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* DnD Gurl

Beitrag von Predawn am Sa Jun 30, 2018 10:17 pm

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 # Otherworldly Patron
## Quasi-Deity
A Quasi-Deity, or Hero Deity, was a creature with divine characteristics, such as immortality. Children of Real Deities were generally Quasi-Deity. It was possible for mortal True Dragons to become Quasi-Deity by becoming and fully developing their capabilities as a Dragon Ascendant. Unlike normal Quasi-Deity, who couldn’t grant spells to their worshippers, these dragons could do so after the worshipper in question formally swore loyalty to the dragon.
### Gurl
Your patron is a Child of Real Deities and effectively a Quasi-Deity by birthright. Due to her divine roots, she is capable of granting spells and the likes even though born as a mere Janni, the weakest of Elementals who wield the knowledge of all Elements. Utilizing that knowledge and her Genie heritage she can grant powerful gifts to her Followers.

Her Alignment is Chaotic Neutral, as she is the self proclaimed God of Chance; Fortune and Misfortune. She believes in a concept of Fate but also believes in breaking the bounds of Fate.
### The Faith of Fortune
Followers might feel unsettled because she  doesn't differentiate between Fortune and Misfortune and is satisfied by both. But whatever outcome; as long as you gain her benevolence, be it through failure or success, you will be handsomely rewarded. For Gurl is a generous Deity, you will find yourself drowning in wondrous items and more.

Since she enjoys the Adventures of her Followers greatly, she often forms a close bond with them over time.

##### Tennets of Chance
- **The Rule of Cool**
*go big or go home!*
- **Never mind the Odds**
*risk it!*
- **By any Means possible**
*drug the King, seduce the Evil Witch, shit on Teoyaomqui's shrine.*

#### Expanded Spelllist
Gurl lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

##### Gurl Expanded Spelllist
| Spell Level | Spells |
| *1st*  | *Spell, Spell* |
| *2nd*  | *Spell, Spell* |
| *3rd* | *Spell, Spell* |
| *4th* | *Spell, Spell* |
| *5th* | *Spell, Spell* |

#### Presence of Perfection
Starting at **1st level**, your patron bestows upon you the ability to project the beguiling and fearsome presence of the Jann. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.
## OR
#### Dazzling Magic
Turn any non-physical damage-type into prismatic-type damage.
Roll 1d10 to determine the damage-type you are dealing.

| d10 | Damage Type |
|  1  | Fire        |
|  2  | Acid        |
|  3  | Lightning   |
|  4  | Poison      |
|  5  | Cold        |


| d10 | Damage Type |
|  6  | Force       |
|  7  | Necrotic    |
|  8  | Psychic     |
|  9  | Radiant     |
|  10 | 2 dmg Types (re roll)|

Should you roll 10 twice, you will hit the target with every listed damage type. However, if you roll 10 thrice you will merely cast pure light.

#### Fortune Favors Fools
Starting at **6th level**, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest.\page

#### Glorious Resilience
Starting at **10th level**, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from a magical or silver weapon ignores this resistance.

## OR

#### Genie's Lamp
Starting at **10th level**, your patron gifts you with an oil lamp, a ring, a bottle or an amulet which teleports you to an extradimensional space. As an action, you can speak the command word while holding your object to teleport into the extradimensional space. The extra-dimensional space have the form of a room, with 30 feet in each dimension, it has a fully furnished library, with shelves for storing components, a cozy bed for resting, enough food and drink, a chest for storing items and a wooden desk with ink, pen and paper, as well as an Unseen Servant to tend you.
You cannot see or communicate outside from within the dwelling, and vise versa. It is protected from any type of divination magic and no one other than you can enter the space.
The object cannot be destroyed by any means. When you enter the space, the object is dropped on the ground in the place you were. You may leave the space at will, appearing next to your object, which can be moved while you are inside or out of it. If your object is polished you either leave the room or suffer 4d10 irresistible psychic damage (unless you leave instantly) remaining inside every 6 seconds/one round of combat. If the object is opened, you are instantly expelled from the room and appear into the nearest open space near the object.
If you lose your object, you can perform a 1-hour ceremony to receive a replacement from your patron. All the stored items remain intact inside the extra-dimensional space, since it's not a new one. This ceremony can be performed during a short or long rest, and it destroys the previous object. The object turns into a gemstone worth 50 gp when you die.

#### Your Wish is My Command
Starting at **14th level**, you can ask your patron for a minor wish. As an action, you can ask for one of the following options:
- You can duplicate a spell of 3th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect.
- You create one object of up to 250 gp in value that isn't a magic item. The object can be no more than 10 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
- You summon a great feast, up to eight other creatures can partake of the feast. A creature that partakes of the feast gains temporary hit points equal to your Charisma modifier. It lasts for one hour.
- You can impose advantage or disadvantage to a action that you can see. It can be a weapon or spell attack, a saving throw or a ability check.
- You can grant up to one creature that you can see resistance to a damage type you choose. It lasts for one hour.
- You allow up to one creature that you can see to regain half of its hit points.

You might be able to achieve something beyond the scope of the above examples. State your minor wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. Once you use this feature, you can't use it again until you finish a long rest
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