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JNAProductions
2019-01-22, 04:52 PM
HIT POINTS
Hit Dice: d6
Hit Points at 1st Level: 6+Con Mod
Hit Points at Higher Levels: 1d6 (4)+Con Mod

PROFICIENCIES
Armor: Light
Weapons: Simple
Tools: Astrologer's Tools

Saving Throws: Intelligence and Wisdom
Skills: Choose two from Arcana, History, Investigation, Religion, Insight, Medicine, and Persuasion.

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Any simple weapon
-(a) A component pouch or (b) an arcane focus
-Any one pack
-Leather armor

Anorithil




—Spell Slots per Spell Level—


Level
Proficiency Bonus
Features
Cantrips
Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
+2
Spellcasting, Light And Dark
3
2
—
—
—
—
—
—
—
—


2nd
+2
Archetype
3
3
—
—
—
—
—
—
—
—


3rd
+2
-
3
4
2
—
—
—
—
—
—
—


4th
+2
Ability Score Improvement
4
4
3
—
—
—
—
—
—
—


5th
+3
-
4
4
3
2
—
—
—
—
—
—


6th
+3
Chants
4
4
3
3
—
—
—
—
—
—


7th
+3
-
4
4
3
3
1
—
—
—
—
—


8th
+3
Ability Score Improvement
4
4
3
3
2
—
—
—
—
—


9th
+4
-
4
4
3
3
3
1
—
—
—
—


10th
+4
Archetype Feature
5
4
3
3
3
2
—
—
—
—


11th
+4
-
5
4
3
3
3
2
1
—
—
—


12th
+4
Ability Score Improvement
5
4
3
3
3
2
1
—
—
—


13th
+5
-
5
4
3
3
3
2
1
1
—
—


14th
+5
Hymns
5
4
3
3
3
2
1
1
—
—


15th
+5
-
5
4
3
3
3
2
1
1
1
—


16th
+5
Ability Score Improvement
5
4
3
3
3
2
1
1
1
—


17th
+6
-
5
4
3
3
3
2
1
1
1
1


18th
+6
Archetype Feature
5
4
3
3
3
3
1
1
1
1


19th
+6
Ability Score Improvement
5
4
3
3
3
3
2
1
1
1


20th
+6
Circles
5
4
3
3
3
3
2
2
1
1



Spellcasting
An Anorithil has Intelligence as their casting stat. They may prepare a number of spells from their list equal to their class level plus their Intelligence modifier at the completion of a long rest. They automatically know every spell on their list, and may cast any of the ritual spells on it without having them prepared, but only as a ritual.

Light And Dark
An Anorithil is the master (or at least, competent at) manipulating and being suffused by the essences of light and dark. Every spell an Anorithil casts has a value. This value is positive, for light, and negative, for dark. As the light increases, so too does the power of a light spell, and the same for dark. However, allowing ones self to be completely consumed by the light or the dark is... Bad.

Mechanically, an Anorithil has a pool of Light and Dark. This starts at 0, and resets there every rest. The max the pool can be without harming the Anorithil is equal to their proficiency modifier times their Intelligence modifier times two. (So, a 1st level Anorithil with 16 Intelligence has a max pool size of 12. A 20th level Anorithil with a 20 Intelligence has a max pool size of 60.) Going beyond that number begins to deal damage to the Anorithil. At the start of each of their turns, for every point past the max the Anorithil is at, they take three points of Radiant damage (for Light) or three points of Necrotic damage (for Dark). (So, the 1st level Anorithil described above would take 3 points of Radiant damage if they had an Light and Dark total of 13. If it was instead -16, they would take 12 points of Necrotic damage.)

Depending on how suffused you are with Light or Dark energy has the following effects:

+5: Add your Intelligence modifier to the total healing done by any spell you cast. In addition, any spells that create light double their radius.
+10: Add your intelligence modifier to any radiant or fire damage you deal by a spell you cast. In addition, you may create a Light effect at the center of the spell's effect.
+20: Add twice your Intelligence modifier to healing spells.
+50: Add twice your Intelligence modifier to radiant or fire damage dealt by spells you cast.
+100: Any radiant or fire damage you deal with spells or healing is automatically maximized. In addition, you may choose to add healing to any spell you cast-any targets affected regain Xd12 HP, where X is the level of the spell.

