Homebrew:Hellhunter: Difference between revisions

From Campaigns
Jump to navigation Jump to search
Created page with "{{subst:homebrew:numerology}}"
 
mNo edit summary
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
{{ooc note|This is an implementation of the Numerology subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
{{ooc note|This is an implementation of the {{PAGENAME}} subclass from [[Tasha's Crucible of Everything Else]] volume 2}}
__NOTOC__
__NOTOC__
{{base class|wizard|blockquotestyle=width:100%}}
{{base class|wizard|blockquotestyle=width:100%}}
To you, the world is a lattice of systems, a complex constructuction of mathematical interactions. Numbers have meaning and power, and the weave of magic that permeates the multiverse is no different.
Some wizards dedicate their lives to studying negative energies, chthonic planes, and fiends of all types. These mages are known for their acumen in navigating devilish agreements, wresting demon power, and hunting fiends of all kinds. Those who immerse themselves in the mantle of the hellhunter enter into a lifelong pursuit of understanding, harnessing, and utilizing all power that becomes available to them through the wicked realms of existence - by any means possible. Tasha herself is a hellhunter who has garnered quite a reputation amongst the fiends of the negative planes, known for outmaneuvering archdevils and strong arming even the most powerful demon princes.


Some scholars believe that the world’s ley lines are arranged in a mathematical pattern which, if understood, can yield great magical power. In the World of Eberron, the Draconic Prophecy is studied by mages, dragons, and scholars of all kinds. In the intricate markings of the Prophecy manifested across the world, could there be some numeric pattern just waiting to be understood?
== Devil's Advocate ==
''2nd-level {{PAGENAME}} feature''


The number of creatures nearby, the shape of the room, or even the hour of the day might all be factors that shape the searing flames of burning hands or guide the subtle influence of charm person. Numerologists, sometimes known as math magicians, use divination magic to observe the physical world around them, estimating and calculating potential interactions with the weave. The numbers change with every passing moment, however, forcing a numerologist to plan ahead and think as fast as a ''[[spell:lightning-bolt|lightning bolt]]''.
You can read, write, and speak Abyssal and Infernal, and you gain proficiency in {{Persuasion}}. You also have advantage on any check made to recall information about fiends or the lower planes.
 
== Mathematician ==
''2nd-level {{PAGENAME}} feature''


You gain proficiency in the Investigation skill and with one gaming set of your choice.
Beginning at 6th level, your proficiency bonus is doubled for any ability check you make that uses {{Persuasion}}.


Additionally, you can accurately judge the distance between any two points you can see, and you have advantage on Intelligence ({{investigation}}) checks you make to perform mathematical calculations, numerical estimations, and statistical predictions.
=== Variant: Intelligence Negotiations ===
Consider asking your DM if you can make Intelligence ({{Persuasion}}) checks instead of Charisma ({{Persuasion}}) checks. This represents negotiation skills that are primarily based on logic, rather than emotional appeal. This rule intentionally links {{Persuasion}} with Intelligence, rather than Charisma and is an example of how to apply the rule in the [[beyond:sources/phb/using-ability-scores#VariantSkillswithDifferentAbilities|"Variant: Skills with Different Abilities" section]] in [[beyond:sources/phb/using-ability-scores|chapter 7 of the ''Player's Handbook'']].


== Spell Arithmetic ==
== Fiend on a Leash ==
''2nd-level {{PAGENAME}} feature''
''2nd-level {{PAGENAME}} feature''


You can use a bonus action to divine your surroundings and calculate how to optimize your spells. Roll 5d6, your arithmetic dice. Immediately after doing so, you can reroll any number of the dice, though you must use any new rolls. When you cast a spell during any of your subsequent turns, you can combine and spend your arithmetic dice in any of the following ways to augment the spell.
You learn the ''[[spell:find-familiar|find familiar]]'' spell if you don't already know it. When you cast the spell, you can choose one of the normal forms for your familiar, or an [[monster:imp|imp]], [[homebrew:miniloth|miniloth]], or [[monster:quasit|quasit]].
 
You can apply multiple augmentations to the same casting of a spell, though you can’t use an arithmetic die for more than one at a time. Any unused dice are lost when you augment a spell in this way, use this feature again, or finish a long rest.
 
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it whenever you finish a long rest.
 
;Empowered Pair
:If two arithmetic dice show the same number (such as two 1s), you can spend those dice to reroll a number of the spell’s damage dice equal to the number shown on the arithmetic dice. You must use the new damage die rolls.
;Fortunate Sum
:If the value of two arithmetic dice add up to 7 (such as 1 and 6, or 2 and 5), you can spend those dice to increase your spell save DC and spell attack modifier by 1 for this casting of the spell.
;Rising Run
:If four arithmetic dice show consecutive numbers (such as 1–2–3–4), you can spend those dice to cast the spell as though with a spell slot one level higher than the one you expend.
 
== Astute Prediction ==
''6th-level {{PAGENAME}} feature''
 
You learn the ''[[spell:augury|augury]]'' spell. It counts as a wizard spell for you, you always have it prepared, it doesn’t count against the number of spells you can prepare each day, and you don’t need to have it in your spellbook to cast it as a ritual.


== Geometrist ==
== Call the Abyss ==
''6th-level {{PAGENAME}} feature''
''6th-level {{PAGENAME}} feature''


You can reshape your spells by altering their formulas. When you prepare a wizard spell that creates an area of effect in the shape of a cone, cube, cylinder, line, or sphere, you can expend a use of your Spell Arithmetic to change one of those shapes into a different one, as shown in the Shape Conversions table. You can apply the changes whenever you cast the spell until you finish your next long rest.
As an action, you can spend a spell slot to summon a fiend of your choice in an unoccupied space that you can see within 30 feet of you. The maximum Challenge Rating for a fiend summoned in this way is the level of the spell slot used, and you can only have one fiend summoned at a time. Such a fiend is under no obligation to listen to you or follow your commands, and it cannot summon other fiends. If one of these fiends is reduced to 0 hit points, it disappears in a cloud of dust and reforms on its native plane in 1d12 days. It returns to where it came from after 1 hour. As an action, you can attempt to dismiss the fiend early. It must succeed on a Charisma saving throw or else be dismissed to wherever it was summoned from. It has disadvantage on this saving throw if you say its true name.
 
When dividing measurements, round up to the nearest 5 feet. See [[beyond:sources/phb/spellcasting|chapter 10 of the ''Player’s Handbook'']] for the rules of areas of effect shapes.


{| class="wikitable"
{{sidebar|content1class=left|content1=Whatever you do, don't sign the contract. I repeat: do not sign the contract.|content2class=right|content2=TASHA}}
|+ Shape Conversions
;Roleplaying Devils
!Original Shape !! New Shape !! New Shape Measurements
:A devil (lawful evil) typically won't attack anything when summoned, at least not at first. It tries to make agreements and will keep its promises, if only on a technicality. Devils represent tyranny and are native to the Nine Hells of Baator.
|-
;Roleplaying Demons
| rowspan="3" style="vertical-align:top" | Cone || Line || Length = Cone Size × 3, Width = 5 feet
:A demon (chaotic evil) typically is hostile to all creatures other than itself. Regardless of its Intelligence, it usually tries to attack anything in sight and will not make promises. Demons represent anarchy and are native to the Abyss.
|-
;Roleplaying Yugoloths
|Cube || Size = Cone Size ÷ 2
:A yugoloth (neutral evil) is typically indifferent to being summoned, but can quickly become hostile or friendly. It will lend its services to the highest bidder and will change its allegiances if it finds a better offer. Yugoloths represent self-interest and are native to Gehenna.
|-
;Long Memories
|Sphere || Radius = Cone Size ÷ 2
:If you summon the same fiend more than once, be wary. Fiends have long memories and will remember how you've treated them in the past.
|-
| rowspan="3" style="vertical-align:top" | Cube || Line || Length = Cube Size × 6, Width = 5 feet
|-
| Cone || Size = Cube Size × 2
|-
| Sphere || Radius = Cube Size × 2
|-
| rowspan="3" style="vertical-align:top" | Cylinder or Sphere || Line || Length = Radius × 6, Width = 5 feet
|-
| Cone || Size = Redius × 2
|-
| Cube || Size = Radius
|-
| rowspan="3" style="vertical-align:top" | Line || Cone || Size = Length ÷ 3
|-
| Cube || Size = Length ÷ 6
|-
| Sphere || Radius = Length ÷ 6
|}


If you create an area of effect centered on yourself, you can exclude yourself from it. These conversions otherwise don’t affect a spell’s range, For example, if you cast ''[[spell:lightning-bolt|lightning bolt]]'' as a sphere, the sphere still originates from you, and if you cast the ''[[spell:shatter|shatter]]'' spell as a line, the line still originates from a point within range.
== Demand Fealty ==
 
== Advanced Arithmetic ==
''10th-level {{PAGENAME}} feature''
''10th-level {{PAGENAME}} feature''


You can reroll your arithmetic dice twice, rather than once, whenever you use your Spell Arithmetic.
You learn the ''[[spell:planar-binding|planar binding]]'' spell if you do not already know it, and can cast it as an action without material components. Once you have cast it in this way, you may not do so again until you finish a long rest.


== Grand Alignment ==
== Master Hellhunter ==
''14th-level {{PAGENAME}} feature''
''14th-level {{PAGENAME}} feature''


You gain the following additional combination options for your Spell Arithmetic.
Creatures cannot benefit from the Magic Resistance trait against spells you cast.
 
;Perfect Set
:You can spend five arithmetic dice that all show the same number (such as five 5s) to deal maximum damage with the spell instead of rolling damage dice.
;Heightened Run
:You can spend five arithmetic dice that show consecutive numbers (such as 1–2–3–4–5) to choose one of the spell’s targets and force it to make its first saving throw against the spell with disadvantage.


[[category:homebrew wizard subclasses]]
[[category:homebrew wizard subclasses]]

Latest revision as of 17:28, 26 July 2025

(OOC: This is an implementation of the Hellhunter subclass from Tasha's Crucible of Everything Else volume 2)

Base Class: Wizard

Some wizards dedicate their lives to studying negative energies, chthonic planes, and fiends of all types. These mages are known for their acumen in navigating devilish agreements, wresting demon power, and hunting fiends of all kinds. Those who immerse themselves in the mantle of the hellhunter enter into a lifelong pursuit of understanding, harnessing, and utilizing all power that becomes available to them through the wicked realms of existence - by any means possible. Tasha herself is a hellhunter who has garnered quite a reputation amongst the fiends of the negative planes, known for outmaneuvering archdevils and strong arming even the most powerful demon princes.

Devil's Advocate

2nd-level Hellhunter feature

You can read, write, and speak Abyssal and Infernal, and you gain proficiency in PersuasionCharisma (Persuasion)skillWhen you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.. You also have advantage on any check made to recall information about fiends or the lower planes.

Beginning at 6th level, your proficiency bonus is doubled for any ability check you make that uses PersuasionCharisma (Persuasion)skillWhen you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk..

Variant: Intelligence Negotiations

Consider asking your DM if you can make Intelligence (PersuasionCharisma (Persuasion)skillWhen you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.) checks instead of Charisma (PersuasionCharisma (Persuasion)skillWhen you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.) checks. This represents negotiation skills that are primarily based on logic, rather than emotional appeal. This rule intentionally links PersuasionCharisma (Persuasion)skillWhen you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk. with Intelligence, rather than Charisma and is an example of how to apply the rule in the "Variant: Skills with Different Abilities" section in chapter 7 of the Player's Handbook.

Fiend on a Leash

2nd-level Hellhunter feature

You learn the find familiar spell if you don't already know it. When you cast the spell, you can choose one of the normal forms for your familiar, or an imp, miniloth, or quasit.

Call the Abyss

6th-level Hellhunter feature

As an action, you can spend a spell slot to summon a fiend of your choice in an unoccupied space that you can see within 30 feet of you. The maximum Challenge Rating for a fiend summoned in this way is the level of the spell slot used, and you can only have one fiend summoned at a time. Such a fiend is under no obligation to listen to you or follow your commands, and it cannot summon other fiends. If one of these fiends is reduced to 0 hit points, it disappears in a cloud of dust and reforms on its native plane in 1d12 days. It returns to where it came from after 1 hour. As an action, you can attempt to dismiss the fiend early. It must succeed on a Charisma saving throw or else be dismissed to wherever it was summoned from. It has disadvantage on this saving throw if you say its true name.

Roleplaying Devils
A devil (lawful evil) typically won't attack anything when summoned, at least not at first. It tries to make agreements and will keep its promises, if only on a technicality. Devils represent tyranny and are native to the Nine Hells of Baator.
Roleplaying Demons
A demon (chaotic evil) typically is hostile to all creatures other than itself. Regardless of its Intelligence, it usually tries to attack anything in sight and will not make promises. Demons represent anarchy and are native to the Abyss.
Roleplaying Yugoloths
A yugoloth (neutral evil) is typically indifferent to being summoned, but can quickly become hostile or friendly. It will lend its services to the highest bidder and will change its allegiances if it finds a better offer. Yugoloths represent self-interest and are native to Gehenna.
Long Memories
If you summon the same fiend more than once, be wary. Fiends have long memories and will remember how you've treated them in the past.

Demand Fealty

10th-level Hellhunter feature

You learn the planar binding spell if you do not already know it, and can cast it as an action without material components. Once you have cast it in this way, you may not do so again until you finish a long rest.

Master Hellhunter

14th-level Hellhunter feature

Creatures cannot benefit from the Magic Resistance trait against spells you cast.