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Superior Darkvision. Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the darkness spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.
+2 to Initiative
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LINEAGE OF BURDEN
Prerequisite: Drow
The curse upon your ancestor by Synonyne Twelvestar follows you in your skin, but in some cases, people have been able to manifest it into more. You gain the following benefits:
Your Drow Magic trait expands; you know the Green-Flame Blade cantrip, except it is an inky blackness that deals cold damage instead of fire damage. At 7th level, you can cast Bestow Curse once per long rest each.
Once per turn when you deal damage with a melee spell attack, you can reduce target’s movement speed by 10 feet until the end of its next turn. This is considered a curse.
Once per round, whenever you would deal radiant damage with a spell, you can heal yourself a number of hit points equal to the lowest of your Wisdom modifier or Charisma modifier.
WAR CASTER
Prerequisites: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
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Ability score cap increases: +2 DEX, +2 INT
Imperial Dance - The Imperial style of swordplay was developed specifically to handle fighting groups of angry peasants. This fighting style is general suited to dealing with large groups of enemies. While wielding at least one 1 handed weapon in one hand, and no shield, you receive a +1 bonus to AC and a +1 bonus to weapon damage for each additional enemy that is within 5ft of you beyond the first, to a maximum of +3.
Aladine's Glory - Users of this fighting style deal +1 additional damage with melee weapons, for each creature that has been killed this combat. This must be a legitimate enemy, that is threatening to the character (level check)
House of Ad'daire: Gaze into the Void!
Whenever you would damage an enemy with an astral, necrotic, cold, or poison damaging spell, you may reduce that creature's AC by 2 for 1 round. An enemy can only be affected by this ability once every 24 hours.
Elven: Whenever you would trance during a mission you may extend this time to 8 hours. If you do you manifest a glowing astral fire in your eyes. During this time you can see invisible enemies and see through any darkness. This effect fades after a long rest.
Edicts
An Iitanas Imperium member can choose one edict when they go on a mission. Once chosen, it does not change for the rest of entire mission. Access to edicts requires a Loyalty of at least 2.
Edict of Xian Tor
At the beginning of a combat encounter, a member of the Iitanas Imperium gains 10 temporary hit points as abjuring energies cover them in an armoring sphere.
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Bonus Cantrip
When you choose this domain at 1st level, you gain the Dancing lights cantrip if you don’t already know it and can cast it as a bonus action. The Dancing lights look like stars.
Celestial Lights
Whenever you roll radiant damage with a cantrip, you can use Celestial lights to deal maximum damage, instead of rolling. You can do this a number of times equal to your wisdom modifier. You regain all uses of Celestial lights after a long rest.
Channel Divinity: Starburst (2/rest)
Starting at 2nd level, you can use your Channel Divinity to harness the power of the stars from within your spells, dealing damage. As an action, while you are concentrating on the spell Arcane Eye, Dancing Lights, Faerie Fire, or Moonbeam, you may present your holy symbol and make your spell burst with starlight. Each hostile creature within 15 ft of the spell's center must make a Constitution save. A creature takes radiant damage equal to 4d6 + your cleric level on a failed saving throw, and half as much damage on a successful one. If there is more than one spell origin, use all of them. Starburst cannot overlap onto its self.
Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Destroy Undead (CR 1)
Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
Elemental Stars
Starting at 6th level, whenever you would do radiant damage, you can deal force, cold, or fire damage instead. You can still use celestial lights on cantrips if their damage was changed by Elemental Stars.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Class/Racial Features & Traits
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