have been amplified as to make hunting your prey that much easier. When making {{5s|Perception}} checks, you have advantage, and gain proficiency in {{5s|Perception}}. If you already are proficient in the {{5s|Perception}} skill, you gain expertise. <br />
<br />
==== In Plain Sight ====<br />
At 17th level, you gain the ability to hide your true nature, contorting your body to look normal once again. Once per day, you can cast {{5e|polymorph}} on yourself. You must complete a long rest in order to use this feature again. <br />
<br />
==== Blood Lust ====<br />
At 20th level, you've become so addicted to the taste of blood, that it drives you. For every enemy that dies by your hands, your armor class increases by one to a maximum of 24. The armor class drops back down to your original armor class when you have gone more than five minutes without killing a creature. However, once your blood lust is over, you take a level of exhaustion. While suffering from this level of exhaustion, you do not gain the benefits of Blood Lust and Primal Awakening. <br />
<br />
==Strain of the Ravenous==<br />
The plague in your body has begun to mutate you, making you deadlier than most plague priests. <br />
<br />
;{{#anc:Rabid Behaviors}}<br />
At 3rd level, when you take this strain, your mind has been corroded and re-wired. When making unarmed strikes, you can now make two attack actions instead of one. However, because your mind has been destroyed to make you deadlier, you suffer -4 to {{5a|int}} and any {{5a|int}} checks, but gain +2 to {{5a|str}} ({{5s|athletics}}) and {{5a|wis}}, ({{5s|perception}}, or {{5s|survival}}) checks when tracking prey and hunting. <br />
<br />
;{{#anc:Sharpened Fangs}}<br />
At 6th level, your mouth has mutated to be able to rip and tear flesh from your victims, as well as spit your venom into them. When you take an attack action, you may choose to bite your target, dealing 2d8 piercing damage or 1d8 acid damage. When a creature is bitten, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|str}} modifier + your proficiency modifier or enter into the grappled state. If the creature rolls a natural 1, then they also contract the plague. <br />
<br />
;{{#anc:Carnivorous}}<br />
At 10th level, when you kill someone, you may rip and tear them apart, and consume their flesh. When you kill an enemy you can climb on top of them and consume their bodies, which will give you 1d8 temporary hit points. You have 5 hunger points. When consuming a creature, their size will effect the consumption of your hunger points. You cannot consume creatures larger than those large in size. You regain your hunger points after completing a short or long rest.<br />
<br />
Tiny=1<br />
<br />
Small=2<br />
<br />
Medium=3<br />
<br />
Large=4<br />
<br />
;{{#anc:Nightmarish Beast}}<br />
At 14th level, your body has transformed beyond recognizability, and the plague has corrupted every aspect about you. Your claws have now granted you the ability to climb up walls similar to that of a spider, giving you a climbing speed of 30. When you attack with either your claws or fangs, you may now choose to deal necrotic damage rather than slashing or acid damage. You gain resistance to necrotic damage and become vulnerable to radiant damage.<br />
<br />
== Strain of the Vile ==<br />
The plague in your body has mutated to the extent that you no longer even look like the person you once were. <br />
<br />
;{{#anc:Call of the Crows}}<br />
At 3rd level, your mutations begin to form, starting with your head morphing to look similar to that of a large bird skull. The rest of your body also begins to be covered in these bone formations. This gives you a natural armor class equal to 10 + your {{5a|dex}} modifier + your proficiency bonus. <br />
<br />
;{{#anc:Infectious Bile}}<br />
At 6th level, the plague has developed within your body, giving you the ability to spew vomit at your whim. You can use your action to spew a 30 foot line of bile. When you spew this bile, you take 1d6 acid damage at 6th level and 2d6 at 14th level. When you spew your infectious bile, each creature in the area of the vomit must make a {{5a|con}} saving throw. The DC for this saving throw equals 8 + your {{5a|dex}} modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 10th level, 4d6 at 14th level, and 5d6 at 20th level. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
;{{#anc:Feathers of Icarus}}<br />
At 10th level, the plague has mutated your body once again, as in between your bone structures, black feathers have sprouted between your bone structures. You have also grown two sickly looking crow wings. With these wings you gain a fly speed of 10. At the end of the round, you fall back to the ground. <br />
<br />
;{{#anc:Mucus Coating}}<br />
At 14th level, your body begins to secrete a layer of mucus over your skin. This makes your body slimy and gross. When a creature attempts to grapple you, they grapple with disadvantage. Upon making direct contact with you, creatures must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency modifier or take 3d8 poison damage. If they succeed, they only take half as much damage. If they roll a natural 1, then they contract the plague.<br />
<br />
== Following of the Blade ==<br />
You have taken to utilizing the plague as a weapon against those who would oppose you. <br />
<br />
==== Blood of Mirad ====<br />
At 1st level, the plague has developed within your body, giving you the ability to harvest your infected blood into small vials, and throw them at your enemies. If you cut your palm intentionally with a dagger, dealing 1d4 slashing damage to yourself, you are able to drip your blood into a glass vial, and use it as a throwable weapon. When a creature is hit by this vial, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier or take 2d4 acid damage. If the creature succeeds in this saving throw, they only take half the amount of damage. You also may choose to use a vial of blood to treat your weapons, in which, if the weapon deals either slashing or piercing damage, it provides the opportunity to infect the creature hit. When a creature is hit with this treated weapon, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier with disadvantage, or take 2d4 poison damage, and half as much damage on a successful one. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Ritual Dances ====<br />
At 3rd level, you take to rituals, worshipping the gifts granted by Mirad. Choose between the Dance of the Acrobat or the Dance of the Reaper, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Blood Runes ====<br />
At 11th level, you have learned to use your blood in ritual magics. As an action, you may use one of your blood vials to place a rune on the ground. While within a range of 60ft. of this rune, as a bonus action, you can teleport onto your rune. Doing so destroys the rune and you must place another. You can have as many runes placed as equal to your proficiency modifier. <br />
<br />
==== Eyes of Mirad ====<br />
At 13th level, your eyes have turned blood red, and glow in the dark. You gain {{5e|Darkvision}}, however, you see in shades of red rather than grey. You also gain advantage on {{5s|Intimidation}} checks. <br />
<br />
==== Blood of the Unfaithful ====<br />
At 15th level, drinking the blood spilled by your blade reinvigorates you. As an action, you can choose to harvest the fresh blood of corpses into vials. As a bonus action, you can drink one of these vials to gain 1d8 temporary hit points as well as advantage on {{5s|Athletics}} checks for a minute. <br />
<br />
==== Spies from the Shadows ====<br />
At 17th level, you gain the ability to embody a messenger of death... the bat. As an action you can transform into a bat, and inherit their {{5a|str}}, {{5a|dex}}, and {{5a|con}} scores, but keep your {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores. This effect lasts for an hour, after which, you must complete a short or long rest to use this feature again. <br />
<br />
==== Sacrifice ====<br />
At 20th level, you have the choice to give your soul to Mirad to use as their weapon. As an action, you may sacrifice your soul in the name of death. When you do this, you immediately drop to 0 hit points and fall unconscious. When you do this however, a small black hole forms from your heart, consuming any creatures or things within a 90ft. radius. While within this radius, creatures must make a {{5a|con}} saving throw equal to DC 8 + your {{5a|dex}} modifier + your proficiency modifier or be dragged 60ft. closer to the black hole. When a creatures distance from the black hole becomes 10 feet or less, they are enveloped into the black hole, never to be seen again. If the creature succeeds the saving throw, they take 6d6 force damage. The area within the 90ft. radius is considered difficult for all creatures, grounded or airborne. After a minute, the black hole implodes, then detonates in a burst of necrotic energy, dealing 10d8 necrotic damage to all creatures within the 90ft. radius. You are not effected by the effects of the black hole whatsoever. You must complete a long rest in order to use this feature again. <br />
<br />
== Dance of the Acrobat ==<br />
You have taken to utilizing the speed of your blade against your opponents rather than through brute force. <br />
<br />
;{{#anc:Acrobats Elegance}}<br />
At 3rd level, you have learned the weight of your Scythe, and have learned to use it's weight as if it were your own. When wielding your scythe, you have advantage on {{5s|Acrobatics}} checks as well as {{5a|dex}} saving throws. <br />
<br />
;{{#anc:Swift Motions}}<br />
At 6th level, you've begun to move as swift as an arrow in the wind. While wielding your scythe, your movement speed increases by five feet. <br />
<br />
;{{#anc:Balanced Throw}}<br />
At 10th level, you've learned how to throw your scythe in a fashion that it returns to you, similar to that of a boomerang. Your scythe can now be used as a thrown weapon up to a range of 30 feet before it doesn't return to you. When your scythe is thrown in this style, it can hit up to 3 enemies before the scythe falls to the ground. After the first creature is hit during this throw, any sub-sequent creature hit takes one less hit die, i.e. the first target would take 3d6 damage, the second would take 2d6, and the third would only take 1d6.<br />
<br />
;{{#anc:Bladed Mastery}}<br />
At 14th level, you have mastered the weight of the scythe, and have learned to harness its momentum, giving you the ability to make two attack rolls with your turn. You cannot throw your scythe as your second attack.<br />
<br />
== Dance of the Reaper ==<br />
You have called upon Mirad to give you power in return for the souls of those slain. <br />
<br />
;{{#anc:Soul Tear}}<br />
At 3rd level, the reaper has imbued a dark energy in your blade. When you attack a living creature, you may deal necrotic damage rather than slashing damage with your scythe. <br />
<br />
;{{#anc:Marked for Death}}<br />
At 6th Level, you have learned how to carve a symbol of death into the living. When you successfully grapple a living creature, you can carve a rune into the creatures skin. When a creature is carved with this rune, they will slowly bleed from it until the wound is healed. For every hour a creature is carved with this rune, they take 1d4 necrotic damage. This becomes 2d4 necrotic damage at 10th level, and 3d4 necrotic damage at 14th level. <br />
<br />
;{{#anc:Mirad's Shroud}}<br />
At 10th level, you have developed an aura seemingly made of shadows, enveloping you in darkness. While in dim light or darkness, you gain advantage on {{5s|Stealth}} checks. <br />
<br />
;{{#anc:Mirad's Blade}}<br />
At 14th level, your scythe has become imbued with the essence of death. When you swing your scythe through the air, a wave of necrotic energy is dispersed from the blade. When this wave makes contact with a living creature, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency bonus or they suffer from the effects of marked for death. If the creature succeeds, they take 1d8 necrotic damage. This can only effect one creature at a time. <br />
<br />
<br />
<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
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'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:<br />
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'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
<br />
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----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Plague_Priest_(5e_Class)&diff=1163962Plague Priest (5e Class)2019-04-15T18:13:57Z<p>Polaton: </p>
<hr />
<div><br />
== Plague Priest ==<br />
<br />
''A woman wanders her way into the palace of the king. The guards attempt to stop her, but with a wave of her hand begin to cough in fits of rage, spitting up blood and bile, and eventually just collapsing. As she enters the kings court, she waves her incense burner, and the whole room begins to wheeze, coughing up blood, until the room falls silent. As the night descends, the plague follows, climbing along buildings, into windows, and ripping apart their victims as they sleep. The moon reflected along the edge of the blade, glistening a dark green, as the light shined off of the blood of the infected.'' These are the powers of the Plague Priests, worshippers and disciples of the god of the plague, [Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]],. <br />
<br />
=== Disciples of the Plague ===<br />
<br />
The plague priests are worshippers of the forgotten god, Mirad, god of death, disease, deception, fire, and pestilence. They survive as they spread the "gifts" of Mirad to others, spreading disease and death across the lands, ending bloodlines, and converting others into their following. This is the life of the plague priests. They spend their lives struggling to survive at the expense of others and worshipping their forgotten god. <br />
<br />
=== Creating a Plague Priest ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|http://games.northhaledongaming.com/Warhammer/SiteAssets/SitePages/High%20Priest%20Tetrahon/Liche_Priest_by_daarken.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What made you become a plague priest? Were you infected by another priest and pulled into worshipping this god? Or did you choose to worship Mirad? Maybe you were visited by the god in a vision and infected directly? No matter how you got infected, the real question is, what is your goal? Are you seeking to have the powers of a god at your fingertips, or are you simply trying to survive? <br />
<br />
;Quick Build<br />
You can make a Plague Priest quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Acolyte background. Third, depending on what subclass you pick, choose the flail priests pack if you're aiming for the Following of the Ashes, the scythe and monster hunters pack for the Following of the blade, or a simple weapon and explorers pack for the Following of the Beast. <br />
<br />
{{5e Class Features<br />
|name=Plague Priest<br />
|summary=Worshippers of the forgotten god of the plague, Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]. <br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple, Flails, Scythes<br />
|tools=Poisoners Kit<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Arcana, Deception, History, Intimidation, Investigation, Medicine, Nature, and Religion. <br />
|item1a=An incense burner that could second as a flail,<br />
|item1b=A blackened metal scythe (3d6 Slashing Damage, Two-Handed, Heavy)<br />
|item1c=Any simple weapon<br />
|item2a=A component pouch<br />
|item2b=<br />
|item2c=<br />
|item3a=A priest's pack <br />
|item3b=An explorer's pack <br />
|item3c=A monster hunter's pack<br />
|item4a=A set of leather armor and an ornate sacrificial dagger.<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10<br />
|classfeatures1={{inpage|Plagued}}, {{inpage|Following of the Plague}}<br />
|classfeatures2=<br />
|classfeatures3={{inpage|Blessing of Mirad}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Following of the Plague Sub Feature}} <br />
|classfeatures11={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures14={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures15={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Following of the Plague 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=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
|extra2_name=Infected Claws<br />
|extra2_1=1d6<br />
|extra2_2=1d6<br />
|extra2_3=1d6<br />
|extra2_4=1d6<br />
|extra2_5=2d6<br />
|extra2_6=2d6<br />
|extra2_7=2d6<br />
|extra2_8=2d6<br />
|extra2_9=3d6<br />
|extra2_10=3d6<br />
|extra2_11=3d6<br />
|extra2_12=3d6<br />
|extra2_13=4d6<br />
|extra2_14=4d6<br />
|extra2_15=4d6<br />
|extra2_16=4d6<br />
|extra2_17=5d6<br />
|extra2_18=5d6<br />
|extra2_19=5d6<br />
|extra2_20=5d6<br />
|extra3_name=Blood of Mirad<br />
|extra3_1=1d4<br />
|extra3_2=1d4<br />
|extra3_3=1d4<br />
|extra3_4=1d4<br />
|extra3_5=2d4<br />
|extra3_6=2d4<br />
|extra3_7=2d4<br />
|extra3_8=2d4<br />
|extra3_9=3d4<br />
|extra3_10=3d4<br />
|extra3_11=3d4<br />
|extra3_12=3d4<br />
|extra3_13=4d4<br />
|extra3_14=4d4<br />
|extra3_15=4d4<br />
|extra3_16=4d4<br />
|extra3_17=5d4<br />
|extra3_18=5d4<br />
|extra3_19=5d4<br />
|extra3_20=5d4<br />
}}<br />
<br />
==== Plagued ====<br />
At 1st level, you have been infected by the plague of Mirad. You blood is made impure, the plague spreading throughout your body, however, you do not suffer from the effects of the [[The Plague (5e Disease)|plague]].When you take melee slashing or piercing damage, causing you to bleed on the creature, the attacking creature must make a {{5a|con}} saving throw of 8 + your {{5a|con}} modifier + your proficiency modifier or take 1d4 acid damage. If the creature is successful, they take no damage. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Following of the Plague ====<br />
At 1st level, you may choose how you worship the plague. When you choose your following, you choose between the, Following of the Ashes, Following of the Beast, and the Following of the Blade. These followings grant you features at 1st, 3rd, 6th, 10th, 14th, and 20th levels.<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 />
==== Increased Infectivity ====<br />
At 11th level, the plague becomes easier to spread. When creatures roll Constitution saving throws against you, rolling a natural 1 '''''or''''' 2 results in them contracting the plague. This increases to include rolling a natural 3 at 13th level, a natural 4 at 15th level, and finally a natural 5 at 17th level.<br />
<br />
== Following of the Ashes ==<br />
You have taken to cleansing the world of life, spreading your gifts through the flames of an incense burner. <br />
<br />
====Spellcasting====<br />
Starting at 1st level, your spellcasting is purely to spread the plague, alter the minds of those who are against you, and kill those who would get in your way. Your powers are granted by Mirad so you may spread the plague and bring death to those who stand in front of you. <br />
<br />
=====Cantrips=====<br />
You know two cantrips starting at 1st level. You may pick these cantrips from those provided at the bottom of the class description. You learn more as you reach higher levels.<br />
<br />
=====Spells Known=====<br />
You know as many spells as your level + your Constitution modifier (minimum of 1). 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 plague priest spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the plague priest spells you know and replace it with another spell from the plague priest spell list, which also must be of a level for which you have spell slots.<br />
<br />
=====Spellcasting Ability=====<br />
Constitution is your spellcasting ability for your plague priest spells, so you use your {{5a|con}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|con}} modifier when setting the saving throw DC for a plague priest spell you cast and when making an attack roll with one. <br />
<br />
Spell save = DC 8 + your proficiency bonus + your {{5a|con}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|con}} modifier<br />
<br />
==== Incense Smoke ====<br />
At 1st level, your incense burner clouds you in a 15 foot radius of smoke. Creatures that are in this radius suffer disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks and {{5a|str}} ({{5s|Athletics}}) checks. This does not affect creatures that do not breathe or constructs. <br />
<br />
==== Aromas of the Plague ====<br />
At 3rd level, you chose an Aroma to emit from your incense. Choose between the the Aroma of Pestilence or the Aroma of the Scourge, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Thick Smoke ====<br />
At 11th level, your smoke is made thick, and is difficult to breathe and see in. When a creature is within your incense smoke radius, they have disadvantage on attack rolls, saving throws, and {{5a|wis}} ({{5s|Perception}}) checks. <br />
<br />
==== Cleansing Flames ==== <br />
At 13th level, you have learned to make your incense burn stronger and bigger. Now when you attack with your incense, you deal an additional 1d4 fire damage upon hit, and the areas for your incense smoke and Aromas of the Plague double in size. <br />
<br />
==== Intrusive Incense ====<br />
At 15th level, you have nearly perfected the incense you are burning. Creatures that do not need to breathe, are now still effected by the incense smoke and Aromas of the Plague. <br />
<br />
==== Alchemical Perfection ==== <br />
At 17th level, you have created the perfect incense. No matter the creature, construct or not, they are affected by the incense smoke and Aromas of the Plague.<br />
<br />
==== Just Breathe ==== <br />
At 20th level, you have grown accustomed to inhaling and breathing in your incenses, to the point where they refresh you, both in your body and mind. For every minute that you stand in your incense smoke, you heal yourself by 1d8. This also cures any afflictions that effect you. <br />
<br />
=== Aroma of Pestilence ===<br />
<br />
You have infused the plague into the smoke from your incense, spreading the disease through the air, and killing silently and unknowingly.<br />
<br />
;{{#anc:The Smoke of the Sickly}}<br />
Starting at 3rd level, as an action, you can wave your incense through the air, making the air around you filled with smoke in a 30 foot radius. Any creatures caught in this, including allies, must make a Constitution saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. A creature can only risk being infected in this manner once every 24 hours, and if the creature succeeds on the saving throw, you cannot infect them in this manner for 24 hours. <br />
<br />
;{{#anc:Rapid Decomposition}}<br />
At 6th level, if a creature becomes infected through the Smoke of the Sick, the infected begin to suffer from the effects of the plague immediately. When contracting the plague in this way, they automatically suffer from the effects of Day Two.<br />
<br />
;{{#anc:Contagious}}<br />
At 10th level, if a creature is infected through the Smoke of the Sick, their infection becomes contagious to those around them. If anyone or anything comes into a 5 foot radius of the infected creature or physically touches the infected creature, they must roll a {{5a|con}} saving throw of DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. If the creature succeeds, they are immune to catching the plague in this manner for 1 hour. <br />
<br />
;{{#anc:Death Incarnate}}<br />
At 14th level, if a creature is infected through the Smoke of the Sick, their infection has the potential to become lethal immediately. When a creature contracts the plague in this manner, they must make one more saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or immediately fall under the effects of Day 5. If the creature succeeds, it cannot be affected in this way again.<br />
<br />
=== Aroma of the Scourge ===<br />
<br />
You have made the aroma of your incense smell like that of rotting meat, and cursed the smoke that leaves the flame. <br />
<br />
;{{#anc:The Smoke of the Locusts}}<br />
Starting at 3rd level, you are able to summon a swarm of locusts. When you wave your incense through the air, after a minute, a swarm of locusts will appear, taking up a 10 foot radius. You are able to command this swarm to attack targets, protect you, or retrieve items for you. When the swarm is set to attack a creature, they must make attack rolls against the creature and deal 2d4 slashing damage. When set to protect you, any creatures making attack rolls against you must make them with disadvantage. When set to retrieve an item, they can only carry up to 2 pounds. This swarm breaks apart and leaves after 30 seconds. This can be done once every 4 hours. <br />
<br />
;{{#anc:Emanation of Decay}}<br />
At 6th level, the stench of death follows you, and has brought some "friends" as well. The smell of rot and decay has attracted creatures, such as rats, flies, and other insects. When you wave your incense, you may command these creatures to attack a single target and begin to eat them alive. When these creatures go to consume this creature, they must roll a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier, or take 4d6 poison damage. If the creature rolls a natural 1, they contract the plague. If the creature goes below 0 hit points with this feature, they are completely consumed within 5 minutes, leaving nothing but a pile of the creatures remains. This can be done once every 12 hours. <br />
<br />
;{{#anc:Parasitic Spawn}}<br />
At 10th level, your body has rotted away to the point where insects have begun to nest inside of you. As a bonus action, you can excrete a worm like maggot about the size of a small rabbit out of your wrist, causing you to take 1d4 acid damage. When you spawn this maggot like creature, you can throw it at a creature, and the maggot will attempt to burrow into the creature, and leech off of them. When the maggot hits, the creature must make a {{5a|str}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or take 4d4 piercing damage, and then take 2d4 poison damage at the end of every round until the maggot is removed. If the creature rolls a natural 1, they contract the plague. If the creature succeeds the saving throw, the maggot fails to pierce the skin, and falls to the ground. This maggot has only 1hp. To regain this feature, you must complete a long rest. <br />
<br />
;{{#anc:Hive Mind}}<br />
At 14th level, your spawn has learned to survive beyond their single host. If a creature dies of the Parasitic Spawn, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or their body becomes controlled by the parasite. When the creature fails this saving throw, they're reanimated, and under your command. You need not speak to the parasite, but merely must mentally communicate your idea to them. The creature can attack, defend, and explode. If the creature attacks, they attempt to bite their target, dealing 1d8 piercing damage. If the creature successfully bites the other, then they must make a {{5a|con}} saving throw equal to 1 + your {{5a|wis}} modifier + your proficiency modifier or be effected by another parasite, and suffering the same effects as Parasitic Spawn. If the creature explodes, the corpse bloats up, and pops, releasing 5 parasites from the body, and enabling the possibility of 5 different creatures being infected in the same manner. These corpses die off after 1 hour has passed since their reanimation.<br />
<br />
=== Plague Priest Spell List ===<br />
<br />
You know all of the spells listed below.<br />
<br />
;Cantrips<br />
''Control Flames, Create Bonfire, Firebolt, Friends, Infestation, Minor Illusion, Produce Flame, Prestidigitation, Thaumaturgy, Toll of the Dead.''<br />
<br />
;1st Level<br />
''Bane, Burning Hands, Cause Fear, Charm Person, Detect Poison and Disease, Dissonant Whispers, False Life, Fog Cloud, Hellish Rebuke, Hex, Ray of Sickness, Shield of Faith, Silent Image.''<br />
<br />
;2nd Level<br />
''Alter Self, Blindness/Deafness, Crown of Madness, Enlarge/Reduce, Invisibility, Mirror Image, Misty Step, Spider Climb, Suggestion, Web. ''<br />
<br />
;3rd Level<br />
''Clairvoyance, Fear, Gaseous Form, Hypnotic Pattern, Slow, Stinking Cloud, Water Walk.''<br />
<br />
;4th Level<br />
''Blight, Confusion, Dominate Beast, Greater Invisibility, Wall of Fire.''<br />
<br />
;5th Level<br />
''Cloudkill, Dominate Person, Insect Plague, Seeming.''<br />
<br />
== Following of the Beast ==<br />
You have allowed the plague and you to become one being, changing every bit of your physical self. <br />
<br />
==== Infected Claws ==== <br />
At 1st level, the plague has taken to mutating your body, to make you deadlier. Your genetics have been altered by the plague, making your hands clawed. When you make an unarmed attack against a creature, the creature must roll a {{5a|con}} saving throw equal to DC 8 + your {{5a|str}} modifier + your proficiency modifier or take 1d6 slashing damage, and half as much if they succeed. If they roll a natural 1 for this saving throw, they contract the plague. Your claws increase by by 1d6 damage at 5th, 9th, <br />
<br />
==== Strain of Infection ====<br />
At 3rd level, you allow the plague to truly evolve within you to its true potential. Choose between the Strain of the Ravenous or the Strain of the Vile, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Dark Desire ====<br />
At 11th level, your corruption has made you crave only one form of sustenance... flesh. You are still able to benefit from eating regular food, however, you must consume raw flesh once every 3 days. If you do not, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into a feral state. While in this feral state, the DM takes complete control of your actions. However, while you are sated with flesh, you have advantage on saving throws against being charmed, frightened, or put to sleep. <br />
<br />
==== Feral Frenzy ====<br />
At 13th level, the corruption isn't always a bad thing... is it? You have learned to somewhat control your tendencies to go feral. As an action, you can choose to go into a controlled feral state. When in a controlled feral state, you have advantage on attack rolls against living creatures. This feral state lasts for a minute, and after that, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into the feral state as mentioned prior.<br />
<br />
==== Primal Awakening ====<br />
At 15th level, your senses have been amplified as to make hunting your prey that much easier. When making {{5s|Perception}} checks, you have advantage, and gain proficiency in {{5s|Perception}}. If you already are proficient in the {{5s|Perception}} skill, you gain expertise. <br />
<br />
==== In Plain Sight ====<br />
At 17th level, you gain the ability to hide your true nature, contorting your body to look normal once again. Once per day, you can cast {{5e|polymorph}} on yourself. You must complete a long rest in order to use this feature again. <br />
<br />
==== Blood Lust ====<br />
At 20th level, you've become so addicted to the taste of blood, that it drives you. For every enemy that dies by your hands, your armor class increases by one to a maximum of 24. The armor class drops back down to your original armor class when you have gone more than five minutes without killing a creature. However, once your blood lust is over, you take a level of exhaustion. While suffering from this level of exhaustion, you do not gain the benefits of Blood Lust and Primal Awakening. <br />
<br />
==Strain of the Ravenous==<br />
The plague in your body has begun to mutate you, making you deadlier than most plague priests. <br />
<br />
;{{#anc:Rabid Behaviors}}<br />
At 3rd level, when you take this strain, your mind has been corroded and re-wired. When making unarmed strikes, you can now make two attack actions instead of one. However, because your mind has been destroyed to make you deadlier, you suffer -4 to {{5a|int}} and any {{5a|int}} checks, but gain +2 to {{5a|str}} ({{5s|athletics}}) and {{5a|wis}}, ({{5s|perception}}, or {{5s|survival}}) checks when tracking prey and hunting. <br />
<br />
;{{#anc:Sharpened Fangs}}<br />
At 6th level, your mouth has mutated to be able to rip and tear flesh from your victims, as well as spit your venom into them. When you take an attack action, you may choose to bite your target, dealing 2d8 piercing damage or 1d8 acid damage. When a creature is bitten, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|str}} modifier + your proficiency modifier or enter into the grappled state. If the creature rolls a natural 1, then they also contract the plague. <br />
<br />
;{{#anc:Carnivorous}}<br />
At 10th level, when you kill someone, you may rip and tear them apart, and consume their flesh. When you kill an enemy you can climb on top of them and consume their bodies, which will give you 1d8 temporary hit points. You have 5 hunger points. When consuming a creature, their size will effect the consumption of your hunger points. You cannot consume creatures larger than those large in size. You regain your hunger points after completing a short or long rest.<br />
<br />
Tiny=1<br />
<br />
Small=2<br />
<br />
Medium=3<br />
<br />
Large=4<br />
<br />
;{{#anc:Nightmarish Beast}}<br />
At 14th level, your body has transformed beyond recognizability, and the plague has corrupted every aspect about you. Your claws have now granted you the ability to climb up walls similar to that of a spider, giving you a climbing speed of 30. When you attack with either your claws or fangs, you may now choose to deal necrotic damage rather than slashing or acid damage. You gain resistance to necrotic damage and become vulnerable to radiant damage.<br />
<br />
== Strain of the Vile ==<br />
The plague in your body has mutated to the extent that you no longer even look like the person you once were. <br />
<br />
;{{#anc:Call of the Crows}}<br />
At 3rd level, your mutations begin to form, starting with your head morphing to look similar to that of a large bird skull. The rest of your body also begins to be covered in these bone formations. This gives you a natural armor class equal to 10 + your {{5a|dex}} modifier + your proficiency bonus. <br />
<br />
;{{#anc:Infectious Bile}}<br />
At 6th level, the plague has developed within your body, giving you the ability to spew vomit at your whim. You can use your action to spew a 30 foot line of bile. When you spew this bile, you take 1d6 acid damage at 6th level and 2d6 at 14th level. When you spew your infectious bile, each creature in the area of the vomit must make a {{5a|con}} saving throw. The DC for this saving throw equals 8 + your {{5a|dex}} modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 10th level, 4d6 at 14th level, and 5d6 at 20th level. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
;{{#anc:Feathers of Icarus}}<br />
At 10th level, the plague has mutated your body once again, as in between your bone structures, black feathers have sprouted between your bone structures. You have also grown two sickly looking crow wings. With these wings you gain a fly speed of 10. At the end of the round, you fall back to the ground. <br />
<br />
;{{#anc:Mucus Coating}}<br />
At 14th level, your body begins to secrete a layer of mucus over your skin. This makes your body slimy and gross. When a creature attempts to grapple you, they grapple with disadvantage. Upon making direct contact with you, creatures must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency modifier or take 3d8 poison damage. If they succeed, they only take half as much damage. If they roll a natural 1, then they contract the plague.<br />
<br />
== Following of the Blade ==<br />
You have taken to utilizing the plague as a weapon against those who would oppose you. <br />
<br />
==== Blood of Mirad ====<br />
At 1st level, the plague has developed within your body, giving you the ability to harvest your infected blood into small vials, and throw them at your enemies. If you cut your palm intentionally with a dagger, dealing 1d4 slashing damage to yourself, you are able to drip your blood into a glass vial, and use it as a throwable weapon. When a creature is hit by this vial, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier or take 2d4 acid damage. If the creature succeeds in this saving throw, they only take half the amount of damage. You also may choose to use a vial of blood to treat your weapons, in which, if the weapon deals either slashing or piercing damage, it provides the opportunity to infect the creature hit. When a creature is hit with this treated weapon, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier with disadvantage, or take 2d4 poison damage, and half as much damage on a successful one. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Ritual Dances ====<br />
At 3rd level, you take to rituals, worshipping the gifts granted by Mirad. Choose between the Dance of the Acrobat or the Dance of the Reaper, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Blood Runes ====<br />
At 11th level, you have learned to use your blood in ritual magics. As an action, you may use one of your blood vials to place a rune on the ground. While within a range of 60ft. of this rune, as a bonus action, you can teleport onto your rune. Doing so destroys the rune and you must place another. You can have as many runes placed as equal to your proficiency modifier. <br />
<br />
==== Eyes of Mirad ====<br />
At 13th level, your eyes have turned blood red, and glow in the dark. You gain {{5e|Darkvision}}, however, you see in shades of red rather than grey. You also gain advantage on {{5s|Intimidation}} checks. <br />
<br />
==== Blood of the Unfaithful ====<br />
At 15th level, drinking the blood spilled by your blade reinvigorates you. As an action, you can choose to harvest the fresh blood of corpses into vials. As a bonus action, you can drink one of these vials to gain 1d8 temporary hit points as well as advantage on {{5s|Athletics}} checks for a minute. <br />
<br />
==== Spies from the Shadows ====<br />
At 17th level, you gain the ability to embody a messenger of death... the bat. As an action you can transform into a bat, and inherit their {{5a|str}}, {{5a|dex}}, and {{5a|con}} scores, but keep your {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores. This effect lasts for an hour, after which, you must complete a short or long rest to use this feature again. <br />
<br />
==== Sacrifice ====<br />
At 20th level, you have the choice to give your soul to Mirad to use as their weapon. As an action, you may sacrifice your soul in the name of death. When you do this, you immediately drop to 0 hit points and fall unconscious. When you do this however, a small black hole forms from your heart, consuming any creatures or things within a 90ft. radius. While within this radius, creatures must make a {{5a|con}} saving throw equal to DC 8 + your {{5a|dex}} modifier + your proficiency modifier or be dragged 60ft. closer to the black hole. When a creatures distance from the black hole becomes 10 feet or less, they are enveloped into the black hole, never to be seen again. If the creature succeeds the saving throw, they take 6d6 force damage. The area within the 90ft. radius is considered difficult for all creatures, grounded or airborne. After a minute, the black hole implodes, then detonates in a burst of necrotic energy, dealing 10d8 necrotic damage to all creatures within the 90ft. radius. You are not effected by the effects of the black hole whatsoever. You must complete a long rest in order to use this feature again. <br />
<br />
== Dance of the Acrobat ==<br />
You have taken to utilizing the speed of your blade against your opponents rather than through brute force. <br />
<br />
;{{#anc:Acrobats Elegance}}<br />
At 3rd level, you have learned the weight of your Scythe, and have learned to use it's weight as if it were your own. When wielding your scythe, you have advantage on {{5s|Acrobatics}} checks as well as {{5a|dex}} saving throws. <br />
<br />
;{{#anc:Swift Motions}}<br />
At 6th level, you've begun to move as swift as an arrow in the wind. While wielding your scythe, your movement speed increases by five feet. <br />
<br />
;{{#anc:Balanced Throw}}<br />
At 10th level, you've learned how to throw your scythe in a fashion that it returns to you, similar to that of a boomerang. Your scythe can now be used as a thrown weapon up to a range of 30 feet before it doesn't return to you. When your scythe is thrown in this style, it can hit up to 3 enemies before the scythe falls to the ground. After the first creature is hit during this throw, any sub-sequent creature hit takes one less hit die, i.e. the first target would take 3d6 damage, the second would take 2d6, and the third would only take 1d6.<br />
<br />
;{{#anc:Bladed Mastery}}<br />
At 14th level, you have mastered the weight of the scythe, and have learned to harness its momentum, giving you the ability to make two attack rolls with your turn. You cannot throw your scythe as your second attack.<br />
<br />
== Dance of the Reaper ==<br />
You have called upon Mirad to give you power in return for the souls of those slain. <br />
<br />
;{{#anc:Soul Tear}}<br />
At 3rd level, the reaper has imbued a dark energy in your blade. When you attack a living creature, you may deal necrotic damage rather than slashing damage with your scythe. <br />
<br />
;{{#anc:Marked for Death}}<br />
At 6th Level, you have learned how to carve a symbol of death into the living. When you successfully grapple a living creature, you can carve a rune into the creatures skin. When a creature is carved with this rune, they will slowly bleed from it until the wound is healed. For every hour a creature is carved with this rune, they take 1d4 necrotic damage. This becomes 2d4 necrotic damage at 10th level, and 3d4 necrotic damage at 14th level. <br />
<br />
;{{#anc:Mirad's Shroud}}<br />
At 10th level, you have developed an aura seemingly made of shadows, enveloping you in darkness. While in dim light or darkness, you gain advantage on {{5s|Stealth}} checks. <br />
<br />
;{{#anc:Mirad's Blade}}<br />
At 14th level, your scythe has become imbued with the essence of death. When you swing your scythe through the air, a wave of necrotic energy is dispersed from the blade. When this wave makes contact with a living creature, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency bonus or they suffer from the effects of marked for death. If the creature succeeds, they take 1d8 necrotic damage. This can only effect one creature at a time. <br />
<br />
<br />
<br />
<br />
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=== Multiclassing ===<br />
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'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:<br />
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'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Plague_Priest_(5e_Class)&diff=1163959Plague Priest (5e Class)2019-04-15T18:06:51Z<p>Polaton: </p>
<hr />
<div><br />
== Plague Priest ==<br />
<br />
''A woman wanders her way into the palace of the king. The guards attempt to stop her, but with a wave of her hand begin to cough in fits of rage, spitting up blood and bile, and eventually just collapsing. As she enters the kings court, she waves her incense burner, and the whole room begins to wheeze, coughing up blood, until the room falls silent. As the night descends, the plague follows, climbing along buildings, into windows, and ripping apart their victims as they sleep. The moon reflected along the edge of the blade, glistening a dark green, as the light shined off of the blood of the infected.'' These are the powers of the Plague Priests, worshippers and disciples of the god of the plague, [Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]],. <br />
<br />
=== Disciples of the Plague ===<br />
<br />
The plague priests are worshippers of the forgotten god, Mirad, god of death, disease, deception, fire, and pestilence. They survive as they spread the "gifts" of Mirad to others, spreading disease and death across the lands, ending bloodlines, and converting others into their following. This is the life of the plague priests. They spend their lives struggling to survive at the expense of others and worshipping their forgotten god. <br />
<br />
=== Creating a Plague Priest ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|http://games.northhaledongaming.com/Warhammer/SiteAssets/SitePages/High%20Priest%20Tetrahon/Liche_Priest_by_daarken.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What made you become a plague priest? Were you infected by another priest and pulled into worshipping this god? Or did you choose to worship Mirad? Maybe you were visited by the god in a vision and infected directly? No matter how you got infected, the real question is, what is your goal? Are you seeking to have the powers of a god at your fingertips, or are you simply trying to survive? <br />
<br />
;Quick Build<br />
You can make a Plague Priest quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Acolyte background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features<br />
|name=Plague Priest<br />
|summary=Worshippers of the forgotten god of the plague, Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]. <br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple, Flails, Scythes<br />
|tools=Poisoners Kit<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Arcana, Deception, History, Intimidation, Investigation, Medicine, Nature, and Religion. <br />
|item1a=An incense burner that could second as a flail if you're choosing the Following of the Ashes<br />
|item1b=A blackened metal scythe if you're choosing the Following of the Blade (3d6 Slashing Damage, Two-Handed, Heavy)<br />
|item1c=Any simple weapon if you're choosing the Following of the Beast<br />
|item2a=A component pouch<br />
|item2b=<br />
|item2c=<br />
|item3a=A priest's pack you're choosing the Following of the Ashes<br />
|item3b=An explorer's pack if you're choosing the Following of the Beast<br />
|item3c=A monster hunter's pack if you're choosing the Following of the Blade<br />
|item4a=A set of leather armor and an ornate sacrificial dagger.<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10<br />
|classfeatures1={{inpage|Plagued}}, {{inpage|Following of the Plague}}<br />
|classfeatures2=<br />
|classfeatures3={{inpage|Blessing of Mirad}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Following of the Plague Sub Feature}} <br />
|classfeatures11={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures14={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures15={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Following of the Plague 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=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
|extra2_name=Infected Claws<br />
|extra2_1=1d6<br />
|extra2_2=1d6<br />
|extra2_3=1d6<br />
|extra2_4=1d6<br />
|extra2_5=2d6<br />
|extra2_6=2d6<br />
|extra2_7=2d6<br />
|extra2_8=2d6<br />
|extra2_9=3d6<br />
|extra2_10=3d6<br />
|extra2_11=3d6<br />
|extra2_12=3d6<br />
|extra2_13=4d6<br />
|extra2_14=4d6<br />
|extra2_15=4d6<br />
|extra2_16=4d6<br />
|extra2_17=5d6<br />
|extra2_18=5d6<br />
|extra2_19=5d6<br />
|extra2_20=5d6<br />
|extra3_name=Blood of Mirad<br />
|extra3_1=1d4<br />
|extra3_2=1d4<br />
|extra3_3=1d4<br />
|extra3_4=1d4<br />
|extra3_5=2d4<br />
|extra3_6=2d4<br />
|extra3_7=2d4<br />
|extra3_8=2d4<br />
|extra3_9=3d4<br />
|extra3_10=3d4<br />
|extra3_11=3d4<br />
|extra3_12=3d4<br />
|extra3_13=4d4<br />
|extra3_14=4d4<br />
|extra3_15=4d4<br />
|extra3_16=4d4<br />
|extra3_17=5d4<br />
|extra3_18=5d4<br />
|extra3_19=5d4<br />
|extra3_20=5d4<br />
}}<br />
<br />
==== Plagued ====<br />
At 1st level, you have been infected by the plague of Mirad. You blood is made impure, the plague spreading throughout your body, however, you do not suffer from the effects of the [[The Plague (5e Disease)|plague]].When you take melee slashing or piercing damage, causing you to bleed on the creature, the attacking creature must make a {{5a|con}} saving throw of 8 + your {{5a|con}} modifier + your proficiency modifier or take 1d4 acid damage. If the creature is successful, they take no damage. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Following of the Plague ====<br />
At 1st level, you may choose how you worship the plague. When you choose your following, you choose between the, Following of the Ashes, Following of the Beast, and the Following of the Blade. These followings grant you features at 1st, 3rd, 6th, 10th, 14th, and 20th levels.<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 />
==== Increased Infectivity ====<br />
At 11th level, the plague becomes easier to spread. When creatures roll Constitution saving throws against you, rolling a natural 1 '''''or''''' 2 results in them contracting the plague. This increases to include rolling a natural 3 at 13th level, a natural 4 at 15th level, and finally a natural 5 at 17th level.<br />
<br />
== Following of the Ashes ==<br />
You have taken to cleansing the world of life, spreading your gifts through the flames of an incense burner. <br />
<br />
====Spellcasting====<br />
Starting at 1st level, your spellcasting is purely to spread the plague, alter the minds of those who are against you, and kill those who would get in your way. Your powers are granted by Mirad so you may spread the plague and bring death to those who stand in front of you. <br />
<br />
=====Cantrips=====<br />
You know two cantrips starting at 1st level. You may pick these cantrips from those provided at the bottom of the class description. You learn more as you reach higher levels.<br />
<br />
=====Spells Known=====<br />
You know as many spells as your level + your Constitution modifier (minimum of 1). 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 plague priest spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the plague priest spells you know and replace it with another spell from the plague priest spell list, which also must be of a level for which you have spell slots.<br />
<br />
=====Spellcasting Ability=====<br />
Constitution is your spellcasting ability for your plague priest spells, so you use your {{5a|con}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|con}} modifier when setting the saving throw DC for a plague priest spell you cast and when making an attack roll with one. <br />
<br />
Spell save = DC 8 + your proficiency bonus + your {{5a|con}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|con}} modifier<br />
<br />
==== Incense Smoke ====<br />
At 1st level, your incense burner clouds you in a 15 foot radius of smoke. Creatures that are in this radius suffer disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks and {{5a|str}} ({{5s|Athletics}}) checks. This does not affect creatures that do not breathe or constructs. <br />
<br />
==== Aromas of the Plague ====<br />
At 3rd level, you chose an Aroma to emit from your incense. Choose between the the Aroma of Pestilence or the Aroma of the Scourge, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Thick Smoke ====<br />
At 11th level, your smoke is made thick, and is difficult to breathe and see in. When a creature is within your incense smoke radius, they have disadvantage on attack rolls, saving throws, and {{5a|wis}} ({{5s|Perception}}) checks. <br />
<br />
==== Cleansing Flames ==== <br />
At 13th level, you have learned to make your incense burn stronger and bigger. Now when you attack with your incense, you deal an additional 1d4 fire damage upon hit, and the areas for your incense smoke and Aromas of the Plague double in size. <br />
<br />
==== Intrusive Incense ====<br />
At 15th level, you have nearly perfected the incense you are burning. Creatures that do not need to breathe, are now still effected by the incense smoke and Aromas of the Plague. <br />
<br />
==== Alchemical Perfection ==== <br />
At 17th level, you have created the perfect incense. No matter the creature, construct or not, they are affected by the incense smoke and Aromas of the Plague.<br />
<br />
==== Just Breathe ==== <br />
At 20th level, you have grown accustomed to inhaling and breathing in your incenses, to the point where they refresh you, both in your body and mind. For every minute that you stand in your incense smoke, you heal yourself by 1d8. This also cures any afflictions that effect you. <br />
<br />
=== Aroma of Pestilence ===<br />
<br />
You have infused the plague into the smoke from your incense, spreading the disease through the air, and killing silently and unknowingly.<br />
<br />
;{{#anc:The Smoke of the Sickly}}<br />
Starting at 3rd level, as an action, you can wave your incense through the air, making the air around you filled with smoke in a 30 foot radius. Any creatures caught in this, including allies, must make a Constitution saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. A creature can only risk being infected in this manner once every 24 hours, and if the creature succeeds on the saving throw, you cannot infect them in this manner for 24 hours. <br />
<br />
;{{#anc:Rapid Decomposition}}<br />
At 6th level, if a creature becomes infected through the Smoke of the Sick, the infected begin to suffer from the effects of the plague immediately. When contracting the plague in this way, they automatically suffer from the effects of Day Two.<br />
<br />
;{{#anc:Contagious}}<br />
At 10th level, if a creature is infected through the Smoke of the Sick, their infection becomes contagious to those around them. If anyone or anything comes into a 5 foot radius of the infected creature or physically touches the infected creature, they must roll a {{5a|con}} saving throw of DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. If the creature succeeds, they are immune to catching the plague in this manner for 1 hour. <br />
<br />
;{{#anc:Death Incarnate}}<br />
At 14th level, if a creature is infected through the Smoke of the Sick, their infection has the potential to become lethal immediately. When a creature contracts the plague in this manner, they must make one more saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or immediately fall under the effects of Day 5. If the creature succeeds, it cannot be affected in this way again.<br />
<br />
=== Aroma of the Scourge ===<br />
<br />
You have made the aroma of your incense smell like that of rotting meat, and cursed the smoke that leaves the flame. <br />
<br />
;{{#anc:The Smoke of the Locusts}}<br />
Starting at 3rd level, you are able to summon a swarm of locusts. When you wave your incense through the air, after a minute, a swarm of locusts will appear, taking up a 10 foot radius. You are able to command this swarm to attack targets, protect you, or retrieve items for you. When the swarm is set to attack a creature, they must make attack rolls against the creature and deal 2d4 slashing damage. When set to protect you, any creatures making attack rolls against you must make them with disadvantage. When set to retrieve an item, they can only carry up to 2 pounds. This swarm breaks apart and leaves after 30 seconds. This can be done once every 4 hours. <br />
<br />
;{{#anc:Emanation of Decay}}<br />
At 6th level, the stench of death follows you, and has brought some "friends" as well. The smell of rot and decay has attracted creatures, such as rats, flies, and other insects. When you wave your incense, you may command these creatures to attack a single target and begin to eat them alive. When these creatures go to consume this creature, they must roll a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier, or take 4d6 poison damage. If the creature rolls a natural 1, they contract the plague. If the creature goes below 0 hit points with this feature, they are completely consumed within 5 minutes, leaving nothing but a pile of the creatures remains. This can be done once every 12 hours. <br />
<br />
;{{#anc:Parasitic Spawn}}<br />
At 10th level, your body has rotted away to the point where insects have begun to nest inside of you. As a bonus action, you can excrete a worm like maggot about the size of a small rabbit out of your wrist, causing you to take 1d4 acid damage. When you spawn this maggot like creature, you can throw it at a creature, and the maggot will attempt to burrow into the creature, and leech off of them. When the maggot hits, the creature must make a {{5a|str}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or take 4d4 piercing damage, and then take 2d4 poison damage at the end of every round until the maggot is removed. If the creature rolls a natural 1, they contract the plague. If the creature succeeds the saving throw, the maggot fails to pierce the skin, and falls to the ground. This maggot has only 1hp. To regain this feature, you must complete a long rest. <br />
<br />
;{{#anc:Hive Mind}}<br />
At 14th level, your spawn has learned to survive beyond their single host. If a creature dies of the Parasitic Spawn, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or their body becomes controlled by the parasite. When the creature fails this saving throw, they're reanimated, and under your command. You need not speak to the parasite, but merely must mentally communicate your idea to them. The creature can attack, defend, and explode. If the creature attacks, they attempt to bite their target, dealing 1d8 piercing damage. If the creature successfully bites the other, then they must make a {{5a|con}} saving throw equal to 1 + your {{5a|wis}} modifier + your proficiency modifier or be effected by another parasite, and suffering the same effects as Parasitic Spawn. If the creature explodes, the corpse bloats up, and pops, releasing 5 parasites from the body, and enabling the possibility of 5 different creatures being infected in the same manner. These corpses die off after 1 hour has passed since their reanimation.<br />
<br />
=== Plague Priest Spell List ===<br />
<br />
You know all of the spells listed below.<br />
<br />
;Cantrips<br />
''Control Flames, Create Bonfire, Firebolt, Friends, Infestation, Minor Illusion, Produce Flame, Prestidigitation, Thaumaturgy, Toll of the Dead.''<br />
<br />
;1st Level<br />
''Bane, Burning Hands, Cause Fear, Charm Person, Detect Poison and Disease, Dissonant Whispers, False Life, Fog Cloud, Hellish Rebuke, Hex, Ray of Sickness, Shield of Faith, Silent Image.''<br />
<br />
;2nd Level<br />
''Alter Self, Blindness/Deafness, Crown of Madness, Enlarge/Reduce, Invisibility, Mirror Image, Misty Step, Spider Climb, Suggestion, Web. ''<br />
<br />
;3rd Level<br />
''Clairvoyance, Fear, Gaseous Form, Hypnotic Pattern, Slow, Stinking Cloud, Water Walk.''<br />
<br />
;4th Level<br />
''Blight, Confusion, Dominate Beast, Greater Invisibility, Wall of Fire.''<br />
<br />
;5th Level<br />
''Cloudkill, Dominate Person, Insect Plague, Seeming.''<br />
<br />
== Following of the Beast ==<br />
You have allowed the plague and you to become one being, changing every bit of your physical self. <br />
<br />
==== Infected Claws ==== <br />
At 1st level, the plague has taken to mutating your body, to make you deadlier. Your genetics have been altered by the plague, making your hands clawed. When you make an unarmed attack against a creature, the creature must roll a {{5a|con}} saving throw equal to DC 8 + your {{5a|str}} modifier + your proficiency modifier or take 1d6 slashing damage, and half as much if they succeed. If they roll a natural 1 for this saving throw, they contract the plague. Your claws increase by by 1d6 damage at 5th, 9th, <br />
<br />
==== Strain of Infection ====<br />
At 3rd level, you allow the plague to truly evolve within you to its true potential. Choose between the Strain of the Ravenous or the Strain of the Vile, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Dark Desire ====<br />
At 11th level, your corruption has made you crave only one form of sustenance... flesh. You are still able to benefit from eating regular food, however, you must consume raw flesh once every 3 days. If you do not, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into a feral state. While in this feral state, the DM takes complete control of your actions. However, while you are sated with flesh, you have advantage on saving throws against being charmed, frightened, or put to sleep. <br />
<br />
==== Feral Frenzy ====<br />
At 13th level, the corruption isn't always a bad thing... is it? You have learned to somewhat control your tendencies to go feral. As an action, you can choose to go into a controlled feral state. When in a controlled feral state, you have advantage on attack rolls against living creatures. This feral state lasts for a minute, and after that, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into the feral state as mentioned prior.<br />
<br />
==== Primal Awakening ====<br />
At 15th level, your senses have been amplified as to make hunting your prey that much easier. When making {{5s|Perception}} checks, you have advantage, and gain proficiency in {{5s|Perception}}. If you already are proficient in the {{5s|Perception}} skill, you gain expertise. <br />
<br />
==== In Plain Sight ====<br />
At 17th level, you gain the ability to hide your true nature, contorting your body to look normal once again. Once per day, you can cast {{5e|polymorph}} on yourself. You must complete a long rest in order to use this feature again. <br />
<br />
==== Blood Lust ====<br />
At 20th level, you've become so addicted to the taste of blood, that it drives you. For every enemy that dies by your hands, your armor class increases by one to a maximum of 24. The armor class drops back down to your original armor class when you have gone more than five minutes without killing a creature. However, once your blood lust is over, you take a level of exhaustion. While suffering from this level of exhaustion, you do not gain the benefits of Blood Lust and Primal Awakening. <br />
<br />
==Strain of the Ravenous==<br />
The plague in your body has begun to mutate you, making you deadlier than most plague priests. <br />
<br />
;{{#anc:Rabid Behaviors}}<br />
At 3rd level, when you take this strain, your mind has been corroded and re-wired. When making unarmed strikes, you can now make two attack actions instead of one. However, because your mind has been destroyed to make you deadlier, you suffer -4 to {{5a|int}} and any {{5a|int}} checks, but gain +2 to {{5a|str}} ({{5s|athletics}}) and {{5a|wis}}, ({{5s|perception}}, or {{5s|survival}}) checks when tracking prey and hunting. <br />
<br />
;{{#anc:Sharpened Fangs}}<br />
At 6th level, your mouth has mutated to be able to rip and tear flesh from your victims, as well as spit your venom into them. When you take an attack action, you may choose to bite your target, dealing 2d8 piercing damage or 1d8 acid damage. When a creature is bitten, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|str}} modifier + your proficiency modifier or enter into the grappled state. If the creature rolls a natural 1, then they also contract the plague. <br />
<br />
;{{#anc:Carnivorous}}<br />
At 10th level, when you kill someone, you may rip and tear them apart, and consume their flesh. When you kill an enemy you can climb on top of them and consume their bodies, which will give you 1d8 temporary hit points. You have 5 hunger points. When consuming a creature, their size will effect the consumption of your hunger points. You cannot consume creatures larger than those large in size. You regain your hunger points after completing a short or long rest.<br />
<br />
Tiny=1<br />
<br />
Small=2<br />
<br />
Medium=3<br />
<br />
Large=4<br />
<br />
;{{#anc:Nightmarish Beast}}<br />
At 14th level, your body has transformed beyond recognizability, and the plague has corrupted every aspect about you. Your claws have now granted you the ability to climb up walls similar to that of a spider, giving you a climbing speed of 30. When you attack with either your claws or fangs, you may now choose to deal necrotic damage rather than slashing or acid damage. You gain resistance to necrotic damage and become vulnerable to radiant damage.<br />
<br />
== Strain of the Vile ==<br />
The plague in your body has mutated to the extent that you no longer even look like the person you once were. <br />
<br />
;{{#anc:Call of the Crows}}<br />
At 3rd level, your mutations begin to form, starting with your head morphing to look similar to that of a large bird skull. The rest of your body also begins to be covered in these bone formations. This gives you a natural armor class equal to 10 + your {{5a|dex}} modifier + your proficiency bonus. <br />
<br />
;{{#anc:Infectious Bile}}<br />
At 6th level, the plague has developed within your body, giving you the ability to spew vomit at your whim. You can use your action to spew a 30 foot line of bile. When you spew this bile, you take 1d6 acid damage at 6th level and 2d6 at 14th level. When you spew your infectious bile, each creature in the area of the vomit must make a {{5a|con}} saving throw. The DC for this saving throw equals 8 + your {{5a|dex}} modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 10th level, 4d6 at 14th level, and 5d6 at 20th level. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
;{{#anc:Feathers of Icarus}}<br />
At 10th level, the plague has mutated your body once again, as in between your bone structures, black feathers have sprouted between your bone structures. You have also grown two sickly looking crow wings. With these wings you gain a fly speed of 10. At the end of the round, you fall back to the ground. <br />
<br />
;{{#anc:Mucus Coating}}<br />
At 14th level, your body begins to secrete a layer of mucus over your skin. This makes your body slimy and gross. When a creature attempts to grapple you, they grapple with disadvantage. Upon making direct contact with you, creatures must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency modifier or take 3d8 poison damage. If they succeed, they only take half as much damage. If they roll a natural 1, then they contract the plague.<br />
<br />
== Following of the Blade ==<br />
You have taken to utilizing the plague as a weapon against those who would oppose you. <br />
<br />
==== Blood of Mirad ====<br />
At 1st level, the plague has developed within your body, giving you the ability to harvest your infected blood into small vials, and throw them at your enemies. If you cut your palm intentionally with a dagger, dealing 1d4 slashing damage to yourself, you are able to drip your blood into a glass vial, and use it as a throwable weapon. When a creature is hit by this vial, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier or take 2d4 acid damage. If the creature succeeds in this saving throw, they only take half the amount of damage. You also may choose to use a vial of blood to treat your weapons, in which, if the weapon deals either slashing or piercing damage, it provides the opportunity to infect the creature hit. When a creature is hit with this treated weapon, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier with disadvantage, or take 2d4 poison damage, and half as much damage on a successful one. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Ritual Dances ====<br />
At 3rd level, you take to rituals, worshipping the gifts granted by Mirad. Choose between the Dance of the Acrobat or the Dance of the Reaper, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Blood Runes ====<br />
At 11th level, you have learned to use your blood in ritual magics. As an action, you may use one of your blood vials to place a rune on the ground. While within a range of 60ft. of this rune, as a bonus action, you can teleport onto your rune. Doing so destroys the rune and you must place another. You can have as many runes placed as equal to your proficiency modifier. <br />
<br />
==== Eyes of Mirad ====<br />
At 13th level, your eyes have turned blood red, and glow in the dark. You gain {{5e|Darkvision}}, however, you see in shades of red rather than grey. You also gain advantage on {{5s|Intimidation}} checks. <br />
<br />
==== Blood of the Unfaithful ====<br />
