Hermit (4e Theme)

From D&D Wiki

Jump to: navigation, search

Hermit

Building

Hermits are reclusive types, sequestering themselves far away from society. In their meditations they often study the natural world and the divine energies, and the connection between the two, yearning not to be a part of only one but a union of both. Hermits tend to see civilization as complicating and obstructing their interests, and strive to protect the natural world.

Class Prerequisites

None.

Race Prerequisites

None.


Associated Skill: None.

Starting Feature

It is said that there is a wild, potent smell reminiscent of incense that surrounds hermits that are deep in meditation.

Benefit
Primal Incense Hermit Attack {{{level}}}
Taking a moment to meditate, a haze of incense with the scent of the wilds emanates from you.
Encounter Star.gif Divine, Zone
Standard"Standard" is not in the list (Minor Action, Standard Action, Free Action, Immediate Reaction, Immediate Interrupt, Move Action, No Action) of allowed values for the "4e Power Action Type" property. Close Burst 1
Target: Each enemy in the burst.
Attack: Highest ability modifier vs. Fortitude.
Hit: 1d6 + highest ability modifier damage.

Level 11: 2d6 + highest ability modifier damage.

Level 21: 3d6 + highest ability modifier damage.

Effect: The area in the burst becomes lightly obscured until the end of your next turn.



Back to Main Page4e HomebrewPowersHermit Powers [[Category:Level {{{level}}}]]

Additional Features

Level 5 Feature

Your rigorous meditation has at last allowed you to become a bridge and meeting place between nature's power and divine energy.

Benefit

The zone created by your Primal Incense power instead becomes an Aura 1 that last until the end of the encounter. Any power with the Primal keyword used in the aura gains the Divine keyword, and vice versa.

Level 10 Feature

The aura brought about by your elevated status as a hermit now even extends to those around you, heightening their senses.

Benefit

Any ally gains a +1 power bonus to Nature or Religion skill checks while adjacent to you.

Optional Powers

Sage's Lore Hermit Utility 2
With a touch, you impart a sense of inner peace and strength, shoring up the mind and body of yourself or an ally.
Encounter Star.gif Divine, Healing
Standard"Standard" is not in the list (Minor Action, Standard Action, Free Action, Immediate Reaction, Immediate Interrupt, Move Action, No Action) of allowed values for the "4e Power Action Type" property. Melee Touch
Target: One creature in range.
Effect: The target gains a +2 power bonus to its Will defense until the end of its next turn, and gains the benefits of eating a meal until the end of the encounter.



Back to Main Page4e HomebrewPowersHermit Powers



Mountain's Call Hermit Utility 6
You swiftly point higher up and farther in, and your allies see the sign and are spurred to greatness.
Encounter Star.gif Primal, Healing
Minor Action Close Burst 1
Requirement: Target is in a square of difficult terrain.
Target: Each ally in burst
Effect: Each target regains hit points equal to your highest ability modifier, and +2 bonus to their Fortitude defense and Speed until the end of their next turn.



Back to Main Page4e HomebrewPowersHermit Powers



Transcendent Presence Hermit Utility 10
Opening yourself up to enlightenment, your body becomes one with the divine and natural energies around you.
Daily Star.gif Divine, Stance
Minor Action Personal
Effect: Until the stance ends, you may use your close Divine powers as though you were in an adjacent square, and you gain a +2 bonus to your defense.



Back to Main Page4e HomebrewPowersHermit Powers



Carve Anima Hermit Attack 5
You can perceive the nexus where your foe's body and soul intertwine, and reach into their body to strike it.
Daily Star.gif Divine
Standard"Standard" is not in the list (Minor Action, Standard Action, Free Action, Immediate Reaction, Immediate Interrupt, Move Action, No Action) of allowed values for the "4e Power Action Type" property. Close Burst 1
Target: One enemy in burst
Attack: Highest ability modifier vs. Will, Fortitude

Special: You make one attack roll, and you hit if the roll equals or exceeds either of the defenses.

Hit: 3d6 damage. The target is also knocked prone if the attack hit both defenses.



Back to Main Page4e HomebrewPowersHermit Powers



Greater Carve Anima Hermit Attack 15
You can perceive the nexus where your foe's body and soul intertwine, and reach into their body to strike it.
Daily Star.gif Divine
Standard"Standard" is not in the list (Minor Action, Standard Action, Free Action, Immediate Reaction, Immediate Interrupt, Move Action, No Action) of allowed values for the "4e Power Action Type" property. Close Burst 1
Target: One enemy in burst
Attack: Highest ability modifier vs. Will, Fortitude

Special: You make one attack roll, and you hit if the roll equals or exceeds either of the defenses.

Hit: 3d6 damage, and the target is weakened(save ends). The target is also knocked prone if the attack hit both defenses.



Back to Main Page4e HomebrewPowersHermit Powers



Perfect Carve Anima Hermit Attack 25
You can perceive the nexus where your foe's body and soul intertwine, and reach into their body to strike it.
Daily Star.gif Divine
Standard"Standard" is not in the list (Minor Action, Standard Action, Free Action, Immediate Reaction, Immediate Interrupt, Move Action, No Action) of allowed values for the "4e Power Action Type" property. Close Burst 1
Target: One enemy in burst
Attack: Highest ability modifier vs. Will, Fortitude

Special: You make one attack roll, and you hit if the roll equals or exceeds either of the defenses.

Hit: 3d6 damage, and the target is weakened(save ends) and dazed(save ends). The target is also slowed(save ends) and knocked prone if the attack hit both defenses.



Back to Main Page4e HomebrewPowersHermit Powers



Back to Main Page4e HomebrewCharacter OptionsThemes

Home of user-generated,
homebrew pages!


Advertisements: