High-elf Spellsword
A
high-elf spell-sword is a battle-mage dedicated to handle knowledge and
power through martial discipline as well as arcane traditions. She
normally works as part of a special force dedicated to maintain evil
spell-caster at bay, search and destruction of tainted magic and
handling magical beasts. This does not mean she does not duel against
other races or soldiers in wars, she has experience fighting rebels or
specially spell-casting rebels. She is a soldier keeping in check all
things arcane.
Adventuring Role: Melee striker, melee burster and arcane controller.
Hit Points: Constitution + 1 Maximum HD + Level.
Hit Die: 1d6 recovery per resting hour/healing use.
Martial Capability: Any swords, all bows and martial armor.
Attack Damage: 1d6 unarmed / 1d8 armed.
Special Talent: Arcane Combat.
Equipment
Special Loot: All spell-sword start with a magical blade, the blade might be:
-
A Magical Rapier, a precise blase handled with precision. You gain +1
force damage to the blade and +1 protection on failed parries. You may
parry in melee with DEX instead of STR.
- A Magical Long-sword, a
versatile blade which adapt to battle styles. You gain +1 force damage
to the blade and reach when one handed or +2 force damage when wielded
as two-hand.
- A Magical Two-handed Sword, a savage blade capable of
taking on large enemies. Your swords ignore both armor and magical
protections. This does not include absorb damage effects or resistances.
You may dodge with STR using the heavy arm as shield.
A range weapon: A long-bow, a short-bow or a crossbow; and 20 arrows/bolts.
Food: 5 day rations.
Miscellaneous: Magic dust pouch, dueling clothes and 3d20 silver.
Leveling Up: As you level up you gain the following benefits.
- +1 HP per level.
- +1 value in Strength, Dexterity or Intelligence on even levels only.
- One class talent per level.
Class Talents:
- High Elf's Ancestry: Powers hidden in the magical essence of your blood.
- Arcane Eyes: If you take a moment of concentration, you are able to see the aura of magic and creatures who are invisible through magical means. You only require an action.
- Hidden Portals: You can detect invisible barriers and detect portals since in a dis
- Spell Perception: Vigilant of spell-casters, you are able to defend yourself from their menace. Gain advantage on the first defense against spells attacks of effect.
- Meditation: You cover your need to sleep through meditation. You can meditate instead of sleeping, it takes 4 hours and you can be vigilant; but take disadvantage.
- Unchangeable: Do not let yourself be mutated. You are immune to negative body form changing spell effects.
- Blade Powers: Basic casting spells of the blade.- Arcane Barrier: Keep charges of energy ready to handle spells effects. Spend 1 charge. Gain resistance to one type of magic damage or advantage to resist the next magic effect as part of a defense. Only once per round.
- Arcane Seal: Do a precise hit that leaves a mark which keeps magic contained. Spend 2 charges. On an effective hit against a spell-caster or magical creature, you may seal one their spells. Until the end of duration, the affected can't use the sealed spell.- Kinetic Blast: Accumulate a ball of energy in your hand and then blast it to an enemy. Spend X Charges. Make an intelligence check to attack a distant enemy, on a hit do xd8 force damage.- Kinetic Dash: Energize yourself gaining incredible speed. Spend 1 charge. You double your speed value for all possible movement. When in this state, you ignore any attacked produce because of your movement. It lasts 10 minutes.- Kinetic Push: Use all the force accumulated by your blade and channel it to your arm to take an enemy away. Spend 1 charge. Make an intelligence attack check, on a success send a medium size enemy moving half a movement away and receives 1d8 force damage. Add 1d8 if the movement is interrupted by a wall or massive object. Another creature that crashes with the objective gets also 1d8 force damage.
- Kinetic Shield: Transform your magic in a shield that absorbs incoming damage. Spend X charges. Gain a shield that absorb Xd8+4 points of damage. This lasts until the end of your next turn. For every 4 absorption points left in the shield, you may do 1d6 damage to all adjacent enemies.
- Kinetic Leap: Energize yourself gaining incredible force that let you jump great distances. Spend 1 Charge. You gain your speed in jump. It lasts 10 minutes.- Mirror Image: Triplicate your image confusing your enemies. Spend 2 charges. You gain 3 mirror images. Every failed defense hits the mirror image first before they hit you. Each mirror image has 1 HP. Area of attacks that hit the image, breaks it. Critical failures still hit you normally. This effect cannot be repeated until 1 hour of cool-down.- Spinning Slash: Spin with your blade cutting everything in your way. Spend 3 charges. You can attack all melee targets adjacent to you. On a miss, you still do half your level damage. You can choose this talent again to gain "Spinning Slash II" where you don't attack allies with the movement.
- Slowing Static: When you hit an enemy effectively, you may create a static field that slows the movement. Spend 1 Charge. On an effective hit, the creature is slowed; all movement costs double.- Veiled Figure: Gain a strange transparent form. Spend 2 charges. You are difficult to be hit for melee foes. When defending with parry, you gain advantage. This lasts for 1 minute or until you are taken out of guard. - Battle Mage's Scholastics: Aptitudes expected of a gentle casters.
- Arcana: Advantage on spell-casting knowledge, arcana lore, magical effects, dragons and magical creatures checks.
- Acrobatics: Advantage on balancing, tumbling, body coordination checks and saving throws against traps.
- Athletics: Advantage on climbing, swimming, running checks and saving throws against fatigue.
- Scholastics: Advantage on teaching, recurring to intellectual authority or researching through documents and experimentation checks.
- Strategy: Advantage on area assessing defenses, enemy martial power and identifying key locations on the battlefield checks. - Spell-sword Bond: Develop your connection to your sword and develop knowledge of magical items.
- Call Back: You are one with the sword and the sword is one with you. Claim the power of your sword, it will teleport back to your hand as an action.
- Elemental Blade: A part of your martial abilities, you may gain affinity with one element. Select between: fire, cold, or lightning. You may choose to change all force damage for that element and you become resistant to it.
- Ever Flow: Kinetic energies accumulate naturally in your blade. You always start with one charge in your blade in any situation.
- Identify Magical Weapons: Your sword shares with you the knowledge of other magical weapons. Whenever you see a magical weapon, you can make an intelligence check to know its properties, uses and power. And also, you can feel the presence of magical weapons in 100 feet+10 per level.
- Spells-word Mentor: Your master is still alive and active, making her a knowledgeable figure you can communicate with. You may nail your weapon down in a peaceful area and meditate to attempt a connection with your master. Make an Intelligence check to try to connect through the sword. Your master will vary depending of the lore, however, it will always answer where you can go next if you have the proper questions and will give you clues on how to be prepared. Every other detail is up to the DM.
- Veteran Spell-sword Wielder: As you gain experience with the blade, you are able to channel more power. You can accumulate up to 4 charges; it requires level 5. You can take it again to "Veteran Spell-sword Wielder II/II": You can accumulate up to 5 charges; it requires level 10. You can accumulate up to 6 charges; it requires level 15.
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