At 15th level, drinking the blood spilled by your blade reinvigorates you. As an action, you can choose to harvest the fresh blood of corpses into vials. As a bonus action, you can drink one of these vials to gain 1d8 temporary hit points as well as advantage on {{5s|Athletics}} checks for a minute. <br />
<br />
==== Spies from the Shadows ====<br />
At 17th level, you gain the ability to embody a messenger of death... the bat. As an action you can transform into a bat, and inherit their {{5a|str}}, {{5a|dex}}, and {{5a|con}} scores, but keep your {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores. This effect lasts for an hour, after which, you must complete a short or long rest to use this feature again. <br />
<br />
==== Sacrifice ====<br />
At 20th level, you have the choice to give your soul to Mirad to use as their weapon. As an action, you may sacrifice your soul in the name of death. When you do this, you immediately drop to 0 hit points and fall unconscious. When you do this however, a small black hole forms from your heart, consuming any creatures or things within a 90ft. radius. While within this radius, creatures must make a {{5a|con}} saving throw equal to DC 8 + your {{5a|dex}} modifier + your proficiency modifier or be dragged 60ft. closer to the black hole. When a creatures distance from the black hole becomes 10 feet or less, they are enveloped into the black hole, never to be seen again. If the creature succeeds the saving throw, they take 6d6 force damage. The area within the 90ft. radius is considered difficult for all creatures, grounded or airborne. After a minute, the black hole implodes, then detonates in a burst of necrotic energy, dealing 10d8 necrotic damage to all creatures within the 90ft. radius. You are not effected by the effects of the black hole whatsoever. You must complete a long rest in order to use this feature again. <br />
<br />
== Dance of the Acrobat ==<br />
You have taken to utilizing the speed of your blade against your opponents rather than through brute force. <br />
<br />
;{{#anc:Acrobats Elegance}}<br />
At 3rd level, you have learned the weight of your Scythe, and have learned to use it's weight as if it were your own. When wielding your scythe, you have advantage on {{5s|Acrobatics}} checks as well as {{5a|dex}} saving throws. <br />
<br />
;{{#anc:Swift Motions}}<br />
At 6th level, you've begun to move as swift as an arrow in the wind. While wielding your scythe, your movement speed increases by five feet. <br />
<br />
;{{#anc:Balanced Throw}}<br />
At 10th level, you've learned how to throw your scythe in a fashion that it returns to you, similar to that of a boomerang. Your scythe can now be used as a thrown weapon up to a range of 30 feet before it doesn't return to you. When your scythe is thrown in this style, it can hit up to 3 enemies before the scythe falls to the ground. After the first creature is hit during this throw, any sub-sequent creature hit takes one less hit die, i.e. the first target would take 3d6 damage, the second would take 2d6, and the third would only take 1d6.<br />
<br />
;{{#anc:Bladed Mastery}}<br />
At 14th level, you have mastered the weight of the scythe, and have learned to harness its momentum, giving you the ability to make two attack rolls with your turn. You cannot throw your scythe as your second attack.<br />
<br />
== Dance of the Reaper ==<br />
You have called upon Mirad to give you power in return for the souls of those slain. <br />
<br />
;{{#anc:Soul Tear}}<br />
At 3rd level, the reaper has imbued a dark energy in your blade. When you attack a living creature, you may deal necrotic damage rather than slashing damage with your scythe. <br />
<br />
;{{#anc:Marked for Death}}<br />
At 6th Level, you have learned how to carve a symbol of death into the living. When you successfully grapple a living creature, you can carve a rune into the creatures skin. When a creature is carved with this rune, they will slowly bleed from it until the wound is healed. For every hour a creature is carved with this rune, they take 1d4 necrotic damage. This becomes 2d4 necrotic damage at 10th level, and 3d4 necrotic damage at 14th level. <br />
<br />
;{{#anc:Mirad's Shroud}}<br />
At 10th level, you have developed an aura seemingly made of shadows, enveloping you in darkness. While in dim light or darkness, you gain advantage on {{5s|Stealth}} checks. <br />
<br />
;{{#anc:Mirad's Blade}}<br />
At 14th level, your scythe has become imbued with the essence of death. When you swing your scythe through the air, a wave of necrotic energy is dispersed from the blade. When this wave makes contact with a living creature, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency bonus or they suffer from the effects of marked for death. If the creature succeeds, they take 1d8 necrotic damage. This can only effect one creature at a time. <br />
<br />
<br />
<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
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'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:<br />
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'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
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<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Plague_Priest_(5e_Class)&diff=1163958Plague Priest (5e Class)2019-04-15T18:06:32Z<p>Polaton: </p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
{{WIP}}<br />
== Plague Priest ==<br />
<br />
''A woman wanders her way into the palace of the king. The guards attempt to stop her, but with a wave of her hand begin to cough in fits of rage, spitting up blood and bile, and eventually just collapsing. As she enters the kings court, she waves her incense burner, and the whole room begins to wheeze, coughing up blood, until the room falls silent. As the night descends, the plague follows, climbing along buildings, into windows, and ripping apart their victims as they sleep. The moon reflected along the edge of the blade, glistening a dark green, as the light shined off of the blood of the infected.'' These are the powers of the Plague Priests, worshippers and disciples of the god of the plague, [Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]],. <br />
<br />
=== Disciples of the Plague ===<br />
<br />
The plague priests are worshippers of the forgotten god, Mirad, god of death, disease, deception, fire, and pestilence. They survive as they spread the "gifts" of Mirad to others, spreading disease and death across the lands, ending bloodlines, and converting others into their following. This is the life of the plague priests. They spend their lives struggling to survive at the expense of others and worshipping their forgotten god. <br />
<br />
=== Creating a Plague Priest ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|http://games.northhaledongaming.com/Warhammer/SiteAssets/SitePages/High%20Priest%20Tetrahon/Liche_Priest_by_daarken.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What made you become a plague priest? Were you infected by another priest and pulled into worshipping this god? Or did you choose to worship Mirad? Maybe you were visited by the god in a vision and infected directly? No matter how you got infected, the real question is, what is your goal? Are you seeking to have the powers of a god at your fingertips, or are you simply trying to survive? <br />
<br />
;Quick Build<br />
You can make a Plague Priest quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Acolyte background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features<br />
|name=Plague Priest<br />
|summary=Worshippers of the forgotten god of the plague, Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]. <br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple, Flails, Scythes<br />
|tools=Poisoners Kit<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Arcana, Deception, History, Intimidation, Investigation, Medicine, Nature, and Religion. <br />
|item1a=An incense burner that could second as a flail if you're choosing the Following of the Ashes<br />
|item1b=A blackened metal scythe if you're choosing the Following of the Blade (3d6 Slashing Damage, Two-Handed, Heavy)<br />
|item1c=Any simple weapon if you're choosing the Following of the Beast<br />
|item2a=A component pouch<br />
|item2b=<br />
|item2c=<br />
|item3a=A priest's pack you're choosing the Following of the Ashes<br />
|item3b=An explorer's pack if you're choosing the Following of the Beast<br />
|item3c=A monster hunter's pack if you're choosing the Following of the Blade<br />
|item4a=A set of leather armor and an ornate sacrificial dagger.<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10<br />
|classfeatures1={{inpage|Plagued}}, {{inpage|Following of the Plague}}<br />
|classfeatures2=<br />
|classfeatures3={{inpage|Blessing of Mirad}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Following of the Plague Sub Feature}} <br />
|classfeatures11={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures14={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures15={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Following of the Plague 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=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
|extra2_name=Infected Claws<br />
|extra2_1=1d6<br />
|extra2_2=1d6<br />
|extra2_3=1d6<br />
|extra2_4=1d6<br />
|extra2_5=2d6<br />
|extra2_6=2d6<br />
|extra2_7=2d6<br />
|extra2_8=2d6<br />
|extra2_9=3d6<br />
|extra2_10=3d6<br />
|extra2_11=3d6<br />
|extra2_12=3d6<br />
|extra2_13=4d6<br />
|extra2_14=4d6<br />
|extra2_15=4d6<br />
|extra2_16=4d6<br />
|extra2_17=5d6<br />
|extra2_18=5d6<br />
|extra2_19=5d6<br />
|extra2_20=5d6<br />
|extra3_name=Blood of Mirad<br />
|extra3_1=1d4<br />
|extra3_2=1d4<br />
|extra3_3=1d4<br />
|extra3_4=1d4<br />
|extra3_5=2d4<br />
|extra3_6=2d4<br />
|extra3_7=2d4<br />
|extra3_8=2d4<br />
|extra3_9=3d4<br />
|extra3_10=3d4<br />
|extra3_11=3d4<br />
|extra3_12=3d4<br />
|extra3_13=4d4<br />
|extra3_14=4d4<br />
|extra3_15=4d4<br />
|extra3_16=4d4<br />
|extra3_17=5d4<br />
|extra3_18=5d4<br />
|extra3_19=5d4<br />
|extra3_20=5d4<br />
}}<br />
<br />
==== Plagued ====<br />
At 1st level, you have been infected by the plague of Mirad. You blood is made impure, the plague spreading throughout your body, however, you do not suffer from the effects of the [[The Plague (5e Disease)|plague]].When you take melee slashing or piercing damage, causing you to bleed on the creature, the attacking creature must make a {{5a|con}} saving throw of 8 + your {{5a|con}} modifier + your proficiency modifier or take 1d4 acid damage. If the creature is successful, they take no damage. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Following of the Plague ====<br />
At 1st level, you may choose how you worship the plague. When you choose your following, you choose between the, Following of the Ashes, Following of the Beast, and the Following of the Blade. These followings grant you features at 1st, 3rd, 6th, 10th, 14th, and 20th levels.<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 />
==== Increased Infectivity ====<br />
At 11th level, the plague becomes easier to spread. When creatures roll Constitution saving throws against you, rolling a natural 1 '''''or''''' 2 results in them contracting the plague. This increases to include rolling a natural 3 at 13th level, a natural 4 at 15th level, and finally a natural 5 at 17th level.<br />
<br />
== Following of the Ashes ==<br />
You have taken to cleansing the world of life, spreading your gifts through the flames of an incense burner. <br />
<br />
====Spellcasting====<br />
Starting at 1st level, your spellcasting is purely to spread the plague, alter the minds of those who are against you, and kill those who would get in your way. Your powers are granted by Mirad so you may spread the plague and bring death to those who stand in front of you. <br />
<br />
=====Cantrips=====<br />
You know two cantrips starting at 1st level. You may pick these cantrips from those provided at the bottom of the class description. You learn more as you reach higher levels.<br />
<br />
=====Spells Known=====<br />
You know as many spells as your level + your Constitution modifier (minimum of 1). 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 plague priest spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the plague priest spells you know and replace it with another spell from the plague priest spell list, which also must be of a level for which you have spell slots.<br />
<br />
=====Spellcasting Ability=====<br />
Constitution is your spellcasting ability for your plague priest spells, so you use your {{5a|con}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|con}} modifier when setting the saving throw DC for a plague priest spell you cast and when making an attack roll with one. <br />
<br />
Spell save = DC 8 + your proficiency bonus + your {{5a|con}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|con}} modifier<br />
<br />
==== Incense Smoke ====<br />
At 1st level, your incense burner clouds you in a 15 foot radius of smoke. Creatures that are in this radius suffer disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks and {{5a|str}} ({{5s|Athletics}}) checks. This does not affect creatures that do not breathe or constructs. <br />
<br />
==== Aromas of the Plague ====<br />
At 3rd level, you chose an Aroma to emit from your incense. Choose between the the Aroma of Pestilence or the Aroma of the Scourge, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Thick Smoke ====<br />
At 11th level, your smoke is made thick, and is difficult to breathe and see in. When a creature is within your incense smoke radius, they have disadvantage on attack rolls, saving throws, and {{5a|wis}} ({{5s|Perception}}) checks. <br />
<br />
==== Cleansing Flames ==== <br />
At 13th level, you have learned to make your incense burn stronger and bigger. Now when you attack with your incense, you deal an additional 1d4 fire damage upon hit, and the areas for your incense smoke and Aromas of the Plague double in size. <br />
<br />
==== Intrusive Incense ====<br />
At 15th level, you have nearly perfected the incense you are burning. Creatures that do not need to breathe, are now still effected by the incense smoke and Aromas of the Plague. <br />
<br />
==== Alchemical Perfection ==== <br />
At 17th level, you have created the perfect incense. No matter the creature, construct or not, they are affected by the incense smoke and Aromas of the Plague.<br />
<br />
==== Just Breathe ==== <br />
At 20th level, you have grown accustomed to inhaling and breathing in your incenses, to the point where they refresh you, both in your body and mind. For every minute that you stand in your incense smoke, you heal yourself by 1d8. This also cures any afflictions that effect you. <br />
<br />
=== Aroma of Pestilence ===<br />
<br />
You have infused the plague into the smoke from your incense, spreading the disease through the air, and killing silently and unknowingly.<br />
<br />
;{{#anc:The Smoke of the Sickly}}<br />
Starting at 3rd level, as an action, you can wave your incense through the air, making the air around you filled with smoke in a 30 foot radius. Any creatures caught in this, including allies, must make a Constitution saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. A creature can only risk being infected in this manner once every 24 hours, and if the creature succeeds on the saving throw, you cannot infect them in this manner for 24 hours. <br />
<br />
;{{#anc:Rapid Decomposition}}<br />
At 6th level, if a creature becomes infected through the Smoke of the Sick, the infected begin to suffer from the effects of the plague immediately. When contracting the plague in this way, they automatically suffer from the effects of Day Two.<br />
<br />
;{{#anc:Contagious}}<br />
At 10th level, if a creature is infected through the Smoke of the Sick, their infection becomes contagious to those around them. If anyone or anything comes into a 5 foot radius of the infected creature or physically touches the infected creature, they must roll a {{5a|con}} saving throw of DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. If the creature succeeds, they are immune to catching the plague in this manner for 1 hour. <br />
<br />
;{{#anc:Death Incarnate}}<br />
At 14th level, if a creature is infected through the Smoke of the Sick, their infection has the potential to become lethal immediately. When a creature contracts the plague in this manner, they must make one more saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or immediately fall under the effects of Day 5. If the creature succeeds, it cannot be affected in this way again.<br />
<br />
=== Aroma of the Scourge ===<br />
<br />
You have made the aroma of your incense smell like that of rotting meat, and cursed the smoke that leaves the flame. <br />
<br />
;{{#anc:The Smoke of the Locusts}}<br />
Starting at 3rd level, you are able to summon a swarm of locusts. When you wave your incense through the air, after a minute, a swarm of locusts will appear, taking up a 10 foot radius. You are able to command this swarm to attack targets, protect you, or retrieve items for you. When the swarm is set to attack a creature, they must make attack rolls against the creature and deal 2d4 slashing damage. When set to protect you, any creatures making attack rolls against you must make them with disadvantage. When set to retrieve an item, they can only carry up to 2 pounds. This swarm breaks apart and leaves after 30 seconds. This can be done once every 4 hours. <br />
<br />
;{{#anc:Emanation of Decay}}<br />
At 6th level, the stench of death follows you, and has brought some "friends" as well. The smell of rot and decay has attracted creatures, such as rats, flies, and other insects. When you wave your incense, you may command these creatures to attack a single target and begin to eat them alive. When these creatures go to consume this creature, they must roll a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier, or take 4d6 poison damage. If the creature rolls a natural 1, they contract the plague. If the creature goes below 0 hit points with this feature, they are completely consumed within 5 minutes, leaving nothing but a pile of the creatures remains. This can be done once every 12 hours. <br />
<br />
;{{#anc:Parasitic Spawn}}<br />
At 10th level, your body has rotted away to the point where insects have begun to nest inside of you. As a bonus action, you can excrete a worm like maggot about the size of a small rabbit out of your wrist, causing you to take 1d4 acid damage. When you spawn this maggot like creature, you can throw it at a creature, and the maggot will attempt to burrow into the creature, and leech off of them. When the maggot hits, the creature must make a {{5a|str}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or take 4d4 piercing damage, and then take 2d4 poison damage at the end of every round until the maggot is removed. If the creature rolls a natural 1, they contract the plague. If the creature succeeds the saving throw, the maggot fails to pierce the skin, and falls to the ground. This maggot has only 1hp. To regain this feature, you must complete a long rest. <br />
<br />
;{{#anc:Hive Mind}}<br />
At 14th level, your spawn has learned to survive beyond their single host. If a creature dies of the Parasitic Spawn, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or their body becomes controlled by the parasite. When the creature fails this saving throw, they're reanimated, and under your command. You need not speak to the parasite, but merely must mentally communicate your idea to them. The creature can attack, defend, and explode. If the creature attacks, they attempt to bite their target, dealing 1d8 piercing damage. If the creature successfully bites the other, then they must make a {{5a|con}} saving throw equal to 1 + your {{5a|wis}} modifier + your proficiency modifier or be effected by another parasite, and suffering the same effects as Parasitic Spawn. If the creature explodes, the corpse bloats up, and pops, releasing 5 parasites from the body, and enabling the possibility of 5 different creatures being infected in the same manner. These corpses die off after 1 hour has passed since their reanimation.<br />
<br />
=== Plague Priest Spell List ===<br />
<br />
You know all of the spells listed below.<br />
<br />
;Cantrips<br />
''Control Flames, Create Bonfire, Firebolt, Friends, Infestation, Minor Illusion, Produce Flame, Prestidigitation, Thaumaturgy, Toll of the Dead.''<br />
<br />
;1st Level<br />
''Bane, Burning Hands, Cause Fear, Charm Person, Detect Poison and Disease, Dissonant Whispers, False Life, Fog Cloud, Hellish Rebuke, Hex, Ray of Sickness, Shield of Faith, Silent Image.''<br />
<br />
;2nd Level<br />
''Alter Self, Blindness/Deafness, Crown of Madness, Enlarge/Reduce, Invisibility, Mirror Image, Misty Step, Spider Climb, Suggestion, Web. ''<br />
<br />
;3rd Level<br />
''Clairvoyance, Fear, Gaseous Form, Hypnotic Pattern, Slow, Stinking Cloud, Water Walk.''<br />
<br />
;4th Level<br />
''Blight, Confusion, Dominate Beast, Greater Invisibility, Wall of Fire.''<br />
<br />
;5th Level<br />
''Cloudkill, Dominate Person, Insect Plague, Seeming.''<br />
<br />
== Following of the Beast ==<br />
You have allowed the plague and you to become one being, changing every bit of your physical self. <br />
<br />
==== Infected Claws ==== <br />
At 1st level, the plague has taken to mutating your body, to make you deadlier. Your genetics have been altered by the plague, making your hands clawed. When you make an unarmed attack against a creature, the creature must roll a {{5a|con}} saving throw equal to DC 8 + your {{5a|str}} modifier + your proficiency modifier or take 1d6 slashing damage, and half as much if they succeed. If they roll a natural 1 for this saving throw, they contract the plague. Your claws increase by by 1d6 damage at 5th, 9th, <br />
<br />
==== Strain of Infection ====<br />
At 3rd level, you allow the plague to truly evolve within you to its true potential. Choose between the Strain of the Ravenous or the Strain of the Vile, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Dark Desire ====<br />
At 11th level, your corruption has made you crave only one form of sustenance... flesh. You are still able to benefit from eating regular food, however, you must consume raw flesh once every 3 days. If you do not, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into a feral state. While in this feral state, the DM takes complete control of your actions. However, while you are sated with flesh, you have advantage on saving throws against being charmed, frightened, or put to sleep. <br />
<br />
==== Feral Frenzy ====<br />
At 13th level, the corruption isn't always a bad thing... is it? You have learned to somewhat control your tendencies to go feral. As an action, you can choose to go into a controlled feral state. When in a controlled feral state, you have advantage on attack rolls against living creatures. This feral state lasts for a minute, and after that, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into the feral state as mentioned prior.<br />
<br />
==== Primal Awakening ====<br />
At 15th level, your senses have been amplified as to make hunting your prey that much easier. When making {{5s|Perception}} checks, you have advantage, and gain proficiency in {{5s|Perception}}. If you already are proficient in the {{5s|Perception}} skill, you gain expertise. <br />
<br />
==== In Plain Sight ====<br />
At 17th level, you gain the ability to hide your true nature, contorting your body to look normal once again. Once per day, you can cast {{5e|polymorph}} on yourself. You must complete a long rest in order to use this feature again. <br />
<br />
==== Blood Lust ====<br />
At 20th level, you've become so addicted to the taste of blood, that it drives you. For every enemy that dies by your hands, your armor class increases by one to a maximum of 24. The armor class drops back down to your original armor class when you have gone more than five minutes without killing a creature. However, once your blood lust is over, you take a level of exhaustion. While suffering from this level of exhaustion, you do not gain the benefits of Blood Lust and Primal Awakening. <br />
<br />
==Strain of the Ravenous==<br />
The plague in your body has begun to mutate you, making you deadlier than most plague priests. <br />
<br />
;{{#anc:Rabid Behaviors}}<br />
At 3rd level, when you take this strain, your mind has been corroded and re-wired. When making unarmed strikes, you can now make two attack actions instead of one. However, because your mind has been destroyed to make you deadlier, you suffer -4 to {{5a|int}} and any {{5a|int}} checks, but gain +2 to {{5a|str}} ({{5s|athletics}}) and {{5a|wis}}, ({{5s|perception}}, or {{5s|survival}}) checks when tracking prey and hunting. <br />
<br />
;{{#anc:Sharpened Fangs}}<br />
At 6th level, your mouth has mutated to be able to rip and tear flesh from your victims, as well as spit your venom into them. When you take an attack action, you may choose to bite your target, dealing 2d8 piercing damage or 1d8 acid damage. When a creature is bitten, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|str}} modifier + your proficiency modifier or enter into the grappled state. If the creature rolls a natural 1, then they also contract the plague. <br />
<br />
;{{#anc:Carnivorous}}<br />
At 10th level, when you kill someone, you may rip and tear them apart, and consume their flesh. When you kill an enemy you can climb on top of them and consume their bodies, which will give you 1d8 temporary hit points. You have 5 hunger points. When consuming a creature, their size will effect the consumption of your hunger points. You cannot consume creatures larger than those large in size. You regain your hunger points after completing a short or long rest.<br />
<br />
Tiny=1<br />
<br />
Small=2<br />
<br />
Medium=3<br />
<br />
Large=4<br />
<br />
;{{#anc:Nightmarish Beast}}<br />
At 14th level, your body has transformed beyond recognizability, and the plague has corrupted every aspect about you. Your claws have now granted you the ability to climb up walls similar to that of a spider, giving you a climbing speed of 30. When you attack with either your claws or fangs, you may now choose to deal necrotic damage rather than slashing or acid damage. You gain resistance to necrotic damage and become vulnerable to radiant damage.<br />
<br />
== Strain of the Vile ==<br />
The plague in your body has mutated to the extent that you no longer even look like the person you once were. <br />
<br />
;{{#anc:Call of the Crows}}<br />
At 3rd level, your mutations begin to form, starting with your head morphing to look similar to that of a large bird skull. The rest of your body also begins to be covered in these bone formations. This gives you a natural armor class equal to 10 + your {{5a|dex}} modifier + your proficiency bonus. <br />
<br />
;{{#anc:Infectious Bile}}<br />
At 6th level, the plague has developed within your body, giving you the ability to spew vomit at your whim. You can use your action to spew a 30 foot line of bile. When you spew this bile, you take 1d6 acid damage at 6th level and 2d6 at 14th level. When you spew your infectious bile, each creature in the area of the vomit must make a {{5a|con}} saving throw. The DC for this saving throw equals 8 + your {{5a|dex}} modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 10th level, 4d6 at 14th level, and 5d6 at 20th level. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
;{{#anc:Feathers of Icarus}}<br />
At 10th level, the plague has mutated your body once again, as in between your bone structures, black feathers have sprouted between your bone structures. You have also grown two sickly looking crow wings. With these wings you gain a fly speed of 10. At the end of the round, you fall back to the ground. <br />
<br />
;{{#anc:Mucus Coating}}<br />
At 14th level, your body begins to secrete a layer of mucus over your skin. This makes your body slimy and gross. When a creature attempts to grapple you, they grapple with disadvantage. Upon making direct contact with you, creatures must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency modifier or take 3d8 poison damage. If they succeed, they only take half as much damage. If they roll a natural 1, then they contract the plague.<br />
<br />
== Following of the Blade ==<br />
You have taken to utilizing the plague as a weapon against those who would oppose you. <br />
<br />
==== Blood of Mirad ====<br />
At 1st level, the plague has developed within your body, giving you the ability to harvest your infected blood into small vials, and throw them at your enemies. If you cut your palm intentionally with a dagger, dealing 1d4 slashing damage to yourself, you are able to drip your blood into a glass vial, and use it as a throwable weapon. When a creature is hit by this vial, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier or take 2d4 acid damage. If the creature succeeds in this saving throw, they only take half the amount of damage. You also may choose to use a vial of blood to treat your weapons, in which, if the weapon deals either slashing or piercing damage, it provides the opportunity to infect the creature hit. When a creature is hit with this treated weapon, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier with disadvantage, or take 2d4 poison damage, and half as much damage on a successful one. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Ritual Dances ====<br />
At 3rd level, you take to rituals, worshipping the gifts granted by Mirad. Choose between the Dance of the Acrobat or the Dance of the Reaper, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Blood Runes ====<br />
At 11th level, you have learned to use your blood in ritual magics. As an action, you may use one of your blood vials to place a rune on the ground. While within a range of 60ft. of this rune, as a bonus action, you can teleport onto your rune. Doing so destroys the rune and you must place another. You can have as many runes placed as equal to your proficiency modifier. <br />
<br />
==== Eyes of Mirad ====<br />
At 13th level, your eyes have turned blood red, and glow in the dark. You gain {{5e|Darkvision}}, however, you see in shades of red rather than grey. You also gain advantage on {{5s|Intimidation}} checks. <br />
<br />
==== Blood of the Unfaithful ====<br />
At 15th level, drinking the blood spilled by your blade reinvigorates you. As an action, you can choose to harvest the fresh blood of corpses into vials. As a bonus action, you can drink one of these vials to gain 1d8 temporary hit points as well as advantage on {{5s|Athletics}} checks for a minute. <br />
<br />
==== Spies from the Shadows ====<br />
At 17th level, you gain the ability to embody a messenger of death... the bat. As an action you can transform into a bat, and inherit their {{5a|str}}, {{5a|dex}}, and {{5a|con}} scores, but keep your {{5a|int}}, {{5a|wis}}, and {{5a|cha}} scores. This effect lasts for an hour, after which, you must complete a short or long rest to use this feature again. <br />
<br />
==== Sacrifice ====<br />
At 20th level, you have the choice to give your soul to Mirad to use as their weapon. As an action, you may sacrifice your soul in the name of death. When you do this, you immediately drop to 0 hit points and fall unconscious. When you do this however, a small black hole forms from your heart, consuming any creatures or things within a 90ft. radius. While within this radius, creatures must make a {{5a|con}} saving throw equal to DC 8 + your {{5a|dex}} modifier + your proficiency modifier or be dragged 60ft. closer to the black hole. When a creatures distance from the black hole becomes 10 feet or less, they are enveloped into the black hole, never to be seen again. If the creature succeeds the saving throw, they take 6d6 force damage. The area within the 90ft. radius is considered difficult for all creatures, grounded or airborne. After a minute, the black hole implodes, then detonates in a burst of necrotic energy, dealing 10d8 necrotic damage to all creatures within the 90ft. radius. You are not effected by the effects of the black hole whatsoever. You must complete a long rest in order to use this feature again. <br />
<br />
== Dance of the Acrobat ==<br />
You have taken to utilizing the speed of your blade against your opponents rather than through brute force. <br />
<br />
;{{#anc:Acrobats Elegance}}<br />
At 3rd level, you have learned the weight of your Scythe, and have learned to use it's weight as if it were your own. When wielding your scythe, you have advantage on {{5s|Acrobatics}} checks as well as {{5a|dex}} saving throws. <br />
<br />
;{{#anc:Swift Motions}}<br />
At 6th level, you've begun to move as swift as an arrow in the wind. While wielding your scythe, your movement speed increases by five feet. <br />
<br />
;{{#anc:Balanced Throw}}<br />
At 10th level, you've learned how to throw your scythe in a fashion that it returns to you, similar to that of a boomerang. Your scythe can now be used as a thrown weapon up to a range of 30 feet before it doesn't return to you. When your scythe is thrown in this style, it can hit up to 3 enemies before the scythe falls to the ground. After the first creature is hit during this throw, any sub-sequent creature hit takes one less hit die, i.e. the first target would take 3d6 damage, the second would take 2d6, and the third would only take 1d6.<br />
<br />
;{{#anc:Bladed Mastery}}<br />
At 14th level, you have mastered the weight of the scythe, and have learned to harness its momentum, giving you the ability to make two attack rolls with your turn. You cannot throw your scythe as your second attack.<br />
<br />
== Dance of the Reaper ==<br />
You have called upon Mirad to give you power in return for the souls of those slain. <br />
<br />
;{{#anc:Soul Tear}}<br />
At 3rd level, the reaper has imbued a dark energy in your blade. When you attack a living creature, you may deal necrotic damage rather than slashing damage with your scythe. <br />
<br />
;{{#anc:Marked for Death}}<br />
At 6th Level, you have learned how to carve a symbol of death into the living. When you successfully grapple a living creature, you can carve a rune into the creatures skin. When a creature is carved with this rune, they will slowly bleed from it until the wound is healed. For every hour a creature is carved with this rune, they take 1d4 necrotic damage. This becomes 2d4 necrotic damage at 10th level, and 3d4 necrotic damage at 14th level. <br />
<br />
;{{#anc:Mirad's Shroud}}<br />
At 10th level, you have developed an aura seemingly made of shadows, enveloping you in darkness. While in dim light or darkness, you gain advantage on {{5s|Stealth}} checks. <br />
<br />
;{{#anc:Mirad's Blade}}<br />
At 14th level, your scythe has become imbued with the essence of death. When you swing your scythe through the air, a wave of necrotic energy is dispersed from the blade. When this wave makes contact with a living creature, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency bonus or they suffer from the effects of marked for death. If the creature succeeds, they take 1d8 necrotic damage. This can only effect one creature at a time. <br />
<br />
<br />
<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
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'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:<br />
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'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
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<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=A.I._(5e_Race)&diff=1163065A.I. (5e Race)2019-04-12T20:09:49Z<p>Polaton: Created page with " {{stub|A race page is almost never complete when first created. For guidance, see the 5e Race Design Guide.}}<!--Remove this line when the race is finished--> ==A.I.== <..."</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==A.I.==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
<br />
===History===<br />
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===Society===<br />
<br />
<br />
===A.I. Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
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'''Male:''' <!--Male names--><br />
<br />
'''Female:''' <!--Female names--><br />
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===A.I. Traits===<br />
{{5e Racial Traits<br />
|summary=<!--Short summary. This will also be displayed on the race index page.--><br />
|abilities=Your {{5a|str/dex/con/wis/int/cha}} score increases by 2 and your {{5a|str/dex/con/wis/int/cha}} score increases by 1. <!-- Replace "str/dex/con/wis/int/cha" with the races abbreviated ability score increase. If an ability score has a bonus of +3 or higher, include a line like, "As normal, you can't increase an ability score above 20 using this feature."--><br />
|age=<!--State the age of maturity if any and the standard lifespan--><br />
|alignment=<!--Describe alignment tendencies or restrictions--><br />
|size=<!--"Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium." Special considerations need to be made for races that are not Small or Medium.--><br />
|speed=Your base walking speed is <speed> feet. <!--Also cover any other movement like a swimming speed--><br />
|trait1=<!-- All creatures have some method of sight, whether it's darkvision, normal vision, superior darkvision, or tremorsense. For standard 60 ft. darkvision put "{{5E|Darkvision}}" in otherwise replace this field with your vision. If the race has normal vision, use this for the first trait--><br />
|description1=<!-- Put in your race's vision, like "{{5e Darkvision}}" here. --><br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace=<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====<Subrace Name>====<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1=<br />
|description1=<br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
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===Random Height and Weight===<br />
{{heightweight<br />
|name=A.I.<br />
|feet=<!--base height feet--><br />
|inches=<!--base height inches--><br />
|heightmod=<!--height modifier--><br />
|weight=<!--base weight--><br />
|weightmod=<!--weight modifier; in practice, this is multiplied by the height modifier--><br />
}}<br />
<br />
==A.I.==<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://www.macobserver.com/wp-content/uploads/2018/04/AI-concept-human-head-1200x632.jpg|What does it truly mean to be human?}}</div><br />
<br />
'''Skill Proficiencies:''' Investigation, Perception<br />
<br />
'''Tool Proficiencies:''' Tinker's Tools<br />
<br />
'''Languages:''' You do not gain any languages, however, you are able to communicate with other machines who are able to think and or formulate responses. <br />
<br />
'''Equipment:''' A set of travelers clothes, <br />
<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|}<br />
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<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Polatonhttps://www.dandwiki.com/w/index.php?title=Talk:Mechromancer_(5e_Class)&diff=1162638Talk:Mechromancer (5e Class)2019-04-12T00:06:57Z<p>Polaton: </p>
<hr />
<div>Should it be "grafts", not "graphs"? [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 08:56, 13 May 2016 (MDT)<br />
<br />
Yes it should, thanks ... I don't do good English in my brain :D [[User:Hedied4a11|Hedied4a11]] ([[User talk:Hedied4a11|talk]])<br />
<br />
Active Sensor Tracking seems oddly worded, "an extra attack per encounter". I'm not really sure what that is meant to be. [[User:Grimeagle4|Grimeagle4]] ([[User talk:Grimeagle4|talk]]) 11:28, 3 June 2016 (MDT)<br />
<br />
I've reworded it to, You can attack twice, instead of once, once per encounter when you take the attack action on your turn. [[User:Hedied4a11|Hedied4a11]] ([[User talk:Hedied4a11|talk]])<br />
<br />
"Beginning at 18th level, every time you critically fail a roll you cast blink. " - D&D doesn't have "critical fails" so you need to explain what this means - is it a roll of a 1? If so, can I repeatedly make trivial skill checks (Perception, say) until I roll a 1? You should also explain the action of ''blink'' (spell names in italics please) since it normally takes 1 action. Does it become no action, or a bonus action or what? [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 07:02, 22 July 2016 (MDT)<br />
<br />
Are they grafts or graphs? [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 16:47, 5 September 2016 (MDT)<br />
<br />
Excellent info. I added a few things, and made a few comments where I wasn't sure. Great ideas. I like the Fighter and Modular influences. Very versatile class. --[[User:Foxtrotter|Foxtrotter out!]] ([[User talk:Foxtrotter|talk]]) 18:06, 25 November 2016 (MST)<br />
<br />
Great stuff so far. Went through and made another round of editing, mostly for consistency, but also to Italicize the spell names.<br />
--[[User:Foxtrotter|Foxtrotter out!]] ([[User talk:Foxtrotter|talk]]) 07:36, 26 November 2016 (MST)<br />
<br />
What is meant by "Artisan's Tools" in the proficiencies section? Does it mean ''All'' Artisan's Tools or One Type of Tool? --[[User:VorpalMedia|Vorpalmedia]] ([[User talk:VorpalMedia|talk]]) 00:31, 26 December 2016 (GMT)<br />
<br />
Does anyone else understand what is meant by "proficiency in Conjuration"? I don't know if this is important or meaningful for 5e. --[[User:Foxtrotter|Foxtrotter out!]] ([[User talk:Foxtrotter|talk]]) 21:08, 30 December 2016 (MST)<br />
<br />
Note to the original creator: This class will require major tweaking before it can be reverted to 7 total grafts.<br />
<br />
How would this class work with tauric creatures?--[[Special:Contributions/2601:485:0:FC60:AC27:9690:C3B6:BCDA|2601:485:0:FC60:AC27:9690:C3B6:BCDA]] 00:29, 9 February 2018 (MST)<br />
<br />
It says that you can equip 9 gafts, but you only get 8 in total. Also, for Nano Regeneration, what does it mean by "Maximum of Mechromancer level + Constitution modifier"?<br />
<br />
It says the mechanical archetypes are listed at the end but they are nowhere to be found? Will these be added in?<br />
<br />
@admin, does it absolutely require subclasses, being it has already so much variation in the grafting system? - Polaton</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Talk:Mechromancer_(5e_Class)&diff=1162637Talk:Mechromancer (5e Class)2019-04-12T00:06:35Z<p>Polaton: </p>
<hr />
<div>Should it be "grafts", not "graphs"? [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 08:56, 13 May 2016 (MDT)<br />
<br />
Yes it should, thanks ... I don't do good English in my brain :D [[User:Hedied4a11|Hedied4a11]] ([[User talk:Hedied4a11|talk]])<br />
<br />
Active Sensor Tracking seems oddly worded, "an extra attack per encounter". I'm not really sure what that is meant to be. [[User:Grimeagle4|Grimeagle4]] ([[User talk:Grimeagle4|talk]]) 11:28, 3 June 2016 (MDT)<br />
<br />
I've reworded it to, You can attack twice, instead of once, once per encounter when you take the attack action on your turn. [[User:Hedied4a11|Hedied4a11]] ([[User talk:Hedied4a11|talk]])<br />
<br />
"Beginning at 18th level, every time you critically fail a roll you cast blink. " - D&D doesn't have "critical fails" so you need to explain what this means - is it a roll of a 1? If so, can I repeatedly make trivial skill checks (Perception, say) until I roll a 1? You should also explain the action of ''blink'' (spell names in italics please) since it normally takes 1 action. Does it become no action, or a bonus action or what? [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 07:02, 22 July 2016 (MDT)<br />
<br />
Are they grafts or graphs? [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 16:47, 5 September 2016 (MDT)<br />
<br />
Excellent info. I added a few things, and made a few comments where I wasn't sure. Great ideas. I like the Fighter and Modular influences. Very versatile class. --[[User:Foxtrotter|Foxtrotter out!]] ([[User talk:Foxtrotter|talk]]) 18:06, 25 November 2016 (MST)<br />
<br />
Great stuff so far. Went through and made another round of editing, mostly for consistency, but also to Italicize the spell names.<br />
--[[User:Foxtrotter|Foxtrotter out!]] ([[User talk:Foxtrotter|talk]]) 07:36, 26 November 2016 (MST)<br />
<br />
What is meant by "Artisan's Tools" in the proficiencies section? Does it mean ''All'' Artisan's Tools or One Type of Tool? --[[User:VorpalMedia|Vorpalmedia]] ([[User talk:VorpalMedia|talk]]) 00:31, 26 December 2016 (GMT)<br />
<br />
Does anyone else understand what is meant by "proficiency in Conjuration"? I don't know if this is important or meaningful for 5e. --[[User:Foxtrotter|Foxtrotter out!]] ([[User talk:Foxtrotter|talk]]) 21:08, 30 December 2016 (MST)<br />
<br />
Note to the original creator: This class will require major tweaking before it can be reverted to 7 total grafts.<br />
<br />
How would this class work with tauric creatures?--[[Special:Contributions/2601:485:0:FC60:AC27:9690:C3B6:BCDA|2601:485:0:FC60:AC27:9690:C3B6:BCDA]] 00:29, 9 February 2018 (MST)<br />
<br />
It says that you can equip 9 gafts, but you only get 8 in total. Also, for Nano Regeneration, what does it mean by "Maximum of Mechromancer level + Constitution modifier"?<br />
<br />
It says the mechanical archetypes are listed at the end but they are nowhere to be found? Will these be added in?<br />
<br />
@admin, does it absolutely require subclasses, being it has already so much variation in the grafting system?</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Plague_Priest_(5e_Class)&diff=1162493Plague Priest (5e Class)2019-04-11T17:08:05Z<p>Polaton: </p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
{{WIP}}<br />
== Plague Priest ==<br />
<br />
''A woman wanders her way into the palace of the king. The guards attempt to stop her, but with a wave of her hand begin to cough in fits of rage, spitting up blood and bile, and eventually just collapsing. As she enters the kings court, she waves her incense burner, and the whole room begins to wheeze, coughing up blood, until the room falls silent. As the night descends, the plague follows, climbing along buildings, into windows, and ripping apart their victims as they sleep. The moon reflected along the edge of the blade, glistening a dark green, as the light shined off of the blood of the infected.'' These are the powers of the Plague Priests, worshippers and disciples of the god of the plague, [Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]],. <br />
<br />
=== Disciples of the Plague ===<br />
<br />
The plague priests are worshippers of the forgotten god, Mirad, god of death, disease, deception, fire, and pestilence. They survive as they spread the "gifts" of Mirad to others, spreading disease and death across the lands, ending bloodlines, and converting others into their following. This is the life of the plague priests. They spend their lives struggling to survive at the expense of others and worshipping their forgotten god. <br />
<br />
=== Creating a Plague Priest ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|http://games.northhaledongaming.com/Warhammer/SiteAssets/SitePages/High%20Priest%20Tetrahon/Liche_Priest_by_daarken.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What made you become a plague priest? Were you infected by another priest and pulled into worshipping this god? Or did you choose to worship Mirad? Maybe you were visited by the god in a vision and infected directly? No matter how you got infected, the real question is, what is your goal? Are you seeking to have the powers of a god at your fingertips, or are you simply trying to survive? <br />
<br />
;Quick Build<br />
You can make a Plague Priest quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Acolyte background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features<br />
|name=Plague Priest<br />
|summary=Worshippers of the forgotten god of the plague, Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]. <br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple, Flails, Scythes<br />
|tools=Poisoners Kit<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Arcana, Deception, History, Intimidation, Investigation, Medicine, Nature, and Religion. <br />
|item1a=An incense burner that could second as a flail if you're choosing the Following of the Ashes<br />
|item1b=A blackened metal scythe if you're choosing the Following of the Blade (3d6 Slashing Damage, Two-Handed, Heavy)<br />
|item1c=Any simple weapon if you're choosing the Following of the Beast<br />
|item2a=A component pouch<br />
|item2b=<br />
|item2c=<br />
|item3a=A priest's pack you're choosing the Following of the Ashes<br />
|item3b=An explorer's pack if you're choosing the Following of the Beast<br />
|item3c=A monster hunter's pack if you're choosing the Following of the Blade<br />
|item4a=A set of leather armor and an ornate sacrificial dagger.<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10<br />
|classfeatures1={{inpage|Plagued}}, {{inpage|Following of the Plague}}<br />
|classfeatures2=<br />
|classfeatures3={{inpage|Blessing of Mirad}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Following of the Plague Sub Feature}} <br />
|classfeatures11={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures14={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures15={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Following of the Plague 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=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
|extra2_name=Infected Claws<br />
|extra2_1=1d6<br />
|extra2_2=1d6<br />
|extra2_3=1d6<br />
|extra2_4=1d6<br />
|extra2_5=2d6<br />
|extra2_6=2d6<br />
|extra2_7=2d6<br />
|extra2_8=2d6<br />
|extra2_9=3d6<br />
|extra2_10=3d6<br />
|extra2_11=3d6<br />
|extra2_12=3d6<br />
|extra2_13=4d6<br />
|extra2_14=4d6<br />
|extra2_15=4d6<br />
|extra2_16=4d6<br />
|extra2_17=5d6<br />
|extra2_18=5d6<br />
|extra2_19=5d6<br />
|extra2_20=5d6<br />
|extra3_name=Blood of Mirad<br />
|extra3_1=1d4<br />
|extra3_2=1d4<br />
|extra3_3=1d4<br />
|extra3_4=1d4<br />
|extra3_5=2d4<br />
|extra3_6=2d4<br />
|extra3_7=2d4<br />
|extra3_8=2d4<br />
|extra3_9=3d4<br />
|extra3_10=3d4<br />
|extra3_11=3d4<br />
|extra3_12=3d4<br />
|extra3_13=4d4<br />
|extra3_14=4d4<br />
|extra3_15=4d4<br />
|extra3_16=4d4<br />
|extra3_17=5d4<br />
|extra3_18=5d4<br />
|extra3_19=5d4<br />
|extra3_20=5d4<br />
}}<br />
<br />
==== Plagued ====<br />
At 1st level, you have been infected by the plague of Mirad. You blood is made impure, the plague spreading throughout your body, however, you do not suffer from the effects of the [[The Plague (5e Disease)|plague]].When you take melee slashing or piercing damage, causing you to bleed on the creature, the attacking creature must make a {{5a|con}} saving throw of 8 + your {{5a|con}} modifier + your proficiency modifier or take 1d4 acid damage. If the creature is successful, they take no damage. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Following of the Plague ====<br />
At 1st level, you may choose how you worship the plague. When you choose your following, you choose between the, Following of the Ashes, Following of the Beast, and the Following of the Blade. These followings grant you features at 1st, 3rd, 6th, 10th, 14th, and 20th levels.<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 />
==== Increased Infectivity ====<br />
At 11th level, the plague becomes easier to spread. When creatures roll Constitution saving throws against you, rolling a natural 1 '''''or''''' 2 results in them contracting the plague. This increases to include rolling a natural 3 at 13th level, a natural 4 at 15th level, and finally a natural 5 at 17th level.<br />
<br />
== Following of the Ashes ==<br />
You have taken to cleansing the world of life, spreading your gifts through the flames of an incense burner. <br />
<br />
====Spellcasting====<br />
Starting at 1st level, your spellcasting is purely to spread the plague, alter the minds of those who are against you, and kill those who would get in your way. Your powers are granted by Mirad so you may spread the plague and bring death to those who stand in front of you. <br />
<br />
=====Cantrips=====<br />
You know two cantrips starting at 1st level. You may pick these cantrips from those provided at the bottom of the class description. You learn more as you reach higher levels.<br />
<br />
=====Spells Known=====<br />
You know as many spells as your level + your Constitution modifier (minimum of 1). 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 plague priest spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the plague priest spells you know and replace it with another spell from the plague priest spell list, which also must be of a level for which you have spell slots.<br />
<br />
=====Spellcasting Ability=====<br />
Constitution is your spellcasting ability for your plague priest spells, so you use your {{5a|con}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|con}} modifier when setting the saving throw DC for a plague priest spell you cast and when making an attack roll with one. <br />
<br />
Spell save = DC 8 + your proficiency bonus + your {{5a|con}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|con}} modifier<br />
<br />
==== Incense Smoke ====<br />
At 1st level, your incense burner clouds you in a 15 foot radius of smoke. Creatures that are in this radius suffer disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks and {{5a|str}} ({{5s|Athletics}}) checks. This does not affect creatures that do not breathe or constructs. <br />
<br />
==== Aromas of the Plague ====<br />
At 3rd level, you chose an Aroma to emit from your incense. Choose between the the Aroma of Pestilence or the Aroma of the Scourge, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Thick Smoke ====<br />
At 11th level, your smoke is made thick, and is difficult to breathe and see in. When a creature is within your incense smoke radius, they have disadvantage on attack rolls, saving throws, and {{5a|wis}} ({{5s|Perception}}) checks. <br />
<br />
==== Cleansing Flames ==== <br />
At 13th level, you have learned to make your incense burn stronger and bigger. Now when you attack with your incense, you deal an additional 1d4 fire damage upon hit, and the areas for your incense smoke and Aromas of the Plague double in size. <br />
<br />
==== Intrusive Incense ====<br />
At 15th level, you have nearly perfected the incense you are burning. Creatures that do not need to breathe, are now still effected by the incense smoke and Aromas of the Plague. <br />
<br />
==== Alchemical Perfection ==== <br />
At 17th level, you have created the perfect incense. No matter the creature, construct or not, they are affected by the incense smoke and Aromas of the Plague.<br />
<br />
==== Just Breathe ==== <br />
At 20th level, you have grown accustomed to inhaling and breathing in your incenses, to the point where they refresh you, both in your body and mind. For every minute that you stand in your incense smoke, you heal yourself by 1d8. This also cures any afflictions that effect you. <br />
<br />
=== Aroma of Pestilence ===<br />
<br />
You have infused the plague into the smoke from your incense, spreading the disease through the air, and killing silently and unknowingly.<br />
<br />
;{{#anc:The Smoke of the Sickly}}<br />
Starting at 3rd level, as an action, you can wave your incense through the air, making the air around you filled with smoke in a 30 foot radius. Any creatures caught in this, including allies, must make a Constitution saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. A creature can only risk being infected in this manner once every 24 hours, and if the creature succeeds on the saving throw, you cannot infect them in this manner for 24 hours. <br />
<br />
;{{#anc:Rapid Decomposition}}<br />
At 6th level, if a creature becomes infected through the Smoke of the Sick, the infected begin to suffer from the effects of the plague immediately. When contracting the plague in this way, they automatically suffer from the effects of Day Two.<br />
<br />
;{{#anc:Contagious}}<br />
At 10th level, if a creature is infected through the Smoke of the Sick, their infection becomes contagious to those around them. If anyone or anything comes into a 5 foot radius of the infected creature or physically touches the infected creature, they must roll a {{5a|con}} saving throw of DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. If the creature succeeds, they are immune to catching the plague in this manner for 1 hour. <br />
<br />
;{{#anc:Death Incarnate}}<br />
At 14th level, if a creature is infected through the Smoke of the Sick, their infection has the potential to become lethal immediately. When a creature contracts the plague in this manner, they must make one more saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or immediately fall under the effects of Day 5. If the creature succeeds, it cannot be affected in this way again.<br />
<br />
=== Aroma of the Scourge ===<br />
<br />
You have made the aroma of your incense smell like that of rotting meat, and cursed the smoke that leaves the flame. <br />
<br />
;{{#anc:The Smoke of the Locusts}}<br />
Starting at 3rd level, you are able to summon a swarm of locusts. When you wave your incense through the air, after a minute, a swarm of locusts will appear, taking up a 10 foot radius. You are able to command this swarm to attack targets, protect you, or retrieve items for you. When the swarm is set to attack a creature, they must make attack rolls against the creature and deal 2d4 slashing damage. When set to protect you, any creatures making attack rolls against you must make them with disadvantage. When set to retrieve an item, they can only carry up to 2 pounds. This swarm breaks apart and leaves after 30 seconds. This can be done once every 4 hours. <br />
<br />
;{{#anc:Emanation of Decay}}<br />
At 6th level, the stench of death follows you, and has brought some "friends" as well. The smell of rot and decay has attracted creatures, such as rats, flies, and other insects. When you wave your incense, you may command these creatures to attack a single target and begin to eat them alive. When these creatures go to consume this creature, they must roll a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier, or take 4d6 poison damage. If the creature rolls a natural 1, they contract the plague. If the creature goes below 0 hit points with this feature, they are completely consumed within 5 minutes, leaving nothing but a pile of the creatures remains. This can be done once every 12 hours. <br />
<br />
;{{#anc:Parasitic Spawn}}<br />
At 10th level, your body has rotted away to the point where insects have begun to nest inside of you. As a bonus action, you can excrete a worm like maggot about the size of a small rabbit out of your wrist, causing you to take 1d4 acid damage. When you spawn this maggot like creature, you can throw it at a creature, and the maggot will attempt to burrow into the creature, and leech off of them. When the maggot hits, the creature must make a {{5a|str}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or take 4d4 piercing damage, and then take 2d4 poison damage at the end of every round until the maggot is removed. If the creature rolls a natural 1, they contract the plague. If the creature succeeds the saving throw, the maggot fails to pierce the skin, and falls to the ground. This maggot has only 1hp. To regain this feature, you must complete a long rest. <br />
<br />
;{{#anc:Hive Mind}}<br />
At 14th level, your spawn has learned to survive beyond their single host. If a creature dies of the Parasitic Spawn, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or their body becomes controlled by the parasite. When the creature fails this saving throw, they're reanimated, and under your command. You need not speak to the parasite, but merely must mentally communicate your idea to them. The creature can attack, defend, and explode. If the creature attacks, they attempt to bite their target, dealing 1d8 piercing damage. If the creature successfully bites the other, then they must make a {{5a|con}} saving throw equal to 1 + your {{5a|wis}} modifier + your proficiency modifier or be effected by another parasite, and suffering the same effects as Parasitic Spawn. If the creature explodes, the corpse bloats up, and pops, releasing 5 parasites from the body, and enabling the possibility of 5 different creatures being infected in the same manner. These corpses die off after 1 hour has passed since their reanimation.<br />
<br />
=== Plague Priest Spell List ===<br />
<br />
You know all of the spells listed below.<br />
<br />
;Cantrips<br />
''Control Flames, Create Bonfire, Firebolt, Friends, Infestation, Minor Illusion, Produce Flame, Prestidigitation, Thaumaturgy, Toll of the Dead.''<br />
<br />
;1st Level<br />
''Bane, Burning Hands, Cause Fear, Charm Person, Detect Poison and Disease, Dissonant Whispers, False Life, Fog Cloud, Hellish Rebuke, Hex, Ray of Sickness, Shield of Faith, Silent Image.''<br />
<br />
;2nd Level<br />
''Alter Self, Blindness/Deafness, Crown of Madness, Enlarge/Reduce, Invisibility, Mirror Image, Misty Step, Spider Climb, Suggestion, Web. ''<br />
<br />
;3rd Level<br />
''Clairvoyance, Fear, Gaseous Form, Hypnotic Pattern, Slow, Stinking Cloud, Water Walk.''<br />
<br />
;4th Level<br />
''Blight, Confusion, Dominate Beast, Greater Invisibility, Wall of Fire.''<br />
<br />
;5th Level<br />
''Cloudkill, Dominate Person, Insect Plague, Seeming.''<br />
<br />
== Following of the Beast ==<br />
You have allowed the plague and you to become one being, changing every bit of your physical self. <br />
<br />
==== Infected Claws ==== <br />
At 1st level, the plague has taken to mutating your body, to make you deadlier. Your genetics have been altered by the plague, making your hands clawed. When you make an unarmed attack against a creature, the creature must roll a {{5a|con}} saving throw equal to DC 8 + your {{5a|str}} modifier + your proficiency modifier or take 1d6 slashing damage, and half as much if they succeed. If they roll a natural 1 for this saving throw, they contract the plague. Your claws increase by by 1d6 damage at 5th, 9th, <br />
<br />
==== Strain of Infection ====<br />
At 3rd level, you allow the plague to truly evolve within you to its true potential. Choose between the Strain of the Ravenous or the Strain of the Vile, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Dark Desire ====<br />
At 11th level, your corruption has made you crave only one form of sustenance... flesh. You are still able to benefit from eating regular food, however, you must consume raw flesh once every 3 days. If you do not, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into a feral state. While in this feral state, the DM takes complete control of your actions. However, while you are sated with flesh, you have advantage on saving throws against being charmed, frightened, or put to sleep. <br />
<br />
==== Feral Frenzy ====<br />
At 13th level, the corruption isn't always a bad thing... is it? You have learned to somewhat control your tendencies to go feral. As an action, you can choose to go into a controlled feral state. When in a controlled feral state, you have advantage on attack rolls against living creatures. This feral state lasts for a minute, and after that, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into the feral state as mentioned prior.<br />
<br />
==== Primal Awakening ====<br />
At 15th level, your senses have been amplified as to make hunting your prey that much easier. When making {{5s|Perception}} checks, you have advantage, and gain proficiency in {{5s|Perception}}. If you already are proficient in the {{5s|Perception}} skill, you gain expertise. <br />
<br />
==== In Plain Sight ====<br />
At 17th level, you gain the ability to hide your true nature, contorting your body to look normal once again. Once per day, you can cast {{5e|polymorph}} on yourself. You must complete a long rest in order to use this feature again. <br />
<br />
==== Blood Lust ====<br />
At 20th level, you've become so addicted to the taste of blood, that it drives you. For every enemy that dies by your hands, your armor class increases by one to a maximum of 24. The armor class drops back down to your original armor class when you have gone more than five minutes without killing a creature. However, once your blood lust is over, you take a level of exhaustion. While suffering from this level of exhaustion, you do not gain the benefits of Blood Lust and Primal Awakening. <br />
<br />
==Strain of the Ravenous==<br />
The plague in your body has begun to mutate you, making you deadlier than most plague priests. <br />
<br />
;{{#anc:Rabid Behaviors}}<br />
At 3rd level, when you take this strain, your mind has been corroded and re-wired. When making unarmed strikes, you can now make two attack actions instead of one. However, because your mind has been destroyed to make you deadlier, you suffer -4 to {{5a|int}} and any {{5a|int}} checks, but gain +2 to {{5a|str}} ({{5s|athletics}}) and {{5a|wis}} ({{5s|perception}} or {{5s|survival}}) checks when tracking prey and hunting. <br />
<br />
;{{#anc:Sharpened Fangs}}<br />
At 6th level, your mouth has mutated to be able to rip and tear flesh from your victims, as well as spit your venom into them. When you take an attack action, you may choose to bite your target, dealing 2d8 piercing damage or 1d8 acid damage. When a creature is bitten, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|str}} modifier + your proficiency modifier or enter into the grappled state. If the creature rolls a natural 1, then they also contract the plague. <br />
<br />
;{{#anc:Carnivorous}}<br />
At 10th level, when you kill someone, you may rip and tear them apart, and consume their flesh. When you kill an enemy you can climb on top of them and consume their bodies, which will give you 1d8 temporary hit points. You have 5 hunger points. When consuming a creature, their size will effect the consumption of your hunger points. You cannot consume creatures larger than those large in size. You regain your hunger points after completing a short or long rest.<br />
<br />
Tiny=1<br />
<br />
Small=2<br />
<br />
Medium=3<br />
<br />
Large=4<br />
<br />
;{{#anc:Nightmarish Beast}}<br />
At 14th level, your body has transformed beyond recognizability, and the plague has corrupted every aspect about you. Your claws have now granted you the ability to climb up walls similar to that of a spider, giving you a climbing speed of 30. When you attack with either your claws or fangs, you may now choose to deal necrotic damage rather than slashing or acid damage. You gain resistance to necrotic damage and become vulnerable to radiant damage.<br />
<br />
== Strain of the Vile ==<br />
The plague in your body has mutated to the extent that you no longer even look like the person you once were. <br />
<br />
;{{#anc:Call of the Crows}}<br />
At 3rd level, your mutations begin to form, starting with your head morphing to look similar to that of a large bird skull. The rest of your body also begins to be covered in these bone formations. This gives you a natural armor class equal to 10 + your {{5a|dex}} modifier + your proficiency bonus. <br />
<br />
;{{#anc:Infectious Bile}}<br />
At 6th level, the plague has developed within your body, giving you the ability to spew vomit at your whim. You can use your action to spew a 30 foot line of bile. When you spew this bile, you take 1d6 acid damage at 6th level and 2d6 at 14th level. When you spew your infectious bile, each creature in the area of the vomit must make a {{5a|con}} saving throw. The DC for this saving throw equals 8 + your {{5a|dex}} modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 10th level, 4d6 at 14th level, and 5d6 at 20th level. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
;{{#anc:Feathers of Icarus}}<br />
At 10th level, the plague has mutated your body once again, as in between your bone structures, black feathers have sprouted between your bone structures. You have also grown two sickly looking crow wings. With these wings you gain a fly speed of 10. At the end of the round, you fall back to the ground. <br />
