Ethereal Worldsoul (Alfheim)
This becomes your mandatory vocation you choose during character creation and begins with one point. Your score with this Vocation determines your Tier level and capabilities. You have the abilities of your tier and those lower than it.
Tier 1: Minor Illusions - The Ethereal worldsoul is one shrouded in mystery and intrigue. It grants it’s users the ability to take this quality upon themselves and conceal the truth behind the mists of the Ethereal Plane. You may create any kind of visual illusion you can describe. You may only choose one target for this illusion at a time the target must have a lower INT score than you. To do so, you must succeed a worldsoul + Deception check vs the targets perception check. For every round you choose to keep the illusion going you must succeed another check. You also incur disadvantage on any other check you make while maintaining the illusion. Tier 2: Plane Shift - You gain the ability to walk into and out of the Ethereal mists, allowing you to remain invisible for a time. When you do so, make a worldsoul check. Every success you get determines how many rounds you may remain in the Ethereal Plane before being forced out. The Ethereal plane overlaps the material world, and as such you can see and hear everything happening on that plane around you. However, there is no color to anything besides shades of gray, and you can not interact with people or objects on the Material plane. Any action you take aside from moving will shift you out of the Ethereal plane immediately. Tier 3: Major Illusions - You may create any kind of sensory illusion you can describe. To do so, you must succeed a worldsoul + Deception check vs the targets perception check. You may choose a number of targets equal to your worldsoul score. For every round you choose to keep the illusion going you must succeed another check. Ethereal Clone – You may weave the forces of the Ethereal mists to summon a ghost like duplicate of yourself to fight by your side. When you do this, make a worldsoul check. Every success you get determines how many rounds your clone will remain tangible. While summoned, your clone has your same stats and can interact with the world around it in the same way you could, aside from the ability to speak. The clone will only operate at your command and takes it’s turn in combat on your turn as well. While the clone may carry a mirror image of any items or weapons you have, it does not get the benefits or dice bonuses of those items. If your clone takes any injuries at all, it dissipates from existence. Tier 4: Final Act – If you die at any point, before you pass on to the Ethereal Plane you can make one final act in the Material world. A ghostly representation of you rises from your body and has all your stats, equipment, and capabilities. You may take one action on your next turn and interact with the Material world around you as you noramlly could. You have advantage on any roll you make. After that turn or action, your spirit form fades from existence and your physical body dies.
Tier 1: Minor Illusions - The Ethereal worldsoul is one shrouded in mystery and intrigue. It grants it’s users the ability to take this quality upon themselves and conceal the truth behind the mists of the Ethereal Plane. You may create any kind of visual illusion you can describe. You may only choose one target for this illusion at a time the target must have a lower INT score than you. To do so, you must succeed a worldsoul + Deception check vs the targets perception check. For every round you choose to keep the illusion going you must succeed another check. You also incur disadvantage on any other check you make while maintaining the illusion. Tier 2: Plane Shift - You gain the ability to walk into and out of the Ethereal mists, allowing you to remain invisible for a time. When you do so, make a worldsoul check. Every success you get determines how many rounds you may remain in the Ethereal Plane before being forced out. The Ethereal plane overlaps the material world, and as such you can see and hear everything happening on that plane around you. However, there is no color to anything besides shades of gray, and you can not interact with people or objects on the Material plane. Any action you take aside from moving will shift you out of the Ethereal plane immediately. Tier 3: Major Illusions - You may create any kind of sensory illusion you can describe. To do so, you must succeed a worldsoul + Deception check vs the targets perception check. You may choose a number of targets equal to your worldsoul score. For every round you choose to keep the illusion going you must succeed another check. Ethereal Clone – You may weave the forces of the Ethereal mists to summon a ghost like duplicate of yourself to fight by your side. When you do this, make a worldsoul check. Every success you get determines how many rounds your clone will remain tangible. While summoned, your clone has your same stats and can interact with the world around it in the same way you could, aside from the ability to speak. The clone will only operate at your command and takes it’s turn in combat on your turn as well. While the clone may carry a mirror image of any items or weapons you have, it does not get the benefits or dice bonuses of those items. If your clone takes any injuries at all, it dissipates from existence. Tier 4: Final Act – If you die at any point, before you pass on to the Ethereal Plane you can make one final act in the Material world. A ghostly representation of you rises from your body and has all your stats, equipment, and capabilities. You may take one action on your next turn and interact with the Material world around you as you noramlly could. You have advantage on any roll you make. After that turn or action, your spirit form fades from existence and your physical body dies.
Combat Applicable Skills:
Illusions - Disorient and distract your opponents with illusions in combat
Ethereal Clone - Summon a duplicate to fight by your side
Plane Shift - Dart in and out of the ethereal plane and strike at your convenience
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