ShamasTheBard
2015-11-27, 09:18 PM
The Emissary
Level
Proficiency Bonus
Features
Spells Known
Spell Slots
Slot Level
1
2
Otherworldly Vision, Pact Magic
2
1
1st
2
2
Fighting Style, Weird Strike
3
2
1st
3
2
Weird Athleticism, Otherworldly Conscriptor
4
2
1st
4
2
Ability Score Improvement
5
2
1st
5
3
Extra Attack
6
2
2nd
6
3
Otherworldly Vision Improvement, Weird Athleticism Improvement
7
2
2nd
7
3
Otherworldly Conscriptor Feature
8
2
2nd
8
3
Ability Score Improvement
9
2
2nd
9
4
-
10
2
3rd
10
4
Otherworldly Vision Improvement, Otherworldly Conscriptor Feature
10
2
3rd
11
4
Well of The Weird
11
3
3rd
12
4
Ability Score Improvement
11
3
3rd
13
5
-
12
3
4th
14
5
Weird Athleticism Improvement, Otherworldly Blessing
12
3
4th
15
5
Otherworldly Conscriptor Feature
13
3
4th
16
5
Ability Score Improvement
13
3
4th
17
6
-
14
4
5th
18
6
Eldritch Soul
14
4
5th
19
6
Ability Score Improvement
15
4
5th
20
6
Otherworldly Grace
15
4
5th
Emissaries
A human in dire straights as his town is ravaged by a sudden unexplained devil incursion, reaches into his deepest feelings to pull fourth a power he can't explain. As he brings down his Maul on a Spined Devils skull, a deafening roar erupts from his weapon, immolating the devil before him and forcing back it's allies, showing the fury of his spirit.
A dragon born's bronze scales shimmered bright, feeling more connected with her ancestors than ever before, pulls fourth her deepest breath and belches out a pillar of lightning, crippling a necromancer and burning away at it's undead hoard.
The half elf's one eye looked down upon her fallen foe, her ghastly band behind her still sings of her glory and brutality in battle. She scans the battlefield and finds new prey. She will be paid a pretty penny today, and her queenhood is just beyond the horizon of this path she beats, unaware of what otherworldly being favors her so.
An Emissary is a special case for pact magic, because they were chosen, and sometimes even stolen for a purpose known only to their patron, a conscriptor of mortals who's goal can be anything from setting balance to the world, conquest, or observation to simply see what happens. Ancient Dragons, outcast fiends or feylords, even demigods will see opportunity in someone who is truly extraordinary. They may use this person as a pawn, or even create a conflict of their own for the mortal to fight for their own entertainment. Whatever the reason, an Emissary means power, and with power comes choice.
Class Features
Hit Points
Hit Dice: 1d10 per Emissary Level
Hit Points At First Level: 10 + your constitution modifier
Hit Points At Higher Levels: 1d10 (or 6) + your constitution modifier per Emissary level past 1st
Proficiencies
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose three from Athletics, Acrobatics, Intimidation, Insight, Persuasion, Deception, Religion
Otherworldly Vision
At first level as an Action, you may tap into your newly gained third eye. The world seems black and white except for a purple mist where you see clues others could not catch. When using your Otherworldly Vision, you may see where acts of death, larceny, kindness, and deception has or will take place, and you are able to discern which of those and where in your vision but not at what time, or even if it happened in the future or the past. Certain objects related to or of interest to the Conscriptor of this Emissary may be highlighted brighter, or in a different color.
At 6th level when you use your Otherworldly Vision feature you may see footsteps, objects of importance disembodied faces, and creatures within your vision. With a successful Charisma (investigatíon) check, you can attempt to recognize or clearly see the objects, creatures, footsteps, and faces. You can also determine the nature of the emotions in the Vision and determine if it will happen in the future or has already happened in the past, but not the exact time, or if all the things you see in your vision are happening together in the same instance, but you can determine if individual parts of the Vision happen in the future or past.
At 10th level, you can activate your vision as a bonus action and maintain it for one minute with concentration. Purple mist highlights weaknesses in one of your opponents armor and movements. Whenever you make an attack action against that creature, you make it with advantage. You may not do it again until you finish a short or long rest.
Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and the end of this description for the Emissary spell list.
Spell Slots
The Emissary table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Emissary spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of First Level Or Higher
At 1st level, you know two 1st-level spells of your choice from the Emissary spell list.
