Invoker
Attribute | Value |
---|---|
Hit Die | d6 |
HP/level | 4 |
Weapon Prof. | None |
Armor Prof. | None |
Saving Throws | Int, Cha |
Level | TBD | Special Ability |
---|---|---|
1 | 3 | Invocations, Minions |
2 | 4 | |
3 | 4 | |
4 | 5 | |
5 | 5 | |
6 | 5 | |
7 | 6 | |
8 | 6 | |
9 | 6 | |
10 | 6 |
Level | Max Vitae | Special Ability |
---|---|---|
11 | 7 | |
12 | 7 | |
13 | 7 | |
14 | 7 | |
15 | 7 | |
16 | 8 | |
17 | 8 | |
18 | 8 | |
19 | 8 | |
20 | 8 |
Commonly--and quite inaccurately--named "warlocks", Invokers are magical practitioners who specialize in invoking the powers of Outer Planes, and of the denizens therein.
A common misconception is that Invokers have a solitary, unbreakable bond with a single planar overlord. While this arrangement is not unheard of, it rarely results in a long and lucrative career for the Invoker. Anybody can sell their soul--that doesn't make them a Invoker. Instead, the wise Invoker follows the Principle of Equal Exchange, the fundamental law of the Pact. In essence, all Outsiders, regardless of outward appearance or presumed morality, are supernaturally bound to honor contracts and deals, and when a debt is repaid, it is repaid. The devil is, of course, in the details, and thus the true measure of a successful Invoker is whether they can harness the power of Outsiders without becoming hopelessly entrapped by them.
Of course, it is hardly uncommon for a Invoker not to have some sort of debt or kinship he can't easily rid himself of, and this is handled separately. As a rule, Invoker spells and rituals are self-balancing and do not imply permanent debt, while [[#Corruption]] results when a Invoker, wittingly or otherwise, permanently exchanges some sort of debt or bondage in exchange for power.
Spellcasting
Foo | Bar |
---|---|
Spell List | See Spell List |
Spell Knowledge | 2/level (bonus at 1st level: 4 cantrips and 2 spells) |
Casting Skill | 1d20 + prof + Int |
Preparation | Not needed |
Corruption
The more power you accept from the planes, the more it corrupts you to its own ends. There is a certain amount of power you can use without furthering your corruption, but when you need extra, it's always there--at a price. Where some classes may have a depletable resource to empower their magic when needed, invokers have unlimited power. The price they pay is the true limit.
You can empower any spell as follows, if it can be reasonably applied to the spell:
- Suspension: Changes the duration of a Concentration spell to 3 rounds. Increases corruption by 1.
- Reach: Changes the range of a touch spell to ranged. Increases corruption by 1.
- Widen: Increases size of area spell by 2 if burst/circle, 5 if cone, and 10 if line/wall (max +100% to existing size). Increases corruption by 1.
Additional uses of Corruption may be enumerated in a spell's description.
Effects of Corruption
Corruption is a number, with a minimum of zero, and no maximum. It is increased by accepting extraplanar power.
The effect of corruption is to decrease your ability to resist the will of the planar energies you channel. Mechanically speaking:
- You suffer -1 per point of Corruption to any save or check meant to resist the will of the planes, or that of your minions
- All such checks and saves shall be enumerated in the Invoker class description, or its feats or spells. (The DM doesn't just arbitrarily make them up)
The higher your Corruption, the more your body transforms to reflect the planar energies you have most strongly attuned yourself with.
Bindings
Spells
Notes on summoning:
- You can only control one summoned minion at a time (summoned via an Invoker spell with "summon" in the title). The exception is Summon Sprites, which does not apply to the limit, nor do other summons apply to that spell's limit.
- Invokers who use Dominance can attempt to control multiple minions at a time. Whenever the number of minions changes, and that number is higher than 1, roll Dominance opposed to Cha save for each minion; on success, they are controlled, and on failure, they run wild.
- Minions have their own HP and Mana pools. When they reach 0 HP, they are immediately unsummoned, and cannot be summoned again for 24 hours, after which they are restored to 100% HP and Mana.
- Minions can take a long rest, either in the prime material plane or when away from you.
General
Bindings
- Armor: 1 mana, 3 armor. Upgrades: 2/5, 3/7.
- Detect Magic: 1 mana
- Darkvision: 2 mana
- Detect Thoughts: 2 mana
- Invisibility: 2 mana
- Mystic Eyes: 2 mana
- Misty Step (recharge): 2 mana
- Dispel Magic (recharge): 3 mana
- Fly (30-ft): 3 mana
- Mistform: 3 mana
- Nondetection: 3 mana
- Polyglot: 3 mana
- Vampiric Touch: 3 mana
- Fire Shield: 4 mana
- Telepathic Bond: 5 mana
- True Seeing: 6 mana
- Antimagic Field: 8 mana
- Empty Mind: 8 mana
- Foresight: 9 mana
Guidelines:
- Long-duration spell: equal mana
- Short-duration spell: on recharge at equal, or +2 mana
- Instant or conc spell, non-hostile: on recharge at equal, at-will at +2
- Instant or conc spell, hostile: encounter at equal, on recharge at +2, at-will at +4
Planes
Ideas:
- Demiplane
- Create
- Phase in/out of
- Grow
- Recruit
- Plane Shift
- Magic Circle, etc
- Dominate Outsider
- Vergence
Infernal
Ideas
- Sin
- Sin Sight: see the sins of the subject
- Haunt: force the sinner to relive their sins, experience them from the 2nd person
- Purgatory: damage according to sins
- Pain Something
- Chaos
- Temptation: buff allies, at a cost
- Anarchy: rebellion against god, faith, authoritarianism
Role models:
- Spawn
- Ghost Rider
Hellfire
Level | Spell | Brief |
---|---|---|
0 | Immolate | Set enemies on fire |
1 | Curse of Agony | Disable enemies with pain |
2 | Bolt of Spite | Poison an enemy |
3 | Conflagrate | Set more enemies on fire |
4 | Wave of Pain | Disable enemies around you with pain |
5 | Chaos Bolt | Enemy suffers a variety of unhappy effects |
6 | Inferno | Meteor crushes enemies, explodes, then unleashes an uncontrolled monster |
7 | ? | |
8 | Hellball | Massive, uncontrolled eruption of infernal power |
9 | Hellmouth | Portal to Hell unleashes demons, sucks in hapless enemies |
Devilry
Fey
Bindings
Rank | Mana | Name | Effect |
---|---|---|---|
1 | 1 | Fey Step | Recharge 33%, move; you teleport up to 6 squares to a location you can see. |
2 | 2 | Mystic Eyes | You can detect magic at will, and can see ethereal and invisible creatures. |
Rituals
Ideas:
- Heart Sight (Lucifer's power)
- Heart Song (dancing demon from Buffy)
Summons
Level | Spell | Brief |
---|---|---|
0 | Summon Sprite | Ranged; you summon a sprite, which is nigh-invulnerable, can fly 6 squares/rd, can automatically hit 1 target/rd in melee for light arcane damage. For more mana, you can summon more advanced sprites. Max sprites under your control at one time = your Invoker rank. |
1 | Summon Pixie | Ranged; you summon a pixie, who can attack, use legerdemain, and turn invisible. |
2 | Summon Felhunter | Ranged; you summon a felhunter, who can hunt down magic users and devour magic. |
3 | Summon Treant | Ranged; you summon a treant, who can kick very much ass. |
4 | Summon Faerie Dragon | |
4 | Summon Host of Oberon | |
5 | Summon Leprechaun |
Ideas:
- Night Fey: cats, bats, rats, etc. Swarm of small creatures that do nefarious things.
- Advanced Sprites: poison, psychic, arcane, necrotic
- House Faeries: ritual; do a lot of manual work really fast.
- Tooth faery?
Mana | Sprite Type | Abilities |
---|---|---|
1 | Fire Sprite | Light fire plus same ongoing for 3 rds. |
1 | Frost Sprite | Light frost plus chilled (Con ends). |
2 | Poison Sprite | Light poison, plus light ongoing poison and weakened (Con ends). |
2 | Brain Sprite | Light psychic plus confused (Wis ends). |
3 | Magic Sprite | Dispel magic on touch instead of damage. |
3 | Death Sprite | Light necrotic damage, plus same amount reduced from max HP on failed Con save. |
Mischief
Level | Spell | Brief |
---|---|---|
0 | Legerdemain | Std, short range; as Sleight of Hand, but ranged. |
1 | Snatch | Std, ranged; teleport subject's held object to your hand (Cha negates). +2 Mana, steal a worn object. |
1 | Switcheroo | Move, ranged; you swap positions with target (Cha negates). |
2 | Magic Fingers | Std, touch; subject is overwhelmed with sensations (Wis negates each round) while you touch them. |
2 | Curse of Tongues | Bonus, ranged; subject's speech is scrambled, preventing effective communication, and imposing 50% chance to miscast spells. |
4 | Strip | Std, ranged; all of subject's possessions are teleported to random locations within 6 squares (Cha negates for each item). |
Color
Level | Spell | Brief |
---|---|---|
0 | Color Spray | Std, ranged; subject is hit with a random color, which determines effect. Can add +1 Mana to convert to cone 1, max +1 per rank. |
1 | Color Pool | Bonus, ranged, 1 square; allies who start or pass through pool gain a buff for 3 rounds. Enemies suffer damage. |
1 | Chromatic Shield | Bonus, ranged; subject gain resistance to the next elemental damage type they suffer, lasting 5 rounds. |
2 | Rainbow Beam | Std, ranged; subject is hit with two Color Spray effects of your choice. +2 mana turns it into a line 10x2 or 20x1. +1 mana adds an extra color. |
2 | Color Veil | Swift, ranged, concentration, wall 1/level; wall of single chosen color blocks certain effects. |
3 | Chromatic Orb | |
4 | Prismatic Spray | As Color Spray, in a cone 4, but all effects simultaneously. |
5 | Prismatic Wall | As Color Veil, but all colors simultaneously, with special rules for dispelling the wall. |
Ideas:
- Chromatic Orb / Shield
Color Spray
Color | Spray |
---|---|
Red | Light fire dmg ots Dex ends |
Blue | Light cold dmg, chilled Con ends |
Yellow | Light lightning dmg, same if move within 1 rd |
Green | Light poison dmg, nauseated Con ends |
Orange | Light acid dmg, ??? |
Purple | Light psychic dmg, confused Wis ends |
White | Light force dmg, dispel |
Black | Light necrotic dmg, weakened Str ends |
Color Pool
Color | Effect on allies | Effect on enemies | Minimum Level |
---|---|---|---|
Red | +1d6 to all damage rolls (d8 at 5, d10 at 10, etc) | Light fire 3 rds | 1 |
Orange | tbd | Light acid 3 rds | 2 |
Yellow | +3 to movement and Dex saves | Stun 1 rd, Con commutes to heavy lightning | 3 |
Green | Heal for 1d6 per round (d8 at 5, d10 at 10, etc) | Cannot heal | 4 |
Blue | Gain Ablation 10%, 1 charge | Rooted (Con ends), then chilled (Con ends) | 5 |
Indigo | Invisible | Confused (Wis ends) | 6 |
Violet | Once per turn, free action, teleport 6 squares | Banished (Cha ends) | 7 |
Color Veil
Color | Blocks | Damage | Minimum Level |
---|---|---|---|
Red | Nonmagical ranged attacks and missiles | fire | 5 |
Orange | Magical ranged attacks, rays | acid | 6 |
Yellow | Gases, breath, transmutations, poison | elec | 7 |
Green | Death spells, negative energy | pois | 8 |
Blue | ?? | 9 | |
Indigo | Mental effects | 10 | |
Violet | ?? | 11 |
Glamour
Of or pertaining to the senses.
Rank | Spell | Brief |
---|---|---|
0 | Countenance | Swift; you change your outward appearance as you prefer. Can be used to grant advantage to certain social skill checks, or even to grant camouflage. |
1 | Emotion | Std, ranged; subject feels a powerful emotion of your choice (details TBD). Acts as a compulsion. Examples: attraction, fear, despair, rage, calm. For +2 Mana, becomes a burst 2. |
1 | Inspiration | Bonus, emanation 5; you fill allies with positive emotion, granting various effects (see below). |
2 | Veil | Std, concentration; You become invisible. For +1 mana, add +1 radius. |
2 | Fascination | Targets are spellbound while watching you, ignoring their surroundings. Canceled by damage. |
Emotions
Emotions:
- Angry
- Attraction
- Trust
- Weary
Inspiration
Emotions:
- Courage: advantage vs fear, temporary HP = medium damage (once per encounter)
- Urgency: advantage to Initiative, +3 movement
- Suspicion: advantage to Perception, something about surprise rounds
- more tbd
Wonders
Pure creativity manifest. Create semi-real constructs of your own imagination, or pull others into your own personal wonderland.
Rank | Spell | Brief |
---|---|---|
0 | Jubilation | Create lights, sounds, smells, and other dazzling effects. Can be used to dazzle, blind, distract, or even harm (medium arcane damage to 1 or light to burst 1) |
1 | Ideation | Concentration, ranged; you imagine an object or creature, and it appears. As long as you concentrate, it is real, and does as you direct. Effectively, it is a construct whose abilities are comparable to an animated object, beast, or other creature of CR 1/4 or less (natural physical abilities only). Can be dispelled. Heighten: +1 Mana for CR 1/2, +2 for CR 1, +3 for CR 2, etc. |
2 | Wonder | Does exactly what a Wand of Wonder does. |
3 | Spellmorph | Std, ranged; targeted dispellable spell is ended if you succeed on opposed skill check. Complete success: effect changes to equivalent effect you desire. Mixed success: spell transforms into a wild surge. |
4 | Wonderland | Impose your planar reality onto actual reality. Basically, what Cole wishes Hallucinatory Terrain was. |
5 | Many Things | Draw a card from the Deck of Many Things. |
Ideas:
- Jubilation / Astral Rain
- Astral Construct (i.e. Major Image)
- Daydream
- Funhouse / Wonderland
- Wonder Never Ceasing
- Greater Wonder (https://www.dandwiki.com/wiki/Greater_Rod_of_Wonder_(5e_Equipment))
Shadow
Concepts:
- Drain
- Madness
- Corruption
- Chaos
- Entropy
- Dissolution
- Shadow (i.e. the Plane)
- 0: make useful item
- 1b: armor of darkness
- 1: shadow puppet (?)
- 1: shadow jump
- 2: wall of shadows
- 2: shadow's grasp: shadow damage plus str dmg
- 2b: guardian force
- 3: shadow double
- 3: hungering void - tentacles grab enemies and pull their souls into Shadow
- 3r: shadow walk
- Void
- 0:
- 1:
- 2: void zone
- 3: star of the void
- 5: sphere of annihilation
Summons
Level | Spell | Brief |
---|---|---|
0 | Summon Shadow | Ranged; you summon a literal shadow--a two-dimensional projection of darkness that exists on walls, floors, etc. It is silent, and can't interact with the three-dimensional world, but makes a good spy. |
1 | Summon Voidwalker | Ranged; you summon a hulking brute made of darkness that protects you. |
2 | Summon Shade | Ranged; you summon an incorporeal shadow that can possess mortals. |
3 | Summon ??? | |
4 | Summon ??? | |
5 | Summon Nightmare Beast |
Shadow
Rank | Spell | Brief |
---|---|---|
0 | Absorb Light | sounds cool |
0 | Shadowstuff | You make a useful, mundane item. Lasts while concentrating, or you can invest Mana to make it last all day. |
1 | Darkbolt | Std, ranged; medium shadow damage plus wracked 1rd (Con negates). |
1 | Shadow Jump | Move action, ranged; you teleport to a location within range. If both your current position and the target position are in dimness or darkness, there is no mana cost. |
2 | Shadow's Grasp | Std, incorporeal touch; medium shadow damage plus target is weakened (disadvantage to Str checks, half dmg with str attacks), Con ends. Inflicts heavy damage against weakened targets. |
2 | Wall of Shadows | Std, ranged, wall 1/level, concentration; 20-ft high wall of total darkness blocks line of sight and line of effect for spells. Anything crossing it suffers medium shadow damage. |
3 | Shadow Double | Std, ranged, concentration; you create a shadowy double of yourself or a chosen subject. The double is under your control, and has the same physical abilities as the subject. You can cast spells through the double, using your own actions, mana, etc. |
3 | Star of the Void | Std; you summon a mote of pure void that annihilates anything it touches. Each round that you spend an action to control it, it moves as you desire, flying up to 10 squares and attacking one target (optionally). Target suffers heavy disintegration damage on contact (Dex half). If you do not spend an action to control it, it acts however it wants (use the Confusion rules). To end the spell, you must spend an action to send it away. Anyone else with knowledge of this spell can contest your will for control of the Star. |
Higher levels:
- Void Zone: damage, str drain, etc
- Hungering Void: tentacles pull you into the void forever
- Sphere of Annihilation: greater Star of the Void
- Shadow...?: You use the flexible nature of Shadow to produce...almost any effect you can name. Similar to [[Limited Wish]].
Bindings:
- Armor of Darkness: 1 mana, gain +casting stat to AC
- Cloak of Shadows: 1 mana, gain a cloak that can conceal your features, grant concealment, advantage to stealth in darkness
- Darkvision: 1 mana
- Guardian Force: 2 mana, gain immediate action 1/rd that grants 50% avoidance to one attack
- Shadow Cache: 3 mana: You maintain a small dominion (about the size of a bedroom) in the Shadow Plane. At will, as a move action, for no Mana, you can stow or retrieve a single handheld item from the cache. You may use [[Shadow Walk]] to transit bodily into your dominion.
Drain
Rank | Spell | Brief |
---|---|---|
0 | Drain Life | std action, touch; you sap the target's life force, inflicting medium necrotic damage. You gain the same amount as temporary Hit Points (expiring after 5 rounds if not used). |
1 | Drain Mana | std action, touch; you drain 1d4+1 Mana from the subject, gaining the same as temporary Mana to be used within 5 rounds. At level 5, drains 1d6+2; at level 10, 1d8+3, etc. Alt use: can dispel spells by eating their mana cost. |
1 | Spectral Hand | swift, concentration; a ghostly duplicate of your own hand emerges from it. Thereafter, once/rd, as a free action, you can direct it to move anywhere within 60 feet. If it touches a living creature, it inflicts medium necrotic damage. Alternatively, you may use the hand to deliver touch-range spells. The hand has 1 Hit Point, but is incorporeal and invulnerable to all damage types except Radiant. |
2 | Drain Soul | std, range 10; you extract a portion of the subject's soul, forming it into a glowing, black crystal called a Soul Shard. Choose one of the following: |
- Fetish: you drain one of the subject's ability scores. They suffer disadvantage to checks with that score while you possess the shard, and, you gain advantage in turn. Lasts up to 24 hours.
- Phylactery: you use the soul fragment as the component for a phylactery (see Create Phylactery).
- Steal Ability: you gain access to a single chosen power, maneuver, or skill that the subject possesses, while you retain the shard. Lasts up to 24 hours. 2 | Anti-magic Touch | std, touch, concentration; touched creature or object is wreathed in anti-magic, nullifying all magic affecting or originating from them while it is active. Field only lasts as long as you concentrate and maintain the touch. 3 | Death and Decay | AoE that drains life from all enemies, empowers undead. TBD 3 | Harvest Soul | Trap enemy's soul, allowing use of their body as a temporary (or permanent?) undead, use of their abilities, etc.
Paths
- Bladebound
- Symbiont
- Summoner
Bladebound
Rank | Level | Feature |
---|---|---|
1 | 2 | Expanded spell list, Warrior's Way, Bound Arms |
2 | 6 | Fusion |
3 | 10 | Armiger |
4 | 14 | tbd |
5 | 18 | tbd |
Warrior's Way
You gain proficiency with martial weapons and heavy armor, and gain multiattack on the same schedule as a Fighter (where applicable).
Bound Arms
At will, as a bonus action, you may summon a single bound weapon, dismissing any active ones. It appears in your hand, it goes away 1 round after being dropped, etc etc.
You begin with a single bound weapon at level 1. Each time you defeat one of the creatures below for the first time, you can perform a ritual to gain access to its weapon. Additionally, you can perform rituals to bind a number of weapons in your possession, to a maximum of one per Bladebound rank.
Weapon | Requirements | Description |
---|---|---|
Imp's Flame | One-handed Dex weapon, either melee (medium fire damage) or ranged (light fire damage) | |
Pixie's Needle | One-handed Dex melee weapon, 1d4+Str piercing damage. Ignores armor, and capable of Sneak Attacks (grants +1d6 damage if you have advantage, increasing to 2d6 at level 8 and 3d6 at level 15) | |
Voidwalker's Fist | Unarmed strike, heavy bludgeoning damage. | |
Succubus' Whip | Level 6 | tbd |
Felhunter's Fang | Level 6 | One-handed melee weapon, 1d6 piercing damage. Upon damaging an enemy, roll a Charisma check. If it exceeds DC 10 + the spell's level, you dispel a chosen spell effect as [[Dispel Magic]]. |
Shade's Grasp | Level 6 | tbd |
Kyton's Chain | Level 9 | Two-handed melee weapon, reach 10-ft, 1d8 slashing damage, can use to grapple. Can animate itself, even if you summon another weapon, up to 3 rds. |
Felguard's Cleaver | Level 9 | Two-handed melee weapon, 1d12 slashing damage, affecting 3 squares adjacent to each other and to you. |
Infernal's Fist | Level 12 | One-handed melee weapon, 1d12 bludgeoning plus 1d8 fire plus knockback 10-ft or fall prone. |
Marilith's Armiger | Level 16 | One-handed melee weapon, 1d8 slashing damage. You are surrounded by a circle of 5 copies of the blade. Each can be assigned to parry (granting +1 AC to you and adjacent allies), or can attack your melee targets, adding 1d8 damage (no Str modifier). |
Fusion
You can infuse an amount of planar energy into any weapon you wield or armor you wear as a bonus action. When the weapon leaves your hand, it loses the infusion.
;Weapons:
- Infernal: the weapon inflicts bonus fire damage equal to 1 per Bladebound rank + Cha bonus
- Fey: the weapon is partially ethereal, striking ethereal creatures true, and bypassing armor up to 1 per Bladebound rank + Cha bonus
- Shadow: tbd
;Armor:
- Infernal: resist (fire) ?
- etc
Armiger
Once per day, you can conjure your entire suite of Bound Arms all at once. The weapons surround and orbit you, defending against attacks, and augmenting your own. For one round per Bladebound rank, you gain the following benefits:
- Each weapon may be invoked for one action or reaction per turn
- Reactive defense: as a reaction, one weapon intervenes to defend you or an ally within 30-ft, forcing a contested melee roll between you and the attacker. If the attacker fails, their attack is deflected.
- Multiattack: as a free action, one weapon attacks a target within 30-ft of you. Make a melee attack and resolve as normal.
Summoner
Rank | Level | Feature |
---|---|---|
1 | 2 | Rapid Summoning, Spell List Expansion |
2 | 6 | Soul Link |
3 | 10 | Sacrifice |
4 | 14 | Summon Host |
5 | 18 | tbd |
Rapid Summoning
Your Invoker summoning spells can be used as a bonus action.
Soul Link
When you suffer damage, and you have an active summon within 60-ft, you can choose to send half the damage suffered to the minion. If the minion doesn't have enough hit point, you send enough damage to kill them, then retain the rest yourself.
Any effect that would instantly kill you, remove you from the fight, or cause a total loss of control has a 50% chance of being transferred to the minion instead.
Sacrifice
As a bonus action or reaction, you can sacrifice an active minion, causing an effect based on the minion's type:
Minion Type | Effect |
---|---|
Imp | Imp becomes a close burst 5 inflicting heavy fire damage plus half ongoing for 3 rounds. |
Succubus | TBD |
Infernal | TBD |
Pixie | Pixie becomes a close burst 5, rendering allies invisible until they attack or take damage, and granting them each one charge of Fey Step (move; teleport up to 30 ft to a location they can see). Invisibility wears off after 5 rounds. |
Felhunter | Felhunter howls. In a burst 5, Felhunter attempts to dispel each hostile spell, and each ally in radius gains advantage to next save against magic. |
Voidwalker | Allies within 5 squares of Voidwalker gain Absorb 100% (all), limit = Voidwalker's current HP. |
Summon Host
With a single summon spell, you can summon 2 minions. Both of these minions count as a single minion for the purposes of control.
At level 18, you can summon three minions in this way.
Expanded Spell List
Your spell list increases. Many of the spells below are actually abilities added to your summons, but you learn them like normal spells.
Summon Enhancements
Infernal
tbd
Fey
Rank | Caster | Spell | Brief |
---|---|---|---|
1 | Pixie | Arcane Arrow | Std, ranged; light arcane damage plus Vulnerable to damage caused by next spell within 3 rds. |
1 | Pixie | Sleep Arrow | Std, ranged; if medium arcane damage is equal to or greater than target's current HP, they fall asleep (per the SRD sleep spell), otherwise no effect. |
1 | Pixie | Sneak Attack | When attacking a foe with advantage, pixie does an extra 1d6 damage per Invoker rank. |
1 | Pixie | Fey Fleetness | Constant emanation; pixie and allies gain +3 squares to all forms of movement. |
2 | Felhunter | Eldritch Hunger | Bonus, emanation 3; half of all damage inflicted by magic to allies in area is absorbed by the Felhunter, who is resistant to the damage absorbed. Lasts up to 3 rounds. |
2 | Felhunter | Phase Shift | Reaction, recharge 33%; felhunter becomes 90% insubstantial, reducing damage by 90%, but it cannot attack. Next turn, effect ends. |
2 | Felhunter | Shadow Tunnel | Move; felhunter digs into ground, creating a shadowy portal in starting square, which leads to another, similar portal within 60 ft, then moves through it. Portal may be used by anyone for 1 rd. |
2 | Felhunter | Scent for Magic | Constant emanation; felhunter and allies always know when a spellcaster or spell effect is present within 60-ft that they are not otherwise aware of. They also know when any spell is cast in the area, what level and school it is, where it is targeted, and what square it originated from. |
3 | Treant | Briar Patch | Std, ranged, circle 2, concentration; enemies are grappled (Str ends, repeats next turn), and each time they fail a save to end they suffer medium bludgeoning damage. |
Shadow
Rank | Caster | Spell | Brief |
---|---|---|---|
1 | Voidwalker | Pound | Recharge 50%, std, close burst 1; heavy physical damage plus stun 1 rd (Con negates) |
1 | Voidwalker | Gravity | Recharge 50%, bonus, close burst 5; enemies are pulled 5 squares, and suffer 75% movement penalty (Str ends) |
1 | Voidwalker | Shadowy Shield | Constant emanation; voidwalker and allies gain a cloak of darkness, absorbing the first (1/level) damage they suffer each round. |
Manifestations
A special sort of summon, these spells do not count toward your limit of summoned minions, because they appear, perform one action, then immediately unsummon.
Rank | Spell | Brief |
---|---|---|
2 | Hunter's Mark |
Minions
Pixie
- Ability scores: her Dex and Cha = your Int/Wis/Cha (whichever is highest), others are 0
- Saves: Dex, Cha
- Size: tiny
- Movement: fly 6
- AC: 10 + Dex
- HP: 3 per level
- Mana: 1 per level
- Attacks:
- Needle: std, melee, Dex vs AC; light arcane damage.
- Special:
- Invisibility: bonus, recharge 33%; pixie becomes invisible until she attacks or takes damage.
- Legerdemain: she is proficient in Acrobatics, Stealth, and Sleight of Hand
Felhunter
- Ability scores: Str and Con = your Int/Wis/Cha (whichever is highest), Dex and Wis are half that, Int and Cha 0
- Saves: Str, Con
- Size: medium
- Movement: walk 6
- AC: 10 + Dex + proficiency bonus
- HP: 5 per level
- Attacks:
- Bite: std, melee, Str vs AC; light piercing damage, plus one special:
- Spell Lock: next spell subject casts, they must pass a Concentration check against the damage of the bite in order not to lose the spell. Lasts 3 rounds.
- Devour Magic: dispels one spell on the subject (opposed skill checks).
- Devour Mana: drains 1 Mana or an equivalent spell slot. At Invoker rank 2, drains 2 Mana, etc.
- Bite: std, melee, Str vs AC; light piercing damage, plus one special:
- Defenses:
- Advantage to saves vs magical effects
- Skills:
- Survival: proficient, with expertise if tracking magic users
- Perception:
- Normal, plus blindsense against magical creatures or magic-users
Treant
- Ability scores: Str and Con = your highest mental stat, Wis and Cha = half that, Dex and Int 0
- Saves: Str, Con
- Size: large
- Movement: walk 4
- AC: 10 + proficiency bonus doubled
- HP: 7 per level
- Attacks:
- Slam: one attack per Invoker rank, melee (15 ft reach), std; medium bludgeoning damage plus optional grapple.
- Special:
- Barkskin: Bonus, ranged; subject gains Ablation 10% with 1 charge, lasting 5 rounds.
- Emanation 3, area is difficult terrain for enemies.
Voidwalker
- Ability scores: Str and Con = your highest mental stat, Dex and Int = half that, Wis and Cha 0
- Saves: Str, Con
- Size: medium
- Movement: walk 6
- AC: 10 + Con + prof
- HP: 6 per level
- Defenses:
- Resist shadow
- Attacks:
- Slam: one attack per Invoker rank, melee, std; medium bludgeoning damage.
- Special:
- Torment: bonus, ranged; target is wracked for 1 rd or until it takes an action that includes harm to the Voidwalker.
- Consume shadows: free 1/rd; if in dimness or darkness, voidwalker heals itself for medium damage.
Shade
- Ability scores: Dex and Int = your highest mental stat, Wis and Cha = half that, Str and Con 0
- Saves: Dex, Int
- DCs: 8 + your proficiency + Shade's Int
- Size: medium
- Movement: fly 6
- AC 10 + Dex
- HP: 3 per level
- Defenses:
- Resist shadow
- No anatomy: immune to disease and poison
- Incorporeal: immune to all nonmagical physical effects except force damage, resistance to magical effects from the material plane
- Vulnerable to radiant damage
- Attacks:
- Chill touch: std, melee, Dex vs AC: light necrotic damage, plus target cannot regain HP until the start of next turn.
- Possession (Recharge 6). One humanoid that the shade can see within 5 feet of it must succeed on a Charisma saving throw or be possessed by the shade; the shade then disappears, and the target is incapacitated and loses control of its body. The shade now controls the body but doesn’t deprive the target of awareness. The shade can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the shade ends it as a bonus action, or the shade is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the shade reappears in an unoccupied space within 5 feet of the body. The target is immune to this shade’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.
- Special:
- Ethereal Sight. The Shade can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Nightmare
- http://5e.d20srd.org/srd/monsters/nightmare.htm
Astral Steed (variant)
- Str +4 Dex +2 Con +3 Int +0 Wis +1 Cha +5
- Walk 60-ft, Fly 90-ft
- HP 10 per level
- Defenses:
- Immune to color-based magic
- Resist (arcane)
- Attacks:
- Hoof: std melee; (str+prof) vs AC, medium bludgeoning damage plus one Color Spray effect