<br />
;{{#anc:Mucus Coating}}<br />
At 14th level, your body begins to secrete a layer of mucus over your skin. This makes your body slimy and gross. When a creature attempts to grapple you, they grapple with disadvantage. Upon making direct contact with you, creatures must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency modifier or take 3d8 poison damage. If they succeed, they only take half as much damage. If they roll a natural 1, then they contract the plague.<br />
<br />
== Following of the Blade ==<br />
You have taken to utilizing the plague as a weapon against those who would oppose you. <br />
<br />
==== Blood of Mirad ====<br />
At 1st level, the plague has developed within your body, giving you the ability to harvest your infected blood into small vials, and throw them at your enemies. If you cut your palm intentionally with a dagger, dealing 1d4 slashing damage to yourself, you are able to drip your blood into a glass vial, and use it as a throwable weapon. When a creature is hit by this vial, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier or take 2d4 acid damage. If the creature succeeds in this saving throw, they only take half the amount of damage. You also may choose to use a vial of blood to treat your weapons, in which, if the weapon deals either slashing or piercing damage, it provides the opportunity to infect the creature hit. When a creature is hit with this treated weapon, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier with disadvantage, or take 2d4 poison damage, and half as much damage on a successful one. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Ritual Dances ====<br />
At 3rd level, you take to rituals, worshipping the gifts granted by Mirad. Choose between the Dance of the Acrobat or the Dance of the Reaper, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Blood of the Unfaithful ====<br />
At 11th level, drinking the blood spilled by your blade reinvigorates you. As an action, you can choose to harvest the fresh blood of corpses into vials. As a bonus action, you can drink one of these vials to gain 1d8 temporary hit points as well as advantage on {{5s|Athletics}} checks for a minute. <br />
<br />
==== 13th ====<br />
<br />
==== 15th ====<br />
<br />
==== 17th ====<br />
<br />
==== 20th ====<br />
<br />
== Dance of the Acrobat ==<br />
You have taken to utilizing the speed of your blade against your opponents rather than through brute force. <br />
<br />
;{{#anc:Acrobats Elegance}}<br />
At 3rd level, you have learned the weight of your Scythe, and have learned to use it's weight as if it were your own. When wielding your scythe, you have advantage on {{5s|Acrobatics}} checks as well as {{5a|dex}} saving throws. <br />
<br />
;{{#anc:Swift Motions}}<br />
At 6th level, you've begun to move as swift as an arrow in the wind. While wielding your scythe, your movement speed increases by five feet. <br />
<br />
;{{#anc:Balanced Throw}}<br />
At 10th level, you've learned how to throw your scythe in a fashion that it returns to you, similar to that of a boomerang. Your scythe can now be used as a thrown weapon up to a range of 30 feet before it doesn't return to you. When your scythe is thrown in this style, it can hit up to 3 enemies before the scythe falls to the ground. After the first creature is hit during this throw, any sub-sequent creature hit takes one less hit die, i.e. the first target would take 3d6 damage, the second would take 2d6, and the third would only take 1d6.<br />
<br />
;{{#anc:Bladed Mastery}}<br />
At 14th level, you have mastered the weight of the scythe, and have learned to harness its momentum, giving you the ability to make two attack rolls with your turn. You cannot throw your scythe as your second attack.<br />
<br />
== Dance of the Reaper ==<br />
You have called upon Mirad to give you power in return for the souls of those slain. <br />
<br />
;{{#anc:Soul Tear}}<br />
At 3rd level, the reaper has imbued a dark energy in your blade. When you attack a living creature, you may deal necrotic damage rather than slashing damage with your scythe. <br />
<br />
;{{#anc:Marked for Death}}<br />
At 6th Level, you have learned how to carve a symbol of death into the living. When you successfully grapple a living creature, you can carve a rune into the creatures skin. When a creature is carved with this rune, they will slowly bleed from it until the wound is healed. For every hour a creature is carved with this rune, they take 1d4 necrotic damage. This becomes 2d4 necrotic damage at 10th level, and 3d4 necrotic damage at 14th level. <br />
<br />
;{{#anc:Mirad's Shroud}}<br />
At 10th level, you have developed an aura seemingly made of shadows, enveloping you in darkness. While in dim light or darkness, you gain advantage on {{5s|Stealth}} checks. <br />
<br />
;{{#anc:Mirad's Blade}}<br />
At 14th level, your scythe has become imbued with the essence of death. When you swing your scythe through the air, a wave of necrotic energy is dispersed from the blade. When this wave makes contact with a living creature, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency bonus or they suffer from the effects of marked for death. If the creature succeeds, they take 1d8 necrotic damage. This can only effect one creature at a time. <br />
<br />
<br />
<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
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'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:<br />
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'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
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<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Plague_Priest_(5e_Class)&diff=1162491Plague Priest (5e Class)2019-04-11T16:53:32Z<p>Polaton: /* Dance of the Reaper */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
{{WIP}}<br />
== Plague Priest ==<br />
<br />
''A woman wanders her way into the palace of the king. The guards attempt to stop her, but with a wave of her hand begin to cough in fits of rage, spitting up blood and bile, and eventually just collapsing. As she enters the kings court, she waves her incense burner, and the whole room begins to wheeze, coughing up blood, until the room falls silent. As the night descends, the plague follows, climbing along buildings, into windows, and ripping apart their victims as they sleep. The moon reflected along the edge of the blade, glistening a dark green, as the light shined off of the blood of the infected.'' These are the powers of the Plague Priests, worshippers and disciples of the god of the plague, [Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]],. <br />
<br />
=== Disciples of the Plague ===<br />
<br />
The plague priests are worshippers of the forgotten god, Mirad, god of death, disease, deception, fire, and pestilence. They survive as they spread the "gifts" of Mirad to others, spreading disease and death across the lands, ending bloodlines, and converting others into their following. This is the life of the plague priests. They spend their lives struggling to survive at the expense of others and worshipping their forgotten god. <br />
<br />
=== Creating a Plague Priest ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|http://games.northhaledongaming.com/Warhammer/SiteAssets/SitePages/High%20Priest%20Tetrahon/Liche_Priest_by_daarken.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What made you become a plague priest? Were you infected by another priest and pulled into worshipping this god? Or did you choose to worship Mirad? Maybe you were visited by the god in a vision and infected directly? No matter how you got infected, the real question is, what is your goal? Are you seeking to have the powers of a god at your fingertips, or are you simply trying to survive? <br />
<br />
;Quick Build<br />
You can make a Plague Priest quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Acolyte background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features<br />
|name=Plague Priest<br />
|summary=Worshippers of the forgotten god of the plague, Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]. <br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple, Flails, Scythes<br />
|tools=Poisoners Kit<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Arcana, Deception, History, Intimidation, Investigation, Medicine, Nature, and Religion. <br />
|item1a=An incense burner that could second as a flail if you're choosing the Following of the Ashes<br />
|item1b=A blackened metal scythe if you're choosing the Following of the Blade (3d6 Slashing Damage, Two-Handed, Heavy)<br />
|item1c=Any simple weapon if you're choosing the Following of the Beast<br />
|item2a=A component pouch<br />
|item2b=<br />
|item2c=<br />
|item3a=A priest's pack you're choosing the Following of the Ashes<br />
|item3b=An explorer's pack if you're choosing the Following of the Beast<br />
|item3c=A monster hunter's pack if you're choosing the Following of the Blade<br />
|item4a=A set of leather armor and an ornate sacrificial dagger.<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10<br />
|classfeatures1={{inpage|Plagued}}, {{inpage|Following of the Plague}}<br />
|classfeatures2=<br />
|classfeatures3={{inpage|Blessing of Mirad}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Following of the Plague Sub Feature}} <br />
|classfeatures11={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures14={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures15={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Following of the Plague 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=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
|extra2_name=Infected Claws<br />
|extra2_1=1d6<br />
|extra2_2=1d6<br />
|extra2_3=1d6<br />
|extra2_4=1d6<br />
|extra2_5=2d6<br />
|extra2_6=2d6<br />
|extra2_7=2d6<br />
|extra2_8=2d6<br />
|extra2_9=3d6<br />
|extra2_10=3d6<br />
|extra2_11=3d6<br />
|extra2_12=3d6<br />
|extra2_13=4d6<br />
|extra2_14=4d6<br />
|extra2_15=4d6<br />
|extra2_16=4d6<br />
|extra2_17=5d6<br />
|extra2_18=5d6<br />
|extra2_19=5d6<br />
|extra2_20=5d6<br />
|extra3_name=Blood of Mirad<br />
|extra3_1=1d4<br />
|extra3_2=1d4<br />
|extra3_3=1d4<br />
|extra3_4=1d4<br />
|extra3_5=2d4<br />
|extra3_6=2d4<br />
|extra3_7=2d4<br />
|extra3_8=2d4<br />
|extra3_9=3d4<br />
|extra3_10=3d4<br />
|extra3_11=3d4<br />
|extra3_12=3d4<br />
|extra3_13=4d4<br />
|extra3_14=4d4<br />
|extra3_15=4d4<br />
|extra3_16=4d4<br />
|extra3_17=5d4<br />
|extra3_18=5d4<br />
|extra3_19=5d4<br />
|extra3_20=5d4<br />
}}<br />
<br />
==== Plagued ====<br />
At 1st level, you have been infected by the plague of Mirad. You blood is made impure, the plague spreading throughout your body, however, you do not suffer from the effects of the [[The Plague (5e Disease)|plague]].When you take melee slashing or piercing damage, causing you to bleed on the creature, the attacking creature must make a {{5a|con}} saving throw of 8 + your {{5a|con}} modifier + your proficiency modifier or take 1d4 acid damage. If the creature is successful, they take no damage. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Following of the Plague ====<br />
At 1st level, you may choose how you worship the plague. When you choose your following, you choose between the, Following of the Ashes, Following of the Beast, and the Following of the Blade. These followings grant you features at 1st, 3rd, 6th, 10th, 14th, and 20th levels.<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 />
==== Increased Infectivity ====<br />
At 11th level, the plague becomes easier to spread. When creatures roll Constitution saving throws against you, rolling a natural 1 '''''or''''' 2 results in them contracting the plague. This increases to include rolling a natural 3 at 13th level, a natural 4 at 15th level, and finally a natural 5 at 17th level.<br />
<br />
== Following of the Ashes ==<br />
You have taken to cleansing the world of life, spreading your gifts through the flames of an incense burner. <br />
<br />
====Spellcasting====<br />
Starting at 1st level, your spellcasting is purely to spread the plague, alter the minds of those who are against you, and kill those who would get in your way. Your powers are granted by Mirad so you may spread the plague and bring death to those who stand in front of you. <br />
<br />
=====Cantrips=====<br />
You know two cantrips starting at 1st level. You may pick these cantrips from those provided at the bottom of the class description. You learn more as you reach higher levels.<br />
<br />
=====Spells Known=====<br />
You know as many spells as your level + your Constitution modifier (minimum of 1). 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 plague priest spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the plague priest spells you know and replace it with another spell from the plague priest spell list, which also must be of a level for which you have spell slots.<br />
<br />
=====Spellcasting Ability=====<br />
Constitution is your spellcasting ability for your plague priest spells, so you use your {{5a|con}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|con}} modifier when setting the saving throw DC for a plague priest spell you cast and when making an attack roll with one. <br />
<br />
Spell save = DC 8 + your proficiency bonus + your {{5a|con}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|con}} modifier<br />
<br />
==== Incense Smoke ====<br />
At 1st level, your incense burner clouds you in a 15 foot radius of smoke. Creatures that are in this radius suffer disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks and {{5a|str}} ({{5s|Athletics}}) checks. This does not affect creatures that do not breathe or constructs. <br />
<br />
==== Aromas of the Plague ====<br />
At 3rd level, you chose an Aroma to emit from your incense. Choose between the the Aroma of Pestilence or the Aroma of the Scourge, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Thick Smoke ====<br />
At 11th level, your smoke is made thick, and is difficult to breathe and see in. When a creature is within your incense smoke radius, they have disadvantage on attack rolls, saving throws, and {{5a|wis}} ({{5s|Perception}}) checks. <br />
<br />
==== Cleansing Flames ==== <br />
At 13th level, you have learned to make your incense burn stronger and bigger. Now when you attack with your incense, you deal an additional 1d4 fire damage upon hit, and the areas for your incense smoke and Aromas of the Plague double in size. <br />
<br />
==== Intrusive Incense ====<br />
At 15th level, you have nearly perfected the incense you are burning. Creatures that do not need to breathe, are now still effected by the incense smoke and Aromas of the Plague. <br />
<br />
==== Alchemical Perfection ==== <br />
At 17th level, you have created the perfect incense. No matter the creature, construct or not, they are affected by the incense smoke and Aromas of the Plague.<br />
<br />
==== Just Breathe ==== <br />
At 20th level, you have grown accustomed to inhaling and breathing in your incenses, to the point where they refresh you, both in your body and mind. For every minute that you stand in your incense smoke, you heal yourself by 1d8. This also cures any afflictions that effect you. <br />
<br />
=== Aroma of Pestilence ===<br />
<br />
You have infused the plague into the smoke from your incense, spreading the disease through the air, and killing silently and unknowingly.<br />
<br />
;{{#anc:The Smoke of the Sickly}}<br />
Starting at 3rd level, as an action, you can wave your incense through the air, making the air around you filled with smoke in a 30 foot radius. Any creatures caught in this, including allies, must make a Constitution saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. A creature can only risk being infected in this manner once every 24 hours, and if the creature succeeds on the saving throw, you cannot infect them in this manner for 24 hours. <br />
<br />
;{{#anc:Rapid Decomposition}}<br />
At 6th level, if a creature becomes infected through the Smoke of the Sick, the infected begin to suffer from the effects of the plague immediately. When contracting the plague in this way, they automatically suffer from the effects of Day Two.<br />
<br />
;{{#anc:Contagious}}<br />
At 10th level, if a creature is infected through the Smoke of the Sick, their infection becomes contagious to those around them. If anyone or anything comes into a 5 foot radius of the infected creature or physically touches the infected creature, they must roll a {{5a|con}} saving throw of DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. If the creature succeeds, they are immune to catching the plague in this manner for 1 hour. <br />
<br />
;{{#anc:Death Incarnate}}<br />
At 14th level, if a creature is infected through the Smoke of the Sick, their infection has the potential to become lethal immediately. When a creature contracts the plague in this manner, they must make one more saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or immediately fall under the effects of Day 5. If the creature succeeds, it cannot be affected in this way again.<br />
<br />
=== Aroma of the Scourge ===<br />
<br />
You have made the aroma of your incense smell like that of rotting meat, and cursed the smoke that leaves the flame. <br />
<br />
;{{#anc:The Smoke of the Locusts}}<br />
Starting at 3rd level, you are able to summon a swarm of locusts. When you wave your incense through the air, after a minute, a swarm of locusts will appear, taking up a 10 foot radius. You are able to command this swarm to attack targets, protect you, or retrieve items for you. When the swarm is set to attack a creature, they must make attack rolls against the creature and deal 2d4 slashing damage. When set to protect you, any creatures making attack rolls against you must make them with disadvantage. When set to retrieve an item, they can only carry up to 2 pounds. This swarm breaks apart and leaves after 30 seconds. This can be done once every 4 hours. <br />
<br />
;{{#anc:Emanation of Decay}}<br />
At 6th level, the stench of death follows you, and has brought some "friends" as well. The smell of rot and decay has attracted creatures, such as rats, flies, and other insects. When you wave your incense, you may command these creatures to attack a single target and begin to eat them alive. When these creatures go to consume this creature, they must roll a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier, or take 4d6 poison damage. If the creature rolls a natural 1, they contract the plague. If the creature goes below 0 hit points with this feature, they are completely consumed within 5 minutes, leaving nothing but a pile of the creatures remains. This can be done once every 12 hours. <br />
<br />
;{{#anc:Parasitic Spawn}}<br />
At 10th level, your body has rotted away to the point where insects have begun to nest inside of you. As a bonus action, you can excrete a worm like maggot about the size of a small rabbit out of your wrist, causing you to take 1d4 acid damage. When you spawn this maggot like creature, you can throw it at a creature, and the maggot will attempt to burrow into the creature, and leech off of them. When the maggot hits, the creature must make a {{5a|str}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or take 4d4 piercing damage, and then take 2d4 poison damage at the end of every round until the maggot is removed. If the creature rolls a natural 1, they contract the plague. If the creature succeeds the saving throw, the maggot fails to pierce the skin, and falls to the ground. This maggot has only 1hp. To regain this feature, you must complete a long rest. <br />
<br />
;{{#anc:Hive Mind}}<br />
At 14th level, your spawn has learned to survive beyond their single host. If a creature dies of the Parasitic Spawn, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or their body becomes controlled by the parasite. When the creature fails this saving throw, they're reanimated, and under your command. You need not speak to the parasite, but merely must mentally communicate your idea to them. The creature can attack, defend, and explode. If the creature attacks, they attempt to bite their target, dealing 1d8 piercing damage. If the creature successfully bites the other, then they must make a {{5a|con}} saving throw equal to 1 + your {{5a|wis}} modifier + your proficiency modifier or be effected by another parasite, and suffering the same effects as Parasitic Spawn. If the creature explodes, the corpse bloats up, and pops, releasing 5 parasites from the body, and enabling the possibility of 5 different creatures being infected in the same manner. These corpses die off after 1 hour has passed since their reanimation.<br />
<br />
=== Plague Priest Spell List ===<br />
<br />
You know all of the spells listed below.<br />
<br />
;Cantrips<br />
''Control Flames, Create Bonfire, Firebolt, Friends, Infestation, Minor Illusion, Produce Flame, Prestidigitation, Thaumaturgy, Toll of the Dead.''<br />
<br />
;1st Level<br />
''Bane, Burning Hands, Cause Fear, Charm Person, Detect Poison and Disease, Dissonant Whispers, False Life, Fog Cloud, Hellish Rebuke, Hex, Ray of Sickness, Shield of Faith, Silent Image.''<br />
<br />
;2nd Level<br />
''Alter Self, Blindness/Deafness, Crown of Madness, Enlarge/Reduce, Invisibility, Mirror Image, Misty Step, Spider Climb, Suggestion, Web. ''<br />
<br />
;3rd Level<br />
''Clairvoyance, Fear, Gaseous Form, Hypnotic Pattern, Slow, Stinking Cloud, Water Walk.''<br />
<br />
;4th Level<br />
''Blight, Confusion, Dominate Beast, Greater Invisibility, Wall of Fire.''<br />
<br />
;5th Level<br />
''Cloudkill, Dominate Person, Insect Plague, Seeming.''<br />
<br />
== Following of the Beast ==<br />
You have allowed the plague and you to become one being, changing every bit of your physical self. <br />
<br />
==== Infected Claws ==== <br />
At 1st level, the plague has taken to mutating your body, to make you deadlier. Your genetics have been altered by the plague, making your hands clawed. When you make an unarmed attack against a creature, the creature must roll a {{5a|con}} saving throw equal to DC 8 + your {{5a|str}} modifier + your proficiency modifier or take 1d6 slashing damage, and half as much if they succeed. If they roll a natural 1 for this saving throw, they contract the plague. Your claws increase by by 1d6 damage at 5th, 9th, <br />
<br />
==== Strain of Infection ====<br />
At 3rd level, you allow the plague to truly evolve within you to its true potential. Choose between the Strain of the Ravenous or the Strain of the Vile, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Dark Desire ====<br />
At 11th level, your corruption has made you crave only one form of sustenance... flesh. You are still able to benefit from eating regular food, however, you must consume raw flesh once every 3 days. If you do not, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into a feral state. While in this feral state, the DM takes complete control of your actions. However, while you are sated with flesh, you have advantage on saving throws against being charmed, frightened, or put to sleep. <br />
<br />
==== Feral Frenzy ====<br />
At 13th level, the corruption isn't always a bad thing... is it? You have learned to somewhat control your tendencies to go feral. As an action, you can choose to go into a controlled feral state. When in a controlled feral state, you have advantage on attack rolls against living creatures. This feral state lasts for a minute, and after that, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into the feral state as mentioned prior.<br />
<br />
==== Primal Awakening ====<br />
At 15th level, your senses have been amplified as to make hunting your prey that much easier. When making {{5s|Perception}} checks, you have advantage, and gain proficiency in {{5s|Perception}}. If you already are proficient in the {{5s|Perception}} skill, you gain expertise. <br />
<br />
==== In Plain Sight ====<br />
At 17th level, you gain the ability to hide your true nature, contorting your body to look normal once again. Once per day, you can cast {{5e|polymorph}} on yourself. You must complete a long rest in order to use this feature again. <br />
<br />
==== Blood Lust ====<br />
At 20th level, you've become so addicted to the taste of blood, that it drives you. For every enemy that dies by your hands, your armor class increases by one to a maximum of 24. The armor class drops back down to your original armor class when you have gone more than five minutes without killing a creature. However, once your blood lust is over, you take a level of exhaustion. While suffering from this level of exhaustion, you do not gain the benefits of Blood Lust and Primal Awakening. <br />
<br />
==Strain of the Ravenous==<br />
The plague in your body has begun to mutate you, making you deadlier than most plague priests. <br />
<br />
;{{#anc:Rabid Behaviors}}<br />
At 3rd level, when you take this strain, your mind has been corroded and re-wired. When making unarmed strikes, you can now make two attack actions instead of one. However, because your mind has been destroyed to make you deadlier, you suffer -4 to {{5a|int}} and any {{5a|int}} checks, but gain +2 to {{5a|str}} ({{5s|athletics}}) and {{5a|wis}} ({{5s|perception}} or {{5s|survival}}) checks when tracking prey and hunting. <br />
<br />
;{{#anc:Sharpened Fangs}}<br />
At 6th level, your mouth has mutated to be able to rip and tear flesh from your victims, as well as spit your venom into them. When you take an attack action, you may choose to bite your target, dealing 2d8 piercing damage or 1d8 acid damage. When a creature is bitten, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|str}} modifier + your proficiency modifier or enter into the grappled state. If the creature rolls a natural 1, then they also contract the plague. <br />
<br />
;{{#anc:Carnivorous}}<br />
At 10th level, when you kill someone, you may rip and tear them apart, and consume their flesh. When you kill an enemy you can climb on top of them and consume their bodies, which will give you 1d8 temporary hit points. You have 5 hunger points. When consuming a creature, their size will effect the consumption of your hunger points. You cannot consume creatures larger than those large in size. You regain your hunger points after completing a short or long rest.<br />
<br />
Tiny=1<br />
<br />
Small=2<br />
<br />
Medium=3<br />
<br />
Large=4<br />
<br />
;{{#anc:Nightmarish Beast}}<br />
At 14th level, your body has transformed beyond recognizability, and the plague has corrupted every aspect about you. Your claws have now granted you the ability to climb up walls similar to that of a spider, giving you a climbing speed of 30. When you attack with either your claws or fangs, you may now choose to deal necrotic damage rather than slashing or acid damage. You gain resistance to necrotic damage and become vulnerable to radiant damage.<br />
<br />
== Strain of the Vile ==<br />
The plague in your body has mutated to the extent that you no longer even look like the person you once were. <br />
<br />
;{{#anc:Call of the Crows}}<br />
At 3rd level, your mutations begin to form, starting with your head morphing to look similar to that of a large bird skull. The rest of your body also begins to be covered in these bone formations. This gives you a natural armor class equal to 10 + your {{5a|dex}} modifier + your proficiency bonus. <br />
<br />
;{{#anc:Infectious Bile}}<br />
At 6th level, the plague has developed within your body, giving you the ability to spew vomit at your whim. You can use your action to spew a 30 foot line of bile. When you spew this bile, you take 1d6 acid damage at 6th level and 2d6 at 14th level. When you spew your infectious bile, each creature in the area of the vomit must make a {{5a|con}} saving throw. The DC for this saving throw equals 8 + your {{5a|dex}} modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 10th level, 4d6 at 14th level, and 5d6 at 20th level. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
;{{#anc:Feathers of Icarus}}<br />
At 10th level, the plague has mutated your body once again, as in between your bone structures, black feathers have sprouted between your bone structures. You have also grown two sickly looking crow wings. With these wings you gain a fly speed of 10. At the end of the round, you fall back to the ground. <br />
<br />
;{{#anc:Mucus Coating}}<br />
At 14th level, your body begins to secrete a layer of mucus over your skin. This makes your body slimy and gross. When a creature attempts to grapple you, they grapple with disadvantage. Upon making direct contact with you, creatures must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency modifier or take 3d8 poison damage. If they succeed, they only take half as much damage. If they roll a natural 1, then they contract the plague.<br />
<br />
== Following of the Blade ==<br />
You have taken to utilizing the plague as a weapon against those who would oppose you. <br />
<br />
==== Blood of Mirad ====<br />
At 1st level, the plague has developed within your body, giving you the ability to harvest your infected blood into small vials, and throw them at your enemies. If you cut your palm intentionally with a dagger, dealing 1d4 slashing damage to yourself, you are able to drip your blood into a glass vial, and use it as a throwable weapon. When a creature is hit by this vial, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier or take 2d4 acid damage. If the creature succeeds in this saving throw, they only take half the amount of damage. You also may choose to use a vial of blood to treat your weapons, in which, if the weapon deals either slashing or piercing damage, it provides the opportunity to infect the creature hit. When a creature is hit with this treated weapon, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier with disadvantage, or take 2d4 poison damage, and half as much damage on a successful one. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Ritual Dances ====<br />
At 3rd level, you take to rituals, worshipping the gifts granted by Mirad. Choose between the Dance of the Acrobat or the Dance of the Reaper, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== 11th ====<br />
<br />
==== 13th ====<br />
<br />
==== 15th ====<br />
<br />
==== 17th ====<br />
<br />
==== 20th ====<br />
<br />
== Dance of the Acrobat ==<br />
You have taken to utilizing the speed of your blade against your opponents rather than through brute force. <br />
<br />
;{{#anc:Acrobats Elegance}}<br />
At 3rd level, you have learned the weight of your Scythe, and have learned to use it's weight as if it were your own. When wielding your scythe, you have advantage on {{5s|Acrobatics}} checks as well as {{5a|dex}} saving throws. <br />
<br />
;{{#anc:Swift Motions}}<br />
At 6th level, you've begun to move as swift as an arrow in the wind. While wielding your scythe, your movement speed increases by five feet. <br />
<br />
;{{#anc:Balanced Throw}}<br />
At 10th level, you've learned how to throw your scythe in a fashion that it returns to you, similar to that of a boomerang. Your scythe can now be used as a thrown weapon up to a range of 30 feet before it doesn't return to you. When your scythe is thrown in this style, it can hit up to 3 enemies before the scythe falls to the ground. After the first creature is hit during this throw, any sub-sequent creature hit takes one less hit die, i.e. the first target would take 3d6 damage, the second would take 2d6, and the third would only take 1d6.<br />
<br />
;{{#anc:Bladed Mastery}}<br />
At 14th level, you have mastered the weight of the scythe, and have learned to harness its momentum, giving you the ability to make two attack rolls with your turn. You cannot throw your scythe as your second attack.<br />
<br />
== Dance of the Reaper ==<br />
You have called upon Mirad to give you power in return for the souls of those slain. <br />
<br />
;{{#anc:Soul Tear}}<br />
At 3rd level, the reaper has imbued a dark energy in your blade. When you attack a living creature, you may deal necrotic damage rather than slashing damage with your scythe. <br />
<br />
;{{#anc:Marked for Death}}<br />
At 6th Level, you have learned how to carve a symbol of death into the living. When you successfully grapple a living creature, you can carve a rune into the creatures skin. When a creature is carved with this rune, they will slowly bleed from it until the wound is healed. For every hour a creature is carved with this rune, they take 1d4 necrotic damage. This becomes 2d4 necrotic damage at 10th level, and 3d4 necrotic damage at 14th level. <br />
<br />
;{{#anc:Mirad's Shroud}}<br />
At 10th level, you have developed an aura seemingly made of shadows, enveloping you in darkness. While in dim light or darkness, you gain advantage on {{5s|Stealth}} checks. <br />
<br />
;{{#anc:Mirad's Blade}}<br />
At 14th level, your scythe has become imbued with the essence of death. When you swing your scythe through the air, a wave of necrotic energy is dispersed from the blade. When this wave makes contact with a living creature, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency bonus or they suffer from the effects of marked for death. If the creature succeeds, they take 1d8 necrotic damage. This can only effect one creature at a time. <br />
<br />
<br />
<br />
<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 <!-class name-> class, you must meet these prerequisites:<br />
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'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
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<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Plague_Priest_(5e_Class)&diff=1162490Plague Priest (5e Class)2019-04-11T16:52:40Z<p>Polaton: /* Dance of the Acrobat */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
{{WIP}}<br />
== Plague Priest ==<br />
<br />
''A woman wanders her way into the palace of the king. The guards attempt to stop her, but with a wave of her hand begin to cough in fits of rage, spitting up blood and bile, and eventually just collapsing. As she enters the kings court, she waves her incense burner, and the whole room begins to wheeze, coughing up blood, until the room falls silent. As the night descends, the plague follows, climbing along buildings, into windows, and ripping apart their victims as they sleep. The moon reflected along the edge of the blade, glistening a dark green, as the light shined off of the blood of the infected.'' These are the powers of the Plague Priests, worshippers and disciples of the god of the plague, [Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]],. <br />
<br />
=== Disciples of the Plague ===<br />
<br />
The plague priests are worshippers of the forgotten god, Mirad, god of death, disease, deception, fire, and pestilence. They survive as they spread the "gifts" of Mirad to others, spreading disease and death across the lands, ending bloodlines, and converting others into their following. This is the life of the plague priests. They spend their lives struggling to survive at the expense of others and worshipping their forgotten god. <br />
<br />
=== Creating a Plague Priest ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|http://games.northhaledongaming.com/Warhammer/SiteAssets/SitePages/High%20Priest%20Tetrahon/Liche_Priest_by_daarken.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What made you become a plague priest? Were you infected by another priest and pulled into worshipping this god? Or did you choose to worship Mirad? Maybe you were visited by the god in a vision and infected directly? No matter how you got infected, the real question is, what is your goal? Are you seeking to have the powers of a god at your fingertips, or are you simply trying to survive? <br />
<br />
;Quick Build<br />
You can make a Plague Priest quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Acolyte background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features<br />
|name=Plague Priest<br />
|summary=Worshippers of the forgotten god of the plague, Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]. <br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple, Flails, Scythes<br />
|tools=Poisoners Kit<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Arcana, Deception, History, Intimidation, Investigation, Medicine, Nature, and Religion. <br />
|item1a=An incense burner that could second as a flail if you're choosing the Following of the Ashes<br />
|item1b=A blackened metal scythe if you're choosing the Following of the Blade (3d6 Slashing Damage, Two-Handed, Heavy)<br />
|item1c=Any simple weapon if you're choosing the Following of the Beast<br />
|item2a=A component pouch<br />
|item2b=<br />
|item2c=<br />
|item3a=A priest's pack you're choosing the Following of the Ashes<br />
|item3b=An explorer's pack if you're choosing the Following of the Beast<br />
|item3c=A monster hunter's pack if you're choosing the Following of the Blade<br />
|item4a=A set of leather armor and an ornate sacrificial dagger.<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10<br />
|classfeatures1={{inpage|Plagued}}, {{inpage|Following of the Plague}}<br />
|classfeatures2=<br />
|classfeatures3={{inpage|Blessing of Mirad}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Following of the Plague Sub Feature}} <br />
|classfeatures11={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures14={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures15={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Following of the Plague 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=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
|extra2_name=Infected Claws<br />
|extra2_1=1d6<br />
|extra2_2=1d6<br />
|extra2_3=1d6<br />
|extra2_4=1d6<br />
|extra2_5=2d6<br />
|extra2_6=2d6<br />
|extra2_7=2d6<br />
|extra2_8=2d6<br />
|extra2_9=3d6<br />
|extra2_10=3d6<br />
|extra2_11=3d6<br />
|extra2_12=3d6<br />
|extra2_13=4d6<br />
|extra2_14=4d6<br />
|extra2_15=4d6<br />
|extra2_16=4d6<br />
|extra2_17=5d6<br />
|extra2_18=5d6<br />
|extra2_19=5d6<br />
|extra2_20=5d6<br />
|extra3_name=Blood of Mirad<br />
|extra3_1=1d4<br />
|extra3_2=1d4<br />
|extra3_3=1d4<br />
|extra3_4=1d4<br />
|extra3_5=2d4<br />
|extra3_6=2d4<br />
|extra3_7=2d4<br />
|extra3_8=2d4<br />
|extra3_9=3d4<br />
|extra3_10=3d4<br />
|extra3_11=3d4<br />
|extra3_12=3d4<br />
|extra3_13=4d4<br />
|extra3_14=4d4<br />
|extra3_15=4d4<br />
|extra3_16=4d4<br />
|extra3_17=5d4<br />
|extra3_18=5d4<br />
|extra3_19=5d4<br />
|extra3_20=5d4<br />
}}<br />
<br />
==== Plagued ====<br />
At 1st level, you have been infected by the plague of Mirad. You blood is made impure, the plague spreading throughout your body, however, you do not suffer from the effects of the [[The Plague (5e Disease)|plague]].When you take melee slashing or piercing damage, causing you to bleed on the creature, the attacking creature must make a {{5a|con}} saving throw of 8 + your {{5a|con}} modifier + your proficiency modifier or take 1d4 acid damage. If the creature is successful, they take no damage. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Following of the Plague ====<br />
At 1st level, you may choose how you worship the plague. When you choose your following, you choose between the, Following of the Ashes, Following of the Beast, and the Following of the Blade. These followings grant you features at 1st, 3rd, 6th, 10th, 14th, and 20th levels.<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 />
==== Increased Infectivity ====<br />
At 11th level, the plague becomes easier to spread. When creatures roll Constitution saving throws against you, rolling a natural 1 '''''or''''' 2 results in them contracting the plague. This increases to include rolling a natural 3 at 13th level, a natural 4 at 15th level, and finally a natural 5 at 17th level.<br />
<br />
== Following of the Ashes ==<br />
You have taken to cleansing the world of life, spreading your gifts through the flames of an incense burner. <br />
<br />
====Spellcasting====<br />
Starting at 1st level, your spellcasting is purely to spread the plague, alter the minds of those who are against you, and kill those who would get in your way. Your powers are granted by Mirad so you may spread the plague and bring death to those who stand in front of you. <br />
<br />
=====Cantrips=====<br />
You know two cantrips starting at 1st level. You may pick these cantrips from those provided at the bottom of the class description. You learn more as you reach higher levels.<br />
<br />
=====Spells Known=====<br />
You know as many spells as your level + your Constitution modifier (minimum of 1). 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 plague priest spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the plague priest spells you know and replace it with another spell from the plague priest spell list, which also must be of a level for which you have spell slots.<br />
<br />
=====Spellcasting Ability=====<br />
Constitution is your spellcasting ability for your plague priest spells, so you use your {{5a|con}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|con}} modifier when setting the saving throw DC for a plague priest spell you cast and when making an attack roll with one. <br />
<br />
Spell save = DC 8 + your proficiency bonus + your {{5a|con}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|con}} modifier<br />
<br />
==== Incense Smoke ====<br />
At 1st level, your incense burner clouds you in a 15 foot radius of smoke. Creatures that are in this radius suffer disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks and {{5a|str}} ({{5s|Athletics}}) checks. This does not affect creatures that do not breathe or constructs. <br />
<br />
==== Aromas of the Plague ====<br />
At 3rd level, you chose an Aroma to emit from your incense. Choose between the the Aroma of Pestilence or the Aroma of the Scourge, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Thick Smoke ====<br />
At 11th level, your smoke is made thick, and is difficult to breathe and see in. When a creature is within your incense smoke radius, they have disadvantage on attack rolls, saving throws, and {{5a|wis}} ({{5s|Perception}}) checks. <br />
<br />
==== Cleansing Flames ==== <br />
At 13th level, you have learned to make your incense burn stronger and bigger. Now when you attack with your incense, you deal an additional 1d4 fire damage upon hit, and the areas for your incense smoke and Aromas of the Plague double in size. <br />
<br />
==== Intrusive Incense ====<br />
At 15th level, you have nearly perfected the incense you are burning. Creatures that do not need to breathe, are now still effected by the incense smoke and Aromas of the Plague. <br />
<br />
==== Alchemical Perfection ==== <br />
At 17th level, you have created the perfect incense. No matter the creature, construct or not, they are affected by the incense smoke and Aromas of the Plague.<br />
<br />
==== Just Breathe ==== <br />
At 20th level, you have grown accustomed to inhaling and breathing in your incenses, to the point where they refresh you, both in your body and mind. For every minute that you stand in your incense smoke, you heal yourself by 1d8. This also cures any afflictions that effect you. <br />
<br />
=== Aroma of Pestilence ===<br />
<br />
You have infused the plague into the smoke from your incense, spreading the disease through the air, and killing silently and unknowingly.<br />
<br />
;{{#anc:The Smoke of the Sickly}}<br />
Starting at 3rd level, as an action, you can wave your incense through the air, making the air around you filled with smoke in a 30 foot radius. Any creatures caught in this, including allies, must make a Constitution saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. A creature can only risk being infected in this manner once every 24 hours, and if the creature succeeds on the saving throw, you cannot infect them in this manner for 24 hours. <br />
<br />
;{{#anc:Rapid Decomposition}}<br />
At 6th level, if a creature becomes infected through the Smoke of the Sick, the infected begin to suffer from the effects of the plague immediately. When contracting the plague in this way, they automatically suffer from the effects of Day Two.<br />
<br />
;{{#anc:Contagious}}<br />
At 10th level, if a creature is infected through the Smoke of the Sick, their infection becomes contagious to those around them. If anyone or anything comes into a 5 foot radius of the infected creature or physically touches the infected creature, they must roll a {{5a|con}} saving throw of DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. If the creature succeeds, they are immune to catching the plague in this manner for 1 hour. <br />
<br />
;{{#anc:Death Incarnate}}<br />
At 14th level, if a creature is infected through the Smoke of the Sick, their infection has the potential to become lethal immediately. When a creature contracts the plague in this manner, they must make one more saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or immediately fall under the effects of Day 5. If the creature succeeds, it cannot be affected in this way again.<br />
<br />
=== Aroma of the Scourge ===<br />
<br />
You have made the aroma of your incense smell like that of rotting meat, and cursed the smoke that leaves the flame. <br />
<br />
;{{#anc:The Smoke of the Locusts}}<br />
Starting at 3rd level, you are able to summon a swarm of locusts. When you wave your incense through the air, after a minute, a swarm of locusts will appear, taking up a 10 foot radius. You are able to command this swarm to attack targets, protect you, or retrieve items for you. When the swarm is set to attack a creature, they must make attack rolls against the creature and deal 2d4 slashing damage. When set to protect you, any creatures making attack rolls against you must make them with disadvantage. When set to retrieve an item, they can only carry up to 2 pounds. This swarm breaks apart and leaves after 30 seconds. This can be done once every 4 hours. <br />
<br />
;{{#anc:Emanation of Decay}}<br />
At 6th level, the stench of death follows you, and has brought some "friends" as well. The smell of rot and decay has attracted creatures, such as rats, flies, and other insects. When you wave your incense, you may command these creatures to attack a single target and begin to eat them alive. When these creatures go to consume this creature, they must roll a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier, or take 4d6 poison damage. If the creature rolls a natural 1, they contract the plague. If the creature goes below 0 hit points with this feature, they are completely consumed within 5 minutes, leaving nothing but a pile of the creatures remains. This can be done once every 12 hours. <br />
<br />
;{{#anc:Parasitic Spawn}}<br />
At 10th level, your body has rotted away to the point where insects have begun to nest inside of you. As a bonus action, you can excrete a worm like maggot about the size of a small rabbit out of your wrist, causing you to take 1d4 acid damage. When you spawn this maggot like creature, you can throw it at a creature, and the maggot will attempt to burrow into the creature, and leech off of them. When the maggot hits, the creature must make a {{5a|str}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or take 4d4 piercing damage, and then take 2d4 poison damage at the end of every round until the maggot is removed. If the creature rolls a natural 1, they contract the plague. If the creature succeeds the saving throw, the maggot fails to pierce the skin, and falls to the ground. This maggot has only 1hp. To regain this feature, you must complete a long rest. <br />
<br />
;{{#anc:Hive Mind}}<br />
At 14th level, your spawn has learned to survive beyond their single host. If a creature dies of the Parasitic Spawn, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or their body becomes controlled by the parasite. When the creature fails this saving throw, they're reanimated, and under your command. You need not speak to the parasite, but merely must mentally communicate your idea to them. The creature can attack, defend, and explode. If the creature attacks, they attempt to bite their target, dealing 1d8 piercing damage. If the creature successfully bites the other, then they must make a {{5a|con}} saving throw equal to 1 + your {{5a|wis}} modifier + your proficiency modifier or be effected by another parasite, and suffering the same effects as Parasitic Spawn. If the creature explodes, the corpse bloats up, and pops, releasing 5 parasites from the body, and enabling the possibility of 5 different creatures being infected in the same manner. These corpses die off after 1 hour has passed since their reanimation.<br />
<br />
=== Plague Priest Spell List ===<br />
<br />
You know all of the spells listed below.<br />
<br />
;Cantrips<br />
''Control Flames, Create Bonfire, Firebolt, Friends, Infestation, Minor Illusion, Produce Flame, Prestidigitation, Thaumaturgy, Toll of the Dead.''<br />
<br />
;1st Level<br />
''Bane, Burning Hands, Cause Fear, Charm Person, Detect Poison and Disease, Dissonant Whispers, False Life, Fog Cloud, Hellish Rebuke, Hex, Ray of Sickness, Shield of Faith, Silent Image.''<br />
<br />
;2nd Level<br />
''Alter Self, Blindness/Deafness, Crown of Madness, Enlarge/Reduce, Invisibility, Mirror Image, Misty Step, Spider Climb, Suggestion, Web. ''<br />
<br />
;3rd Level<br />
''Clairvoyance, Fear, Gaseous Form, Hypnotic Pattern, Slow, Stinking Cloud, Water Walk.''<br />
<br />
;4th Level<br />
''Blight, Confusion, Dominate Beast, Greater Invisibility, Wall of Fire.''<br />
<br />
;5th Level<br />
''Cloudkill, Dominate Person, Insect Plague, Seeming.''<br />
<br />
== Following of the Beast ==<br />
You have allowed the plague and you to become one being, changing every bit of your physical self. <br />
<br />
==== Infected Claws ==== <br />
At 1st level, the plague has taken to mutating your body, to make you deadlier. Your genetics have been altered by the plague, making your hands clawed. When you make an unarmed attack against a creature, the creature must roll a {{5a|con}} saving throw equal to DC 8 + your {{5a|str}} modifier + your proficiency modifier or take 1d6 slashing damage, and half as much if they succeed. If they roll a natural 1 for this saving throw, they contract the plague. Your claws increase by by 1d6 damage at 5th, 9th, <br />
<br />
==== Strain of Infection ====<br />
At 3rd level, you allow the plague to truly evolve within you to its true potential. Choose between the Strain of the Ravenous or the Strain of the Vile, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Dark Desire ====<br />
At 11th level, your corruption has made you crave only one form of sustenance... flesh. You are still able to benefit from eating regular food, however, you must consume raw flesh once every 3 days. If you do not, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into a feral state. While in this feral state, the DM takes complete control of your actions. However, while you are sated with flesh, you have advantage on saving throws against being charmed, frightened, or put to sleep. <br />
<br />
==== Feral Frenzy ====<br />
At 13th level, the corruption isn't always a bad thing... is it? You have learned to somewhat control your tendencies to go feral. As an action, you can choose to go into a controlled feral state. When in a controlled feral state, you have advantage on attack rolls against living creatures. This feral state lasts for a minute, and after that, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into the feral state as mentioned prior.<br />
<br />
==== Primal Awakening ====<br />
At 15th level, your senses have been amplified as to make hunting your prey that much easier. When making {{5s|Perception}} checks, you have advantage, and gain proficiency in {{5s|Perception}}. If you already are proficient in the {{5s|Perception}} skill, you gain expertise. <br />
<br />
==== In Plain Sight ====<br />
At 17th level, you gain the ability to hide your true nature, contorting your body to look normal once again. Once per day, you can cast {{5e|polymorph}} on yourself. You must complete a long rest in order to use this feature again. <br />
<br />
==== Blood Lust ====<br />
At 20th level, you've become so addicted to the taste of blood, that it drives you. For every enemy that dies by your hands, your armor class increases by one to a maximum of 24. The armor class drops back down to your original armor class when you have gone more than five minutes without killing a creature. However, once your blood lust is over, you take a level of exhaustion. While suffering from this level of exhaustion, you do not gain the benefits of Blood Lust and Primal Awakening. <br />
<br />
==Strain of the Ravenous==<br />
The plague in your body has begun to mutate you, making you deadlier than most plague priests. <br />
<br />
;{{#anc:Rabid Behaviors}}<br />
At 3rd level, when you take this strain, your mind has been corroded and re-wired. When making unarmed strikes, you can now make two attack actions instead of one. However, because your mind has been destroyed to make you deadlier, you suffer -4 to {{5a|int}} and any {{5a|int}} checks, but gain +2 to {{5a|str}} ({{5s|athletics}}) and {{5a|wis}} ({{5s|perception}} or {{5s|survival}}) checks when tracking prey and hunting. <br />
<br />
;{{#anc:Sharpened Fangs}}<br />
At 6th level, your mouth has mutated to be able to rip and tear flesh from your victims, as well as spit your venom into them. When you take an attack action, you may choose to bite your target, dealing 2d8 piercing damage or 1d8 acid damage. When a creature is bitten, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|str}} modifier + your proficiency modifier or enter into the grappled state. If the creature rolls a natural 1, then they also contract the plague. <br />
<br />
;{{#anc:Carnivorous}}<br />
At 10th level, when you kill someone, you may rip and tear them apart, and consume their flesh. When you kill an enemy you can climb on top of them and consume their bodies, which will give you 1d8 temporary hit points. You have 5 hunger points. When consuming a creature, their size will effect the consumption of your hunger points. You cannot consume creatures larger than those large in size. You regain your hunger points after completing a short or long rest.<br />
<br />
Tiny=1<br />
<br />
Small=2<br />
<br />
Medium=3<br />
<br />
Large=4<br />
<br />
;{{#anc:Nightmarish Beast}}<br />
At 14th level, your body has transformed beyond recognizability, and the plague has corrupted every aspect about you. Your claws have now granted you the ability to climb up walls similar to that of a spider, giving you a climbing speed of 30. When you attack with either your claws or fangs, you may now choose to deal necrotic damage rather than slashing or acid damage. You gain resistance to necrotic damage and become vulnerable to radiant damage.<br />
<br />
== Strain of the Vile ==<br />
The plague in your body has mutated to the extent that you no longer even look like the person you once were. <br />
<br />
;{{#anc:Call of the Crows}}<br />
At 3rd level, your mutations begin to form, starting with your head morphing to look similar to that of a large bird skull. The rest of your body also begins to be covered in these bone formations. This gives you a natural armor class equal to 10 + your {{5a|dex}} modifier + your proficiency bonus. <br />
<br />
;{{#anc:Infectious Bile}}<br />
At 6th level, the plague has developed within your body, giving you the ability to spew vomit at your whim. You can use your action to spew a 30 foot line of bile. When you spew this bile, you take 1d6 acid damage at 6th level and 2d6 at 14th level. When you spew your infectious bile, each creature in the area of the vomit must make a {{5a|con}} saving throw. The DC for this saving throw equals 8 + your {{5a|dex}} modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 10th level, 4d6 at 14th level, and 5d6 at 20th level. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
;{{#anc:Feathers of Icarus}}<br />
At 10th level, the plague has mutated your body once again, as in between your bone structures, black feathers have sprouted between your bone structures. You have also grown two sickly looking crow wings. With these wings you gain a fly speed of 10. At the end of the round, you fall back to the ground. <br />
<br />
;{{#anc:Mucus Coating}}<br />
At 14th level, your body begins to secrete a layer of mucus over your skin. This makes your body slimy and gross. When a creature attempts to grapple you, they grapple with disadvantage. Upon making direct contact with you, creatures must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency modifier or take 3d8 poison damage. If they succeed, they only take half as much damage. If they roll a natural 1, then they contract the plague.<br />
<br />
== Following of the Blade ==<br />
You have taken to utilizing the plague as a weapon against those who would oppose you. <br />
<br />
==== Blood of Mirad ====<br />
At 1st level, the plague has developed within your body, giving you the ability to harvest your infected blood into small vials, and throw them at your enemies. If you cut your palm intentionally with a dagger, dealing 1d4 slashing damage to yourself, you are able to drip your blood into a glass vial, and use it as a throwable weapon. When a creature is hit by this vial, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier or take 2d4 acid damage. If the creature succeeds in this saving throw, they only take half the amount of damage. You also may choose to use a vial of blood to treat your weapons, in which, if the weapon deals either slashing or piercing damage, it provides the opportunity to infect the creature hit. When a creature is hit with this treated weapon, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier with disadvantage, or take 2d4 poison damage, and half as much damage on a successful one. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Ritual Dances ====<br />
At 3rd level, you take to rituals, worshipping the gifts granted by Mirad. Choose between the Dance of the Acrobat or the Dance of the Reaper, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== 11th ====<br />
<br />
==== 13th ====<br />
<br />
==== 15th ====<br />
<br />
==== 17th ====<br />
<br />
==== 20th ====<br />
<br />
== Dance of the Acrobat ==<br />
You have taken to utilizing the speed of your blade against your opponents rather than through brute force. <br />
<br />
;{{#anc:Acrobats Elegance}}<br />
At 3rd level, you have learned the weight of your Scythe, and have learned to use it's weight as if it were your own. When wielding your scythe, you have advantage on {{5s|Acrobatics}} checks as well as {{5a|dex}} saving throws. <br />
<br />
;{{#anc:Swift Motions}}<br />
At 6th level, you've begun to move as swift as an arrow in the wind. While wielding your scythe, your movement speed increases by five feet. <br />
<br />
;{{#anc:Balanced Throw}}<br />
At 10th level, you've learned how to throw your scythe in a fashion that it returns to you, similar to that of a boomerang. Your scythe can now be used as a thrown weapon up to a range of 30 feet before it doesn't return to you. When your scythe is thrown in this style, it can hit up to 3 enemies before the scythe falls to the ground. After the first creature is hit during this throw, any sub-sequent creature hit takes one less hit die, i.e. the first target would take 3d6 damage, the second would take 2d6, and the third would only take 1d6.<br />
<br />
;{{#anc:Bladed Mastery}}<br />
At 14th level, you have mastered the weight of the scythe, and have learned to harness its momentum, giving you the ability to make two attack rolls with your turn. You cannot throw your scythe as your second attack.<br />
<br />
== Dance of the Reaper ==<br />
You have called upon Mirad to give you power in return for the souls of those slain. <br />
<br />
=== Soul Tear ===<br />
At 3rd level, the reaper has imbued a dark energy in your blade. When you attack a living creature, you may deal necrotic damage rather than slashing damage with your scythe. <br />
<br />
=== Marked for Death ===<br />
At 6th Level, you have learned how to carve a symbol of death into the living. When you successfully grapple a living creature, you can carve a rune into the creatures skin. When a creature is carved with this rune, they will slowly bleed from it until the wound is healed. For every hour a creature is carved with this rune, they take 1d4 necrotic damage. This becomes 2d4 necrotic damage at 10th level, and 3d4 necrotic damage at 14th level. <br />
<br />
=== Mirad's Shroud ===<br />
At 10th level, you have developed an aura seemingly made of shadows, enveloping you in darkness. While in dim light or darkness, you gain advantage on {{5s|Stealth}} checks. <br />
<br />
=== Mirad's Blade ===<br />
At 14th level, your scythe has become imbued with the essence of death. When you swing your scythe through the air, a wave of necrotic energy is dispersed from the blade. When this wave makes contact with a living creature, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency bonus or they suffer from the effects of marked for death. If the creature succeeds, they take 1d8 necrotic damage. This can only effect one creature at a time. <br />
<br />
<br />
<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
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'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:<br />
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'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
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<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Plague_Priest_(5e_Class)&diff=1162489Plague Priest (5e Class)2019-04-11T16:51:38Z<p>Polaton: /* Strain of the Vile */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
{{WIP}}<br />
== Plague Priest ==<br />
<br />
''A woman wanders her way into the palace of the king. The guards attempt to stop her, but with a wave of her hand begin to cough in fits of rage, spitting up blood and bile, and eventually just collapsing. As she enters the kings court, she waves her incense burner, and the whole room begins to wheeze, coughing up blood, until the room falls silent. As the night descends, the plague follows, climbing along buildings, into windows, and ripping apart their victims as they sleep. The moon reflected along the edge of the blade, glistening a dark green, as the light shined off of the blood of the infected.'' These are the powers of the Plague Priests, worshippers and disciples of the god of the plague, [Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]],. <br />
<br />
=== Disciples of the Plague ===<br />
<br />
The plague priests are worshippers of the forgotten god, Mirad, god of death, disease, deception, fire, and pestilence. They survive as they spread the "gifts" of Mirad to others, spreading disease and death across the lands, ending bloodlines, and converting others into their following. This is the life of the plague priests. They spend their lives struggling to survive at the expense of others and worshipping their forgotten god. <br />
<br />
=== Creating a Plague Priest ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|http://games.northhaledongaming.com/Warhammer/SiteAssets/SitePages/High%20Priest%20Tetrahon/Liche_Priest_by_daarken.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What made you become a plague priest? Were you infected by another priest and pulled into worshipping this god? Or did you choose to worship Mirad? Maybe you were visited by the god in a vision and infected directly? No matter how you got infected, the real question is, what is your goal? Are you seeking to have the powers of a god at your fingertips, or are you simply trying to survive? <br />
<br />
;Quick Build<br />
You can make a Plague Priest quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Acolyte background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features<br />
|name=Plague Priest<br />
|summary=Worshippers of the forgotten god of the plague, Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]. <br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple, Flails, Scythes<br />
|tools=Poisoners Kit<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Arcana, Deception, History, Intimidation, Investigation, Medicine, Nature, and Religion. <br />
|item1a=An incense burner that could second as a flail if you're choosing the Following of the Ashes<br />
|item1b=A blackened metal scythe if you're choosing the Following of the Blade (3d6 Slashing Damage, Two-Handed, Heavy)<br />
|item1c=Any simple weapon if you're choosing the Following of the Beast<br />
|item2a=A component pouch<br />
|item2b=<br />
|item2c=<br />
|item3a=A priest's pack you're choosing the Following of the Ashes<br />
|item3b=An explorer's pack if you're choosing the Following of the Beast<br />
|item3c=A monster hunter's pack if you're choosing the Following of the Blade<br />
|item4a=A set of leather armor and an ornate sacrificial dagger.<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10<br />
|classfeatures1={{inpage|Plagued}}, {{inpage|Following of the Plague}}<br />
|classfeatures2=<br />
|classfeatures3={{inpage|Blessing of Mirad}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Following of the Plague Sub Feature}} <br />
|classfeatures11={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures14={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures15={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Following of the Plague 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=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
|extra2_name=Infected Claws<br />
|extra2_1=1d6<br />
|extra2_2=1d6<br />
|extra2_3=1d6<br />
|extra2_4=1d6<br />
|extra2_5=2d6<br />
|extra2_6=2d6<br />
|extra2_7=2d6<br />
|extra2_8=2d6<br />
|extra2_9=3d6<br />
|extra2_10=3d6<br />
|extra2_11=3d6<br />
|extra2_12=3d6<br />
|extra2_13=4d6<br />
|extra2_14=4d6<br />
|extra2_15=4d6<br />
|extra2_16=4d6<br />
|extra2_17=5d6<br />
|extra2_18=5d6<br />
|extra2_19=5d6<br />
|extra2_20=5d6<br />
|extra3_name=Blood of Mirad<br />
|extra3_1=1d4<br />
|extra3_2=1d4<br />
|extra3_3=1d4<br />
|extra3_4=1d4<br />
|extra3_5=2d4<br />
|extra3_6=2d4<br />
|extra3_7=2d4<br />
|extra3_8=2d4<br />
|extra3_9=3d4<br />
|extra3_10=3d4<br />
|extra3_11=3d4<br />
|extra3_12=3d4<br />
|extra3_13=4d4<br />
|extra3_14=4d4<br />
|extra3_15=4d4<br />
|extra3_16=4d4<br />
|extra3_17=5d4<br />
|extra3_18=5d4<br />
|extra3_19=5d4<br />
|extra3_20=5d4<br />
}}<br />
<br />
==== Plagued ====<br />
At 1st level, you have been infected by the plague of Mirad. You blood is made impure, the plague spreading throughout your body, however, you do not suffer from the effects of the [[The Plague (5e Disease)|plague]].When you take melee slashing or piercing damage, causing you to bleed on the creature, the attacking creature must make a {{5a|con}} saving throw of 8 + your {{5a|con}} modifier + your proficiency modifier or take 1d4 acid damage. If the creature is successful, they take no damage. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Following of the Plague ====<br />
At 1st level, you may choose how you worship the plague. When you choose your following, you choose between the, Following of the Ashes, Following of the Beast, and the Following of the Blade. These followings grant you features at 1st, 3rd, 6th, 10th, 14th, and 20th levels.<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 />
==== Increased Infectivity ====<br />
At 11th level, the plague becomes easier to spread. When creatures roll Constitution saving throws against you, rolling a natural 1 '''''or''''' 2 results in them contracting the plague. This increases to include rolling a natural 3 at 13th level, a natural 4 at 15th level, and finally a natural 5 at 17th level.<br />
<br />
== Following of the Ashes ==<br />
You have taken to cleansing the world of life, spreading your gifts through the flames of an incense burner. <br />
<br />
====Spellcasting====<br />