The Spells Known column of the Emissary table shows when you learn more Emissary spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Emissary spell, which can be 1st, or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Emissary spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Emissary spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Emissary spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your Emissary spells.
Fighting Style
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons
Deuling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to attack rolls with that weapon
Defense
While you are wearing Armor, you gain a +1 bonus to AC
Great weapon fighting
When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the 2 handed or versatile property for you to gain this benefit.
Weird Strike
Starting at 2nd level, whenever you hit a creature with a melee weapon attack, you may expend an Emissary spell slot to deal an extra 1d8 thunder damage per slot level to a maximum of 5d8 in addition to regular weapon damage.
By sacrificing some damage from Weird Strike, you may also add an additional condition on a single creature you strike with your weapon attacks upon activating Weird Strike. Each condition requires a constitution saving throw against the Emissary spell save DC. Each condition lasts until start of your next turn.
By sacrificing 1d8 of your Weird Strike damage, you may attempt to impose the Prone condition on the creature you strike.
By sacrificing 2d8, you may attempt to impose the Frightened condition.
By sacrificing 3d8, you may attempt to impose the Restrained condition.
By sacrificing 4d8, you may attempt to impose the Stunned condition.
By sacrificing 5d8, you may attempt to impose the Paralyzed condition.
Weird Athleticism
Starting at 3rd level you may add your charisma modifier to your strength score for the purposes of determining how much weight you can push, drag, or lift, and for the purposes of your carrying capacity. You may also add your Charisma modifier to your Constitution saving throws for the purposes of resisting exhaustion from prolonged dashing, swimming, forced marches, and sleep deprivation.
At 6th level you may add your charisma modifier to your strength score for the purpose of determining your High Jump and Long Jump distances. Also, add your charisma modifier to your walking speed.
At 14th level, as a bonus action you may add your charisma modifier to your choice to your Strength, Dexterity, or Constitution modifiers for one minute. You must complete a long rest in order to use this feature again.
Otherworldly Conscriptor
An Emissary rarely is the one who sought out his or her Patron, rather they are chosen and conscripted for purposes unknown to them. A conscriptor can be any powerful beings, but there are a few who are known to do such things. Choose from the either Panterax The Free Fiend or the Ancient Dragon conscriptor options, though they have already chosen you. The descriptions of these patrons will be given at the end of this class description.
Ability Score Improvement
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 your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice instead of once, whenever you take the Attack action on your turn.
Well of The Weird
Your Conscriptor sees great promise in your abilities, and rewards you for your power in aiding yourself. Beginning at 11th level, when you score a critical hit with a weapon attack, you may choose to roll a d6 and adopt it's effect. The list below describes the effect.
1. Heal yourself or an ally for 3d10 + your class levels in The Emissary.
2. Gain an immediate weapon attack with advantage.
3. Double your movement speed for an hour.
4. Regain one Emissary spell slot back
5. Cast Invisibility on yourself for a maximum duration of 1 hour.
6. Gain a flight speed equal to your move speed. If you already have a flight speed, gain effect #3 instead.
This ability can only be done once per short rest.
Otherworldly Blessing
Beginning at 14th level, you may add your Charisma modifier to your AC.
Eldritch Soul
Beginning at 18th level, you have advantage on saving throws against spells and other magical effects.
Otherworldly Grace
At 20th level, increase your Charisma score and one other ability of your choice by 2, and increase the maximum of that score to 22.
Emissary Spell List
Armor of Agathys
Arms of Hadar
Charm Person
Comprehend Languages
Expeditious Retreat
Hellish Rebuke
Hex
Hunters Mark
Illusory Script
Protection From Evil And Good
Unseen Servant
Witch Bolt
Cloud of Daggers
Crown of Madness
Darkness
Enthrall
Hold Person
Invisibility
Mirror Image
Misty Step
Ray of Enfeeblement
Shatter
Spider Climb
Suggestion
Counterspell
Dispel Magic
Fear
Fly
Gaseous Form
Hunger of Hadar
Hypnotic Pattern
Magic Circle
Major Image
Remove Curse
Tongues
Vampiric Touch
Banishment
Blight
Dimension Door
Hallucinatory Terrain
Contact Other Plane
Dream
Hold Monster
Scrying
Telekinesis
Otherworldly Conscriptor
Panterax was a fiend that escaped the servitude of Asmodious to become his own god of music and adventure. He chooses his Emissaries to protect his position or even for his entertainment.
Children of The Grave
Beginning at 3rd level, you may summon a band of 4 Fiendish Spirits to aid you in battle once per short rest. The band takes any form you wish, otherwise they appear as wights with strange metal instruments. This band is always 10 feet directly behind you, has Incorporeal Movement, and has an AC of 15 + your Charisma modifier, and each fiend has an HP of 2x your Emissary Level. the fiends cannot attack or directly harm any creature, but each of them joins in song playing instruments of your choice to grant you an inspiration bonus of 1d4 per round of combat which you may use on an attack roll, saving throw, or ability check you make. You must use this inspiration bonus on your turn or it is lost and you must be able to hear their song in order to gain their benefit. The band has a total of one minute to play their song. For each one that drops to 0 hitpoints, the number of rounds their song can go on is reduced by 3. This inspiration bonus becomes a d6 at level 7, a d8 at level 11, and a d10 at level 15.
Flash of The Blade
Beginning at 7th level, while hearing the song from your fiendish band, you are under the effects of the Haste spell in addition to the effects they already granted you.
Cemetery Gates
Beginning at 10th level, while hearing the song from your fiendish band, your weapon attacks and Weird Strike can deal either Fire, Cold, or Necrotic damage. You must pick one of those types at the beginning of the song or it will be Necrotic damage.
Symphony of Destruction
Beginning at 15th level, the song from your fiendish band is telekinetic and cannot be interrupted by anyone but you and can still be heard through magical silencing, unless your band drops to 0 hitpoints. Choose from one of the following additional effects.
Dance of Death
While hearing the song from your fiendish band, you are under the effects of the Enlarge option from the Enlarge Reduce spell in addition to the other effects your band gives you.
Run To The Hills
Each hostile creature within 30 feet of you must make a Wisdom saving throw or suffer from the frightened condition.
Mouth For War
Choose from one of the following dragon types, and gain the benefits of it.
Dragon
Dragon Type
Breath Weapon
Black
Acid
5 by 30 ft Line (Dex Save)
Blue
Lightning
5 by 30 ft. line (Dex. Save)
Brass
Fire
5 by 30 ft. line (Dex. Save)
Bronze
Lightning
5 by 30 ft. line (Dex. Save)
Copper
Acid
5 by 30 ft. line (Dex. Save)
Gold
Fire
15 ft Cone (Dex. Save)
Green
Poison
15 ft. Cone (Con. Save)
Red
Fire
15 ft. Cone (Dex. Save)
Silver
Cold
15 ft. Cone (Con. Save)
White
Cold
15 ft. Cone (Con. Save)
Upon choosing a dragon type, you gain it's breath weapon and when using it, your skin temporarily flashes with the scales and color of the dragon chosen. The dragon type you chose is the dragon type that has conscripted you. You may only use this feature once per short rest. The damage for the breath weapon is 1d8 at 1st level, 2d8 at 5th level, 3d8 at 9th level, 4d8 at 13th level, and 5d8 at 17th level. Any creature within the area of the breath attack may take half damage on a successful saving throw.
In addition, you gain resistance to the damage type of your breath weapon. If you already have advantage from that damage type due to your racial feature, you may choose a different type.
Crack of The Skye
Beginning at 7th level when you use your Weird Strike feature, you may cause it to have an area of effect in addition to the damage it's self. Choose between a 15ft cone or a 10ft radius centered on yourself (but not affecting yourself). All creatures within that area of effect must make a Dexterity or Strength saving throw (their choice) against your spell save DC. On a failed save, they are also pushed away from you to the edge of the area of effect and knocked prone. On a successful save, they take half damage and are not moved back and are not knocked prone. You may only use this feature once per short rest.
Strength Beyond Strength
Beginning at 10th level, you gain the ability to spend an Emissary spell slot to cause a 20 ft radius area at a 150 ft. range to erupt in the magical energy of your chosen dragon type. The damage is 2d6 per level of the spell slot to a maximum of 10d6. Each creature within the 20 ft. radius must make a Dexterity saving throw, taking half damage on a successful save. In addition, each hostile creature within 30 ft. of you takes 1d8 of the damage type specified by your chosen dragon type at the start of their turn or when moving within that 30 ft. radius space when you use this feature. This area of effect lasts for 1 minute.
Empire of the Clouds
Beginning at 15th level, you may expend an Emissary spell slot to gain spectral magic wings which are the color of your chosen dragon type giving you a flight speed equal to your walking speed. These wings last for a number of hours according to the level of the spell slot expended. A 1st level spell slot will last an hour, a 3rd or 4th level spell slot will last 8 hours, and a 5th level spell slot will last up to 24 hours.