-5: Add your Intelligence modifier to any necrotic or cold damage you deal with a spell.
-10: Any spells you cast may leave behind lingering darkness at their center. Reduce all light levels by one (from bright to dim or dim to dark) in a 15' radius from the center of the spell.
-20: Add twice your Intelligence modifier to any necrotic or cold damage you deal with a spell.
-50: Apply half your proficiency modifier as a penalty to any saves that must be made as a result of your spells.
-100: Maximize any necrotic or cold damage you deal with a spell. In addition, any saves you force with a spell are at a disadvantage.

Archetype
At level two, choose whether you wish to follow the path of the Light or the Dark. You gain features at levels two, ten, and eighteen.

Ability Score Improvements
Usual levels, usual deal.

Chants
At level six, you gain access to a single Chant of your choice. You gain another at levels ten, fourteen, and eighteen. You may only have one Chant active at a time.

Chant Of Fortitude
You and all allies within 10' may add half your proficiency modifier as a bonus to any saves you make.

Chant Of Fortress
Reduce any damage you or an ally within 10' of you takes by half your proficiency modifier. If the attacker is at least 60' away, you may instead reduce the damage by your entire proficiency modifier.

Chant Of Resistance
You and all allies within 10' of you gain resistance to any one damage type of your choice, except for Bludgeoning, Piercing, or Slashing.

Chant Of Light
You and all allies within 10' of you roll twice when dealing radiant or fire damage, and take whichever result you prefer.

Hymns
At level fourteen, you gain access to a single Hymn of your choice. You gain another at level eighteen. You may only have one Hymn active at a time.

Hymn Of Shadows
You and all allies within 10' of you roll twice when dealing necrotic or cold damage, and take whichever result you prefer.

Hymn Of Detection
You and all allies within 10' of you may add your Intelligence modifier as a bonus to Perception checks. In addition, you can see Invisible creatures as if they were visible.

Hymn Of Perseverance
You and all allies within 10' of you gain advantage on saves made against being Incapacitated, Paralyzed, Petrified, or Stunned.

Hymn Of Moonlight
You and all allies within 10' of you deal 2d4 necrotic and cold damage to anyone who strikes you in melee.

Circles
At level twenty, you gain access to two Circles. You may use each one once per long rest, and each Circle lasts one minute.

Circle Of Shifting Shadows
You create a 15' radius immobile circle, centered on yourself. You and all allies within it gain resistance to all damage. Any enemy who enters or begins their turn in the circle takes 4d10 necrotic and cold damage.

Circle Of Blazing Light
You create a 15' radius immobile circle, centered on yourself. You and allies within it gain Trueesight. Any enemy who enters or begins their turn in the circle takes 4d10 fire and radiant damage.



Path Of Light

Noviate Of The Light
At level two, you gain a resplendent glow. You emit light in a 10' radius around yourself, that you may douse or relight as a bonus action. In addition, you may treat your Light energy as being twice your proficiency bonus higher than it actually is for the purposes of your spells.

Finally, you learn the Light and Sacred Flame cantrips. If you already know them, learn a new Anorithil cantrip in addition to them.

Lightbringer
At level ten, your glow increases to 20'. In addition, you may cast Daylight at-will.

Light Supreme
At level eighteen, you may, once per short rest, treat your Light score as being double what it actually is for a single spell.



Path Of Darkness

Noviate Of The Dark
At level two, you gain Darkvision out to 60' or improve your existing Darkvision by 30'. You may also see through your own magically created darkness within your Darkvision range.

Finally, you also gain the Dim and Moonlight Ray cantrips. If you already know them, learn a new Anorithil cantrip in their place.

Eyes In The Dark
At level ten, your Darkvision improves by 30'. You may also see through any magically created darkness, not just your own, within your Darkvision range.

Feature
At level eighteen, you may, once per long rest, treat your Dark score as being double what it actually is for a single spell.



Most spells will have a + or a - next to them. This indicates how it effects your Light and Dark energy.

In addition, in the spoiler tag, there's a number next to the spell level. This is how much a Light or Dark spell affects your energy.