Starting at 1st level, your spellcasting is purely to spread the plague, alter the minds of those who are against you, and kill those who would get in your way. Your powers are granted by Mirad so you may spread the plague and bring death to those who stand in front of you. <br />
<br />
=====Cantrips=====<br />
You know two cantrips starting at 1st level. You may pick these cantrips from those provided at the bottom of the class description. You learn more as you reach higher levels.<br />
<br />
=====Spells Known=====<br />
You know as many spells as your level + your Constitution modifier (minimum of 1). 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 plague priest spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the plague priest spells you know and replace it with another spell from the plague priest spell list, which also must be of a level for which you have spell slots.<br />
<br />
=====Spellcasting Ability=====<br />
Constitution is your spellcasting ability for your plague priest spells, so you use your {{5a|con}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|con}} modifier when setting the saving throw DC for a plague priest spell you cast and when making an attack roll with one. <br />
<br />
Spell save = DC 8 + your proficiency bonus + your {{5a|con}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|con}} modifier<br />
<br />
==== Incense Smoke ====<br />
At 1st level, your incense burner clouds you in a 15 foot radius of smoke. Creatures that are in this radius suffer disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks and {{5a|str}} ({{5s|Athletics}}) checks. This does not affect creatures that do not breathe or constructs. <br />
<br />
==== Aromas of the Plague ====<br />
At 3rd level, you chose an Aroma to emit from your incense. Choose between the the Aroma of Pestilence or the Aroma of the Scourge, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Thick Smoke ====<br />
At 11th level, your smoke is made thick, and is difficult to breathe and see in. When a creature is within your incense smoke radius, they have disadvantage on attack rolls, saving throws, and {{5a|wis}} ({{5s|Perception}}) checks. <br />
<br />
==== Cleansing Flames ==== <br />
At 13th level, you have learned to make your incense burn stronger and bigger. Now when you attack with your incense, you deal an additional 1d4 fire damage upon hit, and the areas for your incense smoke and Aromas of the Plague double in size. <br />
<br />
==== Intrusive Incense ====<br />
At 15th level, you have nearly perfected the incense you are burning. Creatures that do not need to breathe, are now still effected by the incense smoke and Aromas of the Plague. <br />
<br />
==== Alchemical Perfection ==== <br />
At 17th level, you have created the perfect incense. No matter the creature, construct or not, they are affected by the incense smoke and Aromas of the Plague.<br />
<br />
==== Just Breathe ==== <br />
At 20th level, you have grown accustomed to inhaling and breathing in your incenses, to the point where they refresh you, both in your body and mind. For every minute that you stand in your incense smoke, you heal yourself by 1d8. This also cures any afflictions that effect you. <br />
<br />
=== Aroma of Pestilence ===<br />
<br />
You have infused the plague into the smoke from your incense, spreading the disease through the air, and killing silently and unknowingly.<br />
<br />
;{{#anc:The Smoke of the Sickly}}<br />
Starting at 3rd level, as an action, you can wave your incense through the air, making the air around you filled with smoke in a 30 foot radius. Any creatures caught in this, including allies, must make a Constitution saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. A creature can only risk being infected in this manner once every 24 hours, and if the creature succeeds on the saving throw, you cannot infect them in this manner for 24 hours. <br />
<br />
;{{#anc:Rapid Decomposition}}<br />
At 6th level, if a creature becomes infected through the Smoke of the Sick, the infected begin to suffer from the effects of the plague immediately. When contracting the plague in this way, they automatically suffer from the effects of Day Two.<br />
<br />
;{{#anc:Contagious}}<br />
At 10th level, if a creature is infected through the Smoke of the Sick, their infection becomes contagious to those around them. If anyone or anything comes into a 5 foot radius of the infected creature or physically touches the infected creature, they must roll a {{5a|con}} saving throw of DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. If the creature succeeds, they are immune to catching the plague in this manner for 1 hour. <br />
<br />
;{{#anc:Death Incarnate}}<br />
At 14th level, if a creature is infected through the Smoke of the Sick, their infection has the potential to become lethal immediately. When a creature contracts the plague in this manner, they must make one more saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or immediately fall under the effects of Day 5. If the creature succeeds, it cannot be affected in this way again.<br />
<br />
=== Aroma of the Scourge ===<br />
<br />
You have made the aroma of your incense smell like that of rotting meat, and cursed the smoke that leaves the flame. <br />
<br />
;{{#anc:The Smoke of the Locusts}}<br />
Starting at 3rd level, you are able to summon a swarm of locusts. When you wave your incense through the air, after a minute, a swarm of locusts will appear, taking up a 10 foot radius. You are able to command this swarm to attack targets, protect you, or retrieve items for you. When the swarm is set to attack a creature, they must make attack rolls against the creature and deal 2d4 slashing damage. When set to protect you, any creatures making attack rolls against you must make them with disadvantage. When set to retrieve an item, they can only carry up to 2 pounds. This swarm breaks apart and leaves after 30 seconds. This can be done once every 4 hours. <br />
<br />
;{{#anc:Emanation of Decay}}<br />
At 6th level, the stench of death follows you, and has brought some "friends" as well. The smell of rot and decay has attracted creatures, such as rats, flies, and other insects. When you wave your incense, you may command these creatures to attack a single target and begin to eat them alive. When these creatures go to consume this creature, they must roll a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier, or take 4d6 poison damage. If the creature rolls a natural 1, they contract the plague. If the creature goes below 0 hit points with this feature, they are completely consumed within 5 minutes, leaving nothing but a pile of the creatures remains. This can be done once every 12 hours. <br />
<br />
;{{#anc:Parasitic Spawn}}<br />
At 10th level, your body has rotted away to the point where insects have begun to nest inside of you. As a bonus action, you can excrete a worm like maggot about the size of a small rabbit out of your wrist, causing you to take 1d4 acid damage. When you spawn this maggot like creature, you can throw it at a creature, and the maggot will attempt to burrow into the creature, and leech off of them. When the maggot hits, the creature must make a {{5a|str}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or take 4d4 piercing damage, and then take 2d4 poison damage at the end of every round until the maggot is removed. If the creature rolls a natural 1, they contract the plague. If the creature succeeds the saving throw, the maggot fails to pierce the skin, and falls to the ground. This maggot has only 1hp. To regain this feature, you must complete a long rest. <br />
<br />
;{{#anc:Hive Mind}}<br />
At 14th level, your spawn has learned to survive beyond their single host. If a creature dies of the Parasitic Spawn, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or their body becomes controlled by the parasite. When the creature fails this saving throw, they're reanimated, and under your command. You need not speak to the parasite, but merely must mentally communicate your idea to them. The creature can attack, defend, and explode. If the creature attacks, they attempt to bite their target, dealing 1d8 piercing damage. If the creature successfully bites the other, then they must make a {{5a|con}} saving throw equal to 1 + your {{5a|wis}} modifier + your proficiency modifier or be effected by another parasite, and suffering the same effects as Parasitic Spawn. If the creature explodes, the corpse bloats up, and pops, releasing 5 parasites from the body, and enabling the possibility of 5 different creatures being infected in the same manner. These corpses die off after 1 hour has passed since their reanimation.<br />
<br />
=== Plague Priest Spell List ===<br />
<br />
You know all of the spells listed below.<br />
<br />
;Cantrips<br />
''Control Flames, Create Bonfire, Firebolt, Friends, Infestation, Minor Illusion, Produce Flame, Prestidigitation, Thaumaturgy, Toll of the Dead.''<br />
<br />
;1st Level<br />
''Bane, Burning Hands, Cause Fear, Charm Person, Detect Poison and Disease, Dissonant Whispers, False Life, Fog Cloud, Hellish Rebuke, Hex, Ray of Sickness, Shield of Faith, Silent Image.''<br />
<br />
;2nd Level<br />
''Alter Self, Blindness/Deafness, Crown of Madness, Enlarge/Reduce, Invisibility, Mirror Image, Misty Step, Spider Climb, Suggestion, Web. ''<br />
<br />
;3rd Level<br />
''Clairvoyance, Fear, Gaseous Form, Hypnotic Pattern, Slow, Stinking Cloud, Water Walk.''<br />
<br />
;4th Level<br />
''Blight, Confusion, Dominate Beast, Greater Invisibility, Wall of Fire.''<br />
<br />
;5th Level<br />
''Cloudkill, Dominate Person, Insect Plague, Seeming.''<br />
<br />
== Following of the Beast ==<br />
You have allowed the plague and you to become one being, changing every bit of your physical self. <br />
<br />
==== Infected Claws ==== <br />
At 1st level, the plague has taken to mutating your body, to make you deadlier. Your genetics have been altered by the plague, making your hands clawed. When you make an unarmed attack against a creature, the creature must roll a {{5a|con}} saving throw equal to DC 8 + your {{5a|str}} modifier + your proficiency modifier or take 1d6 slashing damage, and half as much if they succeed. If they roll a natural 1 for this saving throw, they contract the plague. Your claws increase by by 1d6 damage at 5th, 9th, <br />
<br />
==== Strain of Infection ====<br />
At 3rd level, you allow the plague to truly evolve within you to its true potential. Choose between the Strain of the Ravenous or the Strain of the Vile, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Dark Desire ====<br />
At 11th level, your corruption has made you crave only one form of sustenance... flesh. You are still able to benefit from eating regular food, however, you must consume raw flesh once every 3 days. If you do not, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into a feral state. While in this feral state, the DM takes complete control of your actions. However, while you are sated with flesh, you have advantage on saving throws against being charmed, frightened, or put to sleep. <br />
<br />
==== Feral Frenzy ====<br />
At 13th level, the corruption isn't always a bad thing... is it? You have learned to somewhat control your tendencies to go feral. As an action, you can choose to go into a controlled feral state. When in a controlled feral state, you have advantage on attack rolls against living creatures. This feral state lasts for a minute, and after that, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into the feral state as mentioned prior.<br />
<br />
==== Primal Awakening ====<br />
At 15th level, your senses have been amplified as to make hunting your prey that much easier. When making {{5s|Perception}} checks, you have advantage, and gain proficiency in {{5s|Perception}}. If you already are proficient in the {{5s|Perception}} skill, you gain expertise. <br />
<br />
==== In Plain Sight ====<br />
At 17th level, you gain the ability to hide your true nature, contorting your body to look normal once again. Once per day, you can cast {{5e|polymorph}} on yourself. You must complete a long rest in order to use this feature again. <br />
<br />
==== Blood Lust ====<br />
At 20th level, you've become so addicted to the taste of blood, that it drives you. For every enemy that dies by your hands, your armor class increases by one to a maximum of 24. The armor class drops back down to your original armor class when you have gone more than five minutes without killing a creature. However, once your blood lust is over, you take a level of exhaustion. While suffering from this level of exhaustion, you do not gain the benefits of Blood Lust and Primal Awakening. <br />
<br />
==Strain of the Ravenous==<br />
The plague in your body has begun to mutate you, making you deadlier than most plague priests. <br />
<br />
;{{#anc:Rabid Behaviors}}<br />
At 3rd level, when you take this strain, your mind has been corroded and re-wired. When making unarmed strikes, you can now make two attack actions instead of one. However, because your mind has been destroyed to make you deadlier, you suffer -4 to {{5a|int}} and any {{5a|int}} checks, but gain +2 to {{5a|str}} ({{5s|athletics}}) and {{5a|wis}} ({{5s|perception}} or {{5s|survival}}) checks when tracking prey and hunting. <br />
<br />
;{{#anc:Sharpened Fangs}}<br />
At 6th level, your mouth has mutated to be able to rip and tear flesh from your victims, as well as spit your venom into them. When you take an attack action, you may choose to bite your target, dealing 2d8 piercing damage or 1d8 acid damage. When a creature is bitten, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|str}} modifier + your proficiency modifier or enter into the grappled state. If the creature rolls a natural 1, then they also contract the plague. <br />
<br />
;{{#anc:Carnivorous}}<br />
At 10th level, when you kill someone, you may rip and tear them apart, and consume their flesh. When you kill an enemy you can climb on top of them and consume their bodies, which will give you 1d8 temporary hit points. You have 5 hunger points. When consuming a creature, their size will effect the consumption of your hunger points. You cannot consume creatures larger than those large in size. You regain your hunger points after completing a short or long rest.<br />
<br />
Tiny=1<br />
<br />
Small=2<br />
<br />
Medium=3<br />
<br />
Large=4<br />
<br />
;{{#anc:Nightmarish Beast}}<br />
At 14th level, your body has transformed beyond recognizability, and the plague has corrupted every aspect about you. Your claws have now granted you the ability to climb up walls similar to that of a spider, giving you a climbing speed of 30. When you attack with either your claws or fangs, you may now choose to deal necrotic damage rather than slashing or acid damage. You gain resistance to necrotic damage and become vulnerable to radiant damage.<br />
<br />
== Strain of the Vile ==<br />
The plague in your body has mutated to the extent that you no longer even look like the person you once were. <br />
<br />
;{{#anc:Call of the Crows}}<br />
At 3rd level, your mutations begin to form, starting with your head morphing to look similar to that of a large bird skull. The rest of your body also begins to be covered in these bone formations. This gives you a natural armor class equal to 10 + your {{5a|dex}} modifier + your proficiency bonus. <br />
<br />
;{{#anc:Infectious Bile}}<br />
At 6th level, the plague has developed within your body, giving you the ability to spew vomit at your whim. You can use your action to spew a 30 foot line of bile. When you spew this bile, you take 1d6 acid damage at 6th level and 2d6 at 14th level. When you spew your infectious bile, each creature in the area of the vomit must make a {{5a|con}} saving throw. The DC for this saving throw equals 8 + your {{5a|dex}} modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 10th level, 4d6 at 14th level, and 5d6 at 20th level. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
;{{#anc:Feathers of Icarus}}<br />
At 10th level, the plague has mutated your body once again, as in between your bone structures, black feathers have sprouted between your bone structures. You have also grown two sickly looking crow wings. With these wings you gain a fly speed of 10. At the end of the round, you fall back to the ground. <br />
<br />
;{{#anc:Mucus Coating}}<br />
At 14th level, your body begins to secrete a layer of mucus over your skin. This makes your body slimy and gross. When a creature attempts to grapple you, they grapple with disadvantage. Upon making direct contact with you, creatures must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency modifier or take 3d8 poison damage. If they succeed, they only take half as much damage. If they roll a natural 1, then they contract the plague.<br />
<br />
== Following of the Blade ==<br />
You have taken to utilizing the plague as a weapon against those who would oppose you. <br />
<br />
==== Blood of Mirad ====<br />
At 1st level, the plague has developed within your body, giving you the ability to harvest your infected blood into small vials, and throw them at your enemies. If you cut your palm intentionally with a dagger, dealing 1d4 slashing damage to yourself, you are able to drip your blood into a glass vial, and use it as a throwable weapon. When a creature is hit by this vial, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier or take 2d4 acid damage. If the creature succeeds in this saving throw, they only take half the amount of damage. You also may choose to use a vial of blood to treat your weapons, in which, if the weapon deals either slashing or piercing damage, it provides the opportunity to infect the creature hit. When a creature is hit with this treated weapon, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier with disadvantage, or take 2d4 poison damage, and half as much damage on a successful one. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Ritual Dances ====<br />
At 3rd level, you take to rituals, worshipping the gifts granted by Mirad. Choose between the Dance of the Acrobat or the Dance of the Reaper, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== 11th ====<br />
<br />
==== 13th ====<br />
<br />
==== 15th ====<br />
<br />
==== 17th ====<br />
<br />
==== 20th ====<br />
<br />
== Dance of the Acrobat ==<br />
You have taken to utilizing the speed of your blade against your opponents rather than through brute force. <br />
<br />
=== Acrobats Elegance ===<br />
At 3rd level, you have learned the weight of your Scythe, and have learned to use it's weight as if it were your own. When wielding your scythe, you have advantage on {{5s|Acrobatics}} checks as well as {{5a|dex}} saving throws. <br />
<br />
=== Swift Motions ===<br />
At 6th level, you've begun to move as swift as an arrow in the wind. While wielding your scythe, your movement speed increases by five feet. <br />
<br />
=== Balanced Throw ===<br />
At 10th level, you've learned how to throw your scythe in a fashion that it returns to you, similar to that of a boomerang. Your scythe can now be used as a thrown weapon up to a range of 30 feet before it doesn't return to you. When your scythe is thrown in this style, it can hit up to 3 enemies before the scythe falls to the ground. After the first creature is hit during this throw, any sub-sequent creature hit takes one less hit die, i.e. the first target would take 3d6 damage, the second would take 2d6, and the third would only take 1d6.<br />
<br />
=== Bladed Mastery ===<br />
At 14th level, you have mastered the weight of the scythe, and have learned to harness its momentum, giving you the ability to make two attack rolls with your turn. You cannot throw your scythe as your second attack. <br />
<br />
== Dance of the Reaper ==<br />
You have called upon Mirad to give you power in return for the souls of those slain. <br />
<br />
=== Soul Tear ===<br />
At 3rd level, the reaper has imbued a dark energy in your blade. When you attack a living creature, you may deal necrotic damage rather than slashing damage with your scythe. <br />
<br />
=== Marked for Death ===<br />
At 6th Level, you have learned how to carve a symbol of death into the living. When you successfully grapple a living creature, you can carve a rune into the creatures skin. When a creature is carved with this rune, they will slowly bleed from it until the wound is healed. For every hour a creature is carved with this rune, they take 1d4 necrotic damage. This becomes 2d4 necrotic damage at 10th level, and 3d4 necrotic damage at 14th level. <br />
<br />
=== Mirad's Shroud ===<br />
At 10th level, you have developed an aura seemingly made of shadows, enveloping you in darkness. While in dim light or darkness, you gain advantage on {{5s|Stealth}} checks. <br />
<br />
=== Mirad's Blade ===<br />
At 14th level, your scythe has become imbued with the essence of death. When you swing your scythe through the air, a wave of necrotic energy is dispersed from the blade. When this wave makes contact with a living creature, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency bonus or they suffer from the effects of marked for death. If the creature succeeds, they take 1d8 necrotic damage. This can only effect one creature at a time. <br />
<br />
<br />
<br />
<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 <!-class name-> class, you must meet these prerequisites:<br />
<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
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<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Plague_Priest_(5e_Class)&diff=1162488Plague Priest (5e Class)2019-04-11T16:50:43Z<p>Polaton: /* Strain of the Ravenous */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
{{WIP}}<br />
== Plague Priest ==<br />
<br />
''A woman wanders her way into the palace of the king. The guards attempt to stop her, but with a wave of her hand begin to cough in fits of rage, spitting up blood and bile, and eventually just collapsing. As she enters the kings court, she waves her incense burner, and the whole room begins to wheeze, coughing up blood, until the room falls silent. As the night descends, the plague follows, climbing along buildings, into windows, and ripping apart their victims as they sleep. The moon reflected along the edge of the blade, glistening a dark green, as the light shined off of the blood of the infected.'' These are the powers of the Plague Priests, worshippers and disciples of the god of the plague, [Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]],. <br />
<br />
=== Disciples of the Plague ===<br />
<br />
The plague priests are worshippers of the forgotten god, Mirad, god of death, disease, deception, fire, and pestilence. They survive as they spread the "gifts" of Mirad to others, spreading disease and death across the lands, ending bloodlines, and converting others into their following. This is the life of the plague priests. They spend their lives struggling to survive at the expense of others and worshipping their forgotten god. <br />
<br />
=== Creating a Plague Priest ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|http://games.northhaledongaming.com/Warhammer/SiteAssets/SitePages/High%20Priest%20Tetrahon/Liche_Priest_by_daarken.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What made you become a plague priest? Were you infected by another priest and pulled into worshipping this god? Or did you choose to worship Mirad? Maybe you were visited by the god in a vision and infected directly? No matter how you got infected, the real question is, what is your goal? Are you seeking to have the powers of a god at your fingertips, or are you simply trying to survive? <br />
<br />
;Quick Build<br />
You can make a Plague Priest quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Acolyte background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features<br />
|name=Plague Priest<br />
|summary=Worshippers of the forgotten god of the plague, Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]. <br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple, Flails, Scythes<br />
|tools=Poisoners Kit<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Arcana, Deception, History, Intimidation, Investigation, Medicine, Nature, and Religion. <br />
|item1a=An incense burner that could second as a flail if you're choosing the Following of the Ashes<br />
|item1b=A blackened metal scythe if you're choosing the Following of the Blade (3d6 Slashing Damage, Two-Handed, Heavy)<br />
|item1c=Any simple weapon if you're choosing the Following of the Beast<br />
|item2a=A component pouch<br />
|item2b=<br />
|item2c=<br />
|item3a=A priest's pack you're choosing the Following of the Ashes<br />
|item3b=An explorer's pack if you're choosing the Following of the Beast<br />
|item3c=A monster hunter's pack if you're choosing the Following of the Blade<br />
|item4a=A set of leather armor and an ornate sacrificial dagger.<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10<br />
|classfeatures1={{inpage|Plagued}}, {{inpage|Following of the Plague}}<br />
|classfeatures2=<br />
|classfeatures3={{inpage|Blessing of Mirad}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Following of the Plague Sub Feature}} <br />
|classfeatures11={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures14={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures15={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Following of the Plague 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=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
|extra2_name=Infected Claws<br />
|extra2_1=1d6<br />
|extra2_2=1d6<br />
|extra2_3=1d6<br />
|extra2_4=1d6<br />
|extra2_5=2d6<br />
|extra2_6=2d6<br />
|extra2_7=2d6<br />
|extra2_8=2d6<br />
|extra2_9=3d6<br />
|extra2_10=3d6<br />
|extra2_11=3d6<br />
|extra2_12=3d6<br />
|extra2_13=4d6<br />
|extra2_14=4d6<br />
|extra2_15=4d6<br />
|extra2_16=4d6<br />
|extra2_17=5d6<br />
|extra2_18=5d6<br />
|extra2_19=5d6<br />
|extra2_20=5d6<br />
|extra3_name=Blood of Mirad<br />
|extra3_1=1d4<br />
|extra3_2=1d4<br />
|extra3_3=1d4<br />
|extra3_4=1d4<br />
|extra3_5=2d4<br />
|extra3_6=2d4<br />
|extra3_7=2d4<br />
|extra3_8=2d4<br />
|extra3_9=3d4<br />
|extra3_10=3d4<br />
|extra3_11=3d4<br />
|extra3_12=3d4<br />
|extra3_13=4d4<br />
|extra3_14=4d4<br />
|extra3_15=4d4<br />
|extra3_16=4d4<br />
|extra3_17=5d4<br />
|extra3_18=5d4<br />
|extra3_19=5d4<br />
|extra3_20=5d4<br />
}}<br />
<br />
==== Plagued ====<br />
At 1st level, you have been infected by the plague of Mirad. You blood is made impure, the plague spreading throughout your body, however, you do not suffer from the effects of the [[The Plague (5e Disease)|plague]].When you take melee slashing or piercing damage, causing you to bleed on the creature, the attacking creature must make a {{5a|con}} saving throw of 8 + your {{5a|con}} modifier + your proficiency modifier or take 1d4 acid damage. If the creature is successful, they take no damage. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Following of the Plague ====<br />
At 1st level, you may choose how you worship the plague. When you choose your following, you choose between the, Following of the Ashes, Following of the Beast, and the Following of the Blade. These followings grant you features at 1st, 3rd, 6th, 10th, 14th, and 20th levels.<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 />
==== Increased Infectivity ====<br />
At 11th level, the plague becomes easier to spread. When creatures roll Constitution saving throws against you, rolling a natural 1 '''''or''''' 2 results in them contracting the plague. This increases to include rolling a natural 3 at 13th level, a natural 4 at 15th level, and finally a natural 5 at 17th level.<br />
<br />
== Following of the Ashes ==<br />
You have taken to cleansing the world of life, spreading your gifts through the flames of an incense burner. <br />
<br />
====Spellcasting====<br />
Starting at 1st level, your spellcasting is purely to spread the plague, alter the minds of those who are against you, and kill those who would get in your way. Your powers are granted by Mirad so you may spread the plague and bring death to those who stand in front of you. <br />
<br />
=====Cantrips=====<br />
You know two cantrips starting at 1st level. You may pick these cantrips from those provided at the bottom of the class description. You learn more as you reach higher levels.<br />
<br />
=====Spells Known=====<br />
You know as many spells as your level + your Constitution modifier (minimum of 1). 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 plague priest spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the plague priest spells you know and replace it with another spell from the plague priest spell list, which also must be of a level for which you have spell slots.<br />
<br />
=====Spellcasting Ability=====<br />
Constitution is your spellcasting ability for your plague priest spells, so you use your {{5a|con}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|con}} modifier when setting the saving throw DC for a plague priest spell you cast and when making an attack roll with one. <br />
<br />
Spell save = DC 8 + your proficiency bonus + your {{5a|con}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|con}} modifier<br />
<br />
==== Incense Smoke ====<br />
At 1st level, your incense burner clouds you in a 15 foot radius of smoke. Creatures that are in this radius suffer disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks and {{5a|str}} ({{5s|Athletics}}) checks. This does not affect creatures that do not breathe or constructs. <br />
<br />
==== Aromas of the Plague ====<br />
At 3rd level, you chose an Aroma to emit from your incense. Choose between the the Aroma of Pestilence or the Aroma of the Scourge, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Thick Smoke ====<br />
At 11th level, your smoke is made thick, and is difficult to breathe and see in. When a creature is within your incense smoke radius, they have disadvantage on attack rolls, saving throws, and {{5a|wis}} ({{5s|Perception}}) checks. <br />
<br />
==== Cleansing Flames ==== <br />
At 13th level, you have learned to make your incense burn stronger and bigger. Now when you attack with your incense, you deal an additional 1d4 fire damage upon hit, and the areas for your incense smoke and Aromas of the Plague double in size. <br />
<br />
==== Intrusive Incense ====<br />
At 15th level, you have nearly perfected the incense you are burning. Creatures that do not need to breathe, are now still effected by the incense smoke and Aromas of the Plague. <br />
<br />
==== Alchemical Perfection ==== <br />
At 17th level, you have created the perfect incense. No matter the creature, construct or not, they are affected by the incense smoke and Aromas of the Plague.<br />
<br />
==== Just Breathe ==== <br />
At 20th level, you have grown accustomed to inhaling and breathing in your incenses, to the point where they refresh you, both in your body and mind. For every minute that you stand in your incense smoke, you heal yourself by 1d8. This also cures any afflictions that effect you. <br />
<br />
=== Aroma of Pestilence ===<br />
<br />
You have infused the plague into the smoke from your incense, spreading the disease through the air, and killing silently and unknowingly.<br />
<br />
;{{#anc:The Smoke of the Sickly}}<br />
Starting at 3rd level, as an action, you can wave your incense through the air, making the air around you filled with smoke in a 30 foot radius. Any creatures caught in this, including allies, must make a Constitution saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. A creature can only risk being infected in this manner once every 24 hours, and if the creature succeeds on the saving throw, you cannot infect them in this manner for 24 hours. <br />
<br />
;{{#anc:Rapid Decomposition}}<br />
At 6th level, if a creature becomes infected through the Smoke of the Sick, the infected begin to suffer from the effects of the plague immediately. When contracting the plague in this way, they automatically suffer from the effects of Day Two.<br />
<br />
;{{#anc:Contagious}}<br />
At 10th level, if a creature is infected through the Smoke of the Sick, their infection becomes contagious to those around them. If anyone or anything comes into a 5 foot radius of the infected creature or physically touches the infected creature, they must roll a {{5a|con}} saving throw of DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. If the creature succeeds, they are immune to catching the plague in this manner for 1 hour. <br />
<br />
;{{#anc:Death Incarnate}}<br />
At 14th level, if a creature is infected through the Smoke of the Sick, their infection has the potential to become lethal immediately. When a creature contracts the plague in this manner, they must make one more saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or immediately fall under the effects of Day 5. If the creature succeeds, it cannot be affected in this way again.<br />
<br />
=== Aroma of the Scourge ===<br />
<br />
You have made the aroma of your incense smell like that of rotting meat, and cursed the smoke that leaves the flame. <br />
<br />
;{{#anc:The Smoke of the Locusts}}<br />
Starting at 3rd level, you are able to summon a swarm of locusts. When you wave your incense through the air, after a minute, a swarm of locusts will appear, taking up a 10 foot radius. You are able to command this swarm to attack targets, protect you, or retrieve items for you. When the swarm is set to attack a creature, they must make attack rolls against the creature and deal 2d4 slashing damage. When set to protect you, any creatures making attack rolls against you must make them with disadvantage. When set to retrieve an item, they can only carry up to 2 pounds. This swarm breaks apart and leaves after 30 seconds. This can be done once every 4 hours. <br />
<br />
;{{#anc:Emanation of Decay}}<br />
At 6th level, the stench of death follows you, and has brought some "friends" as well. The smell of rot and decay has attracted creatures, such as rats, flies, and other insects. When you wave your incense, you may command these creatures to attack a single target and begin to eat them alive. When these creatures go to consume this creature, they must roll a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier, or take 4d6 poison damage. If the creature rolls a natural 1, they contract the plague. If the creature goes below 0 hit points with this feature, they are completely consumed within 5 minutes, leaving nothing but a pile of the creatures remains. This can be done once every 12 hours. <br />
<br />
;{{#anc:Parasitic Spawn}}<br />
At 10th level, your body has rotted away to the point where insects have begun to nest inside of you. As a bonus action, you can excrete a worm like maggot about the size of a small rabbit out of your wrist, causing you to take 1d4 acid damage. When you spawn this maggot like creature, you can throw it at a creature, and the maggot will attempt to burrow into the creature, and leech off of them. When the maggot hits, the creature must make a {{5a|str}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or take 4d4 piercing damage, and then take 2d4 poison damage at the end of every round until the maggot is removed. If the creature rolls a natural 1, they contract the plague. If the creature succeeds the saving throw, the maggot fails to pierce the skin, and falls to the ground. This maggot has only 1hp. To regain this feature, you must complete a long rest. <br />
<br />
;{{#anc:Hive Mind}}<br />
At 14th level, your spawn has learned to survive beyond their single host. If a creature dies of the Parasitic Spawn, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or their body becomes controlled by the parasite. When the creature fails this saving throw, they're reanimated, and under your command. You need not speak to the parasite, but merely must mentally communicate your idea to them. The creature can attack, defend, and explode. If the creature attacks, they attempt to bite their target, dealing 1d8 piercing damage. If the creature successfully bites the other, then they must make a {{5a|con}} saving throw equal to 1 + your {{5a|wis}} modifier + your proficiency modifier or be effected by another parasite, and suffering the same effects as Parasitic Spawn. If the creature explodes, the corpse bloats up, and pops, releasing 5 parasites from the body, and enabling the possibility of 5 different creatures being infected in the same manner. These corpses die off after 1 hour has passed since their reanimation.<br />
<br />
=== Plague Priest Spell List ===<br />
<br />
You know all of the spells listed below.<br />
<br />
;Cantrips<br />
''Control Flames, Create Bonfire, Firebolt, Friends, Infestation, Minor Illusion, Produce Flame, Prestidigitation, Thaumaturgy, Toll of the Dead.''<br />
<br />
;1st Level<br />
''Bane, Burning Hands, Cause Fear, Charm Person, Detect Poison and Disease, Dissonant Whispers, False Life, Fog Cloud, Hellish Rebuke, Hex, Ray of Sickness, Shield of Faith, Silent Image.''<br />
<br />
;2nd Level<br />
''Alter Self, Blindness/Deafness, Crown of Madness, Enlarge/Reduce, Invisibility, Mirror Image, Misty Step, Spider Climb, Suggestion, Web. ''<br />
<br />
;3rd Level<br />
''Clairvoyance, Fear, Gaseous Form, Hypnotic Pattern, Slow, Stinking Cloud, Water Walk.''<br />
<br />
;4th Level<br />
''Blight, Confusion, Dominate Beast, Greater Invisibility, Wall of Fire.''<br />
<br />
;5th Level<br />
''Cloudkill, Dominate Person, Insect Plague, Seeming.''<br />
<br />
== Following of the Beast ==<br />
You have allowed the plague and you to become one being, changing every bit of your physical self. <br />
<br />
==== Infected Claws ==== <br />
At 1st level, the plague has taken to mutating your body, to make you deadlier. Your genetics have been altered by the plague, making your hands clawed. When you make an unarmed attack against a creature, the creature must roll a {{5a|con}} saving throw equal to DC 8 + your {{5a|str}} modifier + your proficiency modifier or take 1d6 slashing damage, and half as much if they succeed. If they roll a natural 1 for this saving throw, they contract the plague. Your claws increase by by 1d6 damage at 5th, 9th, <br />
<br />
==== Strain of Infection ====<br />
At 3rd level, you allow the plague to truly evolve within you to its true potential. Choose between the Strain of the Ravenous or the Strain of the Vile, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Dark Desire ====<br />
At 11th level, your corruption has made you crave only one form of sustenance... flesh. You are still able to benefit from eating regular food, however, you must consume raw flesh once every 3 days. If you do not, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into a feral state. While in this feral state, the DM takes complete control of your actions. However, while you are sated with flesh, you have advantage on saving throws against being charmed, frightened, or put to sleep. <br />
<br />
==== Feral Frenzy ====<br />
At 13th level, the corruption isn't always a bad thing... is it? You have learned to somewhat control your tendencies to go feral. As an action, you can choose to go into a controlled feral state. When in a controlled feral state, you have advantage on attack rolls against living creatures. This feral state lasts for a minute, and after that, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into the feral state as mentioned prior.<br />
<br />
==== Primal Awakening ====<br />
At 15th level, your senses have been amplified as to make hunting your prey that much easier. When making {{5s|Perception}} checks, you have advantage, and gain proficiency in {{5s|Perception}}. If you already are proficient in the {{5s|Perception}} skill, you gain expertise. <br />
<br />
==== In Plain Sight ====<br />
At 17th level, you gain the ability to hide your true nature, contorting your body to look normal once again. Once per day, you can cast {{5e|polymorph}} on yourself. You must complete a long rest in order to use this feature again. <br />
<br />
==== Blood Lust ====<br />
At 20th level, you've become so addicted to the taste of blood, that it drives you. For every enemy that dies by your hands, your armor class increases by one to a maximum of 24. The armor class drops back down to your original armor class when you have gone more than five minutes without killing a creature. However, once your blood lust is over, you take a level of exhaustion. While suffering from this level of exhaustion, you do not gain the benefits of Blood Lust and Primal Awakening. <br />
<br />
==Strain of the Ravenous==<br />
The plague in your body has begun to mutate you, making you deadlier than most plague priests. <br />
<br />
;{{#anc:Rabid Behaviors}}<br />
At 3rd level, when you take this strain, your mind has been corroded and re-wired. When making unarmed strikes, you can now make two attack actions instead of one. However, because your mind has been destroyed to make you deadlier, you suffer -4 to {{5a|int}} and any {{5a|int}} checks, but gain +2 to {{5a|str}} ({{5s|athletics}}) and {{5a|wis}} ({{5s|perception}} or {{5s|survival}}) checks when tracking prey and hunting. <br />
<br />
;{{#anc:Sharpened Fangs}}<br />
At 6th level, your mouth has mutated to be able to rip and tear flesh from your victims, as well as spit your venom into them. When you take an attack action, you may choose to bite your target, dealing 2d8 piercing damage or 1d8 acid damage. When a creature is bitten, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|str}} modifier + your proficiency modifier or enter into the grappled state. If the creature rolls a natural 1, then they also contract the plague. <br />
<br />
;{{#anc:Carnivorous}}<br />
At 10th level, when you kill someone, you may rip and tear them apart, and consume their flesh. When you kill an enemy you can climb on top of them and consume their bodies, which will give you 1d8 temporary hit points. You have 5 hunger points. When consuming a creature, their size will effect the consumption of your hunger points. You cannot consume creatures larger than those large in size. You regain your hunger points after completing a short or long rest.<br />
<br />
Tiny=1<br />
<br />
Small=2<br />
<br />
Medium=3<br />
<br />
Large=4<br />
<br />
;{{#anc:Nightmarish Beast}}<br />
At 14th level, your body has transformed beyond recognizability, and the plague has corrupted every aspect about you. Your claws have now granted you the ability to climb up walls similar to that of a spider, giving you a climbing speed of 30. When you attack with either your claws or fangs, you may now choose to deal necrotic damage rather than slashing or acid damage. You gain resistance to necrotic damage and become vulnerable to radiant damage.<br />
<br />
== Strain of the Vile ==<br />
The plague in your body has mutated to the extent that you no longer even look like the person you once were. <br />
<br />
==== Call of the Crows ====<br />
At 3rd level, your mutations begin to form, starting with your head morphing to look similar to that of a large bird skull. The rest of your body also begins to be covered in these bone formations. This gives you a natural armor class equal to 10 + your {{5a|dex}} modifier + your proficiency bonus. <br />
<br />
==== Infectious Bile ====<br />
At 6th level, the plague has developed within your body, giving you the ability to spew vomit at your whim. You can use your action to spew a 30 foot line of bile. When you spew this bile, you take 1d6 acid damage at 6th level and 2d6 at 14th level. When you spew your infectious bile, each creature in the area of the vomit must make a {{5a|con}} saving throw. The DC for this saving throw equals 8 + your {{5a|dex}} modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 10th level, 4d6 at 14th level, and 5d6 at 20th level. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Feathers of Icarus ====<br />
At 10th level, the plague has mutated your body once again, as in between your bone structures, black feathers have sprouted between your bone structures. You have also grown two sickly looking crow wings. With these wings you gain a fly speed of 10. At the end of the round, you fall back to the ground. <br />
<br />
==== Mucus Coating ====<br />
At 14th level, your body begins to secrete a layer of mucus over your skin. This makes your body slimy and gross. When a creature attempts to grapple you, they grapple with disadvantage. Upon making direct contact with you, creatures must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency modifier or take 3d8 poison damage. If they succeed, they only take half as much damage. If they roll a natural 1, then they contract the plague.<br />
<br />
<br />
== Following of the Blade ==<br />
You have taken to utilizing the plague as a weapon against those who would oppose you. <br />
<br />
==== Blood of Mirad ====<br />
At 1st level, the plague has developed within your body, giving you the ability to harvest your infected blood into small vials, and throw them at your enemies. If you cut your palm intentionally with a dagger, dealing 1d4 slashing damage to yourself, you are able to drip your blood into a glass vial, and use it as a throwable weapon. When a creature is hit by this vial, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier or take 2d4 acid damage. If the creature succeeds in this saving throw, they only take half the amount of damage. You also may choose to use a vial of blood to treat your weapons, in which, if the weapon deals either slashing or piercing damage, it provides the opportunity to infect the creature hit. When a creature is hit with this treated weapon, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier with disadvantage, or take 2d4 poison damage, and half as much damage on a successful one. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Ritual Dances ====<br />
At 3rd level, you take to rituals, worshipping the gifts granted by Mirad. Choose between the Dance of the Acrobat or the Dance of the Reaper, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== 11th ====<br />
<br />
==== 13th ====<br />
<br />
==== 15th ====<br />
<br />
==== 17th ====<br />
<br />
==== 20th ====<br />
<br />
== Dance of the Acrobat ==<br />
You have taken to utilizing the speed of your blade against your opponents rather than through brute force. <br />
<br />
=== Acrobats Elegance ===<br />
At 3rd level, you have learned the weight of your Scythe, and have learned to use it's weight as if it were your own. When wielding your scythe, you have advantage on {{5s|Acrobatics}} checks as well as {{5a|dex}} saving throws. <br />
<br />
=== Swift Motions ===<br />
At 6th level, you've begun to move as swift as an arrow in the wind. While wielding your scythe, your movement speed increases by five feet. <br />
<br />
=== Balanced Throw ===<br />
At 10th level, you've learned how to throw your scythe in a fashion that it returns to you, similar to that of a boomerang. Your scythe can now be used as a thrown weapon up to a range of 30 feet before it doesn't return to you. When your scythe is thrown in this style, it can hit up to 3 enemies before the scythe falls to the ground. After the first creature is hit during this throw, any sub-sequent creature hit takes one less hit die, i.e. the first target would take 3d6 damage, the second would take 2d6, and the third would only take 1d6.<br />
<br />
=== Bladed Mastery ===<br />
At 14th level, you have mastered the weight of the scythe, and have learned to harness its momentum, giving you the ability to make two attack rolls with your turn. You cannot throw your scythe as your second attack. <br />
<br />
== Dance of the Reaper ==<br />
You have called upon Mirad to give you power in return for the souls of those slain. <br />
<br />
=== Soul Tear ===<br />
At 3rd level, the reaper has imbued a dark energy in your blade. When you attack a living creature, you may deal necrotic damage rather than slashing damage with your scythe. <br />
<br />
=== Marked for Death ===<br />
At 6th Level, you have learned how to carve a symbol of death into the living. When you successfully grapple a living creature, you can carve a rune into the creatures skin. When a creature is carved with this rune, they will slowly bleed from it until the wound is healed. For every hour a creature is carved with this rune, they take 1d4 necrotic damage. This becomes 2d4 necrotic damage at 10th level, and 3d4 necrotic damage at 14th level. <br />
<br />
=== Mirad's Shroud ===<br />
At 10th level, you have developed an aura seemingly made of shadows, enveloping you in darkness. While in dim light or darkness, you gain advantage on {{5s|Stealth}} checks. <br />
<br />
=== Mirad's Blade ===<br />
At 14th level, your scythe has become imbued with the essence of death. When you swing your scythe through the air, a wave of necrotic energy is dispersed from the blade. When this wave makes contact with a living creature, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency bonus or they suffer from the effects of marked for death. If the creature succeeds, they take 1d8 necrotic damage. This can only effect one creature at a time. <br />
<br />
<br />
<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
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'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:<br />
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'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Plague_Priest_(5e_Class)&diff=1162486Plague Priest (5e Class)2019-04-11T16:48:32Z<p>Polaton: /* Aroma of the Scourge */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
{{WIP}}<br />
== Plague Priest ==<br />
<br />
''A woman wanders her way into the palace of the king. The guards attempt to stop her, but with a wave of her hand begin to cough in fits of rage, spitting up blood and bile, and eventually just collapsing. As she enters the kings court, she waves her incense burner, and the whole room begins to wheeze, coughing up blood, until the room falls silent. As the night descends, the plague follows, climbing along buildings, into windows, and ripping apart their victims as they sleep. The moon reflected along the edge of the blade, glistening a dark green, as the light shined off of the blood of the infected.'' These are the powers of the Plague Priests, worshippers and disciples of the god of the plague, [Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]],. <br />
<br />
=== Disciples of the Plague ===<br />
<br />
The plague priests are worshippers of the forgotten god, Mirad, god of death, disease, deception, fire, and pestilence. They survive as they spread the "gifts" of Mirad to others, spreading disease and death across the lands, ending bloodlines, and converting others into their following. This is the life of the plague priests. They spend their lives struggling to survive at the expense of others and worshipping their forgotten god. <br />
<br />
=== Creating a Plague Priest ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|http://games.northhaledongaming.com/Warhammer/SiteAssets/SitePages/High%20Priest%20Tetrahon/Liche_Priest_by_daarken.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What made you become a plague priest? Were you infected by another priest and pulled into worshipping this god? Or did you choose to worship Mirad? Maybe you were visited by the god in a vision and infected directly? No matter how you got infected, the real question is, what is your goal? Are you seeking to have the powers of a god at your fingertips, or are you simply trying to survive? <br />
<br />
;Quick Build<br />
You can make a Plague Priest quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Acolyte background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features<br />
|name=Plague Priest<br />
|summary=Worshippers of the forgotten god of the plague, Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]. <br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple, Flails, Scythes<br />
|tools=Poisoners Kit<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Arcana, Deception, History, Intimidation, Investigation, Medicine, Nature, and Religion. <br />
|item1a=An incense burner that could second as a flail if you're choosing the Following of the Ashes<br />
|item1b=A blackened metal scythe if you're choosing the Following of the Blade (3d6 Slashing Damage, Two-Handed, Heavy)<br />
|item1c=Any simple weapon if you're choosing the Following of the Beast<br />
|item2a=A component pouch<br />
|item2b=<br />
|item2c=<br />
|item3a=A priest's pack you're choosing the Following of the Ashes<br />
|item3b=An explorer's pack if you're choosing the Following of the Beast<br />
|item3c=A monster hunter's pack if you're choosing the Following of the Blade<br />
|item4a=A set of leather armor and an ornate sacrificial dagger.<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10<br />
|classfeatures1={{inpage|Plagued}}, {{inpage|Following of the Plague}}<br />
|classfeatures2=<br />
|classfeatures3={{inpage|Blessing of Mirad}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Following of the Plague Sub Feature}} <br />
|classfeatures11={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures14={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures15={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Following of the Plague 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=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
|extra2_name=Infected Claws<br />
|extra2_1=1d6<br />
|extra2_2=1d6<br />
|extra2_3=1d6<br />
|extra2_4=1d6<br />
|extra2_5=2d6<br />
|extra2_6=2d6<br />
|extra2_7=2d6<br />
|extra2_8=2d6<br />
|extra2_9=3d6<br />
|extra2_10=3d6<br />
|extra2_11=3d6<br />
|extra2_12=3d6<br />
|extra2_13=4d6<br />
|extra2_14=4d6<br />
|extra2_15=4d6<br />
|extra2_16=4d6<br />
|extra2_17=5d6<br />
|extra2_18=5d6<br />
|extra2_19=5d6<br />
|extra2_20=5d6<br />
|extra3_name=Blood of Mirad<br />
|extra3_1=1d4<br />
|extra3_2=1d4<br />
|extra3_3=1d4<br />
|extra3_4=1d4<br />
|extra3_5=2d4<br />
|extra3_6=2d4<br />
|extra3_7=2d4<br />
|extra3_8=2d4<br />
|extra3_9=3d4<br />
|extra3_10=3d4<br />
|extra3_11=3d4<br />
|extra3_12=3d4<br />
|extra3_13=4d4<br />
|extra3_14=4d4<br />
|extra3_15=4d4<br />
|extra3_16=4d4<br />
|extra3_17=5d4<br />
|extra3_18=5d4<br />
|extra3_19=5d4<br />
|extra3_20=5d4<br />
}}<br />
<br />
==== Plagued ====<br />
At 1st level, you have been infected by the plague of Mirad. You blood is made impure, the plague spreading throughout your body, however, you do not suffer from the effects of the [[The Plague (5e Disease)|plague]].When you take melee slashing or piercing damage, causing you to bleed on the creature, the attacking creature must make a {{5a|con}} saving throw of 8 + your {{5a|con}} modifier + your proficiency modifier or take 1d4 acid damage. If the creature is successful, they take no damage. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Following of the Plague ====<br />
At 1st level, you may choose how you worship the plague. When you choose your following, you choose between the, Following of the Ashes, Following of the Beast, and the Following of the Blade. These followings grant you features at 1st, 3rd, 6th, 10th, 14th, and 20th levels.<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 />
==== Increased Infectivity ====<br />
At 11th level, the plague becomes easier to spread. When creatures roll Constitution saving throws against you, rolling a natural 1 '''''or''''' 2 results in them contracting the plague. This increases to include rolling a natural 3 at 13th level, a natural 4 at 15th level, and finally a natural 5 at 17th level.<br />
<br />
== Following of the Ashes ==<br />
You have taken to cleansing the world of life, spreading your gifts through the flames of an incense burner. <br />
<br />
====Spellcasting====<br />
Starting at 1st level, your spellcasting is purely to spread the plague, alter the minds of those who are against you, and kill those who would get in your way. Your powers are granted by Mirad so you may spread the plague and bring death to those who stand in front of you. <br />
<br />
=====Cantrips=====<br />
You know two cantrips starting at 1st level. You may pick these cantrips from those provided at the bottom of the class description. You learn more as you reach higher levels.<br />
<br />
=====Spells Known=====<br />
You know as many spells as your level + your Constitution modifier (minimum of 1). 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 plague priest spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the plague priest spells you know and replace it with another spell from the plague priest spell list, which also must be of a level for which you have spell slots.<br />
<br />
=====Spellcasting Ability=====<br />
Constitution is your spellcasting ability for your plague priest spells, so you use your {{5a|con}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|con}} modifier when setting the saving throw DC for a plague priest spell you cast and when making an attack roll with one. <br />
<br />
Spell save = DC 8 + your proficiency bonus + your {{5a|con}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|con}} modifier<br />
<br />
==== Incense Smoke ====<br />
At 1st level, your incense burner clouds you in a 15 foot radius of smoke. Creatures that are in this radius suffer disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks and {{5a|str}} ({{5s|Athletics}}) checks. This does not affect creatures that do not breathe or constructs. <br />
<br />
==== Aromas of the Plague ====<br />
At 3rd level, you chose an Aroma to emit from your incense. Choose between the the Aroma of Pestilence or the Aroma of the Scourge, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Thick Smoke ====<br />
At 11th level, your smoke is made thick, and is difficult to breathe and see in. When a creature is within your incense smoke radius, they have disadvantage on attack rolls, saving throws, and {{5a|wis}} ({{5s|Perception}}) checks. <br />
<br />
==== Cleansing Flames ==== <br />
At 13th level, you have learned to make your incense burn stronger and bigger. Now when you attack with your incense, you deal an additional 1d4 fire damage upon hit, and the areas for your incense smoke and Aromas of the Plague double in size. <br />
<br />
==== Intrusive Incense ====<br />
At 15th level, you have nearly perfected the incense you are burning. Creatures that do not need to breathe, are now still effected by the incense smoke and Aromas of the Plague. <br />
<br />
==== Alchemical Perfection ==== <br />
At 17th level, you have created the perfect incense. No matter the creature, construct or not, they are affected by the incense smoke and Aromas of the Plague.<br />
<br />
==== Just Breathe ==== <br />
At 20th level, you have grown accustomed to inhaling and breathing in your incenses, to the point where they refresh you, both in your body and mind. For every minute that you stand in your incense smoke, you heal yourself by 1d8. This also cures any afflictions that effect you. <br />
<br />
=== Aroma of Pestilence ===<br />
<br />
You have infused the plague into the smoke from your incense, spreading the disease through the air, and killing silently and unknowingly.<br />
<br />
;{{#anc:The Smoke of the Sickly}}<br />
Starting at 3rd level, as an action, you can wave your incense through the air, making the air around you filled with smoke in a 30 foot radius. Any creatures caught in this, including allies, must make a Constitution saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. A creature can only risk being infected in this manner once every 24 hours, and if the creature succeeds on the saving throw, you cannot infect them in this manner for 24 hours. <br />
<br />
;{{#anc:Rapid Decomposition}}<br />
At 6th level, if a creature becomes infected through the Smoke of the Sick, the infected begin to suffer from the effects of the plague immediately. When contracting the plague in this way, they automatically suffer from the effects of Day Two.<br />
<br />
;{{#anc:Contagious}}<br />
At 10th level, if a creature is infected through the Smoke of the Sick, their infection becomes contagious to those around them. If anyone or anything comes into a 5 foot radius of the infected creature or physically touches the infected creature, they must roll a {{5a|con}} saving throw of DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. If the creature succeeds, they are immune to catching the plague in this manner for 1 hour. <br />
<br />
;{{#anc:Death Incarnate}}<br />
At 14th level, if a creature is infected through the Smoke of the Sick, their infection has the potential to become lethal immediately. When a creature contracts the plague in this manner, they must make one more saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or immediately fall under the effects of Day 5. If the creature succeeds, it cannot be affected in this way again.<br />
<br />
=== Aroma of the Scourge ===<br />
<br />
You have made the aroma of your incense smell like that of rotting meat, and cursed the smoke that leaves the flame. <br />
<br />
;{{#anc:The Smoke of the Locusts}}<br />
Starting at 3rd level, you are able to summon a swarm of locusts. When you wave your incense through the air, after a minute, a swarm of locusts will appear, taking up a 10 foot radius. You are able to command this swarm to attack targets, protect you, or retrieve items for you. When the swarm is set to attack a creature, they must make attack rolls against the creature and deal 2d4 slashing damage. When set to protect you, any creatures making attack rolls against you must make them with disadvantage. When set to retrieve an item, they can only carry up to 2 pounds. This swarm breaks apart and leaves after 30 seconds. This can be done once every 4 hours. <br />
<br />
;{{#anc:Emanation of Decay}}<br />
At 6th level, the stench of death follows you, and has brought some "friends" as well. The smell of rot and decay has attracted creatures, such as rats, flies, and other insects. When you wave your incense, you may command these creatures to attack a single target and begin to eat them alive. When these creatures go to consume this creature, they must roll a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier, or take 4d6 poison damage. If the creature rolls a natural 1, they contract the plague. If the creature goes below 0 hit points with this feature, they are completely consumed within 5 minutes, leaving nothing but a pile of the creatures remains. This can be done once every 12 hours. <br />
<br />
;{{#anc:Parasitic Spawn}}<br />
At 10th level, your body has rotted away to the point where insects have begun to nest inside of you. As a bonus action, you can excrete a worm like maggot about the size of a small rabbit out of your wrist, causing you to take 1d4 acid damage. When you spawn this maggot like creature, you can throw it at a creature, and the maggot will attempt to burrow into the creature, and leech off of them. When the maggot hits, the creature must make a {{5a|str}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or take 4d4 piercing damage, and then take 2d4 poison damage at the end of every round until the maggot is removed. If the creature rolls a natural 1, they contract the plague. If the creature succeeds the saving throw, the maggot fails to pierce the skin, and falls to the ground. This maggot has only 1hp. To regain this feature, you must complete a long rest. <br />
<br />
;{{#anc:Hive Mind}}<br />
At 14th level, your spawn has learned to survive beyond their single host. If a creature dies of the Parasitic Spawn, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or their body becomes controlled by the parasite. When the creature fails this saving throw, they're reanimated, and under your command. You need not speak to the parasite, but merely must mentally communicate your idea to them. The creature can attack, defend, and explode. If the creature attacks, they attempt to bite their target, dealing 1d8 piercing damage. If the creature successfully bites the other, then they must make a {{5a|con}} saving throw equal to 1 + your {{5a|wis}} modifier + your proficiency modifier or be effected by another parasite, and suffering the same effects as Parasitic Spawn. If the creature explodes, the corpse bloats up, and pops, releasing 5 parasites from the body, and enabling the possibility of 5 different creatures being infected in the same manner. These corpses die off after 1 hour has passed since their reanimation.<br />
<br />
=== Plague Priest Spell List ===<br />
<br />
You know all of the spells listed below.<br />
<br />
;Cantrips<br />
''Control Flames, Create Bonfire, Firebolt, Friends, Infestation, Minor Illusion, Produce Flame, Prestidigitation, Thaumaturgy, Toll of the Dead.''<br />
<br />
;1st Level<br />
''Bane, Burning Hands, Cause Fear, Charm Person, Detect Poison and Disease, Dissonant Whispers, False Life, Fog Cloud, Hellish Rebuke, Hex, Ray of Sickness, Shield of Faith, Silent Image.''<br />
<br />
;2nd Level<br />
''Alter Self, Blindness/Deafness, Crown of Madness, Enlarge/Reduce, Invisibility, Mirror Image, Misty Step, Spider Climb, Suggestion, Web. ''<br />
<br />
;3rd Level<br />
''Clairvoyance, Fear, Gaseous Form, Hypnotic Pattern, Slow, Stinking Cloud, Water Walk.''<br />
<br />
;4th Level<br />
''Blight, Confusion, Dominate Beast, Greater Invisibility, Wall of Fire.''<br />
<br />
;5th Level<br />
''Cloudkill, Dominate Person, Insect Plague, Seeming.''<br />
<br />
== Following of the Beast ==<br />
You have allowed the plague and you to become one being, changing every bit of your physical self. <br />
<br />
==== Infected Claws ==== <br />
At 1st level, the plague has taken to mutating your body, to make you deadlier. Your genetics have been altered by the plague, making your hands clawed. When you make an unarmed attack against a creature, the creature must roll a {{5a|con}} saving throw equal to DC 8 + your {{5a|str}} modifier + your proficiency modifier or take 1d6 slashing damage, and half as much if they succeed. If they roll a natural 1 for this saving throw, they contract the plague. Your claws increase by by 1d6 damage at 5th, 9th, <br />
<br />
==== Strain of Infection ====<br />
At 3rd level, you allow the plague to truly evolve within you to its true potential. Choose between the Strain of the Ravenous or the Strain of the Vile, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Dark Desire ====<br />
At 11th level, your corruption has made you crave only one form of sustenance... flesh. You are still able to benefit from eating regular food, however, you must consume raw flesh once every 3 days. If you do not, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into a feral state. While in this feral state, the DM takes complete control of your actions. However, while you are sated with flesh, you have advantage on saving throws against being charmed, frightened, or put to sleep. <br />
<br />
==== Feral Frenzy ====<br />
At 13th level, the corruption isn't always a bad thing... is it? You have learned to somewhat control your tendencies to go feral. As an action, you can choose to go into a controlled feral state. When in a controlled feral state, you have advantage on attack rolls against living creatures. This feral state lasts for a minute, and after that, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into the feral state as mentioned prior.<br />
<br />
==== Primal Awakening ====<br />
At 15th level, your senses have been amplified as to make hunting your prey that much easier. When making {{5s|Perception}} checks, you have advantage, and gain proficiency in {{5s|Perception}}. If you already are proficient in the {{5s|Perception}} skill, you gain expertise. <br />
<br />
==== In Plain Sight ====<br />
At 17th level, you gain the ability to hide your true nature, contorting your body to look normal once again. Once per day, you can cast {{5e|polymorph}} on yourself. You must complete a long rest in order to use this feature again. <br />
<br />
==== Blood Lust ====<br />