Level
Proficiency Bonus
Features
Spells Known
Spell Slots
Slot Level
1
2
Otherworldly Vision, Pact Magic
2
1
1st
2
2
Fighting Style, Weird Strike
3
2
1st
3
2
Weird Athleticism, Otherworldly Conscriptor
4
2
1st
4
2
Ability Score Improvement
5
2
1st
5
3
Extra Attack
6
2
2nd
6
3
Otherworldly Vision Improvement, Weird Athleticism Improvement
7
2
2nd
7
3
Otherworldly Conscriptor Feature
8
2
2nd
8
3
Ability Score Improvement
9
2
2nd
9
4
-
10
2
3rd
10
4
Otherworldly Vision Improvement, Otherworldly Conscriptor Feature
10
2
3rd
11
4
Well of The Weird
11
3
3rd
12
4
Ability Score Improvement
11
3
3rd
13
5
-
12
3
4th
14
5
Weird Athleticism Improvement, Otherworldly Blessing
12
3
4th
15
5
Otherworldly Conscriptor Feature
13
3
4th
16
5
Ability Score Improvement
13
3
4th
17
6
-
14
4
5th
18
6
Eldritch Soul
14
4
5th
19
6
Ability Score Improvement
15
4
5th
20
6
Otherworldly Grace
15
4
5th
Emissaries
A human in dire straights as his town is ravaged by a sudden unexplained devil incursion, reaches into his deepest feelings to pull fourth a power he can't explain. As he brings down his Maul on a Spined Devils skull, a deafening roar erupts from his weapon, immolating the devil before him and forcing back it's allies, showing the fury of his spirit.
A dragon born's bronze scales shimmered bright, feeling more connected with her ancestors than ever before, pulls fourth her deepest breath and belches out a pillar of lightning, crippling a necromancer and burning away at it's undead hoard.
The half elf's one eye looked down upon her fallen foe, her ghastly band behind her still sings of her glory and brutality in battle. She scans the battlefield and finds new prey. She will be paid a pretty penny today, and her queenhood is just beyond the horizon of this path she beats, unaware of what otherworldly being favors her so.
An Emissary is a special case for pact magic, because they were chosen, and sometimes even stolen for a purpose known only to their patron, a conscriptor of mortals who's goal can be anything from setting balance to the world, conquest, or observation to simply see what happens. Ancient Dragons, outcast fiends or feylords, even demigods will see opportunity in someone who is truly extraordinary. They may use this person as a pawn, or even create a conflict of their own for the mortal to fight for their own entertainment. Whatever the reason, an Emissary means power, and with power comes choice.
Class Features
Hit Points
Hit Dice: 1d10 per Emissary Level
Hit Points At First Level: 10 + your constitution modifier
Hit Points At Higher Levels: 1d10 (or 6) + your constitution modifier per Emissary level past 1st
Proficiencies
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose three from Athletics, Acrobatics, Intimidation, Insight, Persuasion, Deception, Religion
Otherworldly Vision
At first level as an Action, you may tap into your newly gained third eye. The world seems black and white except for a purple mist where you see clues others could not catch. When using your Otherworldly Vision, you may see where acts of death, larceny, kindness, and deception has or will take place, and you are able to discern which of those and where in your vision but not at what time, or even if it happened in the future or the past. Certain objects related to or of interest to the Conscriptor of this Emissary may be highlighted brighter, or in a different color.
At 6th level when you use your Otherworldly Vision feature you may see footsteps, objects of importance disembodied faces, and creatures within your vision. With a successful Charisma (investigatíon) check, you can attempt to recognize or clearly see the objects, creatures, footsteps, and faces. You can also determine the nature of the emotions in the Vision and determine if it will happen in the future or has already happened in the past, but not the exact time, or if all the things you see in your vision are happening together in the same instance, but you can determine if individual parts of the Vision happen in the future or past.
At 10th level, you can activate your vision as a bonus action and maintain it for one minute with concentration. Purple mist highlights weaknesses in one of your opponents armor and movements. Whenever you make an attack action against that creature, you make it with advantage. You may not do it again until you finish a short or long rest.
Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and the end of this description for the Emissary spell list.
Spell Slots
The Emissary table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Emissary spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of First Level Or Higher
At 1st level, you know two 1st-level spells of your choice from the Emissary spell list.
The Spells Known column of the Emissary table shows when you learn more Emissary spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Emissary spell, which can be 1st, or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Emissary spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Emissary spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Emissary spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your Emissary spells.
