Spellsword Profession in Novence Eternal | World Anvil

Spellsword

Hit Dice: 1d10
HP Bonus: Ld6+L*CON
TP: 200
Feat Slots: 5

Proficiencies

Armor: Light, Medium Armor
Weapons: Swords
Tools: None
Saving Throws: STR, CHA
Skills: Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Investigation, Perception, and Survival

Requirements

  • (Class Bond) Fighter: You must have fully unlocked every ability of the Fighter class.
  • (Class Bond) Sorcerer: You must have fully unlocked every ability of the Sorcerer class.
  • (Feat) Ladykiller: You must have the Ladykiller feat unlocked and equipped on your character.

Abilities

Ultimate Ability: Cataclysm Undefeatable: Nature's Nullifying Yoke (AKA Quadruple Giga)

Rarity: Mythic | CC: Spellsword | UP: 100 | ZP: 1 | ZL: 4 | Cost: 5 TP
Removes all buffs on cast. Takes 4 rounds to charge up, and consumes all actions on each turn. Taking any hits during this process will instantly KO you. Once charged up, deal d2000+1000 true damage. Requires having collected Silfin, Gnoxia, Undneira, and Sulmondrii.

Harem of the Elements

Level 1 | CC: Spellsword | Rarity: Legendary | Cost: 5 TP
You have a harem of elemental spirits known as Pnymphs. Whenever you summon a Pnymph, you gain 1 Charm Point (CP increasing until you have summoned each of your available Pnymphs. Upon maxing out your CP, at the end of the turn you may cast a special ultimate ability known as an Elemental Climax, consuming some UP in the process. Whether you climax or not, your CP will reset to 0 at the start of your next turn.
You must summon each Pnymph once before you can summon the same one again. The CP value at when a Pnymph is summoned determines the effect that is applied, which varies per Pnymph.

On the List

Level 2 | REQ: Harem of the Elements | Rarity: Legendary | Cost: 3 TP
Gain a resource known as Love, which is used as a gauge of the effectiveness of your Pnymphs’ abilities. Love is affected by a number of factors, such as the environment in which you are summoning the Pnymph, or your personal relationship with them. When you summon a Pnymph, make a CHA roll to determine how much they Love you (0-4 = 1 Love, 5-9 = 2 Love, etc.)

Vigorous Thrust

Level 3 | Rarity: Legendary | Cost: 2 TP
Make a powerful thrust with your sword, plunging it into the target. Can be used as a free action if you moved towards the target for at least 20 feet.

Class Feat Slot VIII

Level 4 | CC: Spellsword

Headgetter

Level 5 | Rarity: Exotic | Cost: 5 TP
Upon using this skill, for the next round a successful parry grants you a free counterattack strike at the enemy’s neck with -10 CRR.

Punishing Blow

Level 6 | Rarity: Exotic | Cost: 4 TP
Consuming a movement action and an attack, leap off of a nearby object, bringing your sword down on your opponent’s head. If a successful hit, deals max rolled damage and confers advantage on the next attack against the target.

Legendary Onslaught: Livid Inferno

Level 7 | Rarity: Exotic | Cost: 6 TP
Charge up a powerful attack. For the next round, if you are not the recipient of any healing, you gain four attack actions to be used immediately before your first turn next round.

Class Feat Slot IX

Level 8 | CC: Spellsword

Finishing Quickly

Level 9 | CC: Spellsword | Rarity: Exotic | Cost: 3 TP
CUNNY (aka Quadruple Giga) can now be cast instantly. You may also choose spend the original 4 rounds casting it in exchange for no UP or ZL requirement.

Threesome

Level 10 | REQ: Harem of the Elements, Action Surge | Rarity: Exotic | Cost: 4 TP
You may spend a use of Action Surge to instead summon two Pnymphs at the same time, gaining 2 CP. Both Pnymphs will gain the effects of the current CP value, allowing for combinations of skills that would normally not be possible.

Inner Release

Level 11 | REQ: On the List | Rarity: Exotic | Cost: 3 TP
Channel the magic of the elements into your sword, causing a burst of elemental energy corresponding to your current Pnymph. To-hit is equivalent to CHA+Prof+Love, and damage is equivalent to (3*CP)d10. May have additional effects or damage as a result of environmental sources of the Pnymph’s respective element.

Class Feat Slot X

Level 12 | CC: Spellsword

CP Connoisseur

Level 13 | REQ: On the List | Rarity: Legendary | Cost: 3 TP
Once per short rest, you may instantly set yourself to a given CP value. Pnymph rotation lockout still applies.

Using Protection

Level 14 | REQ: Harem of the Elements | Rarity: Exotic | Cost: 4 TP
While you have a given Pnymph summoned, you gain immunity to their respective damage type.

Becoming One

Level 15 | REQ: On the List | Rarity: Exotic | Cost: 6 TP
Your Pnymphs gain bonus effects while summoned in or out of combat.
  • Silfin: Gain flight equivalent to your DEX+Love/2.
  • Gnoxia: Gain the ability to tunnel through most types of earth and stone at a speed equivalent to your STR+Love/2.
  • Undneira: Gain the ability to walk on water and breathe underwater. Your swimming and waterwalking speed is equivalent to DEX+Love/2.
  • Sulmondrii: Heal (Love/2)HD per turn when standing in an open flame.

Class Feat Slot XI

Level 16 | CC: Spellsword

Sleeping Together

Level 17 | REQ: On the List | Rarity: Legendary | Cost: 2 TP
When you take a long rest, choose a Pnymph to sleep with. Until your next long rest, you automatically have 10 Love with her the first time you summon her in combat.

Extra Attack (IV)

Level 18 | REQ: Extra Attack III | Rarity: Mythic | Cost: 5 TP
At 18th level, you can attack five times, instead of four, whenever you take the Attack action on your turn.

Class Feat Slot XII

Level 19 | CC: Spellsword

Passed Around

Level 20 | REQ: Harem of the Elements | Rarity: Mythic | Cost: 5 TP
When summoning a Pnymph, you may instead choose to summon it on an ally, granting them any buffs that would’ve been granted to yourself.

Pnymphs

Silfin

Damage Type: Wind (Magic Sonic)

Swift as the Breeze

[1 CP]: Gain an additional movement action on your turn.

Playful Wind

[2 CP]: All enemies are inflicted with the Windswept debuff while Silfin is on the field, causing them to roll saves against knockback and prone at disadvantage. Knockback distance and velocity is also amplified by 2x while this effect is active. Damage from knockback or fall damage is increased by 2*(Love)d10.

Devastating Gale

[3 CP]: Using an attack that involves knockback or at least 10 feet of movement will grant an additional crit on the initial hit at 1, 5, and 10 Love.

Scattering Cyclone

[4 CP]: You control the path of movement of any enemies that are knocked airborne, and can either increase or decrease their velocity by up to Love*10%.

Elemental Climax: A Good Job Blowing

[40 UP | ZP 1 | ZL 0]: Silfin zips around the battlefield, causing a swirling vortex that vacuums up all enemies and launches them up to 200 feet in a chosen direction. Upon impact, they are inflicted with Prone, and Disarm of a tier equivalent to Love-1.

Gnoxia

Damage Type: Earth (Magic Bludgeoning)

Strength of the Earth

[1 CP]: Your saves against knockback, prone, and bound gain advantage as well a bonus to their modifier equivalent to your Love. You also gain a free additional use of the Guard action each round (stackable with the standard Guard action). Additionally, any CON saves against damaging effects will deal half damage on fail, or no damage on success.

Wild Lands

[2 CP]: Afflicts all enemies with the debuff Weight of the Land, which inflicts a penalty equivalent to Love on all DEX saves and makes Stagger inflict at least 3 charges when it is applied.

Breath of the Earth

[3 CP]: Gain (5*Love)% RES to all PHYS damage, and immunity to Stagger and Stun.

Rockbreaker

[4 CP]: When an enemy inflicted with Stagger takes crit damage, their PC is decreased by Love/2.

Elemental Climax: Getting the Rocks Off

[70 UP | ZP 1 | ZL 0]: Gnoxia breaks apart part of the ground, forming it into a meteor and launching it into the air, choosing the location it will land within 30*Love feet. One round later, the meteor impacts the chosen location. Enemies within 30 feet of the impact site take (10*Love)d10 Crushing damage, and have their PC reduced by half its original value. Enemies within 60 feet of the impact site will take (5*Love)d10 Kinetic damage, and be inflicted with Stagger (III) x3. Enemies within 90 feet of the impact site will take (3*Love)d10 Kinetic damage, or half on a DC 25 DEX save.

Undneira

Damage Type: Water (Magