User:Quincy/Child of Apollo
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- 1 Child Of Apollo
- 1.1 Creating a Child Of Apollo
- 1.2 Class Features
- 1.2.1 Table: The Child Of Apollo
- 1.2.2 Spellcasting
- 1.2.3 Inspiration
- 1.2.4 Performance Proficiency
- 1.2.5 Expertise
- 1.2.6 Ability Score Increase
- 1.2.7 Warding Flare
- 1.2.8 Pacifying Song
- 1.2.9 Healing Light
- 1.2.10 Preserve Life
- 1.2.11 Sunlit Strike
- 1.2.12 Olympian Intervention
- 1.2.13 Solar Flare
- 1.2.14 Inner Light
- 1.2.15 Curative Light
- 1.2.16 Melody Shift
- 1.2.17 Master Healer
- 1.2.18 Silhouette of Light
- 1.2.19 Radiant Blast
- 2 Aptitudes
Child Of Apollo
Creating a Child Of Apollo
- Quick Build
You can make a Child of Apollo quickly by following these suggestions. Charisma should be your highest ability score, followed by Wisdom.
As a Child Of Apollo you gain the following class features.
- Hit Points
Armor: Light armor, medium armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: Charisma, Wisdom
Skills: Choose three from Performance, Medicine, Religion, History, Pursuasion, and Insight
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier, or (b) a longsword, or (c) any simple weapon
- (a) leather armor, or (b) chain shirt
- (a) a lute, or (b) any other musical instrument
- (a) a diplomat’s pack or (b) an entertainer’s pack
|Features||Bardic Inspiration||Cantrips Known||—Spell Slots per Spell Level—|
|2nd||+2||Performance Proficiency, Aptitude||d6||3||3||—||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||d6||4||4||3||—||—||—||—||—||—||—|
|5th||+3||Aptitude, Warding Flare||d8||4||4||3||2||—||—||—||—||—||—|
|6th||+3||Aptitude, Pacifying Song||d8||4||4||3||3||—||—||—||—||—||—|
|7th||+3||Healing Light, Preserve Life||d8||4||4||3||3||1||—||—||—||—||—|
|8th||+3||Ability Score Improvement, Sunlit Strike||d8||4||4||3||3||2||—||—||—||—||—|
|10th||+4||Olympian Intervention, Solar Flare||d10||5||4||3||3||3||2||—||—||—||—|
|11th||+4||Inner Light, Expertise||d10||5||4||3||3||3||2||1||—||—||—|
|12th||+4||Ability Score Improvement||d10||5||4||3||3||3||2||1||—||—||—|
|14th||+5||Aptitude, Preserve Life, Sunlit Strike,||d10||5||4||3||3||3||2||1||1||—||—|
|16th||+5||Ability Score Improvement||d12||5||4||3||3||3||2||1||1||1||—|
|18th||+6||Crown of Light||d12||5||4||3||3||3||3||1||1||1||1|
|19th||+6||Ability Score Improvement||d12||5||4||3||3||3||3||2||1||1||1|
|20th||+6||Olympian Intervention, Radiant Blast||d12||5||4||3||3||3||3||2||2||1||1|
At 1st level, you know three cantrips of your choice from the child of Apollo spell list. You learn additional child of Apollo cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Child of Apollo table.
- Preparing and Casting Spells
The Child of Apollo table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of child of Apollo spells that are available for you to cast, choosing from the child of Apollo spell list. When you do so, choose a number of child of Apollo spells equal to your Charisma modifier + your child of Apollo level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level child of Apollo, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest.
- Spellcasting Ability
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
If you roll a skill check and the final value is lower than your Performance modifier, you may replace the value with your Performance modifier.
Choose two of your skill proficiencies. Your proficiency bonus is doubled for any check you make that uses either of the chosen proficiencies.
At 11th level, you can choose another two skill proficiencies to gain this benefit.
Ability Score Increase
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.
You can interpose sunlight between yourself and an attacking enemy. When you(or a creature within 30ft of you) are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
You can perform a magical song to foster feelings of understanding in those around you. As an action, you may perform a Pacifying Song. For the next hour, all creatures that can hear you and are within 30 ft gain the benefits of the comprehend languages spell, as well as the following personality trait: "I always try to hear someone out before doing something rash." Once you use this feature, you must finish a long rest before you can use it again.
As a child of Apollo you are naturally good at healing. You may cast Cure Wounds at a 4th level spell slot 3 times per long rest.
As an action, you evoke healing energy that can restore a number of hit points equal to five times your level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct. Once can use this feature up to twice per long rest. At 14th level, you can use this feature three times per long rest.
You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8(2d8 while in sunlight) radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8(4d8 while in sunlight).
You can call on Apollo to intervene on your behalf when your need is great.
Imploring Apollo’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, Apollo intervenes. The GM chooses the nature of the intervention; the effect of any spell or domain spell would be appropriate.
If Apollo intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
While in the light of the sun you are at your most powerful. You can channel the sun's energy into a weapon attack to increase its damage. When you hit a creature you can infuse your strike with the power of the sun making the hit a critical. You can use this feature a number of times equal to your Wisdom modifier(minimum of once) per long rest.
Even in darkness, you are a living reminder of the light of the day. As a bonus action, you can cause your body to glow with a bright light. You shed bright light in a 20ft radius and dim light for another 30ft after that.
