Errant Spellsong

Errant Spellsong Req. Completed a WIS or CHA class and have a total of 40+ in WIS+CHA   1. Spell Ballads: Passive     You can spend skill points to blend abilities you know into a new spell, which will have an effect somewhere between the two chosen abilities. Spells made this way have a cooldown of daily^15.   2. Hook Line and Sinker: Passive   Enemies can only defend against your charisma rolls with charisma. You have a +3 to basic actions you perform against enemy targets. Whenever you partial hit an enemy, they get a mark that makes it so they can only deal partial damage for one round.   3. It’s In the Cards: EOT Action   Preemptively read someone a fortune of your choosing. Roll a d20 and add your WIS mod, if your result is higher than your opponent’s total, or they don’t doubt you, you may raise or lower their mod cap by 3 for the next two checks they make with a chosen stat. Each stat correlates to an area in a person’s life, and your fortunes tend to come true.   4. Trance Dance: Attack + Action Daily   Roll a d20 and add your CHA mod, anyone facing you within your line of sight whose total is less than yours on their defensive roll, becomes flatfooted. Outside of combat this skill distracts non allies for a round. Anyone within 5 range of you  gets an extra shift on their next turn.   5. Sing a Little Song of Me: Passive   At the end of each in-game day you spend in a populated area, you may count up the local currency you’ve acquired through questionable endeavors. Roll a d20 and add your charisma mod to see how much you’ve made. Allies have a +5 to their CHA mod when talking about you.   6. Familiar Bond: Encounter^15 Full   Take the shape of your familiar or of a basic animal you can see. While in this form you gain whatever skills or abilities your target has, and the first time you would be dealt damage, this form breaks and you take no damage instead. You can spend 20 experience to bind extra familiars, doing so adds another familiar slot permanently.   7. Twist of Fate: At Will Shift   Curse a visible target, they roll luck checks at disadvantage. The next time you cast this spell on a target it gives advantage instead, this skill’s effect resets, and the previous target is cleansed.   8. The Sound of Music: Daily Full   Play a song and add your wisdom and charisma mod to the roll of a D20. Allies within range heal for that percentage of their missing hp. If the total is 35 or higher you will attract a friendly NPC or creature to your location. If lower than 35 you attract something hostile. You and your party get EXP drops from hostile encounters even if nothing dies.   9. Harmless Mementos: Passive   Whenever you kill someone, you may add +1 to Wisdom and Charisma damage you, your familiars and followers deal. You also gain an additional +1 temp HP that reapplies whenever someone makes an initiative roll or critically fails. The bonus damage and temp HP stacks and is bound to an item, and if you add a piece of the dead to the item, you get an additional proc.

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