Fighting Style
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons
Deuling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to attack rolls with that weapon
Defense
While you are wearing Armor, you gain a +1 bonus to AC
Great weapon fighting
When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the 2 handed or versatile property for you to gain this benefit.
Weird Strike
Starting at 2nd level, whenever you hit a creature with a melee weapon attack, you may expend an Emissary spell slot to deal an extra 1d8 thunder damage per slot level to a maximum of 5d8 in addition to regular weapon damage.
By sacrificing some damage from Weird Strike, you may also add an additional condition on a single creature you strike with your weapon attacks upon activating Weird Strike. Each condition requires a constitution saving throw against the Emissary spell save DC. Each condition lasts until start of your next turn.
By sacrificing 1d8 of your Weird Strike damage, you may attempt to impose the Prone condition on the creature you strike.
By sacrificing 2d8, you may attempt to impose the Frightened condition.
By sacrificing 3d8, you may attempt to impose the Restrained condition.
By sacrificing 4d8, you may attempt to impose the Stunned condition.
By sacrificing 5d8, you may attempt to impose the Paralyzed condition.
Weird Athleticism
Starting at 3rd level you may add your charisma modifier to your strength score for the purposes of determining how much weight you can push, drag, or lift, and for the purposes of your carrying capacity. You may also add your Charisma modifier to your Constitution saving throws for the purposes of resisting exhaustion from prolonged dashing, swimming, forced marches, and sleep deprivation.
At 6th level you may add your charisma modifier to your strength score for the purpose of determining your High Jump and Long Jump distances. Also, add your charisma modifier to your walking speed.
At 14th level, as a bonus action you may add your charisma modifier to your choice to your Strength, Dexterity, or Constitution modifiers for one minute. You must complete a long rest in order to use this feature again.
Otherworldly Conscriptor
An Emissary rarely is the one who sought out his or her Patron, rather they are chosen and conscripted for purposes unknown to them. A conscriptor can be any powerful beings, but there are a few who are known to do such things. Choose from the either Panterax The Free Fiend or the Ancient Dragon conscriptor options, though they have already chosen you. The descriptions of these patrons will be given at the end of this class description.
Ability Score Improvement
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 your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice instead of once, whenever you take the Attack action on your turn.
Well of The Weird
Your Conscriptor sees great promise in your abilities, and rewards you for your power in aiding yourself. Beginning at 11th level, when you score a critical hit with a weapon attack, you may choose to roll a d6 and adopt it's effect. The list below describes the effect.
1. Heal yourself or an ally for 3d10 + your class levels in The Emissary.
2. Gain an immediate weapon attack with advantage.
3. Double your movement speed for an hour.
4. Regain one Emissary spell slot back
5. Cast Invisibility on yourself for a maximum duration of 1 hour.
6. Gain a flight speed equal to your move speed. If you already have a flight speed, gain effect #3 instead.
This ability can only be done once per short rest.
Otherworldly Blessing
Beginning at 14th level, you may add your Charisma modifier to your AC.
Eldritch Soul
Beginning at 18th level, you have advantage on saving throws against spells and other magical effects.
Otherworldly Grace
At 20th level, increase your Charisma score and one other ability of your choice by 2, and increase the maximum of that score to 22.
Emissary Spell List
Armor of Agathys
Arms of Hadar
Charm Person
Comprehend Languages
Expeditious Retreat
Hellish Rebuke
Hex
Hunters Mark
Illusory Script
Protection From Evil And Good
Unseen Servant
Witch Bolt
Cloud of Daggers
Crown of Madness
Darkness
Enthrall
Hold Person
Invisibility
Mirror Image
Misty Step
Ray of Enfeeblement
Shatter
Spider Climb
Suggestion
Counterspell
Dispel Magic
Fear
Fly
Gaseous Form
Hunger of Hadar
Hypnotic Pattern
Magic Circle
Major Image
Remove Curse
Tongues
Vampiric Touch
Banishment
Blight
Dimension Door
Hallucinatory Terrain
Contact Other Plane
Dream
Hold Monster
Scrying
Telekinesis
Otherworldly Conscriptor
Panterax was a fiend that escaped the servitude of Asmodious to become his own god of music and adventure. He chooses his Emissaries to protect his position or even for his entertainment.
Children of The Grave
Beginning at 3rd level, you may summon a band of 4 Fiendish Spirits to aid you in battle once per short rest. The band takes any form you wish, otherwise they appear as wights with strange metal instruments. This band is always 10 feet directly behind you, has Incorporeal Movement, and has an AC of 15 + your Charisma modifier, and each fiend has an HP of 2x your Emissary Level. the fiends cannot attack or directly harm any creature, but each of them joins in song playing instruments of your choice to grant you an inspiration bonus of 1d4 per round of combat which you may use on an attack roll, saving throw, or ability check you make. You must use this inspiration bonus on your turn or it is lost and you must be able to hear their song in order to gain their benefit. The band has a total of one minute to play their song. For each one that drops to 0 hitpoints, the number of rounds their song can go on is reduced by 3. This inspiration bonus becomes a d6 at level 7, a d8 at level 11, and a d10 at level 15.
Flash of The Blade
Beginning at 7th level, while hearing the song from your fiendish band, you are under the effects of the Haste spell in addition to the effects they already granted you.
Cemetery Gates
Beginning at 10th level, while hearing the song from your fiendish band, your weapon attacks and Weird Strike can deal either Fire, Cold, or Necrotic damage. You must pick one of those types at the beginning of the song or it will be Necrotic damage.
Symphony of Destruction
Beginning at 15th level, the song from your fiendish band is telekinetic and cannot be interrupted by anyone but you and can still be heard through magical silencing, unless your band drops to 0 hitpoints. Choose from one of the following additional effects.
Dance of Death
While hearing the song from your fiendish band, you are under the effects of the Enlarge option from the Enlarge Reduce spell in addition to the other effects your band gives you.
Run To The Hills
Each hostile creature within 30 feet of you must make a Wisdom saving throw or suffer from the frightened condition.
Mouth For War
Choose from one of the following dragon types, and gain the benefits of it.
Dragon
Dragon Type
Breath Weapon
Black
Acid
5 by 30 ft Line (Dex Save)
Blue
Lightning
5 by 30 ft. line (Dex. Save)
Brass
Fire
5 by 30 ft. line (Dex. Save)
Bronze
Lightning
5 by 30 ft. line (Dex. Save)
Copper
Acid
5 by 30 ft. line (Dex. Save)
Gold
Fire
15 ft Cone (Dex. Save)
Green
Poison
15 ft. Cone (Con. Save)
Red
Fire
15 ft. Cone (Dex. Save)
Silver
Cold
15 ft. Cone (Con. Save)
White
Cold
15 ft. Cone (Con. Save)
Upon choosing a dragon type, you gain it's breath weapon and when using it, your skin temporarily flashes with the scales and color of the dragon chosen. The dragon type you chose is the dragon type that has conscripted you. You may only use this feature once per short rest. The damage for the breath weapon is 1d8 at 1st level, 2d8 at 5th level, 3d8 at 9th level, 4d8 at 13th level, and 5d8 at 17th level. Any creature within the area of the breath attack may take half damage on a successful saving throw.
In addition, you gain resistance to the damage type of your breath weapon. If you already have advantage from that damage type due to your racial feature, you may choose a different type.
Crack of The Skye
Beginning at 7th level when you use your Weird Strike feature, you may cause it to have an area of effect in addition to the damage it's self. Choose between a 15ft cone or a 10ft radius centered on yourself (but not affecting yourself). All creatures within that area of effect must make a Dexterity or Strength saving throw (their choice) against your spell save DC. On a failed save, they are also pushed away from you to the edge of the area of effect and knocked prone. On a successful save, they take half damage and are not moved back and are not knocked prone. You may only use this feature once per short rest.
Strength Beyond Strength
Beginning at 10th level, you gain the ability to spend an Emissary spell slot to cause a 20 ft radius area at a 150 ft. range to erupt in the magical energy of your chosen dragon type. The damage is 2d6 per level of the spell slot to a maximum of 10d6. Each creature within the 20 ft. radius must make a Dexterity saving throw, taking half damage on a successful save. In addition, each hostile creature within 30 ft. of you takes 1d8 of the damage type specified by your chosen dragon type at the start of their turn or when moving within that 30 ft. radius space when you use this feature. This area of effect lasts for 1 minute.
Empire of the Clouds
Beginning at 15th level, you may expend an Emissary spell slot to gain spectral magic wings which are the color of your chosen dragon type giving you a flight speed equal to your walking speed. These wings last for a number of hours according to the level of the spell slot expended. A 1st level spell slot will last an hour, a 3rd or 4th level spell slot will last 8 hours, and a 5th level spell slot will last up to 24 hours.