At 20th level, you've become so addicted to the taste of blood, that it drives you. For every enemy that dies by your hands, your armor class increases by one to a maximum of 24. The armor class drops back down to your original armor class when you have gone more than five minutes without killing a creature. However, once your blood lust is over, you take a level of exhaustion. While suffering from this level of exhaustion, you do not gain the benefits of Blood Lust and Primal Awakening. <br />
<br />
==Strain of the Ravenous==<br />
The plague in your body has begun to mutate you, making you deadlier than most plague priests. <br />
<br />
==== Rabid Behaviors ====<br />
At 3rd level, when you take this strain, your mind has been corroded and re-wired. When making unarmed strikes, you can now make two attack actions instead of one. However, because your mind has been destroyed to make you deadlier, you suffer -4 to {{5a|int}} and any {{5a|int}} checks, but gain +2 to {{5a|str}} ({{5s|athletics}}) and {{5a|wis}} ({{5s|perception}} or {{5s|survival}}) checks when tracking prey and hunting. <br />
<br />
==== Sharpened Fangs ====<br />
At 6th level, your mouth has mutated to be able to rip and tear flesh from your victims, as well as spit your venom into them. When you take an attack action, you may choose to bite your target, dealing 2d8 piercing damage or 1d8 acid damage. When a creature is bitten, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|str}} modifier + your proficiency modifier or enter into the grappled state. If the creature rolls a natural 1, then they also contract the plague. <br />
<br />
==== Carnivorous ====<br />
At 10th level, when you kill someone, you may rip and tear them apart, and consume their flesh. When you kill an enemy you can climb on top of them and consume their bodies, which will give you 1d8 temporary hit points. You have 5 hunger points. When consuming a creature, their size will effect the consumption of your hunger points. You cannot consume creatures larger than those large in size. You regain your hunger points after completing a short or long rest.<br />
<br />
Tiny=1<br />
<br />
Small=2<br />
<br />
Medium=3<br />
<br />
Large=4<br />
<br />
==== Nightmarish Beast ====<br />
At 14th level, your body has transformed beyond recognizability, and the plague has corrupted every aspect about you. Your claws have now granted you the ability to climb up walls similar to that of a spider, giving you a climbing speed of 30. When you attack with either your claws or fangs, you may now choose to deal necrotic damage rather than slashing or acid damage. You gain resistance to necrotic damage and become vulnerable to radiant damage. <br />
<br />
== Strain of the Vile ==<br />
The plague in your body has mutated to the extent that you no longer even look like the person you once were. <br />
<br />
==== Call of the Crows ====<br />
At 3rd level, your mutations begin to form, starting with your head morphing to look similar to that of a large bird skull. The rest of your body also begins to be covered in these bone formations. This gives you a natural armor class equal to 10 + your {{5a|dex}} modifier + your proficiency bonus. <br />
<br />
==== Infectious Bile ====<br />
At 6th level, the plague has developed within your body, giving you the ability to spew vomit at your whim. You can use your action to spew a 30 foot line of bile. When you spew this bile, you take 1d6 acid damage at 6th level and 2d6 at 14th level. When you spew your infectious bile, each creature in the area of the vomit must make a {{5a|con}} saving throw. The DC for this saving throw equals 8 + your {{5a|dex}} modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 10th level, 4d6 at 14th level, and 5d6 at 20th level. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Feathers of Icarus ====<br />
At 10th level, the plague has mutated your body once again, as in between your bone structures, black feathers have sprouted between your bone structures. You have also grown two sickly looking crow wings. With these wings you gain a fly speed of 10. At the end of the round, you fall back to the ground. <br />
<br />
==== Mucus Coating ====<br />
At 14th level, your body begins to secrete a layer of mucus over your skin. This makes your body slimy and gross. When a creature attempts to grapple you, they grapple with disadvantage. Upon making direct contact with you, creatures must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency modifier or take 3d8 poison damage. If they succeed, they only take half as much damage. If they roll a natural 1, then they contract the plague.<br />
<br />
<br />
== Following of the Blade ==<br />
You have taken to utilizing the plague as a weapon against those who would oppose you. <br />
<br />
==== Blood of Mirad ====<br />
At 1st level, the plague has developed within your body, giving you the ability to harvest your infected blood into small vials, and throw them at your enemies. If you cut your palm intentionally with a dagger, dealing 1d4 slashing damage to yourself, you are able to drip your blood into a glass vial, and use it as a throwable weapon. When a creature is hit by this vial, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier or take 2d4 acid damage. If the creature succeeds in this saving throw, they only take half the amount of damage. You also may choose to use a vial of blood to treat your weapons, in which, if the weapon deals either slashing or piercing damage, it provides the opportunity to infect the creature hit. When a creature is hit with this treated weapon, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier with disadvantage, or take 2d4 poison damage, and half as much damage on a successful one. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Ritual Dances ====<br />
At 3rd level, you take to rituals, worshipping the gifts granted by Mirad. Choose between the Dance of the Acrobat or the Dance of the Reaper, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== 11th ====<br />
<br />
==== 13th ====<br />
<br />
==== 15th ====<br />
<br />
==== 17th ====<br />
<br />
==== 20th ====<br />
<br />
== Dance of the Acrobat ==<br />
You have taken to utilizing the speed of your blade against your opponents rather than through brute force. <br />
<br />
=== Acrobats Elegance ===<br />
At 3rd level, you have learned the weight of your Scythe, and have learned to use it's weight as if it were your own. When wielding your scythe, you have advantage on {{5s|Acrobatics}} checks as well as {{5a|dex}} saving throws. <br />
<br />
=== Swift Motions ===<br />
At 6th level, you've begun to move as swift as an arrow in the wind. While wielding your scythe, your movement speed increases by five feet. <br />
<br />
=== Balanced Throw ===<br />
At 10th level, you've learned how to throw your scythe in a fashion that it returns to you, similar to that of a boomerang. Your scythe can now be used as a thrown weapon up to a range of 30 feet before it doesn't return to you. When your scythe is thrown in this style, it can hit up to 3 enemies before the scythe falls to the ground. After the first creature is hit during this throw, any sub-sequent creature hit takes one less hit die, i.e. the first target would take 3d6 damage, the second would take 2d6, and the third would only take 1d6.<br />
<br />
=== Bladed Mastery ===<br />
At 14th level, you have mastered the weight of the scythe, and have learned to harness its momentum, giving you the ability to make two attack rolls with your turn. You cannot throw your scythe as your second attack. <br />
<br />
== Dance of the Reaper ==<br />
You have called upon Mirad to give you power in return for the souls of those slain. <br />
<br />
=== Soul Tear ===<br />
At 3rd level, the reaper has imbued a dark energy in your blade. When you attack a living creature, you may deal necrotic damage rather than slashing damage with your scythe. <br />
<br />
=== Marked for Death ===<br />
At 6th Level, you have learned how to carve a symbol of death into the living. When you successfully grapple a living creature, you can carve a rune into the creatures skin. When a creature is carved with this rune, they will slowly bleed from it until the wound is healed. For every hour a creature is carved with this rune, they take 1d4 necrotic damage. This becomes 2d4 necrotic damage at 10th level, and 3d4 necrotic damage at 14th level. <br />
<br />
=== Mirad's Shroud ===<br />
At 10th level, you have developed an aura seemingly made of shadows, enveloping you in darkness. While in dim light or darkness, you gain advantage on {{5s|Stealth}} checks. <br />
<br />
=== Mirad's Blade ===<br />
At 14th level, your scythe has become imbued with the essence of death. When you swing your scythe through the air, a wave of necrotic energy is dispersed from the blade. When this wave makes contact with a living creature, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency bonus or they suffer from the effects of marked for death. If the creature succeeds, they take 1d8 necrotic damage. This can only effect one creature at a time. <br />
<br />
<br />
<br />
<br />
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=== Multiclassing ===<br />
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<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
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'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:<br />
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'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Plague_Priest_(5e_Class)&diff=1162484Plague Priest (5e Class)2019-04-11T16:44:46Z<p>Polaton: /* Aroma of Pestilence */</p>
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<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
{{WIP}}<br />
== Plague Priest ==<br />
<br />
''A woman wanders her way into the palace of the king. The guards attempt to stop her, but with a wave of her hand begin to cough in fits of rage, spitting up blood and bile, and eventually just collapsing. As she enters the kings court, she waves her incense burner, and the whole room begins to wheeze, coughing up blood, until the room falls silent. As the night descends, the plague follows, climbing along buildings, into windows, and ripping apart their victims as they sleep. The moon reflected along the edge of the blade, glistening a dark green, as the light shined off of the blood of the infected.'' These are the powers of the Plague Priests, worshippers and disciples of the god of the plague, [Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]],. <br />
<br />
=== Disciples of the Plague ===<br />
<br />
The plague priests are worshippers of the forgotten god, Mirad, god of death, disease, deception, fire, and pestilence. They survive as they spread the "gifts" of Mirad to others, spreading disease and death across the lands, ending bloodlines, and converting others into their following. This is the life of the plague priests. They spend their lives struggling to survive at the expense of others and worshipping their forgotten god. <br />
<br />
=== Creating a Plague Priest ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|http://games.northhaledongaming.com/Warhammer/SiteAssets/SitePages/High%20Priest%20Tetrahon/Liche_Priest_by_daarken.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What made you become a plague priest? Were you infected by another priest and pulled into worshipping this god? Or did you choose to worship Mirad? Maybe you were visited by the god in a vision and infected directly? No matter how you got infected, the real question is, what is your goal? Are you seeking to have the powers of a god at your fingertips, or are you simply trying to survive? <br />
<br />
;Quick Build<br />
You can make a Plague Priest quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Acolyte background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features<br />
|name=Plague Priest<br />
|summary=Worshippers of the forgotten god of the plague, Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]. <br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple, Flails, Scythes<br />
|tools=Poisoners Kit<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Arcana, Deception, History, Intimidation, Investigation, Medicine, Nature, and Religion. <br />
|item1a=An incense burner that could second as a flail if you're choosing the Following of the Ashes<br />
|item1b=A blackened metal scythe if you're choosing the Following of the Blade (3d6 Slashing Damage, Two-Handed, Heavy)<br />
|item1c=Any simple weapon if you're choosing the Following of the Beast<br />
|item2a=A component pouch<br />
|item2b=<br />
|item2c=<br />
|item3a=A priest's pack you're choosing the Following of the Ashes<br />
|item3b=An explorer's pack if you're choosing the Following of the Beast<br />
|item3c=A monster hunter's pack if you're choosing the Following of the Blade<br />
|item4a=A set of leather armor and an ornate sacrificial dagger.<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10<br />
|classfeatures1={{inpage|Plagued}}, {{inpage|Following of the Plague}}<br />
|classfeatures2=<br />
|classfeatures3={{inpage|Blessing of Mirad}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Following of the Plague Sub Feature}} <br />
|classfeatures11={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures14={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures15={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Following of the Plague 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=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
|extra2_name=Infected Claws<br />
|extra2_1=1d6<br />
|extra2_2=1d6<br />
|extra2_3=1d6<br />
|extra2_4=1d6<br />
|extra2_5=2d6<br />
|extra2_6=2d6<br />
|extra2_7=2d6<br />
|extra2_8=2d6<br />
|extra2_9=3d6<br />
|extra2_10=3d6<br />
|extra2_11=3d6<br />
|extra2_12=3d6<br />
|extra2_13=4d6<br />
|extra2_14=4d6<br />
|extra2_15=4d6<br />
|extra2_16=4d6<br />
|extra2_17=5d6<br />
|extra2_18=5d6<br />
|extra2_19=5d6<br />
|extra2_20=5d6<br />
|extra3_name=Blood of Mirad<br />
|extra3_1=1d4<br />
|extra3_2=1d4<br />
|extra3_3=1d4<br />
|extra3_4=1d4<br />
|extra3_5=2d4<br />
|extra3_6=2d4<br />
|extra3_7=2d4<br />
|extra3_8=2d4<br />
|extra3_9=3d4<br />
|extra3_10=3d4<br />
|extra3_11=3d4<br />
|extra3_12=3d4<br />
|extra3_13=4d4<br />
|extra3_14=4d4<br />
|extra3_15=4d4<br />
|extra3_16=4d4<br />
|extra3_17=5d4<br />
|extra3_18=5d4<br />
|extra3_19=5d4<br />
|extra3_20=5d4<br />
}}<br />
<br />
==== Plagued ====<br />
At 1st level, you have been infected by the plague of Mirad. You blood is made impure, the plague spreading throughout your body, however, you do not suffer from the effects of the [[The Plague (5e Disease)|plague]].When you take melee slashing or piercing damage, causing you to bleed on the creature, the attacking creature must make a {{5a|con}} saving throw of 8 + your {{5a|con}} modifier + your proficiency modifier or take 1d4 acid damage. If the creature is successful, they take no damage. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Following of the Plague ====<br />
At 1st level, you may choose how you worship the plague. When you choose your following, you choose between the, Following of the Ashes, Following of the Beast, and the Following of the Blade. These followings grant you features at 1st, 3rd, 6th, 10th, 14th, and 20th levels.<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 />
==== Increased Infectivity ====<br />
At 11th level, the plague becomes easier to spread. When creatures roll Constitution saving throws against you, rolling a natural 1 '''''or''''' 2 results in them contracting the plague. This increases to include rolling a natural 3 at 13th level, a natural 4 at 15th level, and finally a natural 5 at 17th level.<br />
<br />
== Following of the Ashes ==<br />
You have taken to cleansing the world of life, spreading your gifts through the flames of an incense burner. <br />
<br />
====Spellcasting====<br />
Starting at 1st level, your spellcasting is purely to spread the plague, alter the minds of those who are against you, and kill those who would get in your way. Your powers are granted by Mirad so you may spread the plague and bring death to those who stand in front of you. <br />
<br />
=====Cantrips=====<br />
You know two cantrips starting at 1st level. You may pick these cantrips from those provided at the bottom of the class description. You learn more as you reach higher levels.<br />
<br />
=====Spells Known=====<br />
You know as many spells as your level + your Constitution modifier (minimum of 1). 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 plague priest spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the plague priest spells you know and replace it with another spell from the plague priest spell list, which also must be of a level for which you have spell slots.<br />
<br />
=====Spellcasting Ability=====<br />
Constitution is your spellcasting ability for your plague priest spells, so you use your {{5a|con}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|con}} modifier when setting the saving throw DC for a plague priest spell you cast and when making an attack roll with one. <br />
<br />
Spell save = DC 8 + your proficiency bonus + your {{5a|con}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|con}} modifier<br />
<br />
==== Incense Smoke ====<br />
At 1st level, your incense burner clouds you in a 15 foot radius of smoke. Creatures that are in this radius suffer disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks and {{5a|str}} ({{5s|Athletics}}) checks. This does not affect creatures that do not breathe or constructs. <br />
<br />
==== Aromas of the Plague ====<br />
At 3rd level, you chose an Aroma to emit from your incense. Choose between the the Aroma of Pestilence or the Aroma of the Scourge, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Thick Smoke ====<br />
At 11th level, your smoke is made thick, and is difficult to breathe and see in. When a creature is within your incense smoke radius, they have disadvantage on attack rolls, saving throws, and {{5a|wis}} ({{5s|Perception}}) checks. <br />
<br />
==== Cleansing Flames ==== <br />
At 13th level, you have learned to make your incense burn stronger and bigger. Now when you attack with your incense, you deal an additional 1d4 fire damage upon hit, and the areas for your incense smoke and Aromas of the Plague double in size. <br />
<br />
==== Intrusive Incense ====<br />
At 15th level, you have nearly perfected the incense you are burning. Creatures that do not need to breathe, are now still effected by the incense smoke and Aromas of the Plague. <br />
<br />
==== Alchemical Perfection ==== <br />
At 17th level, you have created the perfect incense. No matter the creature, construct or not, they are affected by the incense smoke and Aromas of the Plague.<br />
<br />
==== Just Breathe ==== <br />
At 20th level, you have grown accustomed to inhaling and breathing in your incenses, to the point where they refresh you, both in your body and mind. For every minute that you stand in your incense smoke, you heal yourself by 1d8. This also cures any afflictions that effect you. <br />
<br />
=== Aroma of Pestilence ===<br />
<br />
You have infused the plague into the smoke from your incense, spreading the disease through the air, and killing silently and unknowingly.<br />
<br />
;{{#anc:The Smoke of the Sickly}}<br />
Starting at 3rd level, as an action, you can wave your incense through the air, making the air around you filled with smoke in a 30 foot radius. Any creatures caught in this, including allies, must make a Constitution saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. A creature can only risk being infected in this manner once every 24 hours, and if the creature succeeds on the saving throw, you cannot infect them in this manner for 24 hours. <br />
<br />
;{{#anc:Rapid Decomposition}}<br />
At 6th level, if a creature becomes infected through the Smoke of the Sick, the infected begin to suffer from the effects of the plague immediately. When contracting the plague in this way, they automatically suffer from the effects of Day Two.<br />
<br />
;{{#anc:Contagious}}<br />
At 10th level, if a creature is infected through the Smoke of the Sick, their infection becomes contagious to those around them. If anyone or anything comes into a 5 foot radius of the infected creature or physically touches the infected creature, they must roll a {{5a|con}} saving throw of DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. If the creature succeeds, they are immune to catching the plague in this manner for 1 hour. <br />
<br />
;{{#anc:Death Incarnate}}<br />
At 14th level, if a creature is infected through the Smoke of the Sick, their infection has the potential to become lethal immediately. When a creature contracts the plague in this manner, they must make one more saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or immediately fall under the effects of Day 5. If the creature succeeds, it cannot be affected in this way again.<br />
<br />
=== Aroma of the Scourge ===<br />
<br />
You have made the aroma of your incense smell like that of rotting meat, and cursed the smoke that leaves the flame. <br />
<br />
;{{#anc:The Smoke of the Locusts}}<br />
Starting at 3rd level, you are able to summon a swarm of locusts. When you wave your incense through the air, after a minute, a swarm of locusts will appear, taking up a 10 foot radius. You are able to command this swarm to attack targets, protect you, or retrieve items for you. When the swarm is set to attack a creature, they must make attack rolls against the creature and deal 2d4 slashing damage. When set to protect you, any creatures making attack rolls against you must make them with disadvantage. When set to retrieve an item, they can only carry up to 2 pounds. This swarm breaks apart and leaves after 30 seconds. This can be done once every 4 hours. <br />
<br />
;{{#anc:Emanation of Decay}}<br />
At 6th level, the stench of death follows you, and has brought some "friends" as well. The smell of rot and decay has attracted creatures, such as rats, flies, and other insects. When you wave your incense, you may command these creatures to attack a single target and begin to eat them alive. When these creatures go to consume this creature, they must roll a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier, or take 4d6 poison damage. If the creature rolls a natural 1, they contract the plague. If the creature goes below 0 hit points with this feature, they are completely consumed within 5 minutes, leaving nothing but a pile of the creatures remains. This can be done once every 12 hours. <br />
<br />
;{{#anc:Parasitic Spawn}}<br />
At 10th level, your body has rotted away to the point where insects have begun to nest inside of you. As a bonus action, you can excrete a worm like maggot about the size of a small rabbit out of your wrist, causing you to take 1d4 acid damage. When you spawn this maggot like creature, you can throw it at a creature, and the maggot will attempt to burrow into the creature, and leech off of them. When the maggot hits, the creature must make a {{5a|str}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or take 4d4 piercing damage, and then take 2d4 poison damage at the end of every round until the maggot is removed. If the creature rolls a natural 1, they contract the plague. If the creature succeeds the saving throw, the maggot fails to pierce the skin, and falls to the ground. This maggot has only 1hp. To regain this feature, you must complete a long rest. <br />
<br />
;{{#anc:Hive Mind}}<br />
At 14th level, your spawn has learned to survive beyond their single host. If a creature dies of the Parasitic Spawn, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or their body becomes controlled by the parasite. When the creature fails this saving throw, they're reanimated, and under your command. You need not speak to the parasite, but merely must mentally communicate your idea to them. The creature can attack, defend, and explode. If the creature attacks, they attempt to bite their target, dealing 1d8 piercing damage. If the creature successfully bites the other, then they must make a {{5a|con}} saving throw equal to 1 + your {{5a|wis}} modifier + your proficiency modifier or be effected by another parasite, and suffering the same effects as Parasitic Spawn. If the creature explodes, the corpse bloats up, and pops, releasing 5 parasites from the body, and enabling the possibility of 5 different creatures being infected in the same manner. <br />
<br />
=== Plague Priest Spell List ===<br />
<br />
You know all of the spells listed below.<br />
<br />
;Cantrips<br />
''Control Flames, Create Bonfire, Firebolt, Friends, Infestation, Minor Illusion, Produce Flame, Prestidigitation, Thaumaturgy, Toll of the Dead.''<br />
<br />
;1st Level<br />
''Bane, Burning Hands, Cause Fear, Charm Person, Detect Poison and Disease, Dissonant Whispers, False Life, Fog Cloud, Hellish Rebuke, Hex, Ray of Sickness, Shield of Faith, Silent Image.''<br />
<br />
;2nd Level<br />
''Alter Self, Blindness/Deafness, Crown of Madness, Enlarge/Reduce, Invisibility, Mirror Image, Misty Step, Spider Climb, Suggestion, Web. ''<br />
<br />
;3rd Level<br />
''Clairvoyance, Fear, Gaseous Form, Hypnotic Pattern, Slow, Stinking Cloud, Water Walk.''<br />
<br />
;4th Level<br />
''Blight, Confusion, Dominate Beast, Greater Invisibility, Wall of Fire.''<br />
<br />
;5th Level<br />
''Cloudkill, Dominate Person, Insect Plague, Seeming.''<br />
<br />
== Following of the Beast ==<br />
You have allowed the plague and you to become one being, changing every bit of your physical self. <br />
<br />
==== Infected Claws ==== <br />
At 1st level, the plague has taken to mutating your body, to make you deadlier. Your genetics have been altered by the plague, making your hands clawed. When you make an unarmed attack against a creature, the creature must roll a {{5a|con}} saving throw equal to DC 8 + your {{5a|str}} modifier + your proficiency modifier or take 1d6 slashing damage, and half as much if they succeed. If they roll a natural 1 for this saving throw, they contract the plague. Your claws increase by by 1d6 damage at 5th, 9th, <br />
<br />
==== Strain of Infection ====<br />
At 3rd level, you allow the plague to truly evolve within you to its true potential. Choose between the Strain of the Ravenous or the Strain of the Vile, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Dark Desire ====<br />
At 11th level, your corruption has made you crave only one form of sustenance... flesh. You are still able to benefit from eating regular food, however, you must consume raw flesh once every 3 days. If you do not, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into a feral state. While in this feral state, the DM takes complete control of your actions. However, while you are sated with flesh, you have advantage on saving throws against being charmed, frightened, or put to sleep. <br />
<br />
==== Feral Frenzy ====<br />
At 13th level, the corruption isn't always a bad thing... is it? You have learned to somewhat control your tendencies to go feral. As an action, you can choose to go into a controlled feral state. When in a controlled feral state, you have advantage on attack rolls against living creatures. This feral state lasts for a minute, and after that, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into the feral state as mentioned prior.<br />
<br />
==== Primal Awakening ====<br />
At 15th level, your senses have been amplified as to make hunting your prey that much easier. When making {{5s|Perception}} checks, you have advantage, and gain proficiency in {{5s|Perception}}. If you already are proficient in the {{5s|Perception}} skill, you gain expertise. <br />
<br />
==== In Plain Sight ====<br />
At 17th level, you gain the ability to hide your true nature, contorting your body to look normal once again. Once per day, you can cast {{5e|polymorph}} on yourself. You must complete a long rest in order to use this feature again. <br />
<br />
==== Blood Lust ====<br />
At 20th level, you've become so addicted to the taste of blood, that it drives you. For every enemy that dies by your hands, your armor class increases by one to a maximum of 24. The armor class drops back down to your original armor class when you have gone more than five minutes without killing a creature. However, once your blood lust is over, you take a level of exhaustion. While suffering from this level of exhaustion, you do not gain the benefits of Blood Lust and Primal Awakening. <br />
<br />
==Strain of the Ravenous==<br />
The plague in your body has begun to mutate you, making you deadlier than most plague priests. <br />
<br />
==== Rabid Behaviors ====<br />
At 3rd level, when you take this strain, your mind has been corroded and re-wired. When making unarmed strikes, you can now make two attack actions instead of one. However, because your mind has been destroyed to make you deadlier, you suffer -4 to {{5a|int}} and any {{5a|int}} checks, but gain +2 to {{5a|str}} ({{5s|athletics}}) and {{5a|wis}} ({{5s|perception}} or {{5s|survival}}) checks when tracking prey and hunting. <br />
<br />
==== Sharpened Fangs ====<br />
At 6th level, your mouth has mutated to be able to rip and tear flesh from your victims, as well as spit your venom into them. When you take an attack action, you may choose to bite your target, dealing 2d8 piercing damage or 1d8 acid damage. When a creature is bitten, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|str}} modifier + your proficiency modifier or enter into the grappled state. If the creature rolls a natural 1, then they also contract the plague. <br />
<br />
==== Carnivorous ====<br />
At 10th level, when you kill someone, you may rip and tear them apart, and consume their flesh. When you kill an enemy you can climb on top of them and consume their bodies, which will give you 1d8 temporary hit points. You have 5 hunger points. When consuming a creature, their size will effect the consumption of your hunger points. You cannot consume creatures larger than those large in size. You regain your hunger points after completing a short or long rest.<br />
<br />
Tiny=1<br />
<br />
Small=2<br />
<br />
Medium=3<br />
<br />
Large=4<br />
<br />
==== Nightmarish Beast ====<br />
At 14th level, your body has transformed beyond recognizability, and the plague has corrupted every aspect about you. Your claws have now granted you the ability to climb up walls similar to that of a spider, giving you a climbing speed of 30. When you attack with either your claws or fangs, you may now choose to deal necrotic damage rather than slashing or acid damage. You gain resistance to necrotic damage and become vulnerable to radiant damage. <br />
<br />
== Strain of the Vile ==<br />
The plague in your body has mutated to the extent that you no longer even look like the person you once were. <br />
<br />
==== Call of the Crows ====<br />
At 3rd level, your mutations begin to form, starting with your head morphing to look similar to that of a large bird skull. The rest of your body also begins to be covered in these bone formations. This gives you a natural armor class equal to 10 + your {{5a|dex}} modifier + your proficiency bonus. <br />
<br />
==== Infectious Bile ====<br />
At 6th level, the plague has developed within your body, giving you the ability to spew vomit at your whim. You can use your action to spew a 30 foot line of bile. When you spew this bile, you take 1d6 acid damage at 6th level and 2d6 at 14th level. When you spew your infectious bile, each creature in the area of the vomit must make a {{5a|con}} saving throw. The DC for this saving throw equals 8 + your {{5a|dex}} modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 10th level, 4d6 at 14th level, and 5d6 at 20th level. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Feathers of Icarus ====<br />
At 10th level, the plague has mutated your body once again, as in between your bone structures, black feathers have sprouted between your bone structures. You have also grown two sickly looking crow wings. With these wings you gain a fly speed of 10. At the end of the round, you fall back to the ground. <br />
<br />
==== Mucus Coating ====<br />
At 14th level, your body begins to secrete a layer of mucus over your skin. This makes your body slimy and gross. When a creature attempts to grapple you, they grapple with disadvantage. Upon making direct contact with you, creatures must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency modifier or take 3d8 poison damage. If they succeed, they only take half as much damage. If they roll a natural 1, then they contract the plague.<br />
<br />
<br />
== Following of the Blade ==<br />
You have taken to utilizing the plague as a weapon against those who would oppose you. <br />
<br />
==== Blood of Mirad ====<br />
At 1st level, the plague has developed within your body, giving you the ability to harvest your infected blood into small vials, and throw them at your enemies. If you cut your palm intentionally with a dagger, dealing 1d4 slashing damage to yourself, you are able to drip your blood into a glass vial, and use it as a throwable weapon. When a creature is hit by this vial, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier or take 2d4 acid damage. If the creature succeeds in this saving throw, they only take half the amount of damage. You also may choose to use a vial of blood to treat your weapons, in which, if the weapon deals either slashing or piercing damage, it provides the opportunity to infect the creature hit. When a creature is hit with this treated weapon, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier with disadvantage, or take 2d4 poison damage, and half as much damage on a successful one. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Ritual Dances ====<br />
At 3rd level, you take to rituals, worshipping the gifts granted by Mirad. Choose between the Dance of the Acrobat or the Dance of the Reaper, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== 11th ====<br />
<br />
==== 13th ====<br />
<br />
==== 15th ====<br />
<br />
==== 17th ====<br />
<br />
==== 20th ====<br />
<br />
== Dance of the Acrobat ==<br />
You have taken to utilizing the speed of your blade against your opponents rather than through brute force. <br />
<br />
=== Acrobats Elegance ===<br />
At 3rd level, you have learned the weight of your Scythe, and have learned to use it's weight as if it were your own. When wielding your scythe, you have advantage on {{5s|Acrobatics}} checks as well as {{5a|dex}} saving throws. <br />
<br />
=== Swift Motions ===<br />
At 6th level, you've begun to move as swift as an arrow in the wind. While wielding your scythe, your movement speed increases by five feet. <br />
<br />
=== Balanced Throw ===<br />
At 10th level, you've learned how to throw your scythe in a fashion that it returns to you, similar to that of a boomerang. Your scythe can now be used as a thrown weapon up to a range of 30 feet before it doesn't return to you. When your scythe is thrown in this style, it can hit up to 3 enemies before the scythe falls to the ground. After the first creature is hit during this throw, any sub-sequent creature hit takes one less hit die, i.e. the first target would take 3d6 damage, the second would take 2d6, and the third would only take 1d6.<br />
<br />
=== Bladed Mastery ===<br />
At 14th level, you have mastered the weight of the scythe, and have learned to harness its momentum, giving you the ability to make two attack rolls with your turn. You cannot throw your scythe as your second attack. <br />
<br />
== Dance of the Reaper ==<br />
You have called upon Mirad to give you power in return for the souls of those slain. <br />
<br />
=== Soul Tear ===<br />
At 3rd level, the reaper has imbued a dark energy in your blade. When you attack a living creature, you may deal necrotic damage rather than slashing damage with your scythe. <br />
<br />
=== Marked for Death ===<br />
At 6th Level, you have learned how to carve a symbol of death into the living. When you successfully grapple a living creature, you can carve a rune into the creatures skin. When a creature is carved with this rune, they will slowly bleed from it until the wound is healed. For every hour a creature is carved with this rune, they take 1d4 necrotic damage. This becomes 2d4 necrotic damage at 10th level, and 3d4 necrotic damage at 14th level. <br />
<br />
=== Mirad's Shroud ===<br />
At 10th level, you have developed an aura seemingly made of shadows, enveloping you in darkness. While in dim light or darkness, you gain advantage on {{5s|Stealth}} checks. <br />
<br />
=== Mirad's Blade ===<br />
At 14th level, your scythe has become imbued with the essence of death. When you swing your scythe through the air, a wave of necrotic energy is dispersed from the blade. When this wave makes contact with a living creature, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency bonus or they suffer from the effects of marked for death. If the creature succeeds, they take 1d8 necrotic damage. This can only effect one creature at a time. <br />
<br />
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=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
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'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:<br />
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'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
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----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Plague_Priest_(5e_Class)&diff=1162483Plague Priest (5e Class)2019-04-11T16:44:15Z<p>Polaton: /* Feral Frenzy */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
{{WIP}}<br />
== Plague Priest ==<br />
<br />
''A woman wanders her way into the palace of the king. The guards attempt to stop her, but with a wave of her hand begin to cough in fits of rage, spitting up blood and bile, and eventually just collapsing. As she enters the kings court, she waves her incense burner, and the whole room begins to wheeze, coughing up blood, until the room falls silent. As the night descends, the plague follows, climbing along buildings, into windows, and ripping apart their victims as they sleep. The moon reflected along the edge of the blade, glistening a dark green, as the light shined off of the blood of the infected.'' These are the powers of the Plague Priests, worshippers and disciples of the god of the plague, [Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]],. <br />
<br />
=== Disciples of the Plague ===<br />
<br />
The plague priests are worshippers of the forgotten god, Mirad, god of death, disease, deception, fire, and pestilence. They survive as they spread the "gifts" of Mirad to others, spreading disease and death across the lands, ending bloodlines, and converting others into their following. This is the life of the plague priests. They spend their lives struggling to survive at the expense of others and worshipping their forgotten god. <br />
<br />
=== Creating a Plague Priest ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|http://games.northhaledongaming.com/Warhammer/SiteAssets/SitePages/High%20Priest%20Tetrahon/Liche_Priest_by_daarken.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What made you become a plague priest? Were you infected by another priest and pulled into worshipping this god? Or did you choose to worship Mirad? Maybe you were visited by the god in a vision and infected directly? No matter how you got infected, the real question is, what is your goal? Are you seeking to have the powers of a god at your fingertips, or are you simply trying to survive? <br />
<br />
;Quick Build<br />
You can make a Plague Priest quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Acolyte background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features<br />
|name=Plague Priest<br />
|summary=Worshippers of the forgotten god of the plague, Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]. <br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple, Flails, Scythes<br />
|tools=Poisoners Kit<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Arcana, Deception, History, Intimidation, Investigation, Medicine, Nature, and Religion. <br />
|item1a=An incense burner that could second as a flail if you're choosing the Following of the Ashes<br />
|item1b=A blackened metal scythe if you're choosing the Following of the Blade (3d6 Slashing Damage, Two-Handed, Heavy)<br />
|item1c=Any simple weapon if you're choosing the Following of the Beast<br />
|item2a=A component pouch<br />
|item2b=<br />
|item2c=<br />
|item3a=A priest's pack you're choosing the Following of the Ashes<br />
|item3b=An explorer's pack if you're choosing the Following of the Beast<br />
|item3c=A monster hunter's pack if you're choosing the Following of the Blade<br />
|item4a=A set of leather armor and an ornate sacrificial dagger.<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10<br />
|classfeatures1={{inpage|Plagued}}, {{inpage|Following of the Plague}}<br />
|classfeatures2=<br />
|classfeatures3={{inpage|Blessing of Mirad}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Following of the Plague Sub Feature}} <br />
|classfeatures11={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures14={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures15={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Following of the Plague 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=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
|extra2_name=Infected Claws<br />
|extra2_1=1d6<br />
|extra2_2=1d6<br />
|extra2_3=1d6<br />
|extra2_4=1d6<br />
|extra2_5=2d6<br />
|extra2_6=2d6<br />
|extra2_7=2d6<br />
|extra2_8=2d6<br />
|extra2_9=3d6<br />
|extra2_10=3d6<br />
|extra2_11=3d6<br />
|extra2_12=3d6<br />
|extra2_13=4d6<br />
|extra2_14=4d6<br />
|extra2_15=4d6<br />
|extra2_16=4d6<br />
|extra2_17=5d6<br />
|extra2_18=5d6<br />
|extra2_19=5d6<br />
|extra2_20=5d6<br />
|extra3_name=Blood of Mirad<br />
|extra3_1=1d4<br />
|extra3_2=1d4<br />
|extra3_3=1d4<br />
|extra3_4=1d4<br />
|extra3_5=2d4<br />
|extra3_6=2d4<br />
|extra3_7=2d4<br />
|extra3_8=2d4<br />
|extra3_9=3d4<br />
|extra3_10=3d4<br />
|extra3_11=3d4<br />
|extra3_12=3d4<br />
|extra3_13=4d4<br />
|extra3_14=4d4<br />
|extra3_15=4d4<br />
|extra3_16=4d4<br />
|extra3_17=5d4<br />
|extra3_18=5d4<br />
|extra3_19=5d4<br />
|extra3_20=5d4<br />
}}<br />
<br />
==== Plagued ====<br />
At 1st level, you have been infected by the plague of Mirad. You blood is made impure, the plague spreading throughout your body, however, you do not suffer from the effects of the [[The Plague (5e Disease)|plague]].When you take melee slashing or piercing damage, causing you to bleed on the creature, the attacking creature must make a {{5a|con}} saving throw of 8 + your {{5a|con}} modifier + your proficiency modifier or take 1d4 acid damage. If the creature is successful, they take no damage. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Following of the Plague ====<br />
At 1st level, you may choose how you worship the plague. When you choose your following, you choose between the, Following of the Ashes, Following of the Beast, and the Following of the Blade. These followings grant you features at 1st, 3rd, 6th, 10th, 14th, and 20th levels.<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 />
==== Increased Infectivity ====<br />
At 11th level, the plague becomes easier to spread. When creatures roll Constitution saving throws against you, rolling a natural 1 '''''or''''' 2 results in them contracting the plague. This increases to include rolling a natural 3 at 13th level, a natural 4 at 15th level, and finally a natural 5 at 17th level.<br />
<br />
== Following of the Ashes ==<br />
You have taken to cleansing the world of life, spreading your gifts through the flames of an incense burner. <br />
<br />
====Spellcasting====<br />
Starting at 1st level, your spellcasting is purely to spread the plague, alter the minds of those who are against you, and kill those who would get in your way. Your powers are granted by Mirad so you may spread the plague and bring death to those who stand in front of you. <br />
<br />
=====Cantrips=====<br />
You know two cantrips starting at 1st level. You may pick these cantrips from those provided at the bottom of the class description. You learn more as you reach higher levels.<br />
<br />
=====Spells Known=====<br />
You know as many spells as your level + your Constitution modifier (minimum of 1). 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 plague priest spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the plague priest spells you know and replace it with another spell from the plague priest spell list, which also must be of a level for which you have spell slots.<br />
<br />
=====Spellcasting Ability=====<br />
Constitution is your spellcasting ability for your plague priest spells, so you use your {{5a|con}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|con}} modifier when setting the saving throw DC for a plague priest spell you cast and when making an attack roll with one. <br />
<br />
Spell save = DC 8 + your proficiency bonus + your {{5a|con}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|con}} modifier<br />
<br />
==== Incense Smoke ====<br />
At 1st level, your incense burner clouds you in a 15 foot radius of smoke. Creatures that are in this radius suffer disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks and {{5a|str}} ({{5s|Athletics}}) checks. This does not affect creatures that do not breathe or constructs. <br />
<br />
==== Aromas of the Plague ====<br />
At 3rd level, you chose an Aroma to emit from your incense. Choose between the the Aroma of Pestilence or the Aroma of the Scourge, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Thick Smoke ====<br />
At 11th level, your smoke is made thick, and is difficult to breathe and see in. When a creature is within your incense smoke radius, they have disadvantage on attack rolls, saving throws, and {{5a|wis}} ({{5s|Perception}}) checks. <br />
<br />
==== Cleansing Flames ==== <br />
At 13th level, you have learned to make your incense burn stronger and bigger. Now when you attack with your incense, you deal an additional 1d4 fire damage upon hit, and the areas for your incense smoke and Aromas of the Plague double in size. <br />
<br />
==== Intrusive Incense ====<br />
At 15th level, you have nearly perfected the incense you are burning. Creatures that do not need to breathe, are now still effected by the incense smoke and Aromas of the Plague. <br />
<br />
==== Alchemical Perfection ==== <br />
At 17th level, you have created the perfect incense. No matter the creature, construct or not, they are affected by the incense smoke and Aromas of the Plague.<br />
<br />
==== Just Breathe ==== <br />
At 20th level, you have grown accustomed to inhaling and breathing in your incenses, to the point where they refresh you, both in your body and mind. For every minute that you stand in your incense smoke, you heal yourself by 1d8. This also cures any afflictions that effect you. <br />
<br />
=== Aroma of Pestilence ===<br />
<br />
You have infused the plague into the smoke from your incense, spreading the disease through the air, and killing silently and unknowingly.<br />
<br />
;{{#anc:The Smoke of the Sick}}<br />
Starting at 3rd level, as an action, you can wave your incense through the air, making the air around you filled with smoke in a 30 foot radius. Any creatures caught in this, including allies, must make a Constitution saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. A creature can only risk being infected in this manner once every 24 hours, and if the creature succeeds on the saving throw, you cannot infect them in this manner for 24 hours. <br />
<br />
;{{#anc:Rapid Decomposition}}<br />
At 6th level, if a creature becomes infected through the Smoke of the Sick, the infected begin to suffer from the effects of the plague immediately. When contracting the plague in this way, they automatically suffer from the effects of Day Two.<br />
<br />
;{{#anc:Contagious}}<br />
At 10th level, if a creature is infected through the Smoke of the Sick, their infection becomes contagious to those around them. If anyone or anything comes into a 5 foot radius of the infected creature or physically touches the infected creature, they must roll a {{5a|con}} saving throw of DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. If the creature succeeds, they are immune to catching the plague in this manner for 1 hour. <br />
<br />
;{{#anc:Death Incarnate}}<br />
At 14th level, if a creature is infected through the Smoke of the Sick, their infection has the potential to become lethal immediately. When a creature contracts the plague in this manner, they must make one more saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or immediately fall under the effects of Day 5. If the creature succeeds, it cannot be affected in this way again. <br />
<br />
=== Aroma of the Scourge ===<br />
<br />
You have made the aroma of your incense smell like that of rotting meat, and cursed the smoke that leaves the flame. <br />
<br />
;{{#anc:The Smoke of the Locusts}}<br />
Starting at 3rd level, you are able to summon a swarm of locusts. When you wave your incense through the air, after a minute, a swarm of locusts will appear, taking up a 10 foot radius. You are able to command this swarm to attack targets, protect you, or retrieve items for you. When the swarm is set to attack a creature, they must make attack rolls against the creature and deal 2d4 slashing damage. When set to protect you, any creatures making attack rolls against you must make them with disadvantage. When set to retrieve an item, they can only carry up to 2 pounds. This swarm breaks apart and leaves after 30 seconds. This can be done once every 4 hours. <br />
<br />
;{{#anc:Emanation of Decay}}<br />
At 6th level, the stench of death follows you, and has brought some "friends" as well. The smell of rot and decay has attracted creatures, such as rats, flies, and other insects. When you wave your incense, you may command these creatures to attack a single target and begin to eat them alive. When these creatures go to consume this creature, they must roll a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier, or take 4d6 poison damage. If the creature rolls a natural 1, they contract the plague. If the creature goes below 0 hit points with this feature, they are completely consumed within 5 minutes, leaving nothing but a pile of the creatures remains. This can be done once every 12 hours. <br />
<br />
;{{#anc:Parasitic Spawn}}<br />
At 10th level, your body has rotted away to the point where insects have begun to nest inside of you. As a bonus action, you can excrete a worm like maggot about the size of a small rabbit out of your wrist, causing you to take 1d4 acid damage. When you spawn this maggot like creature, you can throw it at a creature, and the maggot will attempt to burrow into the creature, and leech off of them. When the maggot hits, the creature must make a {{5a|str}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or take 4d4 piercing damage, and then take 2d4 poison damage at the end of every round until the maggot is removed. If the creature rolls a natural 1, they contract the plague. If the creature succeeds the saving throw, the maggot fails to pierce the skin, and falls to the ground. This maggot has only 1hp. To regain this feature, you must complete a long rest. <br />
<br />
;{{#anc:Hive Mind}}<br />
At 14th level, your spawn has learned to survive beyond their single host. If a creature dies of the Parasitic Spawn, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or their body becomes controlled by the parasite. When the creature fails this saving throw, they're reanimated, and under your command. You need not speak to the parasite, but merely must mentally communicate your idea to them. The creature can attack, defend, and explode. If the creature attacks, they attempt to bite their target, dealing 1d8 piercing damage. If the creature successfully bites the other, then they must make a {{5a|con}} saving throw equal to 1 + your {{5a|wis}} modifier + your proficiency modifier or be effected by another parasite, and suffering the same effects as Parasitic Spawn. If the creature explodes, the corpse bloats up, and pops, releasing 5 parasites from the body, and enabling the possibility of 5 different creatures being infected in the same manner. <br />
<br />
=== Plague Priest Spell List ===<br />
<br />
You know all of the spells listed below.<br />
<br />
;Cantrips<br />
''Control Flames, Create Bonfire, Firebolt, Friends, Infestation, Minor Illusion, Produce Flame, Prestidigitation, Thaumaturgy, Toll of the Dead.''<br />
<br />
;1st Level<br />
''Bane, Burning Hands, Cause Fear, Charm Person, Detect Poison and Disease, Dissonant Whispers, False Life, Fog Cloud, Hellish Rebuke, Hex, Ray of Sickness, Shield of Faith, Silent Image.''<br />
<br />
;2nd Level<br />
''Alter Self, Blindness/Deafness, Crown of Madness, Enlarge/Reduce, Invisibility, Mirror Image, Misty Step, Spider Climb, Suggestion, Web. ''<br />
<br />
;3rd Level<br />
''Clairvoyance, Fear, Gaseous Form, Hypnotic Pattern, Slow, Stinking Cloud, Water Walk.''<br />
<br />
;4th Level<br />
''Blight, Confusion, Dominate Beast, Greater Invisibility, Wall of Fire.''<br />
<br />
;5th Level<br />
''Cloudkill, Dominate Person, Insect Plague, Seeming.''<br />
<br />
== Following of the Beast ==<br />
You have allowed the plague and you to become one being, changing every bit of your physical self. <br />
<br />
==== Infected Claws ==== <br />
At 1st level, the plague has taken to mutating your body, to make you deadlier. Your genetics have been altered by the plague, making your hands clawed. When you make an unarmed attack against a creature, the creature must roll a {{5a|con}} saving throw equal to DC 8 + your {{5a|str}} modifier + your proficiency modifier or take 1d6 slashing damage, and half as much if they succeed. If they roll a natural 1 for this saving throw, they contract the plague. Your claws increase by by 1d6 damage at 5th, 9th, <br />
<br />
==== Strain of Infection ====<br />
At 3rd level, you allow the plague to truly evolve within you to its true potential. Choose between the Strain of the Ravenous or the Strain of the Vile, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Dark Desire ====<br />
At 11th level, your corruption has made you crave only one form of sustenance... flesh. You are still able to benefit from eating regular food, however, you must consume raw flesh once every 3 days. If you do not, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into a feral state. While in this feral state, the DM takes complete control of your actions. However, while you are sated with flesh, you have advantage on saving throws against being charmed, frightened, or put to sleep. <br />
<br />
==== Feral Frenzy ====<br />
At 13th level, the corruption isn't always a bad thing... is it? You have learned to somewhat control your tendencies to go feral. As an action, you can choose to go into a controlled feral state. When in a controlled feral state, you have advantage on attack rolls against living creatures. This feral state lasts for a minute, and after that, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into the feral state as mentioned prior.<br />
<br />
==== Primal Awakening ====<br />
At 15th level, your senses have been amplified as to make hunting your prey that much easier. When making {{5s|Perception}} checks, you have advantage, and gain proficiency in {{5s|Perception}}. If you already are proficient in the {{5s|Perception}} skill, you gain expertise. <br />
<br />
==== In Plain Sight ====<br />
At 17th level, you gain the ability to hide your true nature, contorting your body to look normal once again. Once per day, you can cast {{5e|polymorph}} on yourself. You must complete a long rest in order to use this feature again. <br />
<br />
==== Blood Lust ====<br />
At 20th level, you've become so addicted to the taste of blood, that it drives you. For every enemy that dies by your hands, your armor class increases by one to a maximum of 24. The armor class drops back down to your original armor class when you have gone more than five minutes without killing a creature. However, once your blood lust is over, you take a level of exhaustion. While suffering from this level of exhaustion, you do not gain the benefits of Blood Lust and Primal Awakening. <br />
<br />
==Strain of the Ravenous==<br />
The plague in your body has begun to mutate you, making you deadlier than most plague priests. <br />
<br />
==== Rabid Behaviors ====<br />
At 3rd level, when you take this strain, your mind has been corroded and re-wired. When making unarmed strikes, you can now make two attack actions instead of one. However, because your mind has been destroyed to make you deadlier, you suffer -4 to {{5a|int}} and any {{5a|int}} checks, but gain +2 to {{5a|str}} ({{5s|athletics}}) and {{5a|wis}} ({{5s|perception}} or {{5s|survival}}) checks when tracking prey and hunting. <br />
<br />
==== Sharpened Fangs ====<br />
At 6th level, your mouth has mutated to be able to rip and tear flesh from your victims, as well as spit your venom into them. When you take an attack action, you may choose to bite your target, dealing 2d8 piercing damage or 1d8 acid damage. When a creature is bitten, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|str}} modifier + your proficiency modifier or enter into the grappled state. If the creature rolls a natural 1, then they also contract the plague. <br />
<br />
==== Carnivorous ====<br />
At 10th level, when you kill someone, you may rip and tear them apart, and consume their flesh. When you kill an enemy you can climb on top of them and consume their bodies, which will give you 1d8 temporary hit points. You have 5 hunger points. When consuming a creature, their size will effect the consumption of your hunger points. You cannot consume creatures larger than those large in size. You regain your hunger points after completing a short or long rest.<br />
<br />
Tiny=1<br />
<br />
Small=2<br />
<br />
Medium=3<br />
<br />
Large=4<br />
<br />
==== Nightmarish Beast ====<br />
At 14th level, your body has transformed beyond recognizability, and the plague has corrupted every aspect about you. Your claws have now granted you the ability to climb up walls similar to that of a spider, giving you a climbing speed of 30. When you attack with either your claws or fangs, you may now choose to deal necrotic damage rather than slashing or acid damage. You gain resistance to necrotic damage and become vulnerable to radiant damage. <br />
<br />
== Strain of the Vile ==<br />
The plague in your body has mutated to the extent that you no longer even look like the person you once were. <br />
<br />
==== Call of the Crows ====<br />
At 3rd level, your mutations begin to form, starting with your head morphing to look similar to that of a large bird skull. The rest of your body also begins to be covered in these bone formations. This gives you a natural armor class equal to 10 + your {{5a|dex}} modifier + your proficiency bonus. <br />
<br />
==== Infectious Bile ====<br />
At 6th level, the plague has developed within your body, giving you the ability to spew vomit at your whim. You can use your action to spew a 30 foot line of bile. When you spew this bile, you take 1d6 acid damage at 6th level and 2d6 at 14th level. When you spew your infectious bile, each creature in the area of the vomit must make a {{5a|con}} saving throw. The DC for this saving throw equals 8 + your {{5a|dex}} modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 10th level, 4d6 at 14th level, and 5d6 at 20th level. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Feathers of Icarus ====<br />
At 10th level, the plague has mutated your body once again, as in between your bone structures, black feathers have sprouted between your bone structures. You have also grown two sickly looking crow wings. With these wings you gain a fly speed of 10. At the end of the round, you fall back to the ground. <br />
<br />
==== Mucus Coating ====<br />
At 14th level, your body begins to secrete a layer of mucus over your skin. This makes your body slimy and gross. When a creature attempts to grapple you, they grapple with disadvantage. Upon making direct contact with you, creatures must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency modifier or take 3d8 poison damage. If they succeed, they only take half as much damage. If they roll a natural 1, then they contract the plague.<br />
<br />
<br />
== Following of the Blade ==<br />
You have taken to utilizing the plague as a weapon against those who would oppose you. <br />
<br />
==== Blood of Mirad ====<br />
At 1st level, the plague has developed within your body, giving you the ability to harvest your infected blood into small vials, and throw them at your enemies. If you cut your palm intentionally with a dagger, dealing 1d4 slashing damage to yourself, you are able to drip your blood into a glass vial, and use it as a throwable weapon. When a creature is hit by this vial, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier or take 2d4 acid damage. If the creature succeeds in this saving throw, they only take half the amount of damage. You also may choose to use a vial of blood to treat your weapons, in which, if the weapon deals either slashing or piercing damage, it provides the opportunity to infect the creature hit. When a creature is hit with this treated weapon, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier with disadvantage, or take 2d4 poison damage, and half as much damage on a successful one. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Ritual Dances ====<br />
At 3rd level, you take to rituals, worshipping the gifts granted by Mirad. Choose between the Dance of the Acrobat or the Dance of the Reaper, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== 11th ====<br />
<br />
==== 13th ====<br />
<br />
==== 15th ====<br />
<br />
==== 17th ====<br />
<br />
==== 20th ====<br />
<br />
== Dance of the Acrobat ==<br />
You have taken to utilizing the speed of your blade against your opponents rather than through brute force. <br />
<br />
=== Acrobats Elegance ===<br />
At 3rd level, you have learned the weight of your Scythe, and have learned to use it's weight as if it were your own. When wielding your scythe, you have advantage on {{5s|Acrobatics}} checks as well as {{5a|dex}} saving throws. <br />
<br />
=== Swift Motions ===<br />
At 6th level, you've begun to move as swift as an arrow in the wind. While wielding your scythe, your movement speed increases by five feet. <br />
<br />
=== Balanced Throw ===<br />
At 10th level, you've learned how to throw your scythe in a fashion that it returns to you, similar to that of a boomerang. Your scythe can now be used as a thrown weapon up to a range of 30 feet before it doesn't return to you. When your scythe is thrown in this style, it can hit up to 3 enemies before the scythe falls to the ground. After the first creature is hit during this throw, any sub-sequent creature hit takes one less hit die, i.e. the first target would take 3d6 damage, the second would take 2d6, and the third would only take 1d6.<br />
<br />
=== Bladed Mastery ===<br />
At 14th level, you have mastered the weight of the scythe, and have learned to harness its momentum, giving you the ability to make two attack rolls with your turn. You cannot throw your scythe as your second attack. <br />
<br />
== Dance of the Reaper ==<br />
You have called upon Mirad to give you power in return for the souls of those slain. <br />
<br />
=== Soul Tear ===<br />
At 3rd level, the reaper has imbued a dark energy in your blade. When you attack a living creature, you may deal necrotic damage rather than slashing damage with your scythe. <br />
<br />
=== Marked for Death ===<br />
At 6th Level, you have learned how to carve a symbol of death into the living. When you successfully grapple a living creature, you can carve a rune into the creatures skin. When a creature is carved with this rune, they will slowly bleed from it until the wound is healed. For every hour a creature is carved with this rune, they take 1d4 necrotic damage. This becomes 2d4 necrotic damage at 10th level, and 3d4 necrotic damage at 14th level. <br />
<br />
=== Mirad's Shroud ===<br />
At 10th level, you have developed an aura seemingly made of shadows, enveloping you in darkness. While in dim light or darkness, you gain advantage on {{5s|Stealth}} checks. <br />
<br />
=== Mirad's Blade ===<br />
At 14th level, your scythe has become imbued with the essence of death. When you swing your scythe through the air, a wave of necrotic energy is dispersed from the blade. When this wave makes contact with a living creature, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency bonus or they suffer from the effects of marked for death. If the creature succeeds, they take 1d8 necrotic damage. This can only effect one creature at a time. <br />
<br />
<br />
<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
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'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:<br />
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'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
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<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Plague_Priest_(5e_Class)&diff=1161779Plague Priest (5e Class)2019-04-09T19:58:09Z<p>Polaton: </p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
{{WIP}}<br />
== Plague Priest ==<br />
<br />
''A woman wanders her way into the palace of the king. The guards attempt to stop her, but with a wave of her hand begin to cough in fits of rage, spitting up blood and bile, and eventually just collapsing. As she enters the kings court, she waves her incense burner, and the whole room begins to wheeze, coughing up blood, until the room falls silent. As the night descends, the plague follows, climbing along buildings, into windows, and ripping apart their victims as they sleep. The moon reflected along the edge of the blade, glistening a dark green, as the light shined off of the blood of the infected.'' These are the powers of the Plague Priests, worshippers and disciples of the god of the plague, [Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]],. <br />
<br />
=== Disciples of the Plague ===<br />
<br />
The plague priests are worshippers of the forgotten god, Mirad, god of death, disease, deception, fire, and pestilence. They survive as they spread the "gifts" of Mirad to others, spreading disease and death across the lands, ending bloodlines, and converting others into their following. This is the life of the plague priests. They spend their lives struggling to survive at the expense of others and worshipping their forgotten god. <br />
<br />
=== Creating a Plague Priest ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|http://games.northhaledongaming.com/Warhammer/SiteAssets/SitePages/High%20Priest%20Tetrahon/Liche_Priest_by_daarken.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What made you become a plague priest? Were you infected by another priest and pulled into worshipping this god? Or did you choose to worship Mirad? Maybe you were visited by the god in a vision and infected directly? No matter how you got infected, the real question is, what is your goal? Are you seeking to have the powers of a god at your fingertips, or are you simply trying to survive? <br />
<br />
;Quick Build<br />
You can make a Plague Priest quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Acolyte background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features<br />
|name=Plague Priest<br />
|summary=Worshippers of the forgotten god of the plague, Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]. <br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple, Flails, Scythes<br />
|tools=Poisoners Kit<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Arcana, Deception, History, Intimidation, Investigation, Medicine, Nature, and Religion. <br />
|item1a=An incense burner that could second as a flail if you're choosing the Following of the Ashes<br />
|item1b=A blackened metal scythe if you're choosing the Following of the Blade (3d6 Slashing Damage, Two-Handed, Heavy)<br />
|item1c=Any simple weapon if you're choosing the Following of the Beast<br />
|item2a=A component pouch<br />
|item2b=<br />
|item2c=<br />
|item3a=A priest's pack you're choosing the Following of the Ashes<br />
|item3b=An explorer's pack if you're choosing the Following of the Beast<br />
|item3c=A monster hunter's pack if you're choosing the Following of the Blade<br />
|item4a=A set of leather armor and an ornate sacrificial dagger.<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10<br />
|classfeatures1={{inpage|Plagued}}, {{inpage|Following of the Plague}}<br />
|classfeatures2=<br />
|classfeatures3={{inpage|Blessing of Mirad}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Following of the Plague Sub Feature}} <br />
|classfeatures11={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures14={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures15={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Following of the Plague 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=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
|extra2_name=Infected Claws<br />
|extra2_1=1d6<br />
|extra2_2=1d6<br />
|extra2_3=1d6<br />
|extra2_4=1d6<br />
|extra2_5=2d6<br />
|extra2_6=2d6<br />
|extra2_7=2d6<br />
|extra2_8=2d6<br />
|extra2_9=3d6<br />
|extra2_10=3d6<br />
|extra2_11=3d6<br />
|extra2_12=3d6<br />
|extra2_13=4d6<br />
|extra2_14=4d6<br />
|extra2_15=4d6<br />
|extra2_16=4d6<br />
|extra2_17=5d6<br />
|extra2_18=5d6<br />
|extra2_19=5d6<br />
|extra2_20=5d6<br />
|extra3_name=Blood of Mirad<br />
|extra3_1=1d4<br />
|extra3_2=1d4<br />
|extra3_3=1d4<br />
|extra3_4=1d4<br />
|extra3_5=2d4<br />
|extra3_6=2d4<br />
|extra3_7=2d4<br />
|extra3_8=2d4<br />
|extra3_9=3d4<br />
|extra3_10=3d4<br />
|extra3_11=3d4<br />
|extra3_12=3d4<br />
|extra3_13=4d4<br />
|extra3_14=4d4<br />
|extra3_15=4d4<br />
|extra3_16=4d4<br />
|extra3_17=5d4<br />
|extra3_18=5d4<br />
|extra3_19=5d4<br />
|extra3_20=5d4<br />
}}<br />
<br />
==== Plagued ====<br />
At 1st level, you have been infected by the plague of Mirad. You blood is made impure, the plague spreading throughout your body, however, you do not suffer from the effects of the [[The Plague (5e Disease)|plague]].When you take melee slashing or piercing damage, causing you to bleed on the creature, the attacking creature must make a {{5a|con}} saving throw of 8 + your {{5a|con}} modifier + your proficiency modifier or take 1d4 acid damage. If the creature is successful, they take no damage. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Following of the Plague ====<br />
At 1st level, you may choose how you worship the plague. When you choose your following, you choose between the, Following of the Ashes, Following of the Beast, and the Following of the Blade. These followings grant you features at 1st, 3rd, 6th, 10th, 14th, and 20th levels.<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 />
==== Increased Infectivity ====<br />
At 11th level, the plague becomes easier to spread. When creatures roll Constitution saving throws against you, rolling a natural 1 '''''or''''' 2 results in them contracting the plague. This increases to include rolling a natural 3 at 13th level, a natural 4 at 15th level, and finally a natural 5 at 17th level.<br />
<br />
== Following of the Ashes ==<br />
You have taken to cleansing the world of life, spreading your gifts through the flames of an incense burner. <br />
<br />
====Spellcasting====<br />
Starting at 1st level, your spellcasting is purely to spread the plague, alter the minds of those who are against you, and kill those who would get in your way. Your powers are granted by Mirad so you may spread the plague and bring death to those who stand in front of you. <br />
<br />
=====Cantrips=====<br />
You know two cantrips starting at 1st level. You may pick these cantrips from those provided at the bottom of the class description. You learn more as you reach higher levels.<br />
<br />
=====Spells Known=====<br />
You know as many spells as your level + your Constitution modifier (minimum of 1). 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 plague priest spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the plague priest spells you know and replace it with another spell from the plague priest spell list, which also must be of a level for which you have spell slots.<br />
<br />
=====Spellcasting Ability=====<br />
Constitution is your spellcasting ability for your plague priest spells, so you use your {{5a|con}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|con}} modifier when setting the saving throw DC for a plague priest spell you cast and when making an attack roll with one. <br />
<br />
Spell save = DC 8 + your proficiency bonus + your {{5a|con}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|con}} modifier<br />
<br />
==== Incense Smoke ====<br />
At 1st level, your incense burner clouds you in a 15 foot radius of smoke. Creatures that are in this radius suffer disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks and {{5a|str}} ({{5s|Athletics}}) checks. This does not affect creatures that do not breathe or constructs. <br />
<br />
==== Aromas of the Plague ====<br />
At 3rd level, you chose an Aroma to emit from your incense. Choose between the the Aroma of Pestilence or the Aroma of the Scourge, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Thick Smoke ====<br />
At 11th level, your smoke is made thick, and is difficult to breathe and see in. When a creature is within your incense smoke radius, they have disadvantage on attack rolls, saving throws, and {{5a|wis}} ({{5s|Perception}}) checks. <br />
<br />
==== Cleansing Flames ==== <br />
At 13th level, you have learned to make your incense burn stronger and bigger. Now when you attack with your incense, you deal an additional 1d4 fire damage upon hit, and the areas for your incense smoke and Aromas of the Plague double in size. <br />
<br />
==== Intrusive Incense ====<br />
At 15th level, you have nearly perfected the incense you are burning. Creatures that do not need to breathe, are now still effected by the incense smoke and Aromas of the Plague. <br />
<br />
==== Alchemical Perfection ==== <br />
At 17th level, you have created the perfect incense. No matter the creature, construct or not, they are affected by the incense smoke and Aromas of the Plague.<br />
<br />
==== Just Breathe ==== <br />
At 20th level, you have grown accustomed to inhaling and breathing in your incenses, to the point where they refresh you, both in your body and mind. For every minute that you stand in your incense smoke, you heal yourself by 1d8. This also cures any afflictions that effect you. <br />
<br />
=== Aroma of Pestilence ===<br />
<br />
You have infused the plague into the smoke from your incense, spreading the disease through the air, and killing silently and unknowingly.<br />
<br />
;{{#anc:The Smoke of the Sick}}<br />
Starting at 3rd level, as an action, you can wave your incense through the air, making the air around you filled with smoke in a 30 foot radius. Any creatures caught in this, including allies, must make a Constitution saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. A creature can only risk being infected in this manner once every 24 hours, and if the creature succeeds on the saving throw, you cannot infect them in this manner for 24 hours. <br />
<br />
;{{#anc:Rapid Decomposition}}<br />
At 6th level, if a creature becomes infected through the Smoke of the Sick, the infected begin to suffer from the effects of the plague immediately. When contracting the plague in this way, they automatically suffer from the effects of Day Two.<br />
<br />
;{{#anc:Contagious}}<br />
At 10th level, if a creature is infected through the Smoke of the Sick, their infection becomes contagious to those around them. If anyone or anything comes into a 5 foot radius of the infected creature or physically touches the infected creature, they must roll a {{5a|con}} saving throw of DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. If the creature succeeds, they are immune to catching the plague in this manner for 1 hour. <br />
<br />
;{{#anc:Death Incarnate}}<br />
At 14th level, if a creature is infected through the Smoke of the Sick, their infection has the potential to become lethal immediately. When a creature contracts the plague in this manner, they must make one more saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or immediately fall under the effects of Day 5. If the creature succeeds, it cannot be affected in this way again. <br />
<br />
=== Aroma of the Scourge ===<br />
<br />
You have made the aroma of your incense smell like that of rotting meat, and cursed the smoke that leaves the flame. <br />
<br />
;{{#anc:The Smoke of the Locusts}}<br />
Starting at 3rd level, you are able to summon a swarm of locusts. When you wave your incense through the air, after a minute, a swarm of locusts will appear, taking up a 10 foot radius. You are able to command this swarm to attack targets, protect you, or retrieve items for you. When the swarm is set to attack a creature, they must make attack rolls against the creature and deal 2d4 slashing damage. When set to protect you, any creatures making attack rolls against you must make them with disadvantage. When set to retrieve an item, they can only carry up to 2 pounds. This swarm breaks apart and leaves after 30 seconds. This can be done once every 4 hours. <br />
<br />
;{{#anc:Emanation of Decay}}<br />
At 6th level, the stench of death follows you, and has brought some "friends" as well. The smell of rot and decay has attracted creatures, such as rats, flies, and other insects. When you wave your incense, you may command these creatures to attack a single target and begin to eat them alive. When these creatures go to consume this creature, they must roll a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier, or take 4d6 poison damage. If the creature rolls a natural 1, they contract the plague. If the creature goes below 0 hit points with this feature, they are completely consumed within 5 minutes, leaving nothing but a pile of the creatures remains. This can be done once every 12 hours. <br />
<br />
;{{#anc:Parasitic Spawn}}<br />
At 10th level, your body has rotted away to the point where insects have begun to nest inside of you. As a bonus action, you can excrete a worm like maggot about the size of a small rabbit out of your wrist, causing you to take 1d4 acid damage. When you spawn this maggot like creature, you can throw it at a creature, and the maggot will attempt to burrow into the creature, and leech off of them. When the maggot hits, the creature must make a {{5a|str}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or take 4d4 piercing damage, and then take 2d4 poison damage at the end of every round until the maggot is removed. If the creature rolls a natural 1, they contract the plague. If the creature succeeds the saving throw, the maggot fails to pierce the skin, and falls to the ground. This maggot has only 1hp. To regain this feature, you must complete a long rest. <br />
<br />
;{{#anc:Hive Mind}}<br />
At 14th level, your spawn has learned to survive beyond their single host. If a creature dies of the Parasitic Spawn, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or their body becomes controlled by the parasite. When the creature fails this saving throw, they're reanimated, and under your command. You need not speak to the parasite, but merely must mentally communicate your idea to them. The creature can attack, defend, and explode. If the creature attacks, they attempt to bite their target, dealing 1d8 piercing damage. If the creature successfully bites the other, then they must make a {{5a|con}} saving throw equal to 1 + your {{5a|wis}} modifier + your proficiency modifier or be effected by another parasite, and suffering the same effects as Parasitic Spawn. If the creature explodes, the corpse bloats up, and pops, releasing 5 parasites from the body, and enabling the possibility of 5 different creatures being infected in the same manner. <br />
<br />
=== Plague Priest Spell List ===<br />
<br />
You know all of the spells listed below.<br />
<br />
;Cantrips<br />
''Control Flames, Create Bonfire, Firebolt, Friends, Infestation, Minor Illusion, Produce Flame, Prestidigitation, Thaumaturgy, Toll of the Dead.''<br />
<br />
;1st Level<br />
''Bane, Burning Hands, Cause Fear, Charm Person, Detect Poison and Disease, Dissonant Whispers, False Life, Fog Cloud, Hellish Rebuke, Hex, Ray of Sickness, Shield of Faith, Silent Image.''<br />
<br />
;2nd Level<br />
''Alter Self, Blindness/Deafness, Crown of Madness, Enlarge/Reduce, Invisibility, Mirror Image, Misty Step, Spider Climb, Suggestion, Web. ''<br />
<br />
;3rd Level<br />
''Clairvoyance, Fear, Gaseous Form, Hypnotic Pattern, Slow, Stinking Cloud, Water Walk.''<br />
<br />
;4th Level<br />
''Blight, Confusion, Dominate Beast, Greater Invisibility, Wall of Fire.''<br />
<br />
;5th Level<br />
''Cloudkill, Dominate Person, Insect Plague, Seeming.''<br />
<br />
== Following of the Beast ==<br />
You have allowed the plague and you to become one being, changing every bit of your physical self. <br />
<br />
==== Infected Claws ==== <br />
At 1st level, the plague has taken to mutating your body, to make you deadlier. Your genetics have been altered by the plague, making your hands clawed. When you make an unarmed attack against a creature, the creature must roll a {{5a|con}} saving throw equal to DC 8 + your {{5a|str}} modifier + your proficiency modifier or take 1d6 slashing damage, and half as much if they succeed. If they roll a natural 1 for this saving throw, they contract the plague. Your claws increase by by 1d6 damage at 5th, 9th, <br />
<br />
==== Strain of Infection ====<br />
At 3rd level, you allow the plague to truly evolve within you to its true potential. Choose between the Strain of the Ravenous or the Strain of the Vile, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Dark Desire ====<br />
At 11th level, your corruption has made you crave only one form of sustenance... flesh. You are still able to benefit from eating regular food, however, you must consume raw flesh once every 3 days. If you do not, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into a feral state. While in this feral state, the DM takes complete control of your actions. However, while you are sated with flesh, you have advantage on saving throws against being charmed, frightened, or put to sleep. <br />
<br />
==== Feral Frenzy ====<br />
At 13th level, the corruption isn't always a bad thing... is it? You have learned to somewhat control your tendencies to go feral. When in a controlled feral state, you have advantage on attack rolls against living creatures. This feral state lasts for a minute, and after that, you must make a {{5a|wis}} saving throw of 10 + {{5a|con}} modifier + proficiency bonus or go into the feral state as mentioned above. <br />
<br />
==== Primal Awakening ====<br />
At 15th level, your senses have been amplified as to make hunting your prey that much easier. When making {{5s|Perception}} checks, you have advantage, and gain proficiency in {{5s|Perception}}. If you already are proficient in the {{5s|Perception}} skill, you gain expertise. <br />
<br />
==== In Plain Sight ====<br />
At 17th level, you gain the ability to hide your true nature, contorting your body to look normal once again. Once per day, you can cast {{5e|polymorph}} on yourself. You must complete a long rest in order to use this feature again. <br />
<br />
==== Blood Lust ====<br />
At 20th level, you've become so addicted to the taste of blood, that it drives you. For every enemy that dies by your hands, your armor class increases by one to a maximum of 24. The armor class drops back down to your original armor class when you have gone more than five minutes without killing a creature. However, once your blood lust is over, you take a level of exhaustion. While suffering from this level of exhaustion, you do not gain the benefits of Blood Lust and Primal Awakening. <br />
<br />
==Strain of the Ravenous==<br />
The plague in your body has begun to mutate you, making you deadlier than most plague priests. <br />
<br />
==== Rabid Behaviors ====<br />
At 3rd level, when you take this strain, your mind has been corroded and re-wired. When making unarmed strikes, you can now make two attack actions instead of one. However, because your mind has been destroyed to make you deadlier, you suffer -4 to {{5a|int}} and any {{5a|int}} checks, but gain +2 to {{5a|str}} ({{5s|athletics}}) and {{5a|wis}} ({{5s|perception}} or {{5s|survival}}) checks when tracking prey and hunting. <br />
<br />
==== Sharpened Fangs ====<br />
At 6th level, your mouth has mutated to be able to rip and tear flesh from your victims, as well as spit your venom into them. When you take an attack action, you may choose to bite your target, dealing 2d8 piercing damage or 1d8 acid damage. When a creature is bitten, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|str}} modifier + your proficiency modifier or enter into the grappled state. If the creature rolls a natural 1, then they also contract the plague. <br />
<br />
==== Carnivorous ====<br />
At 10th level, when you kill someone, you may rip and tear them apart, and consume their flesh. When you kill an enemy you can climb on top of them and consume their bodies, which will give you 1d8 temporary hit points. You have 5 hunger points. When consuming a creature, their size will effect the consumption of your hunger points. You cannot consume creatures larger than those large in size. You regain your hunger points after completing a short or long rest.<br />
<br />
Tiny=1<br />
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Small=2<br />
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Medium=3<br />
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Large=4<br />
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==== Nightmarish Beast ====<br />
At 14th level, your body has transformed beyond recognizability, and the plague has corrupted every aspect about you. Your claws have now granted you the ability to climb up walls similar to that of a spider, giving you a climbing speed of 30. When you attack with either your claws or fangs, you may now choose to deal necrotic damage rather than slashing or acid damage. You gain resistance to necrotic damage and become vulnerable to radiant damage. <br />
<br />
== Strain of the Vile ==<br />
The plague in your body has mutated to the extent that you no longer even look like the person you once were. <br />
<br />
==== Call of the Crows ====<br />
At 3rd level, your mutations begin to form, starting with your head morphing to look similar to that of a large bird skull. The rest of your body also begins to be covered in these bone formations. This gives you a natural armor class equal to 10 + your {{5a|dex}} modifier + your proficiency bonus. <br />
<br />
==== Infectious Bile ====<br />
At 6th level, the plague has developed within your body, giving you the ability to spew vomit at your whim. You can use your action to spew a 30 foot line of bile. When you spew this bile, you take 1d6 acid damage at 6th level and 2d6 at 14th level. When you spew your infectious bile, each creature in the area of the vomit must make a {{5a|con}} saving throw. The DC for this saving throw equals 8 + your {{5a|dex}} modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 10th level, 4d6 at 14th level, and 5d6 at 20th level. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Feathers of Icarus ====<br />
At 10th level, the plague has mutated your body once again, as in between your bone structures, black feathers have sprouted between your bone structures. You have also grown two sickly looking crow wings. With these wings you gain a fly speed of 10. At the end of the round, you fall back to the ground. <br />
<br />
==== Mucus Coating ====<br />
At 14th level, your body begins to secrete a layer of mucus over your skin. This makes your body slimy and gross. When a creature attempts to grapple you, they grapple with disadvantage. Upon making direct contact with you, creatures must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency modifier or take 3d8 poison damage. If they succeed, they only take half as much damage. If they roll a natural 1, then they contract the plague.<br />
<br />
<br />
== Following of the Blade ==<br />
You have taken to utilizing the plague as a weapon against those who would oppose you. <br />
<br />
==== Blood of Mirad ====<br />
At 1st level, the plague has developed within your body, giving you the ability to harvest your infected blood into small vials, and throw them at your enemies. If you cut your palm intentionally with a dagger, dealing 1d4 slashing damage to yourself, you are able to drip your blood into a glass vial, and use it as a throwable weapon. When a creature is hit by this vial, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier or take 2d4 acid damage. If the creature succeeds in this saving throw, they only take half the amount of damage. You also may choose to use a vial of blood to treat your weapons, in which, if the weapon deals either slashing or piercing damage, it provides the opportunity to infect the creature hit. When a creature is hit with this treated weapon, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier with disadvantage, or take 2d4 poison damage, and half as much damage on a successful one. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Ritual Dances ====<br />
At 3rd level, you take to rituals, worshipping the gifts granted by Mirad. Choose between the Dance of the Acrobat or the Dance of the Reaper, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
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==== 11th ====<br />
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==== 13th ====<br />
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==== 15th ====<br />
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==== 17th ====<br />
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==== 20th ====<br />
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== Dance of the Acrobat ==<br />
You have taken to utilizing the speed of your blade against your opponents rather than through brute force. <br />
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=== Acrobats Elegance ===<br />
At 3rd level, you have learned the weight of your Scythe, and have learned to use it's weight as if it were your own. When wielding your scythe, you have advantage on {{5s|Acrobatics}} checks as well as {{5a|dex}} saving throws. <br />
<br />
=== Swift Motions ===<br />
At 6th level, you've begun to move as swift as an arrow in the wind. While wielding your scythe, your movement speed increases by five feet. <br />
<br />
=== Balanced Throw ===<br />
At 10th level, you've learned how to throw your scythe in a fashion that it returns to you, similar to that of a boomerang. Your scythe can now be used as a thrown weapon up to a range of 30 feet before it doesn't return to you. When your scythe is thrown in this style, it can hit up to 3 enemies before the scythe falls to the ground. After the first creature is hit during this throw, any sub-sequent creature hit takes one less hit die, i.e. the first target would take 3d6 damage, the second would take 2d6, and the third would only take 1d6.<br />
<br />
=== Bladed Mastery ===<br />
At 14th level, you have mastered the weight of the scythe, and have learned to harness its momentum, giving you the ability to make two attack rolls with your turn. You cannot throw your scythe as your second attack. <br />
<br />
== Dance of the Reaper ==<br />
You have called upon Mirad to give you power in return for the souls of those slain. <br />
<br />
=== Soul Tear ===<br />
At 3rd level, the reaper has imbued a dark energy in your blade. When you attack a living creature, you may deal necrotic damage rather than slashing damage with your scythe. <br />
<br />
=== Marked for Death ===<br />
At 6th Level, you have learned how to carve a symbol of death into the living. When you successfully grapple a living creature, you can carve a rune into the creatures skin. When a creature is carved with this rune, they will slowly bleed from it until the wound is healed. For every hour a creature is carved with this rune, they take 1d4 necrotic damage. This becomes 2d4 necrotic damage at 10th level, and 3d4 necrotic damage at 14th level. <br />
<br />
=== Mirad's Shroud ===<br />
At 10th level, you have developed an aura seemingly made of shadows, enveloping you in darkness. While in dim light or darkness, you gain advantage on {{5s|Stealth}} checks. <br />
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=== Mirad's Blade ===<br />
At 14th level, your scythe has become imbued with the essence of death. When you swing your scythe through the air, a wave of necrotic energy is dispersed from the blade. When this wave makes contact with a living creature, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency bonus or they suffer from the effects of marked for death. If the creature succeeds, they take 1d8 necrotic damage. This can only effect one creature at a time. <br />
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=== Multiclassing ===<br />
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'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:<br />
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'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=A_Bear_(5e_Race)&diff=1154720A Bear (5e Race)2019-03-23T18:30:01Z<p>Polaton: Created page with " ==Bear== <!--Optional: Lead paragraph, a quote for example.--> ===Physical Description=== <div class="externalimage-holder" style="width:30%;float:right;"> {{5e Image|float:..."</p>
<hr />
<div><br />
==Bear==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://www.kiplinger.com/kipimages/pages/19695.jpg|<!--Caption, art credit, link to source-->}}<br />
</div><br />
If you are making your character a bear and don't know what they look like, you probably shouldn't be making a bear character.<br />
===History===<br />
They're bears. They tend to live in the woods and sleep in caves. Oh yeah, and occasionally eat people.<br />
<br />
===Society===<br />
They tend to live alone, only staying together when they mate for a short duration. After the cubs are born, the male is forced to leave as to protect the cubs. <br />
<br />
===Bear Names===<br />
Uhhh, Teddy? Pooh? I don't know, I've never been either brave or dumb enough to go up and ask one.<br />
<br />
===Bear Traits===<br />
{{5e Racial Traits<br />
|summary=Literally just a bear.<br />
|abilities=Your {{5a|con}} score increases by 2 and your {{5a|str}} score increases by 2 as well. <br />
|age=Like, 20 years or something like that.<br />
|alignment=Probably bear.<br />
|size=Well, you're about the size of... well... a bear... which I guess is... Medium?<br />
|speed=Your base walking speed is 25 feet. <br />
|trait1=Charge<br />
|description1=As an action, you charge at your prey. When you take this action, you move up to 50 feet in one direction. When you hit a creature of medium size or smaller in this path, they are knocked prone, and you can proceed to make their insides their outsides, as detailed under "Bear Attack".<br />
|trait2=Bear Attack<br />
|description2=Oh no, you've managed to make yourself a mobile meal for a bear. When someone is prone and within 5 feet of you, you can as an action, literally rip apart the victim. This kills them instantly, and literally leads to them being just a big pile of mauled guts n' stuff. Oh yeah, and you have three natural weapons you can use against your prey. Your claws, which deal 2d6 + your {{5a|str}} modifier slashing damage, your teeth, which deal 2d4 + your {{5a|str}} modifier piercing damage, and slamming with your weight, which deals 2d6 + your {{5a|str}} modifier bludgeoning damage. Cause you know, you're a bear.<br />
|trait3=Guts n' Stuff.<br />
|description3=When you've managed to tear someone apart, you can consume them, and make them a meal. Tasty. <br />
|trait4=Because you're a Bear<br />
|description4=Well, you're a bear. Congratulations. You've given up being able to use anything remotely human, meaning you can't use your hands... paws... to use weapons, or anything really other than your claws, teeth, and overall size. Oh yeah, and you can't cast magic that requires anything somatic, verbal, or component casting.<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You're a bear. You can't speak anything... cause you know... bear... <br />
|subrace=There are 4 main subraces of bear. Grizzly bear, Black bear, Polar bear, and Panda bear. <br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Grizzly====<br />
{{5e Subrace Traits<br />
|abilities=You got a big nose, increasing your {{5a|wis}} by 1. <br />
|trait1=Big Bear. <br />
|description1=Your slam attack now deals 2d8 + your {{5a|str}} modifier damage. <br />
|trait2=<br />
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}}<br />
<br />
====Black====<br />
{{5e Subrace Traits<br />
|abilities=You are a very mobile bear, increasing your {{5a|dex}} by 1. <br />
|trait1=Unfair Bear<br />
|description1=Your claws are different for some reason, and give you a climbing speed of 15. <br />
|trait2=<br />
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====Polar====<br />
{{5e Subrace Traits<br />
|abilities=You live in the cold, so you have to be built to survive more, increasing your {{5a|con}} by 1.<br />
|trait1=Furry Bear<br />
|description1=Well, being you've adapted to survive the cold, your hair has grown dense and keeps you warm no matter where you are. You have resistance to cold damage and extremely cold environments.<br />
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====Panda====<br />
{{5e Subrace Traits<br />
|abilities=Everyone loves pandas, so your {{5a|cha}} increases by 1.<br />
|trait1=Vegetarian<br />
|description1=Pandas don't eat meat, they're too kind. You take 3d8 poison damage whenever you consume meat. <br />
|trait2=<br />
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===Random Height and Weight===<br />
{{heightweight<br />
|name=Bear<br />
|feet=2<br />
|inches=0<br />
|heightmod=12d10<br />
|weight=150<br />
|weightmod=2d6<br />
}}<br />
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----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Polatonhttps://www.dandwiki.com/w/index.php?title=Tiki-Taka_(5e_Race)&diff=1152397Tiki-Taka (5e Race)2019-03-18T00:10:38Z<p>Polaton: </p>
<hr />
<div>{{stub|Example names are missing. Tiki isn't defined anywhere and isn't a first party language. RW&H table is inputted incorrectly.}}<br />
<br />
{{needsbalance|This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, +6 ASI already makes this better than the human and the possibility to have a +3 in a single stat. A huge number of racial traits with unfounded benefits. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the [[5e Race Design Guide#.3CRace_Name.3E_Traits|5e Race Design Guide]] for help and consider checking out some of the comparable [[Featured Articles]].}}<br />
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{{wording|A number of grammatical/capitalization/italicization/wording errors throughout. Consult the [[Help:When to Italicize and Capitalize]] for help. Many of the traits need to be mechanically worded correctly as they are often vague or written like casual conversation. For example, advantages should be written like the stonecunning trait, spells should be italicized and not capitalized, traits/ability score improvement should be fully written, etc...}}<br />
<br />
==Tiki-Taka ==<br />
"The jungle crawled with life, movement, and music, yet no natives were seen. That was until we came upon small wooden totems lodged in the ground. The natives then began to crawl out from the trees and brush. They all started chanting in noises that sounded nothing like any language known to us. The totem in my hand began to animate, almost as if it had been only sleeping, move and come to life, just the same as the others, jumping about. It was then that we realized this island, and it's people, were not of the ordinary." -Genjar and the Island of Karatosha<br />
<br />
===Physical Description===<br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
Tiki-Taka are small humanoids with it's most defining feature being what appears to be a wooden mask that appears to be part of their bodies. The mask and it's design are dependent on where the tiki-taka originates. The mask is removable, but those who view what is under the mask has lost memory of what it looks like after they lose eye contact with it. Seeing the faces beneath the mask also has a tendency to cause temporary blindness, nightmares, or insanity. <br />
<br />
===History===<br />
The tiki-taka were once a large and thriving empire of native people from the island of Karatosha. Their society had a downfall when they were pushed out of their homelands and exposed to elements other than the tropics, however, over the years, this also allowed them to adapt to their environment. This led to the creation of another subrace of tiki-taka other than the standard tropic, volcanic, and tidal tiki's.<br />
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===Society===<br />
Tiki-taka are generally very social and talkative creatures that because of this tend to live in tribes among their own, and have conflict with other tribes as well. If a tribe begins to suffer in strength, resources, or stability, they will leave the tribe and live alone, chatting to themselves and keeping themselves company. <br />
<br />
==== Tiki-Taka Names ====<br />
Tiki-taka names generally consist of clicking noises and caws similar to that of birds. The names also do not have a gender alignment to them, being their names are made up of their native tongue. Some names can include names like Shaka, Kiru, Kiki, Naka, Caru, etc. They also tend to be given a nickname from those they are around, changing depending on the culture.<br />
<br />
===Tiki-Taka Traits===<br />
{{5e Racial Traits<br />
|summary="Small natives of the island of Karatosha, finding mischief and adventure around every corner."<br />
|abilities=Wisdom score increases by 2 plus . Scores cannot exceed past 20.<br />
|age=Tiki-taka tend to outlive many of those around them, living for as much as up to 10,000 years old, but they do not die once they've exceeded their lifetimes. They instead change into small wooden totems or tikis, regenerating their energy over a 100 year span. They will then return to the world as spastically as they left it. <br />
|alignment=Tiki-taka being as mischievous as they are, tend to lean towards a chaotic alignment. As for morals, they tend to do what they must to continue to live on and support their own. This generally leaves them neutral.<br />
|size=Tiki-taka are a naturally smaller race, ranging from 2'-3' tall. They are classified as small.<br />
|speed=Your base walking speed is 25 feet. Tiki-taka are able to scurry on all fours allowing them to move as fast as 40 feet if their movement is not infringed by armor or items.<br />
|trait1= Tiki Sight<br />
|description1=Rather than seeing in the same spectrum of light as most other races, they see only shades of black and white, and can see as clear in the dark as in the light. However, in turn for being unable to discern colors, they are able to see what is alive and deceased through auras. Their other senses are heightened as well, giving them advantage on Perception checks involving smell or sound. <br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=Tiki Speech<br />
|description4=The tiki-taka lack the ability to communicate verbally through any language other than Tiki, or if they mimic sound. However, they are still able to communicate through text with other known languages.<br />
|trait5=Mimicry<br />
|description5=The tiki-taka can mimic sounds they have heard, including voices. A creature that hears the sounds they make can tell they are imitations with a successful Wisdom (Insight) check opposed by the tiki-taka's Charisma (Deception) check.<br />
<!-- Template supports up to 10 traits. --><br />
|languages=Tiki-taka have a very limited speech pattern and ability. This leads them to be able to understand and write languages, including Common, Tiki, and Primordial. Tiki Speech trait for more details. <br />
|Way of the Mask=The tiki-taka have what would essentially be subraces in most scenarios, but instead, the only physical difference between each tiki-taka is the design of their mask, be it that it was carved in a different style or of different material. These differentials include the Tiki of the Volcano, Tiki of the Tropics, Tiki of the Tides, or Tiki of the Totems. <br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Tiki of the Volcano====<br />
{{5e Subrace Traits<br />
|abilities=Constitution increases by 1. Scores cannot exceed past 20.<br />
|trait1=Mask of Stone<br />
|description1=The mask that this subrace of tiki-taka have are carved out of stone, giving them a natural armor of 10+ Constitution modifier.<br />
|trait2=Way of Fire<br />
|description2=These tiki-taka's know the cantrip of Produce Flame. Wisdom is the spellcasting ability for this.<br />
|trait3=Hot-Headed<br />
|description3=You have resistance to fire damage.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Tiki of the Tropics====<br />
{{5e Subrace Traits<br />
|abilities=Dexterity increases by 1. Scores cannot exceed 20.<br />
|trait1=Friend or Foe<br />
|description1=This gives Tiki Sight an added bonus of allowing the Tiki-Taka to be able to discern others alignments, and the ability to determine them as friendly or hostile.<br />
|trait2=Natural Climber<br />
|description2=Tropical tiki-taka live in the trees and must climb to get to their homes. This in turn allows them to climb without difficulty. Climbing works the same as standard movement in this case, but can only be done on all fours.<br />
|trait3=Natural Native<br />
|description3= tiki-taka of the Tropics are natural alchemists, giving them advantages on Nature and Medicine rolls. <br />
}}<br />
<br />
====Tiki of the Tides====<br />
{{5e Subrace Traits<br />
|abilities=Charisma increases by 1. Scores cannot exceed 20.<br />
|trait1=Ocean Dweller<br />
|description1=This subrace of tiki-taka have to ability to be able to breathe underwater. <br />
|trait2=One with the Tide<br />
|description2=These tiki-taka's know the 1st level spell of Create or Destroy Water. It does not affect spell slots or require components. Wisdom is the spellcasting ability for this.<br />
|trait3=High Water Content<br />
|description3= Due to the water of the ocean running in these creatures veins, they are not required to consume water to stay hydrated, but can dehydrate if kept in extreme heat. <br />
}}<br />
<br />
====Tiki of the Totem====<br />
{{5e Subrace Traits<br />
|abilities=Wisdom increases by 1. Scores cannot exceed 20. <br />
|trait1=Mask of the Spirit<br />
|description1= These tiki-takas have masks different from those of the others, and instead represent their Spiritual Ancestor. The Spiritual Ancestors include the Spirit of the Eagle, Spirit of the Mammoth, Spirit of the Wolf, or Spirit of the Caribou. You may choose only one Spiritual Ancestor and gain its perks. <br />
<br />
|trait2=Spirit of the Eagle<br />
|description2=Tiki-Takas following the Spirit of the Eagle can call upon the Spirit to gain the wings of the Eagle, giving them a flight speed equal to their movement speed. This effect lasts for an hour, in which the Tiki-Taka must go through a long rest before being able to use this ability again. <br />
<br />
|trait3=Spirit of the Mammoth<br />
|description3= Tiki-Takas following the Spirit of the Mammoth can call upon the Spirit to gain the strength of the Mammoth, giving an immediate success to any roll involving strength or brute force. This effect lasts for an hour, in which the Tiki-Taka must go through a long rest before being able to use this ability again.<br />
<br />
|trait4=Spirit of the Wolf<br />
|description4=Tiki-Takas following the Spirit of the Wolf can call upon the Spirit to gain the stealth and ferocity of the Wolf, giving instant success on stealth rolls and advantage on attack rolls. This effect lasts for an hour, in which the Tiki-Taka must go through a long rest before being able to use this ability again. <br />
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|trait5=Spirit of the Caribou<br />
|description5=Tiki-Takas following the Spirit of the Caribou can call upon the Spirit to gain the Leadership of the Herd, giving advantage on any rolls involving charisma, including saving throws, deception, intimidation, performance, and persuasion. This effect lasts for two hours, in which the Tiki-Taka must go through a long rest before being able to use this ability again. <br />
<br />
|trait6=Way with the World and Creatures<br />
|description6=This subrace of Tiki-Taka knows the 1st level spell of Animal Friendship. It does not affect spell slots or require components. Wisdom is the spellcasting ability for this. <br />
|trait7=One with the World<br />
|description7= This subrace of Tiki-Taka has history with the world and its elements. They have advantage on rolls involving Animal Handling, Arcana, Medicine, Nature, or Survival. <br />
}}<br />
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===Random Height and Weight===<br />
{{heightweight<br />
|name=Tiki-Taka<br />
|feet=2<br />
|inches=00<br />
|heightmod= 2d6"<br />
|weight=45lbs.<br />
|weightmod=3lbs.<br />
}}<br />
<br />
<!--The following section is optional, delete any or all of the tables as appropriate--><br />
===Suggested Characteristics===<br />
When creating a Tiki-Taka character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.<br />
<!--Lead text--><br />
{| class="5e" style="text-align: left;"<br />
! d6 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Curiosity can overwhelm my judgement.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || The World spins in it's own way. As do I.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I tend to get twitchy when I'm excited about something. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I hate when I explain something, and no one understands. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I don't like other people, and prefer isolation.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || "Do you want to see a shrunken head?"<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Beauty can be found in something as insignificant as the sand. (Good)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || The World spins as it does, I am merely an element of it. (Neutral)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || The World would be beautiful aflame and I wish to be the cause of such beauty. (Evil)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I will not kill, unless I must, or it is deemed necessary. (Lawful)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || The World spins, as do it's inhabitants, many would be wise to not fall behind. (Chaotic)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || The Spirits are with me, as I am with them. Their desires are my own, and their will mine as well. (Chaotic)<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Tribe is family, family is everything. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || My mask is what I am, it is me. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || My tribe banished me, so now, here I am.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I wish to know how the world turns, and the balance that makes it.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I watched my tribe fall to another tribe. I will have my revenge.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I was found alone, and was taken in by another tribe. I owe them my life.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I tend to fidget with and break things that aren't mine.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Shiny things draw my attention very easily.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I'm very slow to trust those who do not give a gift first as a token of friendship.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I get carried away at times with my practices, such as almost sacrificing my friends.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I lose focus very easily, and will begin to daze off into nothingness.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || "Do you want to become part of my shrunken head collection?"<br />
|}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Small Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Polatonhttps://www.dandwiki.com/w/index.php?title=Dovahkiin_(5e_Class)&diff=1150650Dovahkiin (5e Class)2019-03-13T16:18:50Z<p>Polaton: </p>
<hr />
<div>{{WIP}}<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
{{abandoned|13:32, 8 March 2019 (MST)|Class features end at 7th level.}}<br />
<br />
== Dovahkiin ==<br />
<br />
<!--Introduction--><br />
<br />
=== You Are Dovahkiin ===<br />
<br />
<!--Explore this chapter in more detail here--><br />
<br />
=== Creating a Dovahkiin ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|link here|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Dovahkiin quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Folk Hero background. Third, choose the Battleaxe and a Dagger, Scale Armor, Explorers Pack, and either the Longbow or Crossbow.<br />
<br />
{{5e Class Features<br />
|name=Dovahkiin<br />
|summary=<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple <br />
|tools=None<br />
|saves=Strength and Charisma. <br />
|skills=Dependent on your Stone Path. <br />
|item1a=Longsword and a Dagger<br />
|item1b=Battleaxe and a Dagger<br />
|item1c=Warhammer and a Dagger<br />
|item2a=Leather Armor<br />
|item2b=Scale Armor<br />
|item2c=Splint Armor<br />
|item3a=Burglars Pack<br />
|item3b=Scholars Pack<br />
|item3c=Explorers Pack<br />
|item4a=Longbow and 20 arrows<br />
|item4b=Crossbow and 20 bolts<br />
|item4c=Arcane Focus<br />
|wealth=5d4 x 10 GP<br />
|<br />
|classfeatures1={{inpage|Way of the Voice}}, {{inpage|Stone Path}}<br />
|classfeatures2={{inpage|Blessing of Akatosh}}<br />
|classfeatures3={{inpage|Stone Path Feature}},<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Blessing of Akatosh}}<br />
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|classfeatures7={{inpage|Stone Path Feature}}<br />
|classfeatures8=<br />
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|classfeatures10={{inpage|Blessing of Akatosh}}<br />
|classfeatures11=<br />
|classfeatures12={{inpage|Stone Path Feature}}<br />
|classfeatures13=<br />
|classfeatures14=<br />
|classfeatures15={{inpage|Blessing of Akatosh}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Stone Path Feature}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Master of the Voice}}<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 />
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<br />
==== Way of the Voice ====<br />
As a Dovahkiin, you have the innate ability to understand the dragon tongue, and focus their power into what is known as a Thu'um, or shout. <br />
;Thu'um Tiers<br />
Each shout has 3 tiers of power. The 1st tier when acted upon counts as a bonus action. The 2nd tier when acted upon counts as an action. And the 3rd tier counts as an action and prevents any movement on that turn. If you use your Thu'um, you cannot use it again the next round. <br />
<br />
==== Fus Ro Dah ====<br />
At level one, you know the Thu'um, Unrelenting Force, otherwise known as Fus Ro Dah. This Thu'um affects a 15ft. cone. At 1st tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 5 feet. Creatures of large size or larger only suffer from the disadvantages. At 2nd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 10 feet. Creatures of large size or larger only suffer from the disadvantages. And at 3rd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or have disadvantage on attack rolls as well as Wisdom (Perception) checks relying on sight, and are pushed back 15 feet. Creatures of large size or larger only suffer from the disadvantages.<br />
<br />
==== Stone Path ====<br />
At 1st level, you choose a Stone Path. Choose between The Warrior Stone, The Thief Stone, or The Mage Stone, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 7th, 12th, 18th levels.<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 />
==== Blessing of Akatosh ====<br />
Starting at 2nd level, the dragon god himself, Akatosh, blesses you you with the knowledge of a new Thu'um. You choose which Thu'um you wish to dedicate this new found knowledge to. You learn a new Thu'um at 5th, 10th, and 15th levels. <br />
<br />
;Blessing of Akatosh Alternative: Dragon Souls.<br />
For those seeking a true challenge, to learn a new Thu'um, you must consume the soul of a dragon. When you slay a dragon, you absorb its soul. This also prevents the dragon from being brought back from the dead. When you absorb the soul, you gain the ability to use that dragons knowledge to learn another Thu'um. You may still only know up to one extra Thu'um at 2nd level, then two at 5th, and so on. This is an optional alternative, as depending on the campaign's setting, opportunities to slay a dragon may be limited.<br />
<br />
==== ====<br />
<!-Class feature game rule information-><br />
<br />
==== Master of the Voice ====<br />
At 20th level, you have learned to master your Thu'ums. At this level, you no longer take any Blessings of Akatosh, but may continue to consume dragon souls in order to unlock the rest of the Thu'ums. You learn the Thu'um Joor Sah Frul, Dragonrend. This shout only affects dragons of any type, including the Dracolich. This shout can only be used in tier 3, or it is rendered useless. This Thu'um's effects last until the end of the round. For this duration, the dragon suffers from the following effects: It is vulnerable to slashing, piercing, and bludgeoning damage, it cannot use it's breath attacks, and it is forced to ground itself, giving it a flight speed of 0. <br />
<br />
=== The Warrior Stone ===<br />
<br />
You have chosen to follow the path of a warrior, trusting in your blade to keep you alive. You gain 2 of the following proficiencies: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. You gain proficiency in Medium and Heavy armor, as well as Shields. You gain proficiency in Martial Weapons. <br />
<br />
;{{#anc:Battle Cry}}<br />
Starting at 1st level, you may take a bonus action to shout in a terrifying way, intimidating your foes, affecting any non allied creature with a CR equal to the Dovahkiins level divided by 2 or lower within 15 feet of the Dovahkiin. Creatures caught and affected in this radius must make a Wisdom saving throw equal to DC 8 + your Strength modifier + your Charisma modifier. Creatures that fail the saving throw suffer from the frightened condition for 1 minute. If the creature fails, they can repeat this saving throw on their turn to break themselves from the condition. Creatures that succeed the saving throw are unaffected. You can use this feature as many times equal to your Charisma modifier. You must take a long rest to regain this features use. <br />
<br />
;{{#anc:Bloodshed}}<br />
At 3rd level, the sight of your blood and the pain that goes along with it drives a fury and vengeance only blood will sate. When you are attacked physically, you can take a reaction against the attacking creature and charge at them. If you hit them, you knock them prone and make a melee attack against them. You can do this as many times as equal to your Dovahkiin level, in which you must complete a long rest in order to use this feature again. <br />
<br />
;{{#anc:Shield Brethren}}<br />
At 7th level, you have learned not only to fight for honor or glory, but to protect those you would call friend or family. When you are within 15 feet of an ally and said ally is attacked, you can choose to use your shield or weapon to block the attack. Doing so will require the attacker to make a strength check against you and for you to roll a strength saving throw against it, or take the full damage that would have been dealt to your ally. However, if you succeed in the strength check, all damage is negated from both you and your ally. You can do this as many times as equal to your Dovahkiin level, in which you must complete a long rest to replenish this feature again. <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== The Thief Stone ===<br />
<br />
You have chosen the path of a shadow, trusting in the darkness to keep you hidden from your enemies. You gain 2 of the following proficiencies: Acrobatics, Deception, History, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth. You gain proficiency in martial weapons, and have the same benefits as the "Two-Weapon Fighting" fighting style as mentioned . <br />
<br />
;{{#anc:One with the Shadows}}<br />
Starting at 1st level, you have the ability to take the Hide Action and become almost invisible by hiding deep in the shadows when in dim light or darkness. When in this hidden state, you are able to strike from the shadows, giving you advantage on your next attack on a creature that is unaware of your position. To see you through the darkness, a creature must succeed on a Wisdom DC saving throw equal to 8 + your Dexterity modifier + your Charisma modifier. <br />
<br />
;{{#anc:Silver Tongued}}<br />
At 3rd level, you have learned how to use your words to get what you want. When making Charisma (Persuasion) checks about bartering, haggling, and trading, you have advantage on Charisma checks (Persuasion or Deception) regarding to how much something is worth. You also have advantage on these checks when lying about your intentions in a situation. <br />
<br />
;{{#anc:Pockets Lined with Gold}}<br />
At 7th level, you have found yourself to have Lady Luck on your side, and always seem to find more gold where others wouldn't. You have advantage on Investigation checks when searching containers for gold, or valuables such as gems and jewelry. You also gain advantage on Dexterity (Sleight of Hand) checks when picking someones pocket. <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== The Mage Stone ===<br />
<br />
You have chosen the path of the mind and universe, bending reality to your whim to either empower yourself or cripple others. You gain 2 of the following proficiencies: Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, and Religion. Rather than gaining any proficiencies with armor or weapons, you instead gain the ability to learn spells similar to how a wizard would learn their spells. You also gain 3 cantrips. These 3 cantrips are Ray of Frost, Firebolt, and Shocking Grasp. Charisma is your spellcasting ability for these. <br />
<br />
;{{#anc:Vision of Magnus}}<br />
Starting at 1st level, you have the ability to read and innately tune to magical scripts and texts. When you read a script of magic, you innately learn the spell or incantation, however, you cannot cast or prepare the spell if you do not have the spell slot available for said spell. Charisma is your spellcasting ability for these learned spells. It takes the number of hours to study the spell equal to the level of spell, minimum of 1 hour, maximum of 5. You can also learn cantrips in this way by studying a magical text of said cantrip for an hour. <br />
<br />
;{{#anc:Blade of Kagrenac}}<br />
At 3rd level, your research into the mages of old has given you an innate attachment to a crystal dagger called "The Blade of Kagrenac". This blade can be summoned to your hand as an action, and stays with you until it is dismissed. You are proficient with this blade. This blade deals 1d6 piercing damage. When a creature is hit by this blade, you may roll a d4 to determine an additional elemental damage. If you roll a 1, you roll 1d4 for additional fire damage. If you roll a 2, you roll 1d4 for cold damage. If you roll a 3, you roll 1d4 lightning damage. And if you roll a 4, you roll 1d4 for each of these elements. This additional damage can only be achieved as many times equal to your charisma modifier, before you must perform a 1 hour ritual, channeling elemental magic into the blade once again. <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
At 7th level, <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
<br />
=== Dovahkiin Spell List ===<br />
<br />
You know all of the spells on the basic <!--class name--> spell list and additional spells based on your subclass.<br />
<br />
;1st Level<br />
''<!-1st level spell list->''<br />
<br />
;2nd Level<br />
''<!-2nd level spell list->''<br />
<br />
;3rd Level<br />
''<!-3rd level spell list->''<br />
<br />
;4th Level<br />
''<!-4th level spell list->''<br />
<br />
;5th Level<br />
''<!-5th level spell list->''<br />
<br />
<br />
=== Dovahkiin Thu'um List ===<br />
<br />
For each blessing of Akatosh received, you gain the knowledge of a Thu'um from this list.<br />
<br />
;Rean Mir Tah, Animal Allegiance <br />
This shout affects a 15 ft. cone. At 1st tier, when a creature of the beast type with a CR of 1/2 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round. At 2nd tier, when a creature of the beast type with a CR of 1 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round. And at 3rd tier, when a creature of the beast type with a CR of 2 or lower is caught in this radius, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier or fall under the effects of Animal Friendship until the end of the round.<br />
<br />
;Laas Yah Nir, Aura Whisper <br />
This shout only affects yourself. At 1st tier, you gain the same effects of Detect Poison and Disease. At 2nd tier, you also gain the effects of Detect Magic. And at 3rd tier, you also gain the effects of Detect Evil and Good. These effects last until the end of the round. <br />
<br />
;Mid Vur Shaan, Battle Fury<br />
This shout affects in a 10 ft. radius around you. At 1st tier, any allies in the radius gain +1 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. At 2nd tier, any allies in the radius gain +2 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. And at 3rd tier, any allies in the radius gain +3 to any attack rolls against an enemy in the radius or saving throws dealt by an enemy in the radius. These effects last until the end of the round. <br />
<br />
;Feim Zii Gron, Become Ethereal<br />
This shout only affects yourself. At 1st, 2nd, and 3rd tiers, you take an ethereal form, unable to deal any non magical damage or take any non magical damage from the material plane. 1st tier lasts for 1 turn, 2nd tier lasts for 2 turns, and 3rd tier lasts for 3. <br />
<br />
;Gol Hah Dov, Bend Will<br />
This shout affects a 15ft. cone. At 1st tier, this shout only effects elementals. At 2nd tier, this shout only effects humanoids. And at 3rd tier, this shout only affects dragons. When a creature of the specified type is caught in this shout, they must make a Wisdom DC of 10 + your strength modifier + your charisma modifier, or fall under the effects of Command. These effects last until the end of the round. <br />
<br />
;Lok Vah Koor, Clear Skies<br />
This shout affects the environment only, weather in specific. At 1st tier, when you shout into the sky, the weather is cleared, and benefits from weather are removed. At 2nd tier, the skies are cleared completely, providing a perfect view of the sky above. And at 3rd tier, when the skies are cleared, the air becomes comfortably warm with sunlight. <br />
<br />
;Ven Gaar Nos, Cyclone<br />
This shout affects a 15ft. cone. At 1st tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed back 15 feet and take 1d6 force damage. Creatures of large size or larger only suffer from the damages. At 2nd tier, creatures of medium size or smaller affected by this must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed 20 feet back and take 2d6 force damage. Creatures of large size or larger only suffer from the damages. At 3rd tier, creatures of medium size or smaller must roll a Strength DC of 10 + your strength modifier + your charisma modifier or are pushed 25 feet back and take 3d6 force damage. If the creature succeeds in the saving throw, they do not take the applied damages. Creatures of large sized or larger only suffer from the damages. <br />
<br />
;Zun Haal Vik, Disarm<br />
This shout affects a 15ft. cone. At 1st tier, creatures caught in this shout must roll a Strength DC of 10 + your strength modifier + your charisma modifier or suffer the affects as according to the shout tier. At 1st tier, a creature holding a weapon with the light property are disarmed, and their weapons are thrown 10 feet away from the creature. At 2nd tier, a creature wielding a weapon that does ''not'' have the heavy property are disarmed, and their weapons are thrown 10 feet away from the creature. And at 3rd tier, a creature wielding a weapon of any type with the heavy property or lighter are disarmed, and the weapons are thrown 10 feet away from the creature. <br />
<br />
;Faas Ru Maar, Dismay<br />
This shout affects a 15ft. cone. At 1st tier, any creature caught in the affected area of CR 1/2 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. At 2nd tier, any creature caught in the affected area of CR 1 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. And at 3rd tier, any creature caught in the affected area of CR 2 or less must roll a Wisdom DC of 10 + your strength modifier + your charisma modifier or suffer from the frightened condition. <br />
<br />
;Mul Qah Diiv, Dragon Aspect<br />
This shout affects only yourself and can only be used at 3rd tier. Once per day, you physically embody the spirit of a dragon, and gain the following benefits. These effects last for 3 rounds. You must complete a long rest before you can use this shout, or any other shout again.:<br />
- You gain resistance to bludgeoning, slashing, and piercing damage. <br />
- You gain resistance to cold, fire, lightning, and acid damage.<br />
- You gain the ability to use Fus Ro Dah each round of play. <br />
<br />
;Suh Grah Dun, Elemental Fury<br />
This shout affects only yourself and can only be used at a 2nd tier level. When you use this shout, you gain advantage on attack rolls, and deal 1 extra cold, fire, and lightning damage on successful hits. This effect lasts for 2 rounds. <br />
<br />
;Yol Toor Shul, Fire Breath<br />
This shout affects a 15ft. cone. At 1st tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 1d6 fire damage. The creatures take half as much if they are successful. At 2nd tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 2d6 fire damage. The creatures take half as much if they are successful. And at 3rd tier, any creature that is caught in this area must roll a Dexterity DC of 10 + your strength modifier + your charisma modifier or take 3d6 fire damage. The creatures take half as much if they are successful. <br />
<br />
;Fo Krah Diin, Frost Breath<br />
This shout affects a 15ft. cone. At 1st tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 1d6 cold damage. The creatures take half as much if they are successful. At 2nd tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 2d6 cold damage. The creatures take half as much if they are successful. And at 3rd tier, any creature that is caught in this area must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or take 3d6 cold damage. The creatures take half as much if they are successful. <br />
<br />
;Iiz Slen Nus, Ice Form<br />
This shout affects a 15ft. cone. Creatures of medium size or smaller must make a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer from the following effects. Large and larger sized creatures are not affected by this. At 1st tier, creatures that are caught in the area's movement speed is reduced by 5 and take 1d4 cold damage. At 2nd tier, creatures that are caught in this area's movement speed is reduced by 10 and take 1d6 cold damage. And at 3rd tier, creatures that are caught in this area's movement speed is reduced to 0, and they take 2d6 cold damage. Creatures who succeed the saving through only suffer from the movement losses. <br />
<br />
;Krii Lun Aus, Marked for Death<br />
This shout affects a 15ft. cone. Using this shout causes a level of exhaustion to yourself. At 1st tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls. At 2nd tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls and have their movement speed halved. And at 3rd tier, any creature that is ''not'' undead, construct, or elemental, must roll a Constitution DC of 10 + your strength modifier + your charisma modifier or suffer disadvantage on attack rolls, have their movements speed halved, and -2 from their armor class. The effects of this shout last until the end of the round. <br />
<br />
;Tiid Klo Ul, Slow Time<br />
This shout affects a 15ft. radius around you. Using this shout causes a level of exhaustion to yourself. Any creatures while in the radius are affected by this. These creatures speed is halved, and have disadvantage on any attack rolls against you, while you have advantage on attack rolls against the affected creatures. Any creatures outside of the radius also get advantage on attack rolls against the affected creatures. This also affects allies. At 1st tier, this effect lasts for one round. At 2nd tier, this effect lasts for two rounds. And at 3rd tier, this effect lasts for 3 rounds. <br />
<br />
;Strun Bah Qo, Storm Call<br />
This shout affects only one creature and can only be used at 3rd tier. Once per day, you call to the skies to create a storm, of which a thunderbolt will hit one creature of your choice, dealing 8d6 lightning damage. After the storm is called, it stays around, lightning and thunder booming through the sky as wind whips by and heavy rain pelts the ground. Lightning may strike at random, however, the targets of the lightning are up to to the DM, and they can include you. There can be at most 1 lightning strike per round. A regular lightning strike deals 5d6 lightning damage. You must complete a long rest to use this shout, or any other shout again. <br />
<br />
;Zul Mey Gut, Throw Voice<br />
This shout affects a single point out to a range of 120ft. This shout can only be used in 2nd tier. At 2nd tier, you are able to manifest your voice at any visible point within a range of 120ft. Creatures that hear this sound must make an Intelligence DC of 10 + your strength modifier + your charisma modifier, or are deceived into thinking your voice had actually come from that direction, however, if the creature or creatures succeed in their saving throw, they know that the vocal manifestation is a trick, and will begin to search for you. <br />
<br />
;Wuld Nah Kest, Whirlwind Sprint<br />
This shout only affects yourself. At 1st tier, you dash in a straight line 30ft. in addition to your movement speed. At 2nd tier, you dash in a straight line 45ft. in addition to your movement speed. And at 3rd tier, you dash in a straight line 75ft. <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 Dovahkiin class, you must meet these prerequisites: You must have a Strength Score of 15 or higher, and a Charisma score of 14 or higher. You also must have draconic blood or have some connections with dragons through some magical aspect, and be able to speak, read, and write draconic. <br />
<br />
'''Proficiencies.''' When you multiclass into the class, you gain the following proficiencies: Athletics and Survival for the Warrior Stone, Arcana and either Nature or Religion for the Mage Stone, Stealth and Sleight of Hand for the Thief Stone. <br />
<br />
<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Plague_Priest_(5e_Class)&diff=1149633Plague Priest (5e Class)2019-03-11T23:49:38Z<p>Polaton: </p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
{{WIP}}<br />
== Plague Priest ==<br />
<br />
''A woman wanders her way into the palace of the king. The guards attempt to stop her, but with a wave of her hand begin to cough in fits of rage, spitting up blood and bile, and eventually just collapsing. As she enters the kings court, she waves her incense burner, and the whole room begins to wheeze, coughing up blood, until the room falls silent. As the night descends, the plague follows, climbing along buildings, into windows, and ripping apart their victims as they sleep. The moon reflected along the edge of the blade, glistening a dark green, as the light shined off of the blood of the infected.'' These are the powers of the Plague Priests, worshippers and disciples of the god of the plague, [Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]],. <br />
<br />
=== Disciples of the Plague ===<br />
<br />
The plague priests are worshippers of the forgotten god, Mirad, god of death, disease, deception, fire, and pestilence. They survive as they spread the "gifts" of Mirad to others, spreading disease and death across the lands, ending bloodlines, and converting others into their following. This is the life of the plague priests. They spend their lives struggling to survive at the expense of others and worshipping their forgotten god. <br />
<br />
=== Creating a Plague Priest ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|http://games.northhaledongaming.com/Warhammer/SiteAssets/SitePages/High%20Priest%20Tetrahon/Liche_Priest_by_daarken.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What made you become a plague priest? Were you infected by another priest and pulled into worshipping this god? Or did you choose to worship Mirad? Maybe you were visited by the god in a vision and infected directly? No matter how you got infected, the real question is, what is your goal? Are you seeking to have the powers of a god at your fingertips, or are you simply trying to survive? <br />
<br />
;Quick Build<br />
You can make a Plague Priest quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Acolyte background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features<br />
|name=Plague Priest<br />
|summary=Worshippers of the forgotten god of the plague, Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]. <br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple, Flails, Scythes<br />
|tools=Poisoners Kit<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Arcana, Deception, History, Intimidation, Investigation, Medicine, Nature, and Religion. <br />
|item1a=An incense burner that could second as a flail <br />
|item1b=A scythe or 2 sickles<br />
|item1c=Any simple weapon<br />
|item2a=A component pouch<br />
|item2b=<br />
|item2c=<br />
|item3a=A priest's pack<br />
|item3b=An explorer's pack<br />
|item3c=A monster hunter's pack<br />
|item4a=A set of leather armor and an ornate sacrificial dagger.<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10<br />
|classfeatures1={{inpage|Plagued}}, {{inpage|Following of the Plague}}<br />
|classfeatures2=<br />
|classfeatures3={{inpage|Blessing of Mirad}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Following of the Plague Sub Feature}} <br />
|classfeatures11={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures14={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures15={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Following of the Plague 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=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
|extra2_name=Infected Claws<br />
|extra2_1=1d6<br />
|extra2_2=1d6<br />
|extra2_3=1d6<br />
|extra2_4=1d6<br />
|extra2_5=2d6<br />
|extra2_6=2d6<br />
|extra2_7=2d6<br />
|extra2_8=2d6<br />
|extra2_9=3d6<br />
|extra2_10=3d6<br />
|extra2_11=3d6<br />
|extra2_12=3d6<br />
|extra2_13=4d6<br />
|extra2_14=4d6<br />
|extra2_15=4d6<br />
|extra2_16=4d6<br />
|extra2_17=5d6<br />
|extra2_18=5d6<br />
|extra2_19=5d6<br />
|extra2_20=5d6<br />
|extra3_name=Acidic Blood<br />
|extra3_1=1d4<br />
|extra3_2=1d4<br />
|extra3_3=1d4<br />
|extra3_4=1d4<br />
|extra3_5=2d4<br />
|extra3_6=2d4<br />
|extra3_7=2d4<br />
|extra3_8=2d4<br />
|extra3_9=3d4<br />
|extra3_10=3d4<br />
|extra3_11=3d4<br />
|extra3_12=3d4<br />
|extra3_13=4d4<br />
|extra3_14=4d4<br />
|extra3_15=4d4<br />
|extra3_16=4d4<br />
|extra3_17=5d4<br />
|extra3_18=5d4<br />
|extra3_19=5d4<br />
|extra3_20=5d4<br />
}}<br />
<br />
==== Plagued ====<br />
At 1st level, you have been infected by the plague of Mirad. You blood is made impure, the plague spreading throughout your body, however, you do not suffer from the effects of the [[The Plague (5e Disease)|plague]].When you take melee slashing or piercing damage, causing you to bleed on the creature, the attacking creature must make a {{5a|con}} saving throw of 8 + your {{5a|con}} modifier + your proficiency modifier or take 1d4 acid damage. If the creature is successful, they take no damage. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Following of the Plague ====<br />
At 1st level, you may choose how you worship the plague. When you choose your following, you choose between the, Following of the Ashes, Following of the Beast, and the Following of the Blade. These followings grant you features at 1st, 3rd, 6th, 10th, 14th, and 20th levels.<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 />
==== Increased Infectivity ====<br />
At 11th level, the plague becomes easier to spread. When creatures roll Constitution saving throws against you, rolling a natural 1 '''''or''''' 2 results in them contracting the plague. This increases to include rolling a natural 3 at 13th level, a natural 4 at 15th level, and finally a natural 5 at 17th level.<br />
<br />
== Following of the Ashes ==<br />
You have taken to cleansing the world of life, spreading your gifts through the flames of an incense burner. <br />
<br />
====Spellcasting====<br />
Starting at 1st level, your spellcasting is purely to spread the plague, alter the minds of those who are against you, and kill those who would get in your way. Your powers are granted by Mirad so you may spread the plague and bring death to those who stand in front of you. <br />
<br />
=====Cantrips=====<br />
You know two cantrips starting at 1st level. You may pick these cantrips from those provided at the bottom of the class description. You learn more as you reach higher levels.<br />
<br />
=====Spells Known=====<br />
You know as many spells as your level + your Constitution modifier (minimum of 1). 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 plague priest spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the plague priest spells you know and replace it with another spell from the plague priest spell list, which also must be of a level for which you have spell slots.<br />
<br />
=====Spellcasting Ability=====<br />
Constitution is your spellcasting ability for your plague priest spells, so you use your {{5a|con}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|con}} modifier when setting the saving throw DC for a plague priest spell you cast and when making an attack roll with one. <br />
<br />
Spell save = DC 8 + your proficiency bonus + your {{5a|con}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|con}} modifier<br />
<br />
==== Incense Smoke ====<br />
At 1st level, your incense burner clouds you in a 15 foot radius of smoke. Creatures that are in this radius suffer disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks and {{5a|str}} ({{5s|Athletics}}) checks. This does not affect creatures that do not breathe or constructs. <br />
<br />
==== Aromas of the Plague ====<br />
At 3rd level, you chose an Aroma to emit from your incense. Choose between the the Aroma of Pestilence or the Aroma of the Scourge, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Thick Smoke ====<br />
At 11th level, your smoke is made thick, and is difficult to breathe and see in. When a creature is within your incense smoke radius, they have disadvantage on attack rolls, saving throws, and {{5a|wis}} ({{5s|Perception}}) checks. <br />
<br />
==== Cleansing Flames ==== <br />
At 13th level, you have learned to make your incense burn stronger and bigger. Now when you attack with your incense, you deal an additional 1d4 fire damage upon hit, and the areas for your incense smoke and Aromas of the Plague double in size. <br />
<br />
==== Intrusive Incense ====<br />
At 15th level, you have nearly perfected the incense you are burning. Creatures that do not need to breathe, are now still effected by the incense smoke and Aromas of the Plague. <br />
<br />
==== Alchemical Perfection ==== <br />
At 17th level, you have created the perfect incense. No matter the creature, construct or not, they are affected by the incense smoke and Aromas of the Plague.<br />
<br />
==== Just Breathe ==== <br />
At 20th level, you have grown accustomed to inhaling and breathing in your incenses, to the point where they refresh you, both in your body and mind. For every minute that you stand in your incense smoke, you heal yourself by 1d8. This also cures any afflictions that effect you. <br />
<br />
=== Aroma of Pestilence ===<br />
<br />
You have infused the plague into the smoke from your incense, spreading the disease through the air, and killing silently and unknowingly.<br />
<br />
;{{#anc:The Smoke of the Sick}}<br />
Starting at 3rd level, as an action, you can wave your incense through the air, making the air around you filled with smoke in a 30 foot radius. Any creatures caught in this, including allies, must make a Constitution saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. A creature can only risk being infected in this manner once every 24 hours, and if the creature succeeds on the saving throw, you cannot infect them in this manner for 24 hours. <br />
<br />
;{{#anc:Rapid Decomposition}}<br />
At 6th level, if a creature becomes infected through the Smoke of the Sick, the infected begin to suffer from the effects of the plague immediately. When contracting the plague in this way, they automatically suffer from the effects of Day Two.<br />
<br />
;{{#anc:Contagious}}<br />
At 10th level, if a creature is infected through the Smoke of the Sick, their infection becomes contagious to those around them. If anyone or anything comes into a 5 foot radius of the infected creature or physically touches the infected creature, they must roll a {{5a|con}} saving throw of DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. If the creature succeeds, they are immune to catching the plague in this manner for 1 hour. <br />
<br />
;{{#anc:Death Incarnate}}<br />
At 14th level, if a creature is infected through the Smoke of the Sick, their infection has the potential to become lethal immediately. When a creature contracts the plague in this manner, they must make one more saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or immediately fall under the effects of Day 5. If the creature succeeds, it cannot be affected in this way again. <br />
<br />
=== Aroma of the Scourge ===<br />
<br />
You have made the aroma of your incense smell like that of rotting meat, and cursed the smoke that leaves the flame. <br />
<br />
;{{#anc:The Smoke of the Locusts}}<br />
Starting at 3rd level, you are able to summon a swarm of locusts. When you wave your incense through the air, after a minute, a swarm of locusts will appear, taking up a 10 foot radius. You are able to command this swarm to attack targets, protect you, or retrieve items for you. When the swarm is set to attack a creature, they must make attack rolls against the creature and deal 2d4 slashing damage. When set to protect you, any creatures making attack rolls against you must make them with disadvantage. When set to retrieve an item, they can only carry up to 2 pounds. This swarm breaks apart and leaves after 30 seconds. This can be done once every 4 hours. <br />
<br />
;{{#anc:Emanation of Decay}}<br />
At 6th level, the stench of death follows you, and has brought some "friends" as well. The smell of rot and decay has attracted creatures, such as rats, flies, and other insects. When you wave your incense, you may command these creatures to attack a single target and begin to eat them alive. When these creatures go to consume this creature, they must roll a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier, or take 4d6 poison damage. If the creature rolls a natural 1, they contract the plague. If the creature goes below 0 hit points with this feature, they are completely consumed within 5 minutes, leaving nothing but a pile of the creatures remains. This can be done once every 12 hours. <br />
<br />
;{{#anc:Parasitic Spawn}}<br />
At 10th level, your body has rotted away to the point where insects have begun to nest inside of you. As a bonus action, you can excrete a worm like maggot about the size of a small rabbit out of your wrist, causing you to take 1d4 acid damage. When you spawn this maggot like creature, you can throw it at a creature, and the maggot will attempt to burrow into the creature, and leech off of them. When the maggot hits, the creature must make a {{5a|str}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or take 4d4 piercing damage, and then take 2d4 poison damage at the end of every round until the maggot is removed. If the creature rolls a natural 1, they contract the plague. If the creature succeeds the saving throw, the maggot fails to pierce the skin, and falls to the ground. This maggot has only 1hp. To regain this feature, you must complete a long rest. <br />
<br />
;{{#anc:Hive Mind}}<br />
At 14th level, your spawn has learned to survive beyond their single host. If a creature dies of the Parasitic Spawn, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or their body becomes controlled by the parasite. When the creature fails this saving throw, they're reanimated, and under your command. You need not speak to the parasite, but merely must mentally communicate your idea to them. The creature can attack, defend, and explode. If the creature attacks, they attempt to bite their target, dealing 1d8 piercing damage. If the creature successfully bites the other, then they must make a {{5a|con}} saving throw equal to 1 + your {{5a|wis}} modifier + your proficiency modifier or be effected by another parasite, and suffering the same effects as Parasitic Spawn. If the creature explodes, the corpse bloats up, and pops, releasing 5 parasites from the body, and enabling the possibility of 5 different creatures being infected in the same manner. <br />
<br />
=== Plague Priest Spell List ===<br />
<br />
You know all of the spells listed below.<br />
<br />
;Cantrips<br />
''Control Flames, Create Bonfire, Firebolt, Friends, Infestation, Minor Illusion, Produce Flame, Prestidigitation, Thaumaturgy, Toll of the Dead.''<br />
<br />
;1st Level<br />
''Bane, Burning Hands, Cause Fear, Charm Person, Detect Poison and Disease, Dissonant Whispers, False Life, Fog Cloud, Hellish Rebuke, Hex, Ray of Sickness, Shield of Faith, Silent Image.''<br />
<br />
;2nd Level<br />
''Alter Self, Blindness/Deafness, Crown of Madness, Enlarge/Reduce, Invisibility, Mirror Image, Misty Step, Spider Climb, Suggestion, Web. ''<br />
<br />
;3rd Level<br />
''Clairvoyance, Fear, Gaseous Form, Hypnotic Pattern, Slow, Stinking Cloud, Water Walk.''<br />
<br />
;4th Level<br />
''Blight, Confusion, Dominate Beast, Greater Invisibility, Wall of Fire.''<br />
<br />
;5th Level<br />
''Cloudkill, Dominate Person, Insect Plague, Seeming.''<br />
<br />
== Following of the Beast ==<br />
You have allowed the plague and you to become one being, changing every bit of your physical self. <br />
<br />
==== Infected Claws ==== <br />
At 1st level, the plague has taken to mutating your body, to make you deadlier. Your genetics have been altered by the plague, making your hands clawed. When you make an unarmed attack against a creature, the creature must roll a {{5a|con}} saving throw equal to DC 8 + your {{5a|str}} modifier + your proficiency modifier or take 1d6 slashing damage, and half as much if they succeed. If they roll a natural 1 for this saving throw, they contract the plague. Your claws increase by by 1d6 damage at 5th, 9th, <br />
<br />
==== Strain of Infection ====<br />
At 3rd level, you allow the plague to truly evolve within you to its true potential. Choose between the Strain of the Ravenous or the Strain of the Vile, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Dark Desire ====<br />
At 11th level, your corruption has made you crave only one form of sustenance... flesh. You are still able to benefit from eating regular food, however, you must consume raw flesh once every 3 days. if you do not, you go into a feral state, and the DM takes complete control of your actions. However, while you are sated with flesh, you have advantage on saving throws against being charmed, frightened, or put to sleep. <br />
<br />
==== <br />
<br />
==Strain of the Ravenous==<br />
The plague in your body has begun to mutate you, making you deadlier than most plague priests. <br />
<br />
==== Rabid Behaviors ====<br />
At 3rd level, when you take this strain, your mind has been corroded and re-wired. When making unarmed strikes, you can now make two attack actions instead of one. However, because your mind has been destroyed to make you deadlier, you suffer -4 to {{5a|int}} and any {{5a|int}} checks, but gain +2 to {{5a|str}} ({{5s|athletics}}) and {{5a|wis}} ({{5s|perception}} or {{5s|survival}}) checks when tracking prey and hunting. <br />
<br />
==== Sharpened Fangs ====<br />
At 6th level, your mouth has mutated to be able to rip and tear flesh from your victims, as well as spit your venom into them. When you take an attack action, you may choose to bite your target, dealing 2d8 piercing damage or 1d8 acid damage. When a creature is bitten, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|str}} modifier + your proficiency modifier or enter into the grappled state. If the creature rolls a natural 1, then they also contract the plague. <br />
<br />
==== Carnivorous ====<br />
At 10th level, when you kill someone, you may rip and tear them apart, and consume their flesh. When you kill an enemy you can climb on top of them and consume their bodies, which will give you 1d8 temporary hit points. You have 5 hunger points. When consuming a creature, their size will effect the consumption of your hunger points. You cannot consume creatures larger than those large in size. You regain your hunger points after completing a short or long rest.<br />
<br />
Tiny=1<br />
<br />
Small=2<br />
<br />
Medium=3<br />
<br />
Large=4<br />
<br />
==== Nightmarish Beast ====<br />
At 14th level, your body has transformed beyond recognizability, and the plague has corrupted every aspect about you. Your claws have now granted you the ability to climb up walls similar to that of a spider, giving you a climbing speed of 30. When you attack with either your claws or fangs, you may now choose to deal necrotic damage rather than slashing or acid damage. You gain resistance to necrotic damage and become vulnerable to radiant damage. <br />
<br />
== Strain of the Vile ==<br />
The plague in your body has mutated to the extent that you no longer even look like the person you once were. <br />
<br />
==== Call of the Crows ====<br />
At 3rd level, your mutations begin to form, starting with your head morphing to look similar to that of a large bird skull. The rest of your body also begins to be covered in these bone formations. This gives you a natural armor class equal to 10 + your {{5a|dex}} modifier + your proficiency bonus. <br />
<br />
==== Infectious Bile ====<br />
At 6th level, the plague has developed within your body, giving you the ability to spew vomit at your whim. You can use your action to spew a 30 foot line of bile. When you spew this bile, you take 1d6 acid damage at 6th level and 2d6 at 14th level. When you spew your infectious bile, each creature in the area of the vomit must make a {{5a|con}} saving throw. The DC for this saving throw equals 8 + your {{5a|dex}} modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 10th level, 4d6 at 14th level, and 5d6 at 20th level. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Feathers of Icarus ====<br />
At 10th level, the plague has mutated your body once again, as in between your bone structures, black feathers have sprouted between your bone structures. You have also grown two sickly looking crow wings. With these wings you gain a fly speed of 10. At the end of the round, you fall back to the ground. <br />
<br />
==== Mucus Coating ====<br />
At 14th level, your body begins to secrete a layer of mucus over your skin. This makes your body slimy and gross. When a creature attempts to grapple you, they grapple with disadvantage. Upon making contact with you, creatures must make a {{5a|con}} saving throw equal to 8 + your {{5a|dex}} modifier + your proficiency modifier or take 3d8 poison damage. If they succeed, they only take half as much damage. If they roll a natural 1, then they contract the plague.<br />
<br />
<br />
<br />
== Following of the Blade ==<br />
<br />
==== Blood of Mirad ====<br />
At 1st level, the plague has developed within your body, giving you the ability to harvest your infected blood into small vials, and throw them at your enemies. If you cut your palm intentionally with a dagger, dealing 1d4 slashing damage to yourself, you are able to drip your blood into a glass vial, and use it as a throwable weapon. When a creature is hit by this vial, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier or take 2d4 acid damage. If the creature succeeds in this saving throw, they only take half the amount of damage. You also may choose to use a vial of blood to treat your weapons, in which, if the weapon deals either slashing or piercing damage, it provides the opportunity to infect the creature hit. When a creature is hit with this treated weapon, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier with disadvantage, or take 2d4 poison damage, and half as much damage on a successful one. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
<br />
==== Ritual Dances ====<br />
<br />
At 3rd level, you take to rituals, worshipping the gifts granted by Mirad. Choose between the Dance of the Acrobat or the Dance of the Reaper, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<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 <!-class name-> class, you must meet these prerequisites:<br />
<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Plague_Priest_(5e_Class)&diff=1149526Plague Priest (5e Class)2019-03-11T20:04:19Z<p>Polaton: </p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
{{WIP}}<br />
== Plague Priest ==<br />
<br />
''A woman wanders her way into the palace of the king. The guards attempt to stop her, but with a wave of her hand begin to cough in fits of rage, spitting up blood and bile, and eventually just collapsing. As she enters the kings court, she waves her incense burner, and the whole room begins to wheeze, coughing up blood, until the room falls silent. As the night descends, the plague follows, climbing along buildings, into windows, and ripping apart their victims as they sleep. The moon reflected along the edge of the blade, glistening a dark green, as the light shined off of the blood of the infected.'' These are the powers of the Plague Priests, worshippers and disciples of the god of the plague, [Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]],. <br />
<br />
=== Disciples of the Plague ===<br />
<br />
The plague priests are worshippers of the forgotten god, Mirad, god of death, disease, deception, fire, and pestilence. They survive as they spread the "gifts" of Mirad to others, spreading disease and death across the lands, ending bloodlines, and converting others into their following. This is the life of the plague priests. They spend their lives struggling to survive at the expense of others and worshipping their forgotten god. <br />
<br />
=== Creating a Plague Priest ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|http://games.northhaledongaming.com/Warhammer/SiteAssets/SitePages/High%20Priest%20Tetrahon/Liche_Priest_by_daarken.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What made you become a plague priest? Were you infected by another priest and pulled into worshipping this god? Or did you choose to worship Mirad? Maybe you were visited by the god in a vision and infected directly? No matter how you got infected, the real question is, what is your goal? Are you seeking to have the powers of a god at your fingertips, or are you simply trying to survive? <br />
<br />
;Quick Build<br />
You can make a Plague Priest quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Acolyte background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features<br />
|name=Plague Priest<br />
|summary=Worshippers of the forgotten god of the plague, Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]. <br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple, Flails, Scythes<br />
|tools=Poisoners Kit<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Arcana, Deception, History, Intimidation, Investigation, Medicine, Nature, and Religion. <br />
|item1a=An incense burner that could second as a flail <br />
|item1b=A scythe or 2 sickles<br />
|item1c=Any simple weapon<br />
|item2a=A component pouch<br />
|item2b=<br />
|item2c=<br />
|item3a=A priest's pack<br />
|item3b=An explorer's pack<br />
|item3c=A monster hunter's pack<br />
|item4a=A set of leather armor and an ornate sacrificial dagger.<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10<br />
|classfeatures1={{inpage|Plagued}}, {{inpage|Following of the Plague}}<br />
|classfeatures2=<br />
|classfeatures3={{inpage|Blessing of Mirad}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Following of the Plague Sub Feature}} <br />
|classfeatures11={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures14={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures15={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Following of the Plague 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=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
|extra2_name=Infected Claws<br />
|extra2_1=1d6<br />
|extra2_2=1d6<br />
|extra2_3=1d6<br />
|extra2_4=1d6<br />
|extra2_5=2d6<br />
|extra2_6=2d6<br />
|extra2_7=2d6<br />
|extra2_8=2d6<br />
|extra2_9=3d6<br />
|extra2_10=3d6<br />
|extra2_11=3d6<br />
|extra2_12=3d6<br />
|extra2_13=4d6<br />
|extra2_14=4d6<br />
|extra2_15=4d6<br />
|extra2_16=4d6<br />
|extra2_17=5d6<br />
|extra2_18=5d6<br />
|extra2_19=5d6<br />
|extra2_20=5d6<br />
|extra3_name=Acidic Blood<br />
|extra3_1=1d4<br />
|extra3_2=1d4<br />
|extra3_3=1d4<br />
|extra3_4=1d4<br />
|extra3_5=2d4<br />
|extra3_6=2d4<br />
|extra3_7=2d4<br />
|extra3_8=2d4<br />
|extra3_9=3d4<br />
|extra3_10=3d4<br />
|extra3_11=3d4<br />
|extra3_12=3d4<br />
|extra3_13=4d4<br />
|extra3_14=4d4<br />
|extra3_15=4d4<br />
|extra3_16=4d4<br />
|extra3_17=5d4<br />
|extra3_18=5d4<br />
|extra3_19=5d4<br />
|extra3_20=5d4<br />
}}<br />
<br />
==== Plagued ====<br />
At 1st level, you have been infected by the plague of Mirad. You blood is made impure, the plague spreading throughout your body, however, you do not suffer from the effects of the [[The Plague (5e Disease)|plague]].When you take melee slashing or piercing damage, causing you to bleed on the creature, the attacking creature must make a {{5a|con}} saving throw of 8 + your {{5a|con}} modifier + your proficiency modifier or take 1d4 acid damage. If the creature is successful, they take no damage. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Following of the Plague ====<br />
At 1st level, you may choose how you worship the plague. When you choose your following, you choose between the, Following of the Ashes, Following of the Beast, and the Following of the Blade. These followings grant you features at 1st, 3rd, 6th, 10th, 14th, and 20th levels.<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 />
==== Increased Infectivity ====<br />
At 11th level, the plague becomes easier to spread. When creatures roll Constitution saving throws against you, rolling a natural 1 '''''or''''' 2 results in them contracting the plague. This increases to include rolling a natural 3 at 13th level, a natural 4 at 15th level, and finally a natural 5 at 17th level.<br />
<br />
== Following of the Ashes ==<br />
You have taken to cleansing the world of life, spreading your gifts through the flames of an incense burner. <br />
<br />
====Spellcasting====<br />
Starting at 1st level, your spellcasting is purely to spread the plague, alter the minds of those who are against you, and kill those who would get in your way. Your powers are granted by Mirad so you may spread the plague and bring death to those who stand in front of you. <br />
<br />
=====Cantrips=====<br />
You know two cantrips starting at 1st level. You may pick these cantrips from those provided at the bottom of the class description. You learn more as you reach higher levels.<br />
<br />
=====Spells Known=====<br />
You know as many spells as your level + your Constitution modifier (minimum of 1). 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 plague priest spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the plague priest spells you know and replace it with another spell from the plague priest spell list, which also must be of a level for which you have spell slots.<br />
<br />
=====Spellcasting Ability=====<br />
Constitution is your spellcasting ability for your plague priest spells, so you use your {{5a|con}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|con}} modifier when setting the saving throw DC for a plague priest spell you cast and when making an attack roll with one. <br />
<br />
Spell save = DC 8 + your proficiency bonus + your {{5a|con}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|con}} modifier<br />
<br />
==== Incense Smoke ====<br />
At 1st level, your incense burner clouds you in a 15 foot radius of smoke. Creatures that are in this radius suffer disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks and {{5a|str}} ({{5s|Athletics}}) checks. This does not affect creatures that do not breathe or constructs. <br />
<br />
==== Aromas of the Plague ====<br />
At 3rd level, you chose an Aroma to emit from your incense. Choose between the the Aroma of Pestilence or the Aroma of the Scourge, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Thick Smoke ====<br />
At 11th level, your smoke is made thick, and is difficult to breathe and see in. When a creature is within your incense smoke radius, they have disadvantage on attack rolls, saving throws, and {{5a|wis}} ({{5s|Perception}}) checks. <br />
<br />
==== Cleansing Flames ==== <br />
At 13th level, you have learned to make your incense burn stronger and bigger. Now when you attack with your incense, you deal an additional 1d4 fire damage upon hit, and the areas for your incense smoke and Aromas of the Plague double in size. <br />
<br />
==== Intrusive Incense ====<br />
At 15th level, you have nearly perfected the incense you are burning. Creatures that do not need to breathe, are now still effected by the incense smoke and Aromas of the Plague. <br />
<br />
==== Alchemical Perfection ==== <br />
At 17th level, you have created the perfect incense. No matter the creature, construct or not, they are affected by the incense smoke and Aromas of the Plague.<br />
<br />
==== Just Breathe ==== <br />
At 20th level, you have grown accustomed to inhaling and breathing in your incenses, to the point where they refresh you, both in your body and mind. For every minute that you stand in your incense smoke, you heal yourself by 1d8. This also cures any afflictions that effect you. <br />
<br />
=== Aroma of Pestilence ===<br />
<br />
You have infused the plague into the smoke from your incense, spreading the disease through the air, and killing silently and unknowingly.<br />
<br />
;{{#anc:The Smoke of the Sick}}<br />
Starting at 3rd level, as an action, you can wave your incense through the air, making the air around you filled with smoke in a 30 foot radius. Any creatures caught in this, including allies, must make a Constitution saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. A creature can only risk being infected in this manner once every 24 hours, and if the creature succeeds on the saving throw, you cannot infect them in this manner for 24 hours. <br />
<br />
;{{#anc:Rapid Decomposition}}<br />
At 6th level, if a creature becomes infected through the Smoke of the Sick, the infected begin to suffer from the effects of the plague immediately. When contracting the plague in this way, they automatically suffer from the effects of Day Two.<br />
<br />
;{{#anc:Contagious}}<br />
At 10th level, if a creature is infected through the Smoke of the Sick, their infection becomes contagious to those around them. If anyone or anything comes into a 5 foot radius of the infected creature or physically touches the infected creature, they must roll a {{5a|con}} saving throw of DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. If the creature succeeds, they are immune to catching the plague in this manner for 1 hour. <br />
<br />
;{{#anc:Death Incarnate}}<br />
At 14th level, if a creature is infected through the Smoke of the Sick, their infection has the potential to become lethal immediately. When a creature contracts the plague in this manner, they must make one more saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or immediately fall under the effects of Day 5. If the creature succeeds, it cannot be affected in this way again. <br />
<br />
=== Aroma of the Scourge ===<br />
<br />
You have made the aroma of your incense smell like that of rotting meat, and cursed the smoke that leaves the flame. <br />
<br />
;{{#anc:The Smoke of the Locusts}}<br />
Starting at 3rd level, you are able to summon a swarm of locusts. When you wave your incense through the air, after a minute, a swarm of locusts will appear, taking up a 10 foot radius. You are able to command this swarm to attack targets, protect you, or retrieve items for you. When the swarm is set to attack a creature, they must make attack rolls against the creature and deal 2d4 slashing damage. When set to protect you, any creatures making attack rolls against you must make them with disadvantage. When set to retrieve an item, they can only carry up to 2 pounds. This swarm breaks apart and leaves after 30 seconds. This can be done once every 4 hours. <br />
<br />
;{{#anc:Emanation of Decay}}<br />
At 6th level, the stench of death follows you, and has brought some "friends" as well. The smell of rot and decay has attracted creatures, such as rats, flies, and other insects. When you wave your incense, you may command these creatures to attack a single target and begin to eat them alive. When these creatures go to consume this creature, they must roll a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier, or take 4d6 poison damage. If the creature rolls a natural 1, they contract the plague. If the creature goes below 0 hit points with this feature, they are completely consumed within 5 minutes, leaving nothing but a pile of the creatures remains. This can be done once every 12 hours. <br />
<br />
;{{#anc:Parasitic Spawn}}<br />
At 10th level, your body has rotted away to the point where insects have begun to nest inside of you. As a bonus action, you can excrete a worm like maggot about the size of a small rabbit out of your wrist, causing you to take 1d4 acid damage. When you spawn this maggot like creature, you can throw it at a creature, and the maggot will attempt to burrow into the creature, and leech off of them. When the maggot hits, the creature must make a {{5a|str}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or take 4d4 piercing damage, and then take 2d4 poison damage at the end of every round until the maggot is removed. If the creature rolls a natural 1, they contract the plague. If the creature succeeds the saving throw, the maggot fails to pierce the skin, and falls to the ground. This maggot has only 1hp. To regain this feature, you must complete a long rest. <br />
<br />
;{{#anc:Hive Mind}}<br />
At 14th level, your spawn has learned to survive beyond their single host. If a creature dies of the Parasitic Spawn, they must make a {{5a|con}} saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency modifier or their body becomes controlled by the parasite. When the creature fails this saving throw, they're reanimated, and under your command. You need not speak to the parasite, but merely must mentally communicate your idea to them. The creature can attack, defend, and explode. If the creature attacks, they attempt to bite their target, dealing 1d8 piercing damage. If the creature successfully bites the other, then they must make a {{5a|con}} saving throw equal to 1 + your {{5a|wis}} modifier + your proficiency modifier or be effected by another parasite, and suffering the same effects as Parasitic Spawn. If the creature explodes, the corpse bloats up, and pops, releasing 5 parasites from the body, and enabling the possibility of 5 different creatures being infected in the same manner. <br />
<br />
=== Plague Priest Spell List ===<br />
<br />
You know all of the spells listed below.<br />
<br />
;Cantrips<br />
''Control Flames, Create Bonfire, Firebolt, Friends, Infestation, Minor Illusion, Produce Flame, Prestidigitation, Thaumaturgy, Toll of the Dead.''<br />
<br />
;1st Level<br />
''Bane, Burning Hands, Cause Fear, Charm Person, Detect Poison and Disease, Dissonant Whispers, False Life, Fog Cloud, Hellish Rebuke, Hex, Ray of Sickness, Shield of Faith, Silent Image.''<br />
<br />
;2nd Level<br />
''Alter Self, Blindness/Deafness, Crown of Madness, Enlarge/Reduce, Invisibility, Mirror Image, Misty Step, Spider Climb, Suggestion, Web. ''<br />
<br />
;3rd Level<br />
''Clairvoyance, Fear, Gaseous Form, Hypnotic Pattern, Slow, Stinking Cloud, Water Walk.''<br />
<br />
;4th Level<br />
''Blight, Confusion, Dominate Beast, Greater Invisibility, Wall of Fire.''<br />
<br />
;5th Level<br />
''Cloudkill, Dominate Person, Insect Plague, Seeming.''<br />
<br />
== Following of the Beast ==<br />
You have allowed the plague and you to become one being, changing every bit of your physical self. <br />
<br />
==== Infected Claws ==== <br />
At 1st level, the plague has taken to mutating your body, to make you deadlier. Your genetics have been altered by the plague, making your hands clawed. When you make an unarmed attack against a creature, the creature must roll a {{5a|con}} saving throw equal to DC 8 + your {{5a|str}} modifier + your proficiency modifier or take 1d6 slashing damage, and half as much if they succeed. If they roll a natural 1 for this saving throw, they contract the plague. <br />
<br />
==== Strain of Infection ====<br />
At 3rd level, you allow the plague to truly evolve within you to its true potential. Choose between the Strain of the Ravenous or the Strain of the Vile, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==Strain of the Ravenous==<br />
The plague in your body has begun to mutate you, making you deadlier than most plague priests. <br />
<br />
<br />
<br />
== Strain of the Vile ==<br />
The plague in your body has mutated to the extent that you no longer even look like the person you once were. <br />
<br />
==== Call of the Crows ====<br />
At 3rd level, your mutations begin to form, starting with your head morphing to look similar to that of a large bird skull. The rest of your body also begins to be covered in these bone formations. This gives you a natural armor class equal to 10 + your {{5a|con}} modifier + your proficiency bonus. <br />
<br />
==== Infectious Bile ====<br />
At 6th level, the plague has developed within your body, giving you the ability to spew vomit at your whim. You can use your action to spew a 30 foot line of bile. When you spew this bile, you take 1d6 acid damage at 6th level and 2d6 at 14th level. When you spew your infectious bile, each creature in the area of the vomit must make a {{5a|con}} saving throw. The DC for this saving throw equals 8 + your {{5a|con}} modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 10th level, 4d6 at 14th level, and 5d6 at 20th level. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Feathers of Icarus ====<br />
At 10th level, the plague has mutated your body once again, as in between your bone structures, black feathers have sprouted between your bone structures. You have also grown two sickly looking crow wings. With these wings you gain a fly speed of 10. At the end of the round, you fall back to the ground. <br />
<br />
==== Mucus Coating ====<br />
At 14th level, <br />
<br />
== Following of the Blade ==<br />
<br />
==== Blood of Mirad ====<br />
At 1st level, the plague has developed within your body, giving you the ability to harvest your infected blood into small vials, and throw them at your enemies. If you cut your palm intentionally with a dagger, dealing 1d4 slashing damage to yourself, you are able to drip your blood into a glass vial, and use it as a throwable weapon. When a creature is hit by this vial, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier or take 2d4 acid damage. If the creature succeeds in this saving throw, they only take half the amount of damage. You also may choose to use a vial of blood to treat your weapons, in which, if the weapon deals either slashing or piercing damage, it provides the opportunity to infect the creature hit. When a creature is hit with this treated weapon, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier with disadvantage, or take 2d4 poison damage, and half as much damage on a successful one. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
<br />
==== Ritual Dances ====<br />
<br />
At 3rd level, you take to rituals, worshipping the gifts granted by Mirad. Choose between the Dance of the Acrobat or the Dance of the Reaper, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<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 <!-class name-> class, you must meet these prerequisites:<br />
<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Plague_Priest_(5e_Class)&diff=1149485Plague Priest (5e Class)2019-03-11T17:55:23Z<p>Polaton: </p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
{{WIP}}<br />
== Plague Priest ==<br />
<br />
''A woman wanders her way into the palace of the king. The guards attempt to stop her, but with a wave of her hand begin to cough in fits of rage, spitting up blood and bile, and eventually just collapsing. As she enters the kings court, she waves her incense burner, and the whole room begins to wheeze, coughing up blood, until the room falls silent. As the night descends, the plague follows, climbing along buildings, into windows, and ripping apart their victims as they sleep. The moon reflected along the edge of the blade, glistening a dark green, as the light shined off of the blood of the infected.'' These are the powers of the Plague Priests, worshippers and disciples of the god of the plague, [Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]],. <br />
<br />
=== Disciples of the Plague ===<br />
<br />
The plague priests are worshippers of the forgotten god, Mirad, god of death, disease, deception, fire, and pestilence. They survive as they spread the "gifts" of Mirad to others, spreading disease and death across the lands, ending bloodlines, and converting others into their following. This is the life of the plague priests. They spend their lives struggling to survive at the expense of others and worshipping their forgotten god. <br />
<br />
=== Creating a Plague Priest ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|http://games.northhaledongaming.com/Warhammer/SiteAssets/SitePages/High%20Priest%20Tetrahon/Liche_Priest_by_daarken.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What made you become a plague priest? Were you infected by another priest and pulled into worshipping this god? Or did you choose to worship Mirad? Maybe you were visited by the god in a vision and infected directly? No matter how you got infected, the real question is, what is your goal? Are you seeking to have the powers of a god at your fingertips, or are you simply trying to survive? <br />
<br />
;Quick Build<br />
You can make a Plague Priest quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Acolyte background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features<br />
|name=Plague Priest<br />
|summary=Worshippers of the forgotten god of the plague, Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]. <br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple, Flails, Scythes<br />
|tools=Poisoners Kit<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Arcana, Deception, History, Intimidation, Investigation, Medicine, Nature, and Religion. <br />
|item1a=An incense burner that could second as a flail <br />
|item1b=A scythe or 2 sickles<br />
|item1c=Any simple weapon<br />
|item2a=A component pouch<br />
|item2b=<br />
|item2c=<br />
|item3a=A priest's pack<br />
|item3b=An explorer's pack<br />
|item3c=A monster hunter's pack<br />
|item4a=A set of leather armor and an ornate sacrificial dagger.<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10<br />
|classfeatures1={{inpage|Plagued}}, {{inpage|Following of the Plague}}<br />
|classfeatures2=<br />
|classfeatures3={{inpage|Blessing of Mirad}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Following of the Plague Sub Feature}} <br />
|classfeatures11={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures14={{inpage|Following of the Plague Sub Feature}}<br />
|classfeatures15={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Increased Infectivity}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Following of the Plague 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=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
|extra2_name=Infected Claws<br />
|extra2_1=1d6<br />
|extra2_2=1d6<br />
|extra2_3=1d6<br />
|extra2_4=1d6<br />
|extra2_5=2d6<br />
|extra2_6=2d6<br />
|extra2_7=2d6<br />
|extra2_8=2d6<br />
|extra2_9=3d6<br />
|extra2_10=3d6<br />
|extra2_11=3d6<br />
|extra2_12=3d6<br />
|extra2_13=4d6<br />
|extra2_14=4d6<br />
|extra2_15=4d6<br />
|extra2_16=4d6<br />
|extra2_17=5d6<br />
|extra2_18=5d6<br />
|extra2_19=5d6<br />
|extra2_20=5d6<br />
|extra3_name=Acidic Blood<br />
|extra3_1=1d4<br />
|extra3_2=1d4<br />
|extra3_3=1d4<br />
|extra3_4=1d4<br />
|extra3_5=2d4<br />
|extra3_6=2d4<br />
|extra3_7=2d4<br />
|extra3_8=2d4<br />
|extra3_9=3d4<br />
|extra3_10=3d4<br />
|extra3_11=3d4<br />
|extra3_12=3d4<br />
|extra3_13=4d4<br />
|extra3_14=4d4<br />
|extra3_15=4d4<br />
|extra3_16=4d4<br />
|extra3_17=5d4<br />
|extra3_18=5d4<br />
|extra3_19=5d4<br />
|extra3_20=5d4<br />
}}<br />
<br />
==== Plagued ====<br />
At 1st level, you have been infected by the plague of Mirad. You blood is made impure, the plague spreading throughout your body, however, you do not suffer from the effects of the [[The Plague (5e Disease)|plague]].When you take melee slashing or piercing damage, causing you to bleed on the creature, the attacking creature must make a {{5a|con}} saving throw of 8 + your {{5a|con}} modifier + your proficiency modifier or take 1d4 acid damage. If the creature is successful, they take no damage. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Following of the Plague ====<br />
At 1st level, you may choose how you worship the plague. When you choose your following, you choose between the, Following of the Ashes, Following of the Beast, and the Following of the Blade. These followings grant you features at 1st, 3rd, 6th, 10th, 14th, and 20th levels.<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 />
==== Increased Infectivity ====<br />
At 11th level, the plague becomes easier to spread. When creatures roll Constitution saving throws against you, rolling a natural 1 '''''or''''' 2 results in them contracting the plague. This increases to include rolling a natural 3 at 13th level, a natural 4 at 15th level, and finally a natural 5 at 17th level.<br />
<br />
== Following of the Ashes ==<br />
You have taken to cleansing the world of life, spreading your gifts through the flames of an incense burner. <br />
<br />
====Spellcasting====<br />
Starting at 1st level, your spellcasting is purely to spread the plague, alter the minds of those who are against you, and kill those who would get in your way. Your powers are granted by Mirad so you may spread the plague and bring death to those who stand in front of you. <br />
<br />
=====Cantrips=====<br />
You know two cantrips starting at 1st level. You may pick these cantrips from those provided at the bottom of the class description. You learn more as you reach higher levels.<br />
<br />
=====Spells Known=====<br />
You know as many spells as your level + your Constitution modifier (minimum of 1). 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 plague priest spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the plague priest spells you know and replace it with another spell from the plague priest spell list, which also must be of a level for which you have spell slots.<br />
<br />
=====Spellcasting Ability=====<br />
Constitution is your spellcasting ability for your plague priest spells, so you use your {{5a|con}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|con}} modifier when setting the saving throw DC for a plague priest spell you cast and when making an attack roll with one. <br />
<br />
Spell save = DC 8 + your proficiency bonus + your {{5a|con}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|con}} modifier<br />
<br />
==== Incense Smoke ====<br />
At 1st level, your incense burner clouds you in a 15 foot radius of smoke. Creatures that are in this radius suffer disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks and {{5a|str}} ({{5s|Athletics}}) checks. This does not affect creatures that do not breathe or constructs. <br />
<br />
==== Aromas of the Plague ====<br />
At 3rd level, you chose an Aroma to emit from your incense. Choose between the the Aroma of Pestilence or the Aroma of the Scourge, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Thick Smoke ====<br />
At 11th level, your smoke is made thick, and is difficult to breathe and see in. When a creature is within your incense smoke radius, they have disadvantage on attack rolls, saving throws, and {{5a|wis}} ({{5s|Perception}}) checks. <br />
<br />
==== Cleansing Flames ==== <br />
At 13th level, you have learned to make your incense burn stronger and bigger. Now when you attack with your incense, you deal an additional 1d4 fire damage upon hit, and the areas for your incense smoke and Aromas of the Plague double in size. <br />
<br />
==== Intrusive Incense ====<br />
At 15th level, you have nearly perfected the incense you are burning. Creatures that do not need to breathe, are now still effected by the incense smoke and Aromas of the Plague. <br />
<br />
==== Alchemical Perfection ==== <br />
At 17th level, you have created the perfect incense. No matter the creature, construct or not, they are affected by the incense smoke and Aromas of the Plague.<br />
<br />
==== Just Breathe ==== <br />
At 20th level, you have grown accustomed to inhaling and breathing in your incenses, to the point where they refresh you, both in your body and mind. For every minute that you stand in your incense smoke, you heal yourself by 1d6. <br />
<br />
=== Aroma of Pestilence ===<br />
<br />
You have infused the plague into the smoke from your incense, spreading the disease through the air, and killing silently and unknowingly.<br />
<br />
;{{#anc:The Smoke of the Sick}}<br />
Starting at 3rd level, as an action, you can wave your incense through the air, making the air around you filled with smoke in a 30 foot radius. Any creatures caught in this, including allies, must make a Constitution saving throw equal to DC 1 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. A creature can only risk being infected in this manner once every 24 hours, and if the creature succeeds on the saving throw, you cannot infect them in this manner for 24 hours. <br />
<br />
;{{#anc:Rapid Decomposition}}<br />
At 6th level, if a creature becomes infected through the Smoke of the Sick, the infected begin to suffer from the effects of the plague immediately. When contracting the plague in this way, they automatically suffer from the effects of Day Two.<br />
<br />
;{{#anc:Contagious}}<br />
At 10th level, if a creature is infected through the Smoke of the Sick, their infection becomes contagious to those around them. If anyone or anything comes into a 5 foot radius of the infected creature or physically touches the infected creature, they must roll a Constitution saving throw of DC 1 + your Wisdom modifier + your proficiency modifier or contract the plague. If the creature succeeds, they are immune to catching the plague in this manner for 1 hour. <br />
<br />
;{{#anc:Death Incarnate}}<br />
At 14th level, if a creature is infected through the Smoke of the Sick, their infection has the potential to become lethal immediately. When a creature contracts the plague in this manner, they must make one more saving throw equal to DC 1 + your Wisdom modifier + your proficiency modifier or immediately fall under the effects of Day 5. If the creature succeeds, it cannot be affected in this way again. <br />
<br />
=== Aroma of the Scourge ===<br />
<br />
You have made the aroma of your incense smell like that of rotting meat, and cursed the smoke that leaves the flame. <br />
<br />
;{{#anc:The Smoke of the Locusts}}<br />
Starting at 3rd level, you are able to summon a swarm of locusts. When you wave your incense through the air, after a minute, a swarm of locusts will appear, taking up a 10 foot radius. You are able to command this swarm to attack targets, protect you, or retrieve items for you. When the swarm is set to attack a creature, they must make attack rolls against the creature and deal 2d4 slashing damage. When set to protect you, any creatures making attack rolls against you must make them with disadvantage. When set to retrieve an item, they can only carry up to 2 pounds. This swarm breaks apart and leaves after 30 seconds. This can be done once every 4 hours. <br />
<br />
;{{#anc:Emanation of Decay}}<br />
At 6th level, the stench of death follows you, and has brought some "friends" as well. The smell of rot and decay has attracted creatures, such as rats, flies, and other insects. When you wave your incense, you may command these creatures to attack a single target and begin to eat them alive. When these creatures go to consume this creature, they must roll a Constitution saving throw equal to 8 + your Wisdom modifier + your proficiency modifier, or take 4d6 poison damage. If the creature rolls a natural 1, they contract the plague. If the creature goes below 0 hit points with this feature, they are completely consumed within 5 minutes, leaving nothing but a pile of the creatures remains. This can be done once every 12 hours. <br />
<br />
;{{#anc:Parasitic Spawn}}<br />
At 10th level, your body has rotted away to the point where insects have begun to nest inside of you. As a bonus action, you can excrete a worm like maggot about the size of a small rabbit out of your wrist, causing you to take 1d4 acid damage. When you spawn this maggot like creature, you can throw it at a creature, and the maggot will attempt to burrow into the creature, and leech off of them. When the maggot hits, the creature must make a Strength saving throw equal to 8 + your Wisdom modifier + your proficiency modifier or take 4d4 piercing damage, and then take 2d4 poison damage at the end of every round until the maggot is removed. If the creature rolls a natural 1, they contract the plague. If the creature succeeds the saving throw, the maggot fails to pierce the skin, and falls to the ground. This maggot has only 1hp. To regain this feature, you must complete a long rest. <br />
<br />
;{{#anc:Hive Mind}}<br />
At 14th level, your spawn has learned to survive beyond their single host. If a creature dies of the Parasitic Spawn, they must make a Constitution saving throw equal to 8 + your Wisdom modifier + your proficiency modifier or their body becomes controlled by the parasite. When the creature fails this saving throw, they're reanimated, and under your command. You need not speak to the parasite, but merely must mentally communicate your idea to them. The creature can attack, defend, and explode. If the creature attacks, they attempt to bite their target, dealing 1d8 piercing damage. If the creature successfully bites the other, then they must make a Constitution saving throw equal to 1 + your Wisdom modifier + your proficiency modifier or be effected by another parasite, and suffering the same effects as Parasitic Spawn. If the creature explodes, the corpse bloats up, and pops, releasing 5 parasites from the body, and enabling the possibility of 5 different creatures being infected in the same manner. <br />
<br />
=== Plague Priest Spell List ===<br />
<br />
You know all of the spells listed below.<br />
<br />
;Cantrips<br />
''Control Flames, Create Bonfire, Firebolt, Friends, Infestation, Minor Illusion, Produce Flame, Prestidigitation, Thaumaturgy, Toll of the Dead.''<br />
<br />
;1st Level<br />
''Bane, Burning Hands, Cause Fear, Charm Person, Detect Poison and Disease, Dissonant Whispers, False Life, Fog Cloud, Hellish Rebuke, Hex, Ray of Sickness, Shield of Faith, Silent Image.''<br />
<br />
;2nd Level<br />
''Alter Self, Blindness/Deafness, Crown of Madness, Enlarge/Reduce, Invisibility, Mirror Image, Misty Step, Spider Climb, Suggestion, Web. ''<br />
<br />
;3rd Level<br />
''Clairvoyance, Fear, Gaseous Form, Hypnotic Pattern, Slow, Stinking Cloud, Water Walk.''<br />
<br />
;4th Level<br />
''Blight, Confusion, Dominate Beast, Greater Invisibility, Wall of Fire.''<br />
<br />
;5th Level<br />
''Cloudkill, Dominate Person, Insect Plague, Seeming.''<br />
<br />
== Following of the Beast ==<br />
<br />
==== Infected Claws ==== <br />
At 1st level, the plague has taken to mutating your body, to make you deadlier. Your genetics have been altered by the plague, making your hands clawed. When you make an unarmed attack against a creature, the creature must roll a {{5a|con}} saving throw equal to DC 8 + your {{5a|str}} modifier + your proficiency modifier or take 1d6 poison damage, and half as much if they succeed. If they roll a natural 1 for this saving throw, they contract the plague. <br />
<br />
==== Strain of Infection ====<br />
At 3rd level, you allow the plague to truly evolve within you to its true potential. Choose between the Strain of the Ravenous or the Strain of the Vile, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
<br />
<br />
== Strain of the Vile ==<br />
<br />
==== Infectious Bile ====<br />
At 3rd level, the plague has developed within your body, giving you the ability to spew vomit at your whim. You can use your action to spew a 30 foot line of bile. When you spew this bile, you take 1d6 acid damage at 3rd level, 2d6 at 11th level, and 3d6 at 20th level. When you spew your infectious bile, each creature in the area of the vomit must make a {{5a|con}} saving throw. The DC for this saving throw equals 8 + your {{5a|con}} modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, 5d6 at 16th level, and 6d6 at 20th level. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
== Following of the Blade ==<br />
<br />
==== Blood of Mirad ====<br />
At 1st level, the plague has developed within your body, giving you the ability to harvest your infected blood into small vials, and throw them at your enemies. If you cut your palm intentionally with a dagger, dealing 1d4 slashing damage to yourself, you are able to drip your blood into a glass vial, and use it as a throwable weapon. When a creature is hit by this vial, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier or take 2d4 acid damage. If the creature succeeds in this saving throw, they only take half the amount of damage. You also may choose to use a vial of blood to treat your weapons, in which, if the weapon deals either slashing or piercing damage, it provides the opportunity to infect the creature hit. When a creature is hit with this treated weapon, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier with disadvantage, or take 2d4 poison damage, and half as much damage on a successful one. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
<br />
==== Ritual Dances ====<br />
<br />
At 3rd level, you take to rituals, worshipping the gifts granted by Mirad. Choose between the Dance of the Acrobat or the Dance of the Reaper, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<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 <!-class name-> class, you must meet these prerequisites:<br />
<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Plague_Priest_(5e_Class)&diff=1148219Plague Priest (5e Class)2019-03-08T18:18:29Z<p>Polaton: </p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
{{WIP}}<br />
== Plague Priest ==<br />
<br />
''A woman wanders her way into the palace of the king. The guards attempt to stop her, but with a wave of her hand begin to cough in fits of rage, spitting up blood and bile, and eventually just collapsing. As she enters the kings court, she waves her incense burner, and the whole room begins to wheeze, coughing up blood, until the room falls silent. As the night descends, the plague follows, climbing along buildings, into windows, and ripping apart their victims as they sleep. The moon reflected along the edge of the blade, glistening a dark green, as the light shined off of the blood of the infected.'' These are the powers of the Plague Priests, worshippers and disciples of the god of the plague, [Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]],. <br />
<br />
=== Disciples of the Plague ===<br />
<br />
The plague priests are worshippers of the forgotten god, Mirad, god of death, disease, deception, fire, and pestilence. They survive as they spread the "gifts" of Mirad to others, spreading disease and death across the lands, ending bloodlines, and converting others into their following. This is the life of the plague priests. They spend their lives struggling to survive at the expense of others and worshipping their forgotten god. <br />
<br />
=== Creating a Plague Priest ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|http://games.northhaledongaming.com/Warhammer/SiteAssets/SitePages/High%20Priest%20Tetrahon/Liche_Priest_by_daarken.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What made you become a plague priest? Were you infected by another priest and pulled into worshipping this god? Or did you choose to worship Mirad? Maybe you were visited by the god in a vision and infected directly? No matter how you got infected, the real question is, what is your goal? Are you seeking to have the powers of a god at your fingertips, or are you simply trying to survive? <br />
<br />
;Quick Build<br />
You can make a Plague Priest quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Acolyte background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features<br />
|name=Plague Priest<br />
|summary=Worshippers of the forgotten god of the plague, Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]. <br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple, Flails, Scythes<br />
|tools=Poisoners Kit<br />
|saves=Constitution, Charisma<br />
|skills=Choose two from Arcana, Deception, History, Intimidation, Investigation, Medicine, Nature, and Religion. <br />
|item1a=An incense burner that could second as a flail <br />
|item1b=A scythe or 2 sickles<br />
|item1c=Any simple weapon<br />
|item2a=A component pouch<br />
|item2b=<br />
|item2c=<br />
|item3a=A priest's pack<br />
|item3b=An explorer's pack<br />
|item3c=A monster hunter's pack<br />
|item4a=A set of leather armor and an ornate sacrificial dagger.<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10<br />
|classfeatures1={{inpage|Plagued}}, {{inpage|Following of the Plague}}<br />
|classfeatures2=<br />
|classfeatures3={{inpage|Blessing of Mirad}}, {{inpage|Following of the Plague Feature}}<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6={{inpage|Following of the Plague Feature}}<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Following of the Plague Feature}} <br />
|classfeatures11={{inpage|Increased Infectivity}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Increased Infectivity}}<br />
|classfeatures14={{inpage|Following of the Plague Feature}}<br />
|classfeatures15={{inpage|Increased Infectivity}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Increased Infectivity}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Following of the Plague 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=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
|extra2_name=Infected Claws<br />
|extra2_1=1d6<br />
|extra2_2=1d6<br />
|extra2_3=1d6<br />
|extra2_4=1d6<br />
|extra2_5=2d6<br />
|extra2_6=2d6<br />
|extra2_7=2d6<br />
|extra2_8=2d6<br />
|extra2_9=3d6<br />
|extra2_10=3d6<br />
|extra2_11=3d6<br />
|extra2_12=3d6<br />
|extra2_13=4d6<br />
|extra2_14=4d6<br />
|extra2_15=4d6<br />
|extra2_16=4d6<br />
|extra2_17=5d6<br />
|extra2_18=5d6<br />
|extra2_19=5d6<br />
|extra2_20=5d6<br />
|extra3_name=Acidic Blood<br />
|extra3_1=1d4<br />
|extra3_2=1d4<br />
|extra3_3=1d4<br />
|extra3_4=1d4<br />
|extra3_5=2d4<br />
|extra3_6=2d4<br />
|extra3_7=2d4<br />
|extra3_8=2d4<br />
|extra3_9=3d4<br />
|extra3_10=3d4<br />
|extra3_11=3d4<br />
|extra3_12=3d4<br />
|extra3_13=4d4<br />
|extra3_14=4d4<br />
|extra3_15=4d4<br />
|extra3_16=4d4<br />
|extra3_17=5d4<br />
|extra3_18=5d4<br />
|extra3_19=5d4<br />
|extra3_20=5d4<br />
}}<br />
<br />
==== Plagued ====<br />
At 1st level, you have been infected by the plague of Mirad. You blood is made impure, the plague spreading throughout your body, however, you do not suffer from the effects of the [[The Plague (5e Disease)|plague]].When you take melee slashing or piercing damage, causing you to bleed on the creature, the attacking creature must make a {{5a|con}} saving throw of 8 + your {{5a|con}} modifier + your proficiency modifier or take 1d4 acid damage. If the creature is successful, they take no damage. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
==== Following of the Plague ====<br />
At 1st level, you may choose how you worship the plague. When you choose your following, you choose between the, Following of the Ashes, Following of the Beast, and the Following of the Blade. These followings grant you features at 1st, 3rd, 6th, 10th, 14th, and 20th levels.<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 />
==== Increased Infectivity ====<br />
At 11th level, the plague becomes easier to spread. When creatures roll Constitution saving throws against you, rolling a natural 1 '''''or''''' 2 results in them contracting the plague. This increases to include rolling a natural 3 at 13th level, a natural 4 at 15th level, and finally a natural 5 at 17th level.<br />
<br />
<br />
<br />
== Following of the Ashes ==<br />
<br />
====Spellcasting====<br />
Starting at 1st level, your spellcasting is purely to spread the plague, alter the minds of those who are against you, and kill those who would get in your way. Your powers are granted by Mirad so you may spread the plague and bring death to those who stand in front of you. <br />
<br />
=====Cantrips=====<br />
You know two cantrips starting at 1st level. You may pick these cantrips from those provided at the bottom of the class description. You learn more as you reach higher levels.<br />
<br />
=====Spells Known=====<br />
You know as many spells as your level + your Constitution modifier (minimum of 1). 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 plague priest spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the plague priest spells you know and replace it with another spell from the plague priest spell list, which also must be of a level for which you have spell slots.<br />
<br />
=====Spellcasting Ability=====<br />
Constitution is your spellcasting ability for your plague priest spells, so you use your {{5a|con}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|con}} modifier when setting the saving throw DC for a plague priest spell you cast and when making an attack roll with one. <br />
<br />
Spell save = DC 8 + your proficiency bonus + your {{5a|con}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|con}} modifier<br />
<br />
==== Incense Smoke ====<br />
At 1st level, your incense burner clouds you in a 15 foot radius of smoke. Creatures that are in this radius suffer disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks and {{5a|str}} ({{5s|Athletics}}) checks. This does not affect creatures that do not breathe or constructs. <br />
<br />
==== Aromas of the Plague ====<br />
At 3rd level, you chose an Aroma to emit from your incense. Choose between the Aroma of Undeath, the Aroma of Pestilence, or the Aroma of the Scourge, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Thick Smoke ====<br />
At 11th level, your smoke is made thick, and is difficult to breathe and see in. When a creature is within your incense smoke radius, they have disadvantage on attack rolls, saving throws, and {{5a|wis}} ({{5s|Perception}}) checks. <br />
<br />
==== Cleansing Flames ==== <br />
At 13th level, you have learned to make your incense burn stronger and bigger. Now when you attack with your incense, you deal an additional 1d4 fire damage upon hit, and the areas for your incense smoke and Aromas of the Plague double in size. <br />
<br />
==== Intrusive Incense ====<br />
At 15th level, you have nearly perfected the incense you are burning. Creatures that do not need to breathe, are now still effected by the incense smoke and Aromas of the Plague. <br />
<br />
==== Alchemical Perfection ==== <br />
At 17th level, you have created the perfect incense. No matter the creature, construct or not, they are affected by the incense smoke and Aromas of the Plague.<br />
<br />
==== Just Breathe ==== <br />
At 20th level, you have grown accustomed to inhaling and breathing in your incenses, to the point where they refresh you, both in your body and mind. For every minute that you stand in your incense smoke, you heal yourself by 1d6. <br />
<br />
=== Aroma of Undeath ===<br />
<br />
You have cursed those you have infected, and unwillingly forced them to continue to live, even through death.<br />
<br />
;{{#anc:The Smoke of the Dead}}<br />
Starting at 3rd level, you have cursed the infected through their plague. When a living creature, including your allies, dies from the plague, that creature must make a Wisdom saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency bonus or after they die, resurrect as a zombie, that behave as if under the effects of {{5e|command}} spell for 1 hour before their body completely decomposes and collapses. You can have as many undead followers as equal to your {{5a|wis}} modifier at one time. <br />
<br />
;{{#anc:A Moth to the Flame}}<br />
At 6th level, you have made your incense burner a beacon for the undead. When a creature of an undead type that is not brought to life by the plague, including your allies, enters your incense smoke radius, they must make a {{5a|wis}} saving throw equal to DC 8 + your {{5a|wis}} modifier + your proficiency modifier or fall under the effects of {{5e|command}}. This effect lasts for 1 hour. After this hour is completed, the undead creature takes 3d8 fire damage, and the previous effects wear off. An undead creature can only be affected by this trait once every 24 hours.<br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== Aroma of Pestilence ===<br />
<br />
You have infused the plague into the smoke from your incense, spreading the disease through the air, and killing silently and unknowingly.<br />
<br />
;{{#anc:The Smoke of the Sick}}<br />
Starting at 3rd level, as an action, you can wave your incense through the air, making the air around you filled with smoke in a 30 foot radius. Any creatures caught in this, including allies, must make a Constitution saving throw equal to DC 8 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. A creature can only risk being infected in this manner once every 24 hours, and if the creature succeeds on the saving throw, you cannot infect them in this manner for 24 hours. <br />
<br />
;{{#anc:Rapid Decomposition}}<br />
At 6th level, if a creature becomes infected through the Smoke of the Plague, <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== Aroma of the Scourge ===<br />
<br />
You have made the aroma of your incense smell like that of rotting meat, and cursed the smoke that leaves the fire. <br />
<br />
;{{#anc:The Smoke of the Locusts}}<br />
Starting at 3rd level, you are able to summon a swarm of locusts. When you wave your incense through the air, after a minute, a swarm of locusts will appear, taking up a 10 foot radius. You are able to command this swarm to attack targets, protect you, or retrieve items for you. When the swarm is set to attack a creature, they must make attack rolls against the creature and deal 2d4 slashing damage. When set to protect you, any creatures making attack rolls against you must make them with disadvantage. When set to retrieve an item, they can only carry up to 2 pounds. This swarm breaks apart and leaves after 30 seconds. This can be done once every 8 hours. <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== Plague Priest Spell List ===<br />
<br />
You know all of the spells listed below.<br />
<br />
;Cantrips<br />
''Control Flames, Create Bonfire, Firebolt, Friends, Infestation, Minor Illusion, Produce Flame, Prestidigitation, Thaumaturgy, Toll of the Dead.''<br />
<br />
;1st Level<br />
''Bane, Burning Hands, Cause Fear, Charm Person, Detect Poison and Disease, Dissonant Whispers, False Life, Fog Cloud, Hellish Rebuke, Hex, Ray of Sickness, Shield of Faith, Silent Image.''<br />
<br />
;2nd Level<br />
''Alter Self, Blindness/Deafness, Crown of Madness, Enlarge/Reduce, Invisibility, Mirror Image, Misty Step, Spider Climb, Suggestion, Web. ''<br />
<br />
;3rd Level<br />
''Clairvoyance, Fear, Gaseous Form, Hypnotic Pattern, Slow, Stinking Cloud, Water Walk.''<br />
<br />
;4th Level<br />
''Blight, Confusion, Dominate Beast, Greater Invisibility, Wall of Fire.''<br />
<br />
;5th Level<br />
''Cloudkill, Dominate Person, Insect Plague, Seeming.''<br />
<br />
== Following of the Beast ==<br />
<br />
==== Infected Claws ==== <br />
At 1st level, the plague has taken to mutating your body, to make you deadlier. Your genetics have been altered by the plague, making your hands clawed. When you make an unarmed attack against a creature, the creature must roll a {{5a|con}} saving throw equal to DC 8 + your {{5a|str}} modifier + your proficiency modifier or take 1d6 poison damage, and half as much if they succeed. If they roll a natural 1 for this saving throw, they contract the plague. <br />
<br />
==== Infectious Bile ====<br />
At 3rd level, the plague has developed within your body, giving you the ability to spew vomit at your whim. You can use your action to spew a 30 foot line of bile. When you spew this bile, you take 1d6 acid damage at 3rd level, 2d6 at 11th level, and 3d6 at 20th level. When you spew your infectious bile, each creature in the area of the vomit must make a {{5a|con}} saving throw. The DC for this saving throw equals 8 + your {{5a|con}} modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, 5d6 at 16th level, and 6d6 at 20th level. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<br />
<br />
== Following of the Blade ==<br />
<br />
<br />
==== Blood of Mirad ====<br />
At 6th level, the plague has developed within your body, giving you the ability to harvest your infected blood into small vials, and throw them at your enemies. If you cut your palm intentionally with a dagger, dealing 1d4 slashing damage to yourself, you are able to drip your blood into a glass vial, and use it as a throwable weapon. When a creature is hit by this vial, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier or take 2d4 acid damage. If the creature succeeds in this saving throw, they only take half the amount of damage. You also may choose to use a vial of blood to treat your weapons, in which, if the weapon deals either slashing or piercing damage, it provides the opportunity to infect the creature hit. When a creature is hit with this treated weapon, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier with disadvantage, or take 2d4 poison damage, and half as much damage on a successful one. If the creature rolls a natural 1 for the saving throw, they also contract the plague.<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 <!-class name-> class, you must meet these prerequisites:<br />
<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Plague_Priest_(5e_Class)&diff=1148002Plague Priest (5e Class)2019-03-07T21:16:58Z<p>Polaton: </p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
{{WIP}}<br />
== Plague Priest ==<br />
<br />
''Bells rang through the empty streets, bodies laying limp on the ground, rotting away. With the ringing of the bells, the bodies begin to rise, as an army of the dead begins to form. It is then, that a man walks out from the corpses, points, and they march forth. A woman wanders her way into the palace of the king. The guards attempt to stop her, but with a wave of her hand begin to cough in fits of rage, spitting up blood and bile, and eventually just collapsing. As she enters the kings court, she waves her incense burner, and the whole room begins to wheeze, coughing up blood, until the room falls silent. A normal day, the sun shining bright on the small village. That is until the sun is blotted out, and the air buzzes. The mass that blocks the sun then drops onto the city, devouring and destroying all in its path, leaving nothing but ruin. As the mass left, the buzzing subsided, and the town remained silent, with the smell of death in the air.'' These are the powers of the Plague Priests, worshippers and disciples of the god of the plague, [Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]],. <br />
<br />
=== Disciples of the Plague ===<br />
<br />
The plague priests are worshippers of the forgotten god, Mirad, god of death, disease, deception, fire, and pestilence. They survive as they spread the "gifts" of Mirad to others, spreading disease and death across the lands, ending bloodlines, and converting others into their following. This is the life of the plague priests. They spend their lives struggling to survive at the expense of others and worshipping their forgotten god. <br />
<br />
=== Creating a Plague Priest ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|http://games.northhaledongaming.com/Warhammer/SiteAssets/SitePages/High%20Priest%20Tetrahon/Liche_Priest_by_daarken.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What made you become a plague priest? Were you infected by another priest and pulled into worshipping this god? Or did you choose to worship Mirad? Maybe you were visited by the god in a vision and infected directly? No matter how you got infected, the real question is, what is your goal? Are you seeking to have the powers of a god at your fingertips, or are you simply trying to survive? <br />
<br />
;Quick Build<br />
You can make a Plague Priest quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Acolyte background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features<br />
|name=Plague Priest<br />
|summary=Worshippers of the forgotten god of the plague, Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]. <br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light<br />
|weapons=Simple, Flails<br />
|tools=Poisoners Kit<br />
|saves=Constitution, Wisdom<br />
|skills=Choose two from Arcana, Deception, History, Intimidation, Investigation, Medicine, Nature, and Religion. <br />
|item1a=A quarterstaff<br />
|item1b=Any simple weapon<br />
|item1c=<br />
|item2a=A component pouch<br />
|item2b=An arcane focus<br />
|item2c=<br />
|item3a=A priest's pack<br />
|item3b=A scholar's pack<br />
|item3c=<br />
|item4a=A set of leather armor, an incense burner that could second as a flail, and an ornate sacrificial dagger.<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10<br />
|classfeatures1={{inpage|Plagued}}, {{inpage|Spellcasting}}<br />
|classfeatures2={{inpage|Incense Smoke}}<br />
|classfeatures3={{inpage|Infectious Bile}}, {{inpage|Aromas of the Plague}}<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6={{inpage|Aromas of the Plague Feature}}, {{inpage|Blood of Mirad}}<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Aromas of the Plague Feature}}<br />
|classfeatures11={{inpage|Thick Smoke}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Cleansing Flames}}<br />
|classfeatures14={{inpage|Aromas of the Plague Feature}}<br />
|classfeatures15={{inpage|Intrusive incense}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Alchemical Perfection}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Just Breathe}}<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=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
}}<br />
<br />
==== Plagued ====<br />
At 1st level, you have been infected by the plague of Mirad. You blood is made impure, the plague spreading throughout your body, however, you do not suffer from the effects of the [[The Plague (5e Disease)|plague]].When you take melee slashing or piercing damage, causing you to bleed on the creature, the attacking creature must make a {{5a|con}} saving throw of 8 + your {{5a|con}} modifier + your proficiency modifier or take 1d4 acid damage. If the creature is successful, they take no damage. If the creature critically fails the saving throw, they also contract the plague.<br />
<br />
====Spellcasting====<br />
Your spellcasting is purely to spread the plague, alter the minds of those who are against you, and kill those who would get in your way. Your powers are granted by Mirad so you may spread the plague and bring death to those who stand in front of you. <br />
<br />
=====Cantrips=====<br />
You know two cantrips starting at 1st level. You may pick these cantrips from those provided at the bottom of the class description. You learn more as you reach higher levels.<br />
<br />
=====Spells Known=====<br />
You know as many spells as your level + your Constitution modifier (minimum of 1). 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 plague priest spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the plague priest spells you know and replace it with another spell from the plague priest spell list, which also must be of a level for which you have spell slots.<br />
<br />
=====Spellcasting Ability=====<br />
Constitution is your spellcasting ability for your plague priest spells, so you use your {{5a|con}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|con}} modifier when setting the saving throw DC for a plague priest spell you cast and when making an attack roll with one. <br />
<br />
Spell save = DC 8 + your proficiency bonus + your {{5a|con}} modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|con}} modifier<br />
<br />
==== Incense Smoke ====<br />
At 2nd level, your incense burner clouds you in a 15 foot radius of smoke. Creatures that are in this radius suffer disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks. This does not affect creatures that do not breathe or constructs. <br />
<br />
==== Aromas of the Plague ====<br />
At 3rd level, you chose an Aroma to emit from your incense. Choose between the Aroma of Undeath, the Aroma of Pestilence, or the Aroma of the Scourge, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th levels.<br />
<br />
==== Infectious Bile ====<br />
Starting at 3rd level, the plague has developed within your body, giving you the ability to spew vomit at your whim. You can use your action to spew a 30 foot line of bile. When you spew this bile, you take 1d6 acid damage at 3rd level, 2d6 at 11th level, and 3d6 at 20th level. When you spew your infectious bile, each creature in the area of the vomit must make a {{5a|con}} saving throw. The DC for this saving throw equals 8 + your {{5a|con}} modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, 5d6 at 16th level, and 6d6 at 20th level. If the creature critically fails the saving throw, they also contract the plague.<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 />
==== Blood of Mirad ====<br />
At 6th level, the plague has developed within your body, giving you the ability to harvest your infected blood into small vials, and throw them at your enemies. If you cut your palm intentionally with a dagger, dealing 1d4 slashing damage to yourself, you are able to drip your blood into a glass vial, and use it as a throwable weapon. When a creature is hit by this vial, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier or take 2d4 acid damage. If the creature succeeds in this saving throw, they only take half the amount of damage. You also may choose to use a vial of blood to treat your weapons, in which, if the weapon deals either slashing or piercing damage, it provides the opportunity to infect the creature hit. When a creature is hit with this treated weapon, they must make a saving throw equal to DC 8 + your {{5a|con}} modifier + your proficiency modifier with disadvantage, or take 2d4 poison damage, and half as much damage on a successful one. If the creature critically fails the saving throw, they also contract the plague. <br />
<br />
==== Thick Smoke ====<br />
At 11th level, your smoke is made thick, and is difficult to breathe and see in. When a creature is within your incense smoke radius, they have disadvantage on attack rolls, saving throws, and {{5a|wis}} ({{5s|Perception}}) checks. <br />
<br />
==== Cleansing Flames ==== <br />
At 13th level, you have learned to make your incense burn stronger and bigger. Now when you attack with your incense, you deal an additional 1d4 fire damage upon hit, and the areas for your incense smoke and Aromas of the Plague double in size. <br />
<br />
==== Intrusive Incense ====<br />
At 15th level, you have nearly perfected the incense you are burning. Creatures that do not need to breathe, are now still effected by the incense smoke and Aromas of the Plague. <br />
<br />
==== Alchemical Perfection ==== <br />
At 17th level, you have created the perfect incense. No matter the creature, construct or not, they are affected by the incense smoke and Aromas of the Plague.<br />
<br />
==== Just Breathe ==== <br />
At 20th level, you have grown accustomed to inhaling and breathing in your incenses, to the point where they refresh you, both in your body and mind. For every minute that you stand in your incense smoke, you heal yourself by 1d6. <br />
<br />
=== Aroma of Undeath ===<br />
<br />
You have cursed those you have infected, and unwillingly forced them to continue to live, even through death.<br />
<br />
;{{#anc:The Smoke of the Dead}}<br />
Starting at 3rd level, you have cursed the infected through their plague. When a living creature, including your allies, dies from the plague, that creature must make a Wisdom saving throw equal to 8 + your {{5a|wis}} modifier + your proficiency bonus or after they die, resurrect as a zombie, that behave as if under the effects of {{5e|command}} spell for 1 hour before their body completely decomposes and collapses. You can have as many undead followers as equal to your {{5a|wis}} modifier at one time. <br />
<br />
;{{#anc:A Moth to the Flame}}<br />
At 6th level, you have made your incense burner a beacon for the undead. When a creature of an undead type that is not brought to life by the plague, including your allies, enters your incense smoke radius, they must make a {{5a|wis}} saving throw equal to DC 8 + your {{5a|wis}} modifier + your proficiency modifier or fall under the effects of {{5e|command}}. This effect lasts for 1 hour. After this hour is completed, the undead creature takes 3d8 fire damage, and the previous effects wear off. An undead creature can only be affected by this trait once every 24 hours.<br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== Aroma of Pestilence ===<br />
<br />
You have infused the plague into the smoke from your incense, spreading the disease through the air, and killing silently and unknowingly.<br />
<br />
;{{#anc:The Smoke of the Sick}}<br />
Starting at 3rd level, as an action, you can wave your incense through the air, making the air around you filled with smoke in a 30 foot radius. Any creatures caught in this, including allies, must make a Constitution saving throw equal to DC 8 + your {{5a|wis}} modifier + your proficiency modifier or contract the plague. A creature can only risk being infected in this manner once every 24 hours, and if the creature succeeds on the saving throw, you cannot infect them in this manner for 24 hours. <br />
<br />
;{{#anc:Rapid Decomposition}}<br />
At 6th level, if a creature becomes infected through the Smoke of the Plague, <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== Aroma of the Scourge ===<br />
<br />
You have made the aroma of your incense smell like that of rotting meat, and cursed the smoke that leaves the incense. <br />
<br />
;{{#anc:The Smoke of the Locusts}}<br />
Starting at 3rd level, you are able to summon a swarm of locusts. When you wave your incense through the air, after a minute, a swarm of locusts will appear, taking up a 10 foot radius. You are able to command this swarm to attack targets, protect you, or retrieve items for you. When the swarm is set to attack a creature, they must make attack rolls against the creature and deal 2d4 slashing damage. When set to protect you, any creatures making attack rolls against you must make them with disadvantage. When set to retrieve an item, they can only carry up to 2 pounds. This swarm breaks apart and leaves after 30 seconds. This can be done once every 8 hours. <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== <!-Class Option 4-> ===<br />
<br />
<!-Introduce this subclass here-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== Plague Priest Spell List ===<br />
<br />
You know all of the spells listed below.<br />
<br />
;Cantrips<br />
''Acid Splash, Chill Touch, Control Flames, Create Bonfire, Firebolt, Friends, Infestation, Minor Illusion, Produce Flame, Prestidigitation, Toll of the Dead.''<br />
<br />
;1st Level<br />
''Bane, Burning Hands, Cause Fear, Charm Person, Detect Poison and Disease, Dissonant Whispers, False Life, Hellish Rebuke, Hex, Inflict Wounds, Ray of Sickness, Silent Image.''<br />
<br />
;2nd Level<br />
''Torcher, Alter Self, ''<br />
<br />
;3rd Level<br />
''<!-3rd level spell list->''<br />
<br />
;4th Level<br />
''<!-4th level spell list->''<br />
<br />
;5th Level<br />
''<!-5th level spell list->''<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 <!-class name-> class, you must meet these prerequisites:<br />
<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=The_Plague_(5e_Disease)&diff=1147996The Plague (5e Disease)2019-03-07T21:13:38Z<p>Polaton: </p>
<hr />
<div><!--Word of advice when making a new disease: while they should be debilitating, they shouldn't ruin play for the afflicted. If a disease renders a player character functionally useless, it may be fun for the other players frantically trying to find a way to cure them... but it won't be fun for the player! Try focusing on diseases that force players to consider alternative options, or have effects that could be fun to roleplay.--><br />
{{5e Disease<br />
|name=The Plague<br />
|summary=A slow and painful death.<br />
}}<br />
====Contracting The Plague====<br />
One can contract the plague through direct contact with the god, Mirad, or one of his disciples, known as the Plague Priests, or if a non-infected comes into contact with the vomit of an infected. When contracting the plague through either a plague priest or an infected person, one must critically fail a constitution saving throw presented by the priest ,and doing so will cause one to contract the illness. The only other way to contract the plague is to get infected organic matter into your bloodstream, ie, a rat bite, a cut, or saliva. When this happens, one must make a constitution save of 8 or higher, or become infected by the plague.<br />
<br />
====Effects====<br />
<br />
'''''Day 1:''''' In the first 24 hours of being infected by the plague, one shows no symptoms, as the plague festers and develops. <br />
<br />
'''''Day 2:''''' After the first 24 hours have passed, the infected will begin to vomit violently, dealing 1d4 acid damage at one point during the next 24 hours. After doing this, the infected will suffer from one level of {{5c|exhaustion}}. The infected does not gain the benefits from taking a long or short rest while infected. If a creature attempts to eat or drink while suffering from these effects, then they again begin to vomit and take 1d4 acid damage. <br />
<br />
'''''Day 3:''''' During the next 24 hours, the infected will begin to vomit violently once again, this time dealing 2d4 acid damage at one point. After doing this, the infected will suffer from another level of {{5c|exhaustion}}. The infected does not gain the benefits from taking a long or short rest while infected. If a creature attempts to eat or drink while suffering from these effects, then they again begin to vomit and take 2d4 acid damage. <br />
<br />
'''''Day 4:''''' During the next 24 hours, the infected will begin to vomit violently once again, this time dealing 3d4 acid damage at one point. After doing this, the infected will suffer from another level of {{5c|exhaustion}}. The infected does not gain the benefits from taking a long or short rest while infected. If a creature attempts to eat or drink while suffering from these effects, then they again begin to vomit and take 3d4 acid damage. <br />
<br />
'''''Day 5:''''' During the next 24 hours, the infected will begin to vomit violently once again, this time dealing 4d4 acid damage at one point. After doing this, the infected will suffer from another level of {{5c|exhaustion}}. The infected does not gain the benefits from taking a long or short rest while infected. If a creature attempts to eat or drink while suffering from these effects, then they again begin to vomit and take 4d4 acid damage. <br />
<br />
'''''Day 6:''''' During the next 24 hours, the infected will begin to vomit violently once again, this time dealing 5d4 acid damage at one point. After doing this, the infected will suffer from another level of {{5c|exhaustion}}. The infected does not gain the benefits from taking a long or short rest while infected. If a creature attempts to eat or drink while suffering from these effects, then they again begin to vomit and take 5d4 acid damage. <br />
<br />
'''''Day 7:''''' During the next 24 hours, the infected will begin to vomit violently once again, this time dealing 6d4 acid damage at one point. After doing this, the infected will suffer from another level of {{5c|exhaustion}}. The infected does not gain the benefits from taking a long or short rest while infected. If a creature attempts to eat or drink while suffering from these effects, then they again begin to vomit and take 6d4 acid damage. <br />
<br />
'''''Day 8:''''' If the creature has not died of the plague by this point, they begin to recover. They can now benefit from long or short rests. During the next 24 hours, the infected will begin to vomit violently once again, this time dealing 5d4 acid damage at one point. If a creature attempts to eat or drink while suffering from these effects, then they again begin to vomit and take 5d4 acid damage. <br />
<br />
'''''Day 9:''''' During the next 24 hours, the infected will begin to vomit violently once again, this time dealing 4d4 acid damage at one point. If a creature attempts to eat or drink while suffering from these effects, then they again begin to vomit and take 4d4 acid damage. <br />
<br />
'''''Day 10:''''' During the next 24 hours, the infected will begin to vomit violently once again, this time dealing 3d4 acid damage at one point. If a creature attempts to eat or drink while suffering from these effects, then they again begin to vomit and take 3d4 acid damage. <br />
<br />
'''''Day 11:''''' During the next 24 hours, the infected will begin to vomit violently once again, this time dealing 2d4 acid damage at one point. If a creature attempts to eat or drink while suffering from these effects, then they again begin to vomit and take 2d4 acid damage. <br />
<br />
'''''Day 12:''''' During the next 24 hours, the infected will begin to vomit violently once again, this time dealing 1d4 acid damage at one point. If a creature attempts to eat or drink while suffering from these effects, then they again begin to vomit and take 1d4 acid damage. <br />
<br />
'''''Day 13:''''' Your body is now recovering from the plague. You will not vomit randomly during the next 24 hours. If a creature attempts to eat or drink during these 24 hours, then they again begin to vomit and take 1d4 acid damage. <br />
<br />
'''''Day 14:''''' Your body has now purged itself of the plague. However, it has weakened your immune system, meaning that rolling a natural 2 will now classify as a critical failure. For every time one catches the plague, the range for a critical failure grows, up to a maximum of a natural 5. After that point, the critical failure window stops growing. <br />
<br />
====Treatment====<br />
The Plague can only be cured with {{5e|heal}} cast with a spell slot of '''6''' or higher or through the direct intervention of a god of life. When one perishes of the plague, if brought back through either {{5e|resurrection}} or through direct divine intervention, one no longer suffers from the effects of the plague unless once again infected. To delay death on day 7 however, one can be healed using {{5e|greater restoration}} and continuously fend off the exhaustion caused by the plague until cured. However... if one wishes for complete immunity to the effects of this plague, they must pledge themselves to Mirad, and take a level in the Plague Priest class, as to spread the plague further. <br />
<br />
-----<br />
{{5e Breadcrumb}} &rarr; [[5e Diseases|Diseases]]<br />
[[Category:5e]]<br />
[[Category:Disease]]<br />
[[Category:User]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=The_Plague_(5e_Disease)&diff=1147985The Plague (5e Disease)2019-03-07T21:06:41Z<p>Polaton: </p>
<hr />
<div><!--Word of advice when making a new disease: while they should be debilitating, they shouldn't ruin play for the afflicted. If a disease renders a player character functionally useless, it may be fun for the other players frantically trying to find a way to cure them... but it won't be fun for the player! Try focusing on diseases that force players to consider alternative options, or have effects that could be fun to roleplay.--><br />
{{5e Disease<br />
|name=The Plague<br />
|summary=A slow and painful death.<br />
}}<br />
====Contracting The Plague====<br />
One can contract the plague through direct contact with the god, Mirad, or one of his disciples, known as the Plague Priests, or if a non-infected comes into contact with the vomit of an infected. When contracting the plague through either a plague priest or an infected person, one must critically fail a constitution saving throw presented by the priest ,and doing so will cause one to contract the illness. The only other way to contract the plague is to get infected organic matter into your bloodstream, ie, a rat bite, a cut, or saliva. When this happens, one must make a constitution save of 8 or higher, or become infected by the plague.<br />
<br />
====Effects====<br />
<br />
'''''Day 1:''''' In the first 24 hours of being infected by the plague, one shows no symptoms, as the plague festers and develops. <br />
<br />
'''''Day 2:''''' After the first 24 hours have passed, the infected will begin to vomit violently, dealing 1d4 acid damage at one point during the next 24 hours. After doing this, the infected will suffer from one level of {{5c|exhaustion}}. The infected does not gain the benefits from taking a long or short rest while infected. If a creature attempts to eat or drink while suffering from these effects, then they again begin to vomit and take 1d4 acid damage. <br />
<br />
'''''Day 3:''''' During the next 24 hours, the infected will begin to vomit violently once again, this time dealing 2d4 acid damage at one point. After doing this, the infected will suffer from another level of {{5c|exhaustion}}. The infected does not gain the benefits from taking a long or short rest while infected. If a creature attempts to eat or drink while suffering from these effects, then they again begin to vomit and take 2d4 acid damage. <br />
<br />
'''''Day 4:''''' During the next 24 hours, the infected will begin to vomit violently once again, this time dealing 3d4 acid damage at one point. After doing this, the infected will suffer from another level of {{5c|exhaustion}}. The infected does not gain the benefits from taking a long or short rest while infected. If a creature attempts to eat or drink while suffering from these effects, then they again begin to vomit and take 3d4 acid damage. <br />
<br />
'''''Day 5:''''' During the next 24 hours, the infected will begin to vomit violently once again, this time dealing 4d4 acid damage at one point. After doing this, the infected will suffer from another level of {{5c|exhaustion}}. The infected does not gain the benefits from taking a long or short rest while infected. If a creature attempts to eat or drink while suffering from these effects, then they again begin to vomit and take 4d4 acid damage. <br />
<br />
'''''Day 6:''''' During the next 24 hours, the infected will begin to vomit violently once again, this time dealing 5d4 acid damage at one point. After doing this, the infected will suffer from another level of {{5c|exhaustion}}. The infected does not gain the benefits from taking a long or short rest while infected. If a creature attempts to eat or drink while suffering from these effects, then they again begin to vomit and take 5d4 acid damage. <br />
<br />
'''''Day 7:''''' During the next 24 hours, the infected will begin to vomit violently once again, this time dealing 6d4 acid damage at one point. After doing this, the infected will suffer from another level of {{5c|exhaustion}}. The infected does not gain the benefits from taking a long or short rest while infected. If a creature attempts to eat or drink while suffering from these effects, then they again begin to vomit and take 6d4 acid damage. <br />
<br />
'''''Day 8:''''' If the creature has not died of the plague by this point, they begin to recover. They can now benefit from long or short rests. During the next 24 hours, the infected will begin to vomit violently once again, this time dealing 5d4 acid damage at one point. If a creature attempts to eat or drink while suffering from these effects, then they again begin to vomit and take 5d4 acid damage. <br />
<br />
'''''Day 9:''''' During the next 24 hours, the infected will begin to vomit violently once again, this time dealing 4d4 acid damage at one point. If a creature attempts to eat or drink while suffering from these effects, then they again begin to vomit and take 4d4 acid damage. <br />
<br />
'''''Day 10:''''' During the next 24 hours, the infected will begin to vomit violently once again, this time dealing 3d4 acid damage at one point. If a creature attempts to eat or drink while suffering from these effects, then they again begin to vomit and take 3d4 acid damage. <br />
<br />
'''''Day 11:''''' During the next 24 hours, the infected will begin to vomit violently once again, this time dealing 2d4 acid damage at one point. If a creature attempts to eat or drink while suffering from these effects, then they again begin to vomit and take 2d4 acid damage. <br />
<br />
'''''Day 12:''''' During the next 24 hours, the infected will begin to vomit violently once again, this time dealing 1d4 acid damage at one point. If a creature attempts to eat or drink while suffering from these effects, then they again begin to vomit and take 1d4 acid damage. <br />
<br />
'''''Day 13:''''' Your body is now recovering from the plague. You will not vomit randomly during the next 24 hours. If a creature attempts to eat or drink during these 24 hours, then they again begin to vomit and take 1d4 acid damage. <br />
<br />
'''''Day 14:''''' Your body has now purged itself of the plague. However, it has weakened your immune system, meaning that rolling a natural 2 will now classify as a critical failure. For every time one catches the plague, the range for a critical failure grows, up to a maximum of a natural 5. After that point, the critical failure window stops growing. <br />
<br />
====Treatment====<br />
The Plague can only be cured with {{5e|heal}} cast with a spell slot of '''6''' or higher or through the direct intervention of a god of life. When one perishes of the plague, if brought back through either {{5e|resurrection}} or through direct divine intervention, one no longer suffers from the effects of the plague unless once again infected. To delay death on day 7 however, one can be healed using greater restoration and continuously fend off the plague until cured. However... if one wishes for complete immunity to the effects of this plague, they must pledge themselves to Mirad, and take a level in the Plague Priest class, as to spread the plague further. <br />
<br />
-----<br />
{{5e Breadcrumb}} &rarr; [[5e Diseases|Diseases]]<br />
[[Category:5e]]<br />
[[Category:Disease]]<br />
[[Category:User]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=The_Plague_(5e_Disease)&diff=1147957The Plague (5e Disease)2019-03-07T19:45:32Z<p>Polaton: /* Treatment */</p>
<hr />
<div><!--Word of advice when making a new disease: while they should be debilitating, they shouldn't ruin play for the afflicted. If a disease renders a player character functionally useless, it may be fun for the other players frantically trying to find a way to cure them... but it won't be fun for the player! Try focusing on diseases that force players to consider alternative options, or have effects that could be fun to roleplay.--><br />
{{5e Disease<br />
|name=The Plague<br />
|summary=A slow and painful death.<br />
}}<br />
====Contracting The Plague====<br />
One can contract the plague through direct contact with the god, Mirad, or one of his disciples, known as the Plague Priests, or if a non-infected comes into contact with the vomit of an infected. When contracting the plague through either a plague priest or an infected person, one must make a Constitution saving throw of 16 or higher, or contract the illness.<br />
<br />
====Effects====<br />
<br />
'''''Day 1:''''' In the first 24 hours of being infected by the plague, one shows no symptoms, as the plague festers and develops. <br />
<br />
'''''Day 2:''''' After the first 24 hours have passed, the infected will begin to vomit violently, dealing 1d4 acid damage at one point during the next 24 hours. After doing this, the infected will suffer from one level of {{5c|exhaustion}}. The infected does not gain the benefits from taking a long or short rest while infected. If a creature attempts to eat or drink while suffering from these effects, then they again begin to vomit and take 1d4 acid damage. <br />
<br />
'''''Day 3:''''' During the next 24 hours, the infected will begin to vomit violently once again, this time dealing 2d4 acid damage at one point. After doing this, the infected will suffer from another level of {{5c|exhaustion}}. The infected does not gain the benefits from taking a long or short rest while infected. If a creature attempts to eat or drink while suffering from these effects, then they again begin to vomit and take 2d4 acid damage. <br />
<br />
'''''Day 4:''''' During the next 24 hours, the infected will begin to vomit violently once again, this time dealing 3d4 acid damage at one point. After doing this, the infected will suffer from another level of {{5c|exhaustion}}. The infected does not gain the benefits from taking a long or short rest while infected. If a creature attempts to eat or drink while suffering from these effects, then they again begin to vomit and take 3d4 acid damage. <br />
<br />
'''''Day 5:''''' During the next 24 hours, the infected will begin to vomit violently once again, this time dealing 4d4 acid damage at one point. After doing this, the infected will suffer from another level of {{5c|exhaustion}}. The infected does not gain the benefits from taking a long or short rest while infected. If a creature attempts to eat or drink while suffering from these effects, then they again begin to vomit and take 4d4 acid damage. <br />
<br />
'''''Day 6:''''' During the next 24 hours, the infected will begin to vomit violently once again, this time dealing 5d4 acid damage at one point. After doing this, the infected will suffer from another level of {{5c|exhaustion}}. The infected does not gain the benefits from taking a long or short rest while infected. If a creature attempts to eat or drink while suffering from these effects, then they again begin to vomit and take 5d4 acid damage. <br />
<br />
'''''Day 7:''''' During the next 24 hours, the infected will begin to vomit violently once again, this time dealing 6d4 acid damage at one point. After doing this, the infected will suffer from another level of {{5c|exhaustion}}. The infected does not gain the benefits from taking a long or short rest while infected. If a creature attempts to eat or drink while suffering from these effects, then they again begin to vomit and take 6d4 acid damage. <br />
<br />
====Treatment====<br />
The Plague can only be cured with {{5e|heal}} cast with a spell slot of '''6''' or higher or through the direct intervention of a god of life. When one perishes of the plague, if brought back through either {{5e|resurrection}} or through direct divine intervention, one no longer suffers from the effects of the plague unless once again infected. To delay death on day 7 however, one can be healed using greater restoration and continuously fend off the plague until cured. However... if one wishes for complete immunity to the effects of this plague, they must pledge themselves to Mirad, and take a level in the Plague Priest class, as to spread the plague further. <br />
<br />
-----<br />
{{5e Breadcrumb}} &rarr; [[5e Diseases|Diseases]]<br />
[[Category:5e]]<br />
[[Category:Disease]]<br />
[[Category:User]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Plague_Priest_(5e_Class)&diff=1147923Plague Priest (5e Class)2019-03-07T17:40:50Z<p>Polaton: /* Aroma of the Scourge */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
{{WIP}}<br />
== Plague Priest ==<br />
<br />
''Bells rang through the empty streets, bodies laying limp on the ground, rotting away. With the ringing of the bells, the bodies begin to rise, as an army of the dead begins to form. It is then, that a man walks out from the corpses, points, and they march forth. A woman wanders her way into the palace of the king. The guards attempt to stop her, but with a wave of her hand begin to cough in fits of rage, spitting up blood and bile, and eventually just collapsing. As she enters the kings court, she waves her incense burner, and the whole room begins to wheeze, coughing up blood, until the room falls silent. A normal day, the sun shining bright on the small village. That is until the sun is blotted out, and the air buzzes. The mass that blocks the sun then drops onto the city, devouring and destroying all in its path, leaving nothing but ruin. When the mass leaves, nothing but bone and ruin remained.'' These are the powers of the Plague Priests, worshippers and disciples of the god of the plague, Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]. <br />
<br />
=== Disciples of the Plague ===<br />
<br />
The plague priests are worshippers of the forgotten god, Mirad, god of death, disease, deception, fire, and pestilence. They survive as they spread the "gifts" of Mirad to others, spreading disease and death across the lands, ending bloodlines, and converting others into their following. This is the life of the plague priests. They spend their lives struggling to survive at the expense of others and worshipping their forgotten god. <br />
<br />
=== Creating a Plague Priest ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|http://games.northhaledongaming.com/Warhammer/SiteAssets/SitePages/High%20Priest%20Tetrahon/Liche_Priest_by_daarken.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What made you become a plague priest? Were you infected by another priest and pulled into worshipping this god? Or did you choose to worship Mirad? Maybe you were visited by the god in a vision and infected directly? No matter how you got infected, the real question is, what is your goal? Are you seeking to have the powers of a god at your fingertips, or are you simply trying to survive? <br />
<br />
;Quick Build<br />
You can make a Plague Priest quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Charisma. Second, choose the Acolyte background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features<br />
|name=Plague Priest<br />
|summary=Worshippers of the forgotten god of the plague, Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]. <br />
|hd=8<br />
|spellcasting=full<br />
|armor=Light<br />
|weapons=Simple, Flails<br />
|tools=Poisoners Kit<br />
|saves=Charisma, Constitution<br />
|skills=Choose two from Arcana, Deception, History, Intimidation, Investigation, Medicine, Nature, and Religion. <br />
|item1a=A quarterstaff<br />
|item1b=Any simple weapon<br />
|item1c=<br />
|item2a=A component pouch<br />
|item2b=An arcane focus<br />
|item2c=<br />
|item3a=A priest's pack<br />
|item3b=A scholar's pack<br />
|item3c=<br />
|item4a=A set of leather armor, an incense burner that could second as a flail, and an ornate sacrificial dagger.<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10<br />
|classfeatures1={{inpage|Plagued}}, {{inpage|Spellcasting}}<br />
|classfeatures2={{inpage|Aromas of the Plague}} <br />
|classfeatures3={{inpage|Infectious Bile}} <br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6={{inpage|Aromas of the Plague Feature}}, {{inpage|Blood of Mirad}}<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Aromas of the Plague Feature}}<br />
|classfeatures11={{inpage|Thick Smoke}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Cleansing Flames}}<br />
|classfeatures14={{inpage|Aromas of the Plague Feature}}<br />
|classfeatures15={{inpage|Intrusive incense}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Alchemical Perfection}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Just Breathe}}<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=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
}}<br />
<br />
==== Plagued ====<br />
At 1st level, you have been infected by the plague of Mirad. You blood is made impure, the plague spreading throughout your body, however, you do not suffer from the effects of the [[The Plague (5e Disease)|plague]].When you take melee slashing or piercing damage, causing you to bleed on the creature, the attacking creature must make a Constitution saving throw of 8 + your Constitution modifier + your proficiency modifier or take 1d4 poison damage. If the creature is successful, they take no damage. If the creature critically fails the saving throw, they also contract the plague.<br />
<br />
====Spellcasting====<br />
Your spellcasting is purely to spread the plague, alter the minds of those who are against you, and kill those who would get in your way. Your powers are granted by Mirad so you may spread the plague and bring death to those who stand in front of you. <br />
<br />
=====Cantrips=====<br />
You know two cantrips starting at 1st level. You may pick these cantrips from those provided at the bottom of the class description. You learn more as you reach higher levels.<br />
<br />
=====Spells Known=====<br />
You know as many spells as your level + your Constitution modifier (minimum of 1). 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 plague priest spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the plague priest spells you know and replace it with another spell from the plague priest spell list, which also must be of a level for which you have spell slots.<br />
<br />
=====Spellcasting Ability=====<br />
Constitution is your spellcasting ability for your plague priest spells, so you use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a plague priest spell you cast and when making an attack roll with one. <br />
<br />
Spell save = DC 8 + your proficiency bonus + your Constitution modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Constitution modifier<br />
<br />
==== Aromas of the Plague ====<br />
At 2nd level, you chose an Aroma to emit from your incense. Choose between the Aroma of Undeath, the Aroma of Pestilence, or the Aroma of the Scourge, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th levels.<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 />
==== Infectious Bile ====<br />
Starting at 3rd level, the plague has developed within your body, giving you the ability to spew vomit at your whim. You can use your action to spew a 60 feet line of bile. When you spew this bile, you take 1d6 acid damage at 3rd level, 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. When you spew your infectious bile, each creature in the area of the vomit must make a {{5a|con}} saving throw. The DC for this saving throw equals 8 + your {{5a|con}} modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. If the creature critically fails the saving throw, they also contract the plague.<br />
<br />
==== Blood of Mirad ====<br />
At 6th level, the plague has developed within your body, giving you the ability to harvest your infected blood into small vials, and throw them at your enemies. If you cut your palm intentionally with a dagger, dealing 1d4 slashing damage to yourself, you are able to drip your blood into a glass vial, and use it as a throwable weapon. When a creature is hit by this vial, they must make a saving throw equal to DC 8 + your Constitution modifier + your proficiency modifier or take 2d4 acid damage. If the creature succeeds in this saving throw, they only take half the amount of damage. You also may choose to use a vial of blood to treat your weapons, in which, if the weapon deals either slashing or piercing damage, it provides the opportunity to infect the creature hit. When a creature is hit with this treated weapon, they must make a saving throw equal to DC 8 + your Constitution modifier + your proficiency modifier with disadvantage, or take 2d4 poison damage, and half as much damage on a successful one. If the creature critically fails the saving throw, they also contract the plague. <br />
<br />
==== Thick Smoke ====<br />
At 11th level, your smoke is made thick, and is difficult to breathe and see in. When a creature is within your smoke radius, they have disadvantage on attack rolls, saving throws, and Wisdom (Perception) checks. <br />
<br />
==== Cleansing Flames ==== <br />
At 13th level, you have learned to make your incense burn stronger and bigger. Now when you attack with your incense, you deal 1d8 fire damage upon hit, and the areas that your smoke and Aromas of the Plague double in size. <br />
<br />
==== Intrusive Incense ====<br />
At 15th level, you have nearly perfected the incense you are burning. Creatures that do not need to breathe, no are still effected by the incense smoke and Aromas of the Plague. <br />
<br />
==== Alchemical Perfection ==== <br />
At 17th level, you have created the perfect incense. No matter the creature, construct or not, they are affected by the incense smoke and Aromas of the Plague.<br />
<br />
==== Just Breathe ==== <br />
At 20th level, you have grown accustomed to inhaling and breathing in your incenses, to the point where they refresh you, both in your body and mind. For every minute that you stand in your incense smoke, you heal yourself by 2d8. <br />
<br />
=== Aroma of Undeath ===<br />
<br />
You have cursed those you have been infected, and unwillingly forced them to continue to live, even through death.<br />
<br />
;{{#anc:The Smoke of the Dead}}<br />
Starting at 2nd level, you have cursed the infected through their plague. When a creature dies from the plague, that creature must make a Wisdom saving throw equal to 8 + your constitution modifier + your proficiency bonus or after they die, resurrect as a zombie, that behave as if under the effects of {{5e|command}} spell for one hour before their body completely decomposes and collapses. <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== Aroma of Pestilence ===<br />
<br />
You have infused the plague into the smoke from your incense, spreading the disease through the air, and killing silently and unknowingly.<br />
<br />
;{{#anc:The Smoke of the Sick}}<br />
Starting at 2nd level, as an action, you can wave your incense through the air, making the air around you filled with smoke in a 30 foot radius. Any creatures caught in this, including allies, must make a Constitution saving throw equal to DC 8 + your Constitution modifier + your proficiency modifier or contract the plague. A creature can only risk being infected in this manner once every 24 hours, and if the creature succeeds on the saving throw, you cannot infect them in this manner for 24 hours. <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== Aroma of the Scourge ===<br />
<br />
You have made the aroma of your incense smell like that of rotting meat, and cursed the smoke that leaves the incense. <br />
<br />
;{{#anc:The Smoke of the Locusts}}<br />
Starting at 2nd level, you are able to summon a swarm of locusts. When you wave your incense through the air, after a minute, a swarm of locusts will appear, taking up a 10 foot radius. You are able to command this swarm to attack targets, protect you, or retrieve items for you. When the swarm is set to attack a creature, they must make attack rolls against the creature and deal 2d4 slashing damage. When set to protect you, any creatures making attack rolls against you must make them with disadvantage. When set to retrieve an item, they can only carry up to 2 pounds. This swarm breaks apart and leaves after 30 seconds. This can be done once every 8 hours. <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== <!-Class Option 4-> ===<br />
<br />
<!-Introduce this subclass here-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== Plague Priest Spell List ===<br />
<br />
You know all of the spells listed below.<br />
<br />
;Cantrips<br />
''Acid Splash, Chill Touch, Control Flames, Create Bonfire, Firebolt, Friends, Infestation, Minor Illusion, Produce Flame, Prestidigitation, Toll of the Dead.''<br />
<br />
;1st Level<br />
''Bane, Burning Hands, Cause Fear, Charm Person, Detect Poison and Disease, Dissonant Whispers, False Life, Hellish Rebuke, Hex, Inflict Wounds, Ray of Sickness, Silent Image.''<br />
<br />
;2nd Level<br />
''Torcher, Alter Self, ''<br />
<br />
;3rd Level<br />
''<!-3rd level spell list->''<br />
<br />
;4th Level<br />
''<!-4th level spell list->''<br />
<br />
;5th Level<br />
''<!-5th level spell list->''<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 <!-class name-> class, you must meet these prerequisites:<br />
<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polatonhttps://www.dandwiki.com/w/index.php?title=Plague_Priest_(5e_Class)&diff=1147922Plague Priest (5e Class)2019-03-07T17:39:47Z<p>Polaton: </p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
{{WIP}}<br />
== Plague Priest ==<br />
<br />
''Bells rang through the empty streets, bodies laying limp on the ground, rotting away. With the ringing of the bells, the bodies begin to rise, as an army of the dead begins to form. It is then, that a man walks out from the corpses, points, and they march forth. A woman wanders her way into the palace of the king. The guards attempt to stop her, but with a wave of her hand begin to cough in fits of rage, spitting up blood and bile, and eventually just collapsing. As she enters the kings court, she waves her incense burner, and the whole room begins to wheeze, coughing up blood, until the room falls silent. A normal day, the sun shining bright on the small village. That is until the sun is blotted out, and the air buzzes. The mass that blocks the sun then drops onto the city, devouring and destroying all in its path, leaving nothing but ruin. When the mass leaves, nothing but bone and ruin remained.'' These are the powers of the Plague Priests, worshippers and disciples of the god of the plague, Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]. <br />
<br />
=== Disciples of the Plague ===<br />
<br />
The plague priests are worshippers of the forgotten god, Mirad, god of death, disease, deception, fire, and pestilence. They survive as they spread the "gifts" of Mirad to others, spreading disease and death across the lands, ending bloodlines, and converting others into their following. This is the life of the plague priests. They spend their lives struggling to survive at the expense of others and worshipping their forgotten god. <br />
<br />
=== Creating a Plague Priest ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|http://games.northhaledongaming.com/Warhammer/SiteAssets/SitePages/High%20Priest%20Tetrahon/Liche_Priest_by_daarken.jpg|<!--Caption, art credit, link to source-->}}</div><br />
<br />
What made you become a plague priest? Were you infected by another priest and pulled into worshipping this god? Or did you choose to worship Mirad? Maybe you were visited by the god in a vision and infected directly? No matter how you got infected, the real question is, what is your goal? Are you seeking to have the powers of a god at your fingertips, or are you simply trying to survive? <br />
<br />
;Quick Build<br />
You can make a Plague Priest quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Charisma. Second, choose the Acolyte background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features<br />
|name=Plague Priest<br />
|summary=Worshippers of the forgotten god of the plague, Mirad[https://www.dandwiki.com/wiki/Mirad_(5e_Deity)]. <br />
|hd=8<br />
|spellcasting=full<br />
|armor=Light<br />
|weapons=Simple, Flails<br />
|tools=Poisoners Kit<br />
|saves=Charisma, Constitution<br />
|skills=Choose two from Arcana, Deception, History, Intimidation, Investigation, Medicine, Nature, and Religion. <br />
|item1a=A quarterstaff<br />
|item1b=Any simple weapon<br />
|item1c=<br />
|item2a=A component pouch<br />
|item2b=An arcane focus<br />
|item2c=<br />
|item3a=A priest's pack<br />
|item3b=A scholar's pack<br />
|item3c=<br />
|item4a=A set of leather armor, an incense burner that could second as a flail, and an ornate sacrificial dagger.<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10<br />
|classfeatures1={{inpage|Plagued}}, {{inpage|Spellcasting}}<br />
|classfeatures2={{inpage|Aromas of the Plague}} <br />
|classfeatures3={{inpage|Infectious Bile}} <br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6={{inpage|Aromas of the Plague Feature}}, {{inpage|Blood of Mirad}}<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Aromas of the Plague Feature}}<br />
|classfeatures11={{inpage|Thick Smoke}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Cleansing Flames}}<br />
|classfeatures14={{inpage|Aromas of the Plague Feature}}<br />
|classfeatures15={{inpage|Intrusive incense}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Alchemical Perfection}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Just Breathe}}<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=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=4<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=6<br />
|extra1_18=6<br />
|extra1_19=6<br />
|extra1_20=6<br />
}}<br />
<br />
==== Plagued ====<br />
At 1st level, you have been infected by the plague of Mirad. You blood is made impure, the plague spreading throughout your body, however, you do not suffer from the effects of the [[The Plague (5e Disease)|plague]].When you take melee slashing or piercing damage, causing you to bleed on the creature, the attacking creature must make a Constitution saving throw of 8 + your Constitution modifier + your proficiency modifier or take 1d4 poison damage. If the creature is successful, they take no damage. If the creature critically fails the saving throw, they also contract the plague.<br />
<br />
====Spellcasting====<br />
Your spellcasting is purely to spread the plague, alter the minds of those who are against you, and kill those who would get in your way. Your powers are granted by Mirad so you may spread the plague and bring death to those who stand in front of you. <br />
<br />
=====Cantrips=====<br />
You know two cantrips starting at 1st level. You may pick these cantrips from those provided at the bottom of the class description. You learn more as you reach higher levels.<br />
<br />
=====Spells Known=====<br />
You know as many spells as your level + your Constitution modifier (minimum of 1). 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 plague priest spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the plague priest spells you know and replace it with another spell from the plague priest spell list, which also must be of a level for which you have spell slots.<br />
<br />
=====Spellcasting Ability=====<br />
Constitution is your spellcasting ability for your plague priest spells, so you use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a plague priest spell you cast and when making an attack roll with one. <br />
<br />
Spell save = DC 8 + your proficiency bonus + your Constitution modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Constitution modifier<br />
<br />
==== Aromas of the Plague ====<br />
At 2nd level, you chose an Aroma to emit from your incense. Choose between the Aroma of Undeath, the Aroma of Pestilence, or the Aroma of the Scourge, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th levels.<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 />
==== Infectious Bile ====<br />
Starting at 3rd level, the plague has developed within your body, giving you the ability to spew vomit at your whim. You can use your action to spew a 60 feet line of bile. When you spew this bile, you take 1d6 acid damage at 3rd level, 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. When you spew your infectious bile, each creature in the area of the vomit must make a {{5a|con}} saving throw. The DC for this saving throw equals 8 + your {{5a|con}} modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. If the creature critically fails the saving throw, they also contract the plague.<br />
<br />
==== Blood of Mirad ====<br />
At 6th level, the plague has developed within your body, giving you the ability to harvest your infected blood into small vials, and throw them at your enemies. If you cut your palm intentionally with a dagger, dealing 1d4 slashing damage to yourself, you are able to drip your blood into a glass vial, and use it as a throwable weapon. When a creature is hit by this vial, they must make a saving throw equal to DC 8 + your Constitution modifier + your proficiency modifier or take 2d4 acid damage. If the creature succeeds in this saving throw, they only take half the amount of damage. You also may choose to use a vial of blood to treat your weapons, in which, if the weapon deals either slashing or piercing damage, it provides the opportunity to infect the creature hit. When a creature is hit with this treated weapon, they must make a saving throw equal to DC 8 + your Constitution modifier + your proficiency modifier with disadvantage, or take 2d4 poison damage, and half as much damage on a successful one. If the creature critically fails the saving throw, they also contract the plague. <br />
<br />
==== Thick Smoke ====<br />
At 11th level, your smoke is made thick, and is difficult to breathe and see in. When a creature is within your smoke radius, they have disadvantage on attack rolls, saving throws, and Wisdom (Perception) checks. <br />
<br />
==== Cleansing Flames ==== <br />
At 13th level, you have learned to make your incense burn stronger and bigger. Now when you attack with your incense, you deal 1d8 fire damage upon hit, and the areas that your smoke and Aromas of the Plague double in size. <br />
<br />
==== Intrusive Incense ====<br />
At 15th level, you have nearly perfected the incense you are burning. Creatures that do not need to breathe, no are still effected by the incense smoke and Aromas of the Plague. <br />
<br />
==== Alchemical Perfection ==== <br />
At 17th level, you have created the perfect incense. No matter the creature, construct or not, they are affected by the incense smoke and Aromas of the Plague.<br />
<br />
==== Just Breathe ==== <br />
At 20th level, you have grown accustomed to inhaling and breathing in your incenses, to the point where they refresh you, both in your body and mind. For every minute that you stand in your incense smoke, you heal yourself by 2d8. <br />
<br />
=== Aroma of Undeath ===<br />
<br />
You have cursed those you have been infected, and unwillingly forced them to continue to live, even through death.<br />
<br />
;{{#anc:The Smoke of the Dead}}<br />
Starting at 2nd level, you have cursed the infected through their plague. When a creature dies from the plague, that creature must make a Wisdom saving throw equal to 8 + your constitution modifier + your proficiency bonus or after they die, resurrect as a zombie, that behave as if under the effects of {{5e|command}} spell for one hour before their body completely decomposes and collapses. <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== Aroma of Pestilence ===<br />
<br />
You have infused the plague into the smoke from your incense, spreading the disease through the air, and killing silently and unknowingly.<br />
<br />
;{{#anc:The Smoke of the Sick}}<br />
Starting at 2nd level, as an action, you can wave your incense through the air, making the air around you filled with smoke in a 30 foot radius. Any creatures caught in this, including allies, must make a Constitution saving throw equal to DC 8 + your Constitution modifier + your proficiency modifier or contract the plague. A creature can only risk being infected in this manner once every 24 hours, and if the creature succeeds on the saving throw, you cannot infect them in this manner for 24 hours. <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== Aroma of the Scourge ===<br />
<br />
You have made the aroma of your incense smell like that of rotting meat, and cursed the smoke that leaves the incense. <br />
<br />
;{{#anc:Smoke of the Locusts}}<br />
Starting at 2nd level, you are able to summon a swarm of locusts. When you wave your incense through the air, after a minute, a swarm of locusts will appear, taking up a 10 foot radius. You are able to command this swarm to attack targets, protect you, or retrieve items for you. When the swarm is set to attack a creature, they must make attack rolls against the creature and deal 2d4 slashing damage. When set to protect you, any creatures making attack rolls against you must make them with disadvantage. When set to retrieve an item, they can only carry up to 2 pounds. This swarm breaks apart and leaves after 30 seconds. This can be done once every 8 hours. <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== <!-Class Option 4-> ===<br />
<br />
<!-Introduce this subclass here-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== Plague Priest Spell List ===<br />
<br />
You know all of the spells listed below.<br />
<br />
;Cantrips<br />
''Acid Splash, Chill Touch, Control Flames, Create Bonfire, Firebolt, Friends, Infestation, Minor Illusion, Produce Flame, Prestidigitation, Toll of the Dead.''<br />
<br />
;1st Level<br />
''Bane, Burning Hands, Cause Fear, Charm Person, Detect Poison and Disease, Dissonant Whispers, False Life, Hellish Rebuke, Hex, Inflict Wounds, Ray of Sickness, Silent Image.''<br />
<br />
;2nd Level<br />
''Torcher, Alter Self, ''<br />
<br />
;3rd Level<br />
''<!-3rd level spell list->''<br />
<br />
;4th Level<br />
''<!-4th level spell list->''<br />
<br />
;5th Level<br />
''<!-5th level spell list->''<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 <!-class name-> class, you must meet these prerequisites:<br />
<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Polaton