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Mcdjangali
2016-09-17, 07:11 AM
Karsite
Cha +2
Con +1

Karsite Tough
Karsite are physically tough, especially against magic. You have advantage on all Strength, Dexterity, and Constitution saving throws against Magic.

Spell Healing
Once per Short Rest when you roll a save throw vs magic and are successful you can use your reaction to absorb some of the magical energy to heal yourself in the amount of 1 hit points per level of the spell cast.

Spell Casting Inability
Karsites cannot cast Arcane and Divine spells. Even if they take levels in a class that grants spell casting. The only exception to this is Pact magic. Few Karsite become warlocks but when they do they are almost always servants of Karsus and choose him as their Patron. Karsites are feared Fighters and Barbarians on the battlefield that often quickly move into leadership roles but are most commonly found practicing Pact Magic as Binders.

Languages
You can speak, read, and write Common.

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Racial Feat

Child of Karsus
Prerequisite: Karsite

Your Karsite powers have fully emerged. You gain:

-Once per short rest when you make a successful melee strike against a foe you temporarily suppress one magical item on there person. The items magic is not functional for d4 rounds. The item must be on there person and is selected randomly unless you can see the item you wish to suppress.

-Your Spell Healing ability can be used at will.

Mcdjangali
2016-09-17, 09:02 AM
I've been doing tweaks to it. I think the magic suppressing strike from the feat should be toned down to once per long rest but they should gain Advantage on save throws versus magic for intelligence wisdom and charisma.