Blade Ward
-Chill Touch
+Control Flames
+Create Bonfire
+Dancing Lights
-Dim
+Firebolt
-Frostbite
Guidance
+Light
Mage Hand
-Moonlight Ray
-Minor Illusion
+Produce Flame
-Ray Of Frost
+Shocking Grasp
-Toll The Dead
+Word Of Radiance
Absorb Elements
-Armor OF Agathys
-Arms Of Hadar
-Bane
+Bless
+Burning Hands
-Cause Fear
+Chromatic Orb
+Color Spray
-Create Or Destroy Water
+Cure Wounds
Detect Magic
-Dissonant Whispers
+Faerie Fire
-False Life
-Fog Cloud
+Guiding Bolt
+Healing Word
+Hellish Rebuke
+Heroism
-Hex
-Ice Knife
-Inflict Wounds
Longstrider
-Ray Of Sickness
+Sanctuary
+Searing Smite
-Sleep
+Witch Bolt
+Aganazzar's Scorcher
+Aid
-Alter Self
-Blindness/Deafness
+Blur
+Branding Smite
-Calm Emotions
+Continual Flame
-Darkness
+Dragon's Breath
-Earthbing
+Enhance Ability
+Flame Blade
+Flaming Sphere
-Gentle Repose
+Heat Metal
-Hold Person
-Invisibility
+Lesser Restoration
Magic Weapon
+Mirror Image
-Misty Step
-Moonbeam
-Pass Without Trace
+Prayer Of Healing
+Pyrotechnics
-Ray Of Enfeeblement
+Scorching Ray
+See Invisibility
-Shadow Blade
-Silence
+Spiritual Weapon
-Animate Dead
+Aura Of Vitality
+Beacon Of Hope
-Bestow Curse
-Blink
-Counterspell
+Crusader's Mantle
+Daylight
+Erupting Earth
-Fear
-Feign Death
+Fireball
Fly
+Haste
-Hunger Of Hadar
-Life Transference
+Lightning Bolt
+Mass Healing Word
-Nondetection
-Phantom Steed
+Plant Growth
+Remove Curse
+Revivify
-Sleet Storm
-Slow
-Speak With Dead
+Spirit Guardians (- if evil)
-Vampiric Touch
+Aura Of Life
+Aura Of Purity
-Banishment
-Blight
-Confusion
+Death Ward
-Evard's Black Tentacles
+Fire Shield
-Freedom Of Movement
-Greater Invisbility
+Guardian Of Faith
-Ice Storm
-Phantasmal Killer
-Shadow Of Moil
+Sickening Radiance
+Storm Sphere
-Vitriolic Sphere
+Wall Of Fire
+Animate Objects
-Antilife Shell
+Awaken
+Bigby's Hand
+Circle Of Power
-Cloudkill
-Cone Of Cold
-Contagion
-Danse Macabre
+Dawn
-Dream
-Enervation
+Flame Strike
+Greater Restoration
+Hallow
-Hold Monster
+Holy Weapon
+Immolation
-Maelstrom
+Mass Cure Wounds
-Modify Memory
-Negative Energy Flood
+Raise Dead
+Skill Empowerment
-Synaptic Static
Teleportation Circle
+Wall Of Light
+Chain Lightning
-Circle Of Death
-Create Undead
-Disintegrate
-Eyebite
+Forbiddance
-Harm
+Heal
+Heroes' Feast
+Investiture Of Flame
-Investiture Of Ice
-Magic Jar
-Mental Prison
+Scatter
+Sunbeam
+True Seeing
-Wall Of Ice
+Crown Of Stars
+Delayed Blast Fireball
+Divine Word
-Finger Of Death
+Fire Storm
Plane Shift
-Power Word Pain
+Prismatic Spray
+Regenerate
+Resurrection
-Sequester
-Simulacrum
Teleport
-Antimagic Field
-Antipathy/+Sympathy
-Clone
-Feeblemind
+Glibness
+Holy Aura
+Incendiary Cloud
-Maddening Darkness
-Mind Blank
-Power Word Stun
+Sunburst
+Astral Projection
+Foresight
Gate
-Imprisonment
+Mass Heal
+Meteor Swarm
+Power Word Heal
-Power Word Kill
+Prismatic Wall
-Weird



New Spells:

As an action, you create an area of normal darkness within 120' of you. The darkness has a radius of 10' of level 1, 15' at level 5, 20' at level 11, and 30' at level 17.

As an action, you fire off a beam of lunar energy. Make a spell attack against one target within 120'-on a hit, they take 1d4 cold and 1d4 necrotic damage. You gain THP that lasts for one minute equal to the necrotic damage dealt. The damage increases by 1d4 of each type at levels 5, 11, and 17.