Rules - Classes and Magic Physical / Metaphysical Law in Little Town | World Anvil
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Rules - Classes and Magic

All magic from DnD guidebooks are permitted to be used in the world of Hexadiv, they will be portrayed through mildly different ways as they will be associated with the six supernatural beings and magical energies.   Gods and Demons influence classes differently, this article will show the interventions of them.   The 3 gods and 3 demons are all verified in existence, faith and following are used in the same meaning. It is the norm to follow one god or demon, but some people follow multiple gods or demons at once and can feel muted intervention from both. Those who attempt to follow a god and a demon at the same time will be scorned by one of them and be forsaken.   Magic Users:   Bard
  • Magic through music and expression. This magic can bypass god and demon intervention, the magic is fueled by planar energies. Roll as normal.
  • When under the faith of the Starz god:
    • - Under the Starz god you get a additional +2 to your DC, but only if you have given praise to the god that day and roll above a 75 on a percentile (must be player initiated and not DM initiated). Must be done daily (in game) to potentially receive bonus.
    • - When attacking: if you choose to, when using an instrument roll a d20 without adding modifiers. If the number is odd you receive an added bonus of +4 to your damage. If the number is even you receive a -4 to damage.
    • - When performing for coin in bars or other locations roll an additional d8 for performance without modifiers. If the number is below a 4, every other coin given to you will disappear as an offering to the god, if it is above a 4 an additional coin will be given to you as favor from the god, if it is a 4 there is no effect.
  • When under the faith of the Moon godx:
    • - Using a stringed instrument will give you a +2 to nonlethal damage, +3 to performance, and a +4 to healing on top of any modifiers.
    • - Playing music in the moonlight will give you advantage on all ability checks (Except stealth or slight of hand; also does not apply to combat). 
  • When under the faith of the Water demon:
    • - Using a horn instrument will give you a +2 to damage, +3 to performance, and a +4 to healing on top of any modifiers.
    • - You automatically know vicious mockery as an additional cantrip (doesn't take away from the other cantrips you can know at a level), and it does double damage if you actually compliment the person you are attacking (it is automatically nonlethal intended).
     
  • Bards under any other faith have no intervention. Roll as normal.
  • Cleric
  • Clerics must worship a god or demon for there is no power without them. All cleric types are still available and can fall under multiple gods and/or demons (ask DM to inquire about a domain).
  • When under the faith of the Sun goddess:
    • The cantrip light can be used as a weapon. If the light was conjured before battle it can be activated as a bonus action, if conjured in battle it will take the action and can continue to be reused as a bonus action for the duration of battle or until the end of the time limit. It will do 1d4 radiant damage.
    • Any race type has dark vision as a cleric following the sun goddess.
  • When under the faith of the Starz god:
    • If after a successful insight check you note someone is lying/hiding the truth from you you may call upon lighting to strike them. You also decide the damage from a range of 1 point to 20 points, to either scare them or smite them in other words.
    • You have the ability to turn water (no more than 2 gallons a week) into an alcoholic beverage of your choice as long as you sacrifice 50% of it to the Starz god.
  • When under the faith of the Moon godx:
    • Healing magic automatically does an additional 1d4 of healing.
    • When in the presence of laughter you can enchant small items to disguise them as something else. Do with that what you will.
    • At night your accuracy improves, add an additional +2 to attack after the sun goes down.
  • When under the faith of the Water demon:
    • If you are suspicious of someone you can spent 5 minutes touching water to discern why you were suspicious of them (used if insight or magic cannot see through them).
    • Submerging yourself fully in water gives you an added +2 to armor. Additionally works on land as long as you stay wet/soaked.
    • You have a bonus of +2 to charisma checks if it is raining.
  • When under the faith of the Earth demon:
    • If you bless/curse a rock and throw it at an enemy it will do 2d8 damage if it strikes true.
    • +4 to any deception roll if you make a good pun.
    • You can form rocks into shields as a reaction (once per round) to lessen damage by half to another individual, but not to yourself. The rock shield will break after one hit.
  • When under the faith of the Fire demon:
    • Automatically increases the sacred flame damage to 2d8 (increases to 3d8 at 5th level).
    • Resistance to fire damage.
    • Once a week you may roll a percentile, if it is above a 75 you may choose one person (you must be familiar with what they look like) no matter where they are on Hexadiv and set them on fire for 3d8 damage.
    Druid
  • Magic through nature. This magic can bypass god and demon intervention, the magic is fueled by the energy it took to create Hexadiv. Roll as normal.
  • When under the faith of the Earth demon:
    • - When attacking: you can gamble to make the damage higher. If you choose to do so, you may once a day roll a d4 when attacking. If the d4 is a 4 you will double your damage against the enemy, if it is a 3 you will add an additional 2 points of damage, if it is 2 you will receive 2 points of damage, and if it is a 1 you will be injured by your own magic by the natural number you rolled.
