Justice of the Seven Veils | Background | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Justice of the Seven Veils

Despite the few things that the lords of the Seven Veils can agree on, one is on both the usefulness and the problematic nature that are the Justices of the Seven Veils, those charged with levying judgments of the fae courts against those that have broken the laws of or which had caused a slight against the fae peoples. Justices have little care for social norms or mercy, and take great pleasure in dispensing terror and pain in their targets.

Justice Features

Ranger Level
Feature
3rd
Terror Strike, Vile Apothecare
7th
Crippling Strike, Guided Shot
11th
Driving Shot
15th
Hidden Shot
 

Terror Strike

At 3th level as a bonus action you expend a spell slot to deal 2d10 necrotic damage per level of the spell with your next attack. On a hit, the target must make a Wisdom saving throw or be frightened of you for a number of rounds equal to the spell level. At the beginning of each of its turns the target can make another saving throw to end the effect. At 9th level if the target fails its saving throw it is also incapacitated.  

Vile Apothecare

Beginning at 3rd level you gain proficiency in a poisoners kit. At 7th level you gain resistance to natural poisons, and at 11th level you gain resistance to magical poisons.

Crippling Strike

At 7th level when you take the attack action, one of your attacks can deal an extra d4 damage and reduce the targets speed to 10 feet. At the beginning of each of its turns the target makes a Constitution saving throw, on a failed save the target takes 1d4 damage and their speed is reduced to 10 feet. This effect ends if the target regains any hit points.  

Guided Shot

At 7th level once per short or long rest as a bonus action you can study your target and add 1d6 to an attack roll. When you take a guided shot you ignore half cover and three-quarters cover.  

Driving Shot

At 11th level as an action you can target 2 creatures in a line as a single ranged attack. On a successful hit each target is pushed back 5 feet and must make a Acrobatics or Athletcs check or be knocked prone. Additionally you no longer suffer disadvantage while making a ranged attack against a creature that is adjacent to you.  

Hidden Shot

At 15th level while you are Hidden or Invisible you can use an action to make a ranged attack. If you do, you remain Hidden or Invisible until the beginning of your next turn, and stealth checks made before the beginning of your next turn are made at disadvantage.


Created by

kemet ka.

Statblock Type

Background

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