Homebrew:Effigist: Difference between revisions

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{{ooc note|This is an implementation of the Path of the Sacred Kin subclass from [[Xanathar's Lost Notes to Everything Else]]}}
{{ooc note|This is an implementation of the Effigist subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
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{{base class|barbarian|blockquotestyle=width:100%}}
{{base class|artificer|blockquotestyle=width:100%}}
As in all civilizations, stories of life’s origin are intertwined with the path of mythical beings consorting among them out of grand purpose or boredom. These stories, told since the first sunrise, act as guiding parables when a tribe or people faces a crucial juncture in their fate. They tell of times of great peril, when a powerful individual emerges from their number, led by a forebear’s spirit, to lead them to their destiny—for good or ill. The circumstances surrounding the event could be as simple as the death of a clan’s chieftain, as great as the threat of slavery, or even extinction.
Effigists use a combination of arcane and eldritch arts to manipulate the bodies of other creatures by way of dolls and figurines. Many effigists come from rural tribes, but the tradition is slowly gaining students in more populated areas.


The elders of most tribes are aware of a spirit’s affinity to their people, but some spirits can surprise even them. Oftentimes these gifts are celebrated, for they usher in a new and heroic age—but some fear that a gifted hero could just as easily become a tyrant.
== Tool Proficiency ==
''3rd-level Effigist feature''


In battle, your ancestor’s spirit courses through you, imbuing your frenzy with the supernatural fury of the spirit, be they celestial, demonic, or even aberrant in nature.
You gain proficiency with one of the following: mason’s tools, potter’s tools, or weaver’s tools.


== Spellcasting ==
== Effigist Spells ==
When you reach 3rd level, you channel your ancient blood to harness the power of your forebearer. See [[beyond:sources/phb/spellcasting|chapter 10 of the ''Player's Handbook'']] for the general rules of spellcasting and [[beyond:sources/phb/spells#SorcererSpells|chapter 11]] for the sorcerer spell list.
''3rd-level Effigist feature''


;Cantrips.
You always have certain spells prepared after you reach particular levels in this class, as shown in the Effigist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prep
:You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
;Spell Slots.
:The Sacred Kin Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
:For example, if you know the 1st-level spell feather fall and have a 1st-level and a 2nd-level spell slot available, you can cast feather fall with either slot.
;Spells Known of 1st-Level and Higher.
:You know three 1st-level sorcerer spells of your choice, two of which you must choose from the divination or transmutation spells on the sorcerer spell list.
:The Spells Known column of the Sacred Kin Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be a divination or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
:The spells you learn at 8th, 14th, and 20th level can come from any school of magic on the sorcerer’s spell list.
:Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or transmutation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
;Spellcasting Ability.
:Constitution is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to harness the magic in your blood. 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 spell you cast or when making an attack roll with one.
<center>'''Spell save DC''' = 8 + your proficiency bonus + your Constitution modifier</center>


<center>'''Spell attack modifier''' = your proficiency bonus + your Constitution modifier</center>
{| class="wikitable"
 
|+ Effigist Spells
{| class="wikitable" style="text-align:center"
! Artificer Level !! Spells
|+ Sacred Kin Spellcasting
! rowspan="2" | Barbarian Level
! rowspan="2" | Cantrips Known
! rowspan="2" | Spells Known
! rowspan="2" | Ancestry Points
! colspan="4" | &mdash;Spell Slots per Spell Level&mdash;
|-
! 1st !! 2nd !! 3rd !! 4th
|-
| 3rd || 2 || 3 || &mdash; || 2 || &mdash; || &mdash; || &mdash;
|-
| 4th || 2 || 4 || &mdash; || 3 || &mdash; || &mdash; || &mdash;
|-
| 5th || 2 || 4 || &mdash; || 3 || &mdash; || &mdash; || &mdash;
|-
| 6th || 2 || 4 || 4 || 3 || &mdash; || &mdash; || &mdash;
|-
| 7th || 2 || 5 || 5 || 4 || 2 || &mdash; || &mdash;
|-
| 8th || 2 || 6 || 5 || 4 || 2 || &mdash; || &mdash;
|-
| 9th || 2 || 6 || 6 || 4 || 2 || &mdash; || &mdash;
|-
| 10th || 3 || 7 || 6 || 4 || 3 || &mdash; || &mdash;
|-
| 11th || 3 || 8 || 7 || 4 || 3 || &mdash; || &mdash;
|-
| 12th || 3 || 8 || 7 || 4 || 3 || &mdash; || &mdash;
|-
| 13th || 3 || 9 || 7 || 4 || 3 || 2 || &mdash;
|-
| 14th || 3 || 10 || 8 || 4 || 3 || 2 || &mdash;
|-
| 15th || 3 || 10 || 8 || 4 || 3 || 2 || &mdash;
|-
| 16th || 3 || 11 || 8 || 4 || 3 || 3 || &mdash;
|-
| 17th || 3 || 11 || 9 || 4 || 3 || 3 || &mdash;
|-
| 18th || 3 || 11 || 9 || 4 || 3 || 3 || &mdash;
|-
|-
| 19th || 3 || 12 || 9 || 4 || 3 || 3 || 1
| 3rd || ''[[spell:hex|hex]]'', ''[[spell:sleep|sleep]]''
|-
|-
| 20th || 3 || 13 || 10 || 4 || 3 || 3 || 1
| 5th || ''[[spell:hold-person|hold person]]'', ''[[spell:silence|silence]]''
|}
 
== Ancestral Origins ==
At 3rd level, when you choose this path, you choose the origin of your ancestor, either aberrant, celestial, or demonic. The damage types associated with your origin are used by features you gain later.
 
You can speak, read, and write the language of your ancestor and can weave their curses and oaths into your battle-cries.
 
{| class="wikitable"
|+ Ancestral Origin
! Ancestor !! Damage Type !! Language
|-
|-
| Aberrant || Psychic or Force || Deep Speech
| 9th || ''[[spell:bestow-curse|bestow curse]]'', ''[[spell:slow|slow]]''
|-
|-
| Celestial || Thunder or Radiant || Celestial
| 13th || ''[[spell:compulsion|compulsion]]'', ''[[spell:dominate-beast|dominate beast]]''
|-
|-
| Demonic || Necrotic or Poison || Abyssal
| 17th || ''[[spell:dominate-person|dominate person]]'', ''[[spell:hold-monster|hold monster]]''
|}
|}


== Mythic Manifestation ==
== Effigy Connection ==
As ancient magic flows through you, physical traits of your lineage emerge. Starting at 3rd level, whenever you cast a spell, you gain temporary hit points equal to three times the spell slot’s level.
''3rd-level Effigist feature''


== Supernatural Fury ==
You learn how to create magical effigies. Using any set of artisan’s tools of your choice, you can take an action to magically create a Tiny figurine in your hands. This figurine can be held in one hand, and you can use it as a spellcasting focus. When you create the effigy, you determine its appearance. It may be a jade figurine, a sackcloth doll, a clay mock-up, or even spoons in a pickle jar.
At 3rd level, you can focus on the magic in your blood, allowing you to concentrate your rage into the ancient magic of your bloodline and enter a Supernatural Fury. You gain the ability to cast and concentrate on spells, even while raging, at the expense of your physical resistances.


When you enter your Supernatural Fury and you aren’t wearing heavy armor, the following benefits replace the benefits of the Rage feature:
Once you create a magical effigy, you can’t do so again until you finish a long rest or until you expend a spell slot of 1st level or higher to create one. You can only have one magical effigy at a time. If you create a new one, the original one loses its magic. The effigy also loses its magic after 1 hour, and you can dismiss its magic early as an action.


* You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
When you create an effigy, you designate a creature within 60 feet of you that you can see or hear for it to represent. This connection remains even if the creature moves out of range. As an action on each of your turns, you can designate for the effigy to represent a new qualifying creature. This connection ends when the effigy loses its magic.
* You have resistance to damage from spells and other magical effects.


Your Supernatural Fury lasts for 1 minute. It ends early if you're knocked unconscious or if your turn ends and you haven’t attacked a hostile creature, cast a spell, or taken damage since your last turn. You can end your Supernatural Fury on your turn as a bonus action.
You can target the represented creature with spells that have a range of Touch, by casting such a spell on the effigy. The effigy counts as a creature that you can see for the purposes of what you can target with such a spell.


== Ancestry Points ==
As a bonus action on each of your turns, you can expose the effigy to a harmful effect within 5 feet of you to potentially damage the represented creature. The harmful effect must deal bludgeoning, piercing, slashing, acid, cold, fire, lightning, necrotic, radiant, or thunder damage. When you harm the effigy, the represented creature must succeed on a Wisdom saving throw or else take 2d8 of the corresponding damage type.
At 6th level, you have 4 ancestry points, and you gain more as you reach higher levels, as shown in the Ancestry Points column of the Sacred Kin Spellcasting table. You regain all spent ancestry points when you finish a long rest.


=== Metamagic ===
If you use your action to cast a spell that deals a qualifying type of damage, you can choose for the effigy connection to deal that type of damage. For example, if you use your action to cast ''[[spell:frostbite|frostbite]]'', you can choose for the effigy connection to deal cold damage, regardless of whether you exposed the effigy to the actual spell effects or not.
As represented by ancestry points, you're able to create a variety of magical effects. You gain the ability to twist your spells to suit your needs. You gain two of the metamagic options of your choice from the sorcerer’s list of available options. You gain another one at 10th and 17th level.


You can use only one metamagic option when you cast a spell, unless otherwise noted.
== Modify Movement ==
''5th-level Effigist feature''


== Transcendent Legacy ==
If your represented creature makes a Strength or Dexterity based saving throw, attack roll, or ability check, you can use your reaction to force them to do it with advantage or disadvantage (your choice).
At 6th level, when you enter your rage, you can choose to imbue your weapons with one of the damage types associated with your ancestry. Until your rage ends, your melee weapon attacks deal magical damage of that type instead of bludgeoning, piercing, or slashing damage.


At 14th level, weapon attacks with this feature ignore resistance to this damage, but not immunity.
== Concentrated Connection ==
''9th-level Effigist feature''


== Ancestral Guidance ==
The damage rolls caused by your effigy increase by 1d8. As an action, you can see through the creature’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses or until the effigy disappears. The creature is aware someone is perceiving through its senses, but does not necessarily know who it is or how they can do it.
Beginning at 10th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. If the cantrip dealt damage to the target of your weapon attack, you make this attack with advantage.


== Immortal Birthright ==
== Complete Control ==
At 14th level, you gain the ability to manifest the wings of your ancestor from your back, gaining a flying speed equal to your current speed. The origin you chose for you Ancestral Origins feature determines the appearance of the wings, either feather, scale, or sinew. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
''15th-level Effigist feature''


You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
You have become a master of control. You can cast ''[[spell:dominate-monster|dominate monster]]'' on a represented creature once without expending a spell slot, provided that you use your effigy as the spellcasting focus. Once you have used this feature, you can’t use it again until you finish a long rest.


[[category:homebrew barbarian subclasses|Sacred Kin]]
[[category:homebrew artificer subclasses]]

Revision as of 00:23, 13 November 2023

(OOC: This is an implementation of the Effigist subclass from Tasha's Crucible of Everything Else volume 1)

Base Class: Artificer

Effigists use a combination of arcane and eldritch arts to manipulate the bodies of other creatures by way of dolls and figurines. Many effigists come from rural tribes, but the tradition is slowly gaining students in more populated areas.

Tool Proficiency

3rd-level Effigist feature

You gain proficiency with one of the following: mason’s tools, potter’s tools, or weaver’s tools.

Effigist Spells

3rd-level Effigist feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Effigist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prep

Effigist Spells
Artificer Level Spells
3rd hex, sleep
5th hold person, silence
9th bestow curse, slow
13th compulsion, dominate beast
17th dominate person, hold monster

Effigy Connection

3rd-level Effigist feature

You learn how to create magical effigies. Using any set of artisan’s tools of your choice, you can take an action to magically create a Tiny figurine in your hands. This figurine can be held in one hand, and you can use it as a spellcasting focus. When you create the effigy, you determine its appearance. It may be a jade figurine, a sackcloth doll, a clay mock-up, or even spoons in a pickle jar.

Once you create a magical effigy, you can’t do so again until you finish a long rest or until you expend a spell slot of 1st level or higher to create one. You can only have one magical effigy at a time. If you create a new one, the original one loses its magic. The effigy also loses its magic after 1 hour, and you can dismiss its magic early as an action.

When you create an effigy, you designate a creature within 60 feet of you that you can see or hear for it to represent. This connection remains even if the creature moves out of range. As an action on each of your turns, you can designate for the effigy to represent a new qualifying creature. This connection ends when the effigy loses its magic.

You can target the represented creature with spells that have a range of Touch, by casting such a spell on the effigy. The effigy counts as a creature that you can see for the purposes of what you can target with such a spell.

As a bonus action on each of your turns, you can expose the effigy to a harmful effect within 5 feet of you to potentially damage the represented creature. The harmful effect must deal bludgeoning, piercing, slashing, acid, cold, fire, lightning, necrotic, radiant, or thunder damage. When you harm the effigy, the represented creature must succeed on a Wisdom saving throw or else take 2d8 of the corresponding damage type.

If you use your action to cast a spell that deals a qualifying type of damage, you can choose for the effigy connection to deal that type of damage. For example, if you use your action to cast frostbite, you can choose for the effigy connection to deal cold damage, regardless of whether you exposed the effigy to the actual spell effects or not.

Modify Movement

5th-level Effigist feature

If your represented creature makes a Strength or Dexterity based saving throw, attack roll, or ability check, you can use your reaction to force them to do it with advantage or disadvantage (your choice).

Concentrated Connection

9th-level Effigist feature

The damage rolls caused by your effigy increase by 1d8. As an action, you can see through the creature’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses or until the effigy disappears. The creature is aware someone is perceiving through its senses, but does not necessarily know who it is or how they can do it.

Complete Control

15th-level Effigist feature

You have become a master of control. You can cast dominate monster on a represented creature once without expending a spell slot, provided that you use your effigy as the spellcasting focus. Once you have used this feature, you can’t use it again until you finish a long rest.