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View Full Version : D&D 5e/Next "But a phrase is all that you need to know" Illumians for 5e



Amnoriath
2015-10-24, 04:29 PM
Illumian

https://s-media-cache-ak0.pinimg.com/736x/23/5a/e3/235ae3c5026dda87605e0c2574362671.jpg

Ability Score Increases: You add 1 to your Intelligence score. Additionally you gain ability score increases assigned by the sigils you select.

Size: Illumians range from 5 to well over 6 feet tall and tend to have slight builds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Languages: You can speak, read, and write Common, Illumian, and one extra language of your choice. Illumian is a language only used in special occasions and formal events which often consists sharp consonants, reverberating slurs, and double speak being able to convey long messages in succinct phrases. Mostly it is used in the Cabals, Illumian libraries, Illumians formerly addressing higher Illumians, and the like.

Sigils of the Old Language: As an Illumian your body has detailed birthmarks reminiscent of the language of Truespeech. Though two are more distinct and common among all of the others. You may select 2 of the sigils below gaining their modifications and abilities associated with them.

Aesh(vigor): Your Strength score is increased by 1. When you would make an attack roll after you would roll but before you know the result you may add a 1d6 to the roll. If it would be successful you add your character level+your strength modifier to the damage(minimum 2). Once you have used this you must complete a long rest to use it again.

Uur(grace): Your Dexterity score is increased by 1. After you would roll a physical ability check but before you know the result you may add 1+your Dexterity modifier(minimum 2) to the result. Once you have used this you must complete a long rest to use it again.

Hoon(life): Your Constitution score is increased by 1. When you or an ally adjacent to you takes damage you can use your reaction to heal 1d10+character level+your constitution modifier(minimum 2) in hit points. Once this is used you must complete a long rest to use it again.

Krau(magic): Your Intelligence score is increased by 1. You gain a 1st level spell slot, when you would use this you may cast any 1st level wizard spell using your intelligence in save DC's or attack roll it uses as long as it doesn't require concentration. If the spell has a duration it only lasts 1 minute if it would usually last for more time. Once this is used you must complete a long rest to use it again.

Naen(mind): Your Wisdom score is increased by 1. After you would roll a mental ability check but before you know the result you may add 1+your Wisdom modifier(minimum 2) to the result. Once you have used this you must complete a long rest to use it again.

Vaul(soul): Your Charisma score is increased by 1. If you would suffer disadvantage on an attack roll, ability check, or saving throw as a reaction you can declare one of the d20 rolls you make to be made with advantage even if it would be normally made at disadvantage as long as it is made by the end of your next turn. Once you have used this you must complete a long rest to use it again.

Glyphic Insight: You are proficient in Arcana checks

Born Utterance: It is said that when an Illumian is born in the word it is ushered in by a phrase of creation. As an action you can display a 10 word phrase above your head giving bright light out to 15 feet and dim light out another 15 feet. This phrase is typically in old Illumian but it maybe in any language you know. You can change the phrase or dismiss this as a bonus action.
If you should die, regardless of the state of your body, as a reaction you can use this with a voice of your choosing in which it lasts for 1 minute.

RavenJovan
2015-10-24, 04:33 PM
Interesting, very interesting, I like it.

TheTeaMustFlow
2015-10-24, 05:25 PM
Nice, but needs a way for them to get another sigil like in 3rd. Perhaps a feat.

Also, Krau lets you summon a familiar. WAD?

JNAProductions
2015-10-24, 05:38 PM
The "Any spell" seems a little much, even with the concentration limitation. Perhaps any spell they cast in this manner gains the Concentration tag, so your familiar only lasts until you stop concentrating, for instance?

Aside from that, it actually seems a little weak. I'd consider giving a tad more.

rlc
2015-10-25, 03:02 AM
I just want a neon "Eat at Joe's" sign above my head.

Amnoriath
2015-10-25, 06:25 AM
Nice, but needs a way for them to get another sigil like in 3rd. Perhaps a feat.

Also, Krau lets you summon a familiar. WAD?

I am compiling a feat for them. I also limited the duration on the Krau's spell.

Amnoriath
2015-10-29, 02:13 PM
Sigil Mastery
Prerequisites: Must be an Illumian and be of 5th level

You may select another sigil gaining all its benefits.
When you would be within 60 feet of a magical symbol, rune, or the like you are instantly aware of its existence. If you are within 10 feet of it and can percieve it you automatically know its properties. This may even allow you to detect if it is illusory or a copy as well as penetrate its illusion.
If you have used your sigil ability per long rest you may use it again by taking another sigil's use.
The sigils on your body start to mesh together creating new words altogether. You are considered to know any power below in which two of your sigils correspond to the compound words below. For example if Thuun has the Aesh, Hoon, and Uur sigils he is considered to know the Aeshoon, Aeshuur, and Uurhoon powers. Though once any one is used you must complete a short or long rest to use any one again.


Aeshkrau: When you would cast a spell if any die from the spell would result in a 1 or 2 you may reroll the die taking the second result. Additionally this spell can't be automatically overcome by Dispel Magic or Counterspell and they must be of equal level to the spell you cast to possibly affect it.

Aeshoon: You can cast Heroism as a bonus action using your Constitution(minimum 1) as your casting stat. Additionally if you would roll a 1 or 2 on a physical damage roll it is treated as a 3 instead. This lasts for rounds equal to your proficiency bonus.

Aeshuur: You can take the Attack, Dash, Disengage, or Dodge actions as a bonus action. Once you do so you have advantage on Strength checks. This lasts until the end of your next turn. At level 13 you may use the bonus action option again the next turn but the duration still ends after the turn.

Hoonkrau: You can cast Lesser Restoration on a creature with 30 feet of you without using any components using your Intelligence as your casting stat(minimum 1). As part of this casting you may expend an amount of hit die up to 1+ 1/2 your proficiency bonus(round down) to use on any creature that is affected by the spell.

Hoonvaul: As a bonus action roll a die equal to your hit die adding your charisma modifier(minimum 1) you and all allies within 30 feet of you gain temporary hit points equal to the result as well as having advantage against being charmed or frightened for 1 minute. If they are already they may roll their save again.

Naenaesh: If you have been Frightened, Stunned, or Paralyzed as a reaction you can target a creature within 60 feet of yourself if they fail a Wisdom save equal to the save you failed they take 1d10+your wisdom modifier(minimum 1) in psychic damage and take the condition inflicted upon you until the end of your next turn. At level 13 it lasts one more round and the damage is increased by 1d10.

Naenhoon: As a partial action roll a d4 the number is added to your mental saves as well as Perception and Investigatin checks as long as you are not frightened or charmed. Additionally creatures do not benefit from Invisbility if they are within 30 feet of you. This lasts for rounds equal to your proficiency bonus.

Naenkrau: As a bonus action you can make an Intelligence check against the source of a spell or other magical effect. The DC is equal to 10+spell level. If successful you dispel the effect and gain knowledge of the spell if you are capable of casting it. Once you cast it or succesfully use this feature again you lose knowledge of the previous spell.

Uurhoon: As a partial action roll a d4 the number is added to your AC and physical saves as long as you are not encumbered or restrained. Additionally you gain a climbing and long jumping equal to your land speed as well as a high jump equal to half. This lasts for rounds equal to your proficiency bonus.

Uurkrau: You can cast Blur without material components using your Intelligence as your casting stat(minimum 1). Additionally for the duration you have advantage on Acrobatics and Stealth checks. This lasts for rounds equal to your proficiency bonus.

Uurnaen: You can take the Disengage, Dodge, Search, or Use Object action as a bonus action. Once you do so you have advantage on Wisdom based checks. This lasts until the end of your next turn. At level 13 you may use the bonus action option again the next turn but the duration still ends after the turn.

Vaulaesh: You can cast Shatter as a 2nd level spell without any material components using your Charisma as your casting stat as well as adding it to the damage(minimum 1). Additionally you have advantage on Persuasion and Intimidation checks against those that fail the save until the end of your next turn. At levels 9, 14, and 19 you increase the effective level of the effect.

Vaulkrau: You can cast Detect Thoughts without any material components using your Intelligence as your casting stat(minimum 1). Additionally those that fail the Wisdom save don't know you are probing their mind and you have advantage on Deception checks against them. Those that succeed on the save are immune to this for 24 hours. Though this ability can't be used on creatures you aren't aware of.

Vaulnaen: You can cast Detect Evil and Good without any material components using your Wisdom as your casting stat(minimum 1). Additionally as a bonus action you can force such creatures detected by the spell to make a Charisma save or be turned until the end of your next turn. Alternatively you can suppress the effect of Desecrate, Hallow, or similar effect in the area for the same amount of time. At level 13 these options last one more round. Using these option though ends the effect of this ability.

Vauluur: You can cast Misty Step without material components using Charisma as your casting stat(minimum 1). Additionally until the end of your next turn any ally adjacent to you adds a d4 to any ability check they make. At level 13 this lasts one more round and you may bring one more creature of your size or smaller if they are adjacent to you.