    • - When healing: you may sacrifice your own health points to give to another. You must cut your hand and place it over the wound. Roll a d20 with no added modifiers, if it is above a 10 you will be able to decide how many healing points to sacrifice, if it is below a 10 you have no control and you will give as many hit points as it takes to bring the other person to full health. If it is a 10, there will be no effect.
  • When under the faith of the Water demon:
    • When attempting to speak to animals: you will have an added +5 to succeed if you think the animal is cute.
    • When wild-shaping into a cat, you can extend the amount of time you can stay in that form up to 8 hours (long rest) if you are asleep for that time.
  • When under the faith of the Sun Goddess:
    • - If you care for a garden for 7 days you will receive a gift of your choosing: an additional wild shape that expires in 3 days, the ability to wild shape a challenge rating one higher than you normally can (expires in 3 days), or a flash seed (will blind anyone within 60 ft if they do not succeed a dexterity save against DC 13).
  • Druids under any other faith have no intervention. Roll as normal.
  • Paladin
  • Paladins must worship one of the gods or demons, for there is no power without them. All oath types are available and may fall under multiple gods and/or demons (ask DM to inquire about an oath).
  • When under the faith of the Sun goddess:
    • If your hit points drop below half you can as a reaction create a large burst of light that will cause 3d8 radiant damage to anyone you do not trust in a 60 ft range.
    • Any race that is a loyal paladin of the sun goddess has dark vision.
    • During the day you have advantage on attack rolls that involve a blade of some kind.
  • When under the faith of the Starz god:
    • Added +2 to constitution.
    • While holding a shield you can hit your weapon against it as a bonus action. Loud ringing and sparks will erupt that will ring confusion in the air, giving disadvantage to an enemy (1) for 2 turns. Can only be used against an enemy once in battle. Can not be used again if still affecting an enemy.
  • When under the faith of the Moon godx:
    • Wearing no armor gives you an added +7 to AC if you have blue ribbons displayed openly on your person.
    • As an action you can use a shield as a projectile that does 3d10 nonlethal damage, if it beats the persons AC. Can only be used once during a battle. 
    • During the night any weapon attack gains an additional 1d4 to damage.
  • When under the faith of the Water demon:
    • As a reaction you can get the attention of the enemy at the last second and have them strike you instead of a bystander or party member. If the attack does not beat your personal AC the attack bounces off and hits them, if it does strike you it only does half damage.
    • You do not sink it water, you can sludge through it as if it were a thick mud just past your shins.
  • When under the faith of the Earth demon:
    • At the start of any battle you are imbued with heroism, and receive any benefits the spell applies.
    • If stabbed at close range (5ft) you are hearty and take half damage while disarming your opponent.
    • You have the ability to deflect projectiles if you roll higher than a 10 on a d20. If you receive an 18 or higher you can redirect the item for half damage to the enemy.
  • When under the faith of the Fire demon:
    • In the heat of battle, your weapon will catch flame and do an additional 1d8 fire damage. The flame will last for 1 minute and can only be summoned once a day.
    • You are immune to fire damage.
    • You can summon the fire of Erif in your eyes and add an additional +6 to intimidation in battle once a day.
    Ranger
  • Magic through experience and nature. This magic can bypass god and demon intervention, the magic is fueled by the training and focus of a ranger through Hexadiv magical energy. Roll as normal.
  • When under the faith of the Fire demon:
    • When fighting your favored enemy roll a will save (wisdom), DC 16. Getting below a 16 will cause you to become enraged, you will do double damage on all successful attacks. After the enemy is killed you will be drained of energy and take three levels of exhaustion. You will fall ill with a fever and hallucinate until you have a full rest.
  • When under the faith of the Sun Goddess:
    • Deserts become an automatic additional favored terrain.
  • When under the faith of the Water demon:
    • When attempting to speak to animals: you will have an added +5 to succeed if you think the animal is cute.
  • Rangers under any other faith have no intervention. Roll as normal.
  • Sorcerer  
  • Magic through abomination. This magic bypasses god and demon intervention. This magic is pulled from the source of magic itself. An unknown that is harnessed by the very gods and demons of Hexadiv. Sorcerers are thus deemed unsafe for life, and are often killed by followers of gods and demons.
  • Following a god or demon will have no positive effects, and will most likely cause negative targets to be placed on such people.
  • The earth demon and water demon will not respond to any calls for assistance.
  • The fire demon, starz god, and sun goddess will do a percentile amount of damage when called for.
  • Warlock  
  • Warlocks have made strong and individualistic pacts with the gods or demons. A pact is determined together and must be fulfilled on both ends to be successful.
  • Terms, conditions, benefits, and costs are all determined on a one on one basis. (if you choose warlock talk to the dm)
  • Wizard
  • Magic through education. This magic can bypass god and demon intervention. This magic is fueled by tapping into the planar magic on Hexadiv. Roll as normal.
  • When under the faith of the Moon godx:
    • Any checks for history and arcana will have an additional +4 on top of the regular modifier if you ask politely.
    • When using magic that will charm another person and change their attitude and/or mood towards you, raise your DC by an additional +3 if you offer them a nice rock.
    • Magic used in the defense of others (you are blocking another member with your body) will have the added effect of stunning the opponent if they do not succeed your regular DC.
  • Wizards under any other faith have no interventions. Any calls for gods and demons will have a smaller chance of being acknowledged. Roll as normal.
  •         Additional Class Types:   Barbarian
  • Barbarians with no direct following, roll as normal.
  • When under the faith of the Fire demon:
    • When raging all unarmed attacks deal an additional 1d8 fire damage. If wielding a weapon, it deals 1d4 fire damage.
    • If a sacrifice has been given, an additional +2 can be added to intimidation. Lasts for 1/2 day.
  • When under the faith of the Earth demon:
    • As a free action once per week you can call upon the durability of this demon. Roll a 1d10 and whatever it lands on will then be deducted by any attack damage against you during a battle.
  • When under the faith of the Sun goddess:
    • As a reaction you can jump in front of any party member within your movement range and absorb the damage they would have received. Whatever damage you take will also damage the enemy by half.
  • Barbarians under any other faith have no interventions. Roll as normal.
  • Fighter/Gunslinger  
  • Fighters of any type of any following all receive one thing: you may call out to your god or demon 3 times in your lifetime to take deadly aim, a one stroke/shot kill. You must flip a platinum coin in your hand, they will accept nothing lower than that. You call it heads or tails. If it lands on your choice you will be able to kill your opponent instantly; the platinum coin will then disappear. If it lands on the opposite you will see your deity and they will observe the situation and pass judgement on you. Seeing if your choice to take deadly aim was done in the right frame of mind, if yes they will release you with words of encouragement and you will keep the coin (this will take up your next turn), if no they will teach you a lesson how they see fit and take the coin.
  • Monk
  • Monks with no direct following, roll as normal.
  • When under the faith of the Sun goddess:
    • You can spend 1 ki point as a bonus action to blind an enemy in sight. A light will burn from inside their eyes. This blindness will last for 3 rounds, and each round they will take 2d4 radiant damage.
  • When under the faith of the Starz god:
    • You can spend 1 ki point as a bonus action to strike your opponent with the force of lightning. This will deal 3d10 damage and push them 15 feet away, but the shock wave will leave you unable to move, attack, or react for your next turn. This advantage can only be used once per week at full power. If in the same week you use it again it will deal 2d10, the next time 1d10, and then you will no longer be able to summon it. Using this in battle multiple times with cause additional issues for the wielder.
  • When under the faith of the Fire demon:
    • You can spend 1 ki point as a bonus action to add an additional 1d6 fire damage with an unarmed strike. After striking them once with this fire damage, any later turn you may again use a bonus action (without spending ki) to ignite them aflame again for 1d4 damage.
  • When under the faith of the Earth demon:
    • You can spend 1 ki point as a bonus action to break a bone in your opponent (must succeed against their AC), based on what you break they will take damage (dice varies for area) and they will have disadvantage for the rest of the battle.
  • Monks under any other faith have no interventions. Roll as normal.
  • Rogue  
  • Rogues with no direct following, roll as normal.
  • When under the faith of the Starz god:
    • When caught in a lie a rogue can call upon the Starz god to be witness that the rogue has done no wrong in the eyes of the gods. Roll a percentile: 0-30 no answer, 31 - 60 you will be struck by lightening, 61 - 90 a note will appear in your pocket that mildly agrees with you, 91 - 100 a glow of light will fall upon you from the heavens showing your innocence.
    • When pick-pocketing others roll an additional d8. If the number is below a 4, every other coin given to you will disappear as an offering to the god, if it is above a 4 an additional coin will be given to you as favor from the god, if it is a 4 nothing happens.
  • When under the faith of the Fire demon:
    • If in need of a convenient escape a blood sacrifice (cutting hand or arm) can be used to create a fire and plume of smoke that will transport you 60 ft away. This can be used once a day. 
    • When pick-pocketing others the fire demon will transform any copper and/or silver into gold if at the end you will sacrifice half of your total earnings to him.
    • Every 100 gold sacrificed to him will earn you a small favor, but do not ask for too much or there will be greater consequences (you must keep track of the amount you have offered).
  • Rogues under any other faith have no interventions. Roll as normal.
  •           * When it says 'no interventions' that means no specific preplanned effects that are well known and/or will always happen. Calling out to your god or demon in other fashions may have differing results.

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