Your healing powers have reached a notable point. You may now cast Mass Cure Wounds spell 3 times per long rest.
You have become a master at switching melodies at a moment's notice. If you are maintaining concentration on a spell, you can put that spell on pause as a bonus action and cast another concentration spell. All effects of the first spell disappear as if its concentration was broken. As another bonus action or if your concentration on the second spell is broken, your first spell instantly ramps up again, resuming all effects.
When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
Silhouette of Light
You gain the ability to assume a light-based form. Your AC drops by your Wisdom modifier but you become resistant to all forms of damage, as well as advantage on all saving throws that could cause you bodily or mental harm. This lasts for a number of rounds equal to your Wisdom modifier. After using this feature, you cannot use it again until you finish a long rest.
You now are able to combine all of your powers into one radiant blast. Once per long rest, you may cause your inner light to explode outward in a 60ft radius. Any number of creatures you choose within this radius are healed for 100 hit points. The rest must make a Constitution saving throw or take 12d8 radiant damage and be blinded for 1 minute. (Half damage and no ill effects on a successful save.)
At level 2, you gain a +2 bonus to your attack roles you make with ranged weapons.
At 3rd level, as an action, you can fire a cone of arrows that disappear after striking. Each creature in a 40-foot cone must succeed on a Dexterity saving throw. Creatures take 3d6 damage on a failed save, or half as much damage on a successful one. Using this enhancement uses a 2nd level spell slot. At level 7, 4d8 damage, 60ft cone, deals Radiant damage instead of piercing damage At level 11, 80ft cone, creatures that fail are blinded for one round
- Elemental Missle
At 5th level, as a bonus action, until the end of your next round ranged attacks you make are empowered. Targets take an extra 3d6 radiant damage if they are hit, half if the attack misses, in addition to the normal damage. Whether you hit or miss your target, each creature within 10ft of it must make a Dexterity saving throw. Each of these creatures takes 1d6 radiant damage on a failed save, or none on a successful save. Use of this expends a 3rd level Spell Slot. At level 11, a failed save blinds the creature for one round.
At level 6, you may take up to your Charisma modifier number of rounds to aim, at the end of which you gain a +1 bonus per round taken, to hit a target with ranged attacks until it moves.
At 9th level, you fire a nonmagical arrow at a point within range. Hundreds of duplicates of the arrow fall in a volley from above and then disappear. Each creature in a 40 ft radius/20 ft high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 piercing damage on a failed save, or half as much damage on a successful one. Use of this expends a 5th level Spell Slot.
- Precision Assault
At 14th level, you gain the Sharpshooter feat. If you already had this feat, you may gain a new feat in its place. Instead of taking a -5 to your attack roll to add +10 to your damage roll, you can take -4 to the attack roll instead. In addition, if you miss with an attack during your turn, you can immediately make an additional attack against the same creature. You can gain one additional attack during your turn with this ability.
At level 2, you gain two additional uses of your Inspiration feature. At 6th level you gain another use, and again at 14th level.
At 3rd level, your songs encourage your allies to do their best. Whenever a creature that has an Inspiration die from you rolls a 1 on that die to improve an attack roll, ability check, or saving throw, they may reroll the die. They must keep the new result, even if it is a 1.
- Resting Inspiration
At level 5, you regain all of your expended uses of Inspiration when you finish a short or long rest.
- Carry a Tune
At 6th level, if you are casting a concentration spell, and your concentration is broken, your spell effects linger for another round before disappearing.
- Blinding Light
At level 9, you have learned to concentrate sunlight into one blinding flash. 3 times per long rest each creature in a 30ft radius must make a Constitution saving throw or be blinded for 1 minute.
- Song of Harmony
At 14th level, you can perform a magical song to calm all creatures around you. An action, you may perform a Harmonic Sonata. All creatures that can hear you and are within 60ft of you must make a Charisma saving throw against your spell save DC. Creatures that are immune against being charmed are immune against the Song of Harmony. If they fail the saving throw. they can't attack or take any other hostile action against any other creature as long as you play the Song of Harmony. If any creature under the effects of the Harmonic Sonata is harmed, the effect ends for it and all creatures who can see it. Once you use this feature, you must ﬁnish long rest before you can use this again.
Vicious Mockery, Dancing Lights, Light, Sacred Flame, Spare The Dying
- 1st Level
Bless, Cure Wounds, Burning Hands, Faerie Fire, Detect Magic, Guiding Bolt, Healing Word, Hideous Laughter
- 2nd Level
Flaming Sphere, Scorching Ray, Lesser Restoration, Spiritual Weapon, Augury, Calm Emotions, Continual Flame, Prayer of Healing, Enthrall
- 3rd Level
Daylight, Fireball, Beacon of Hope, Revivify, Dispel Magic, Remove Curse, Mass Healing Word
- 4th Level
Death Ward, Guardian of Faith, Wall of Fire, Divination, Confusion
- 5th Level
Flame Strike, Scrying, Mass Cure Wounds, Raise Dead, Greater Restoration, Scrying, Commune, Contagion
- 6th Level
True Seeing, Heal, Harm
- 7th Level
Divine Word, Regenerate, Fire Storm
- 8th Level
Holy Aura, Glibness, Power Word Stun
- 9th Level
Mass Heal, Foresight, Power Word Kill