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View Full Version : D&D 5e/Next SilverClawShift vestiges in 5e



Jallorn
2017-06-22, 02:55 AM
So the MFoV created a 5e version of the Binder (http://mfov.magehandpress.com/2016/06/book-of-binding.html), and I have always maintained that the vestiges from SilveClawShift's campaign (http://www.giantitp.com/forums/showsinglepost.php?p=3479380&postcount=392) are permissible in my campaigns. However, the vestiges there are crafted for 3.5 and MFoV's vestiges are somewhat different from their 3.5 versions. (often for very reasonable reasons from what I can tell, like mechanic changes) Notably, they moved away from, "Usable again after five rounds."

First stab at Core:
Sublime Glow: You can cast the cantrips Light and Thunderclap at will. You may target your own entire body with Light. You can also cast the spell Daylight without expending a spell slot. For the first round of this Daylight spell, it counts as true sunlight. After casting this spell, you must complete a short rest before casting it again.
Resonate: You create an uncomfortable deep hum that disorients creatures in range. All creatures within 30 feet must make a Constitution save or become Poisoned for 1 minute. At the end of their turn, a targeted creature may make a Constitution save to remove this condition. Once you have used this ability, you cannot use it again until you take a short rest.
Pact Sharing: In a ritual requiring 1 minute of concentration, you can impart one or more of your minor spirits to a willing creature for 1 hour, granting them all the benefits you would normally get from those minor spirits. For the duration of this effect, you do not gain the benefits from those minor spirits. You can end this effect early as a bonus action.

First stab at Selena
Kython Tongue: You gain the ability to speak Abyssal and Infernal fluently, if you could not speak those languages already.
Discorporate: As an action, you may cast the spell Etherealness, except that it has a duration of 1 round. You may attempt to extend this duration to concentration, but each round you extend it past the first, you gain a level of Exhaustion. Once you have used this ability, you cannot use it again until you have completed a short rest or long rest.
Inspired: You have a number of Inspiration Points equal to twice your proficiency bonus. An Inspiration Point is expended when you use it. You regain all your expended Inspiration Points when you finish a short or long rest. You may expend your Inspiration Points in any of the following ways:

You may spend an Inspiration Point before making an attack, damage, or saving throw roll to add 1 to that die result. There is no limit to the number of inspiration points you can spend this way, except for the number of inspiration points you have remaining.
You may spend an Inspiration Point before making an ability check to add a bonus to that check equal to your proficiency bonus. once you have used this ability with a specific skill, or with an unspecified ability check, you cannot use it with that specific kind of ability check again until you have completed a long rest. (If you use this ability with a Wisdom check, for instance, you can't use it with another Wisdom check, but you could use it with a Wisdom (Perception) check.)
You may spend an Inspiration Point to negate a level of exhaustion you would incur from extending the Discorporation ability's Etherealness. You may also spend two Inspiration Points to be able to use Discorporation again before completing a short or long rest.

Spiritual Venom: You are able to produce a spiritual venom. Once per turn, when you successfully attack a creature with a melee weapon attack, you may declare it to be an envenomed attack. The target creature takes an additional 2d6 Poison damage and must make a Constitution save or be restrained until the start of your next turn.

First stab at Tevlar
Lifeline: You gain a single extra life in addition to your own. One time during the 24 hour period you have summoned and bound Tevler, upon your death or destruction, you will return to life with half of your hitpoints, no matter how violent or seemingly permanent that death was. If your corpse is destroyed entirely, or is in a location where returning to life would be immpossible (such as being crushed underneath rocks) your body will reform at the nearest safe location. This will occur 5 rounds after your death, but prior to your death you may willingly increase that delay by a number of rounds equal to your effective binder level.
Spider Climb: You can constantly move as if under the effects of the Spider Climb spell.
Spidersilk: You can cast the Web spell at will without expending a spell slot.
Silken Armor: As an action, you can manifest an armor made of spider silk. While wearing this armor, your Armor Class is equal to 16+your Dexterity modifier. You can dismiss this armor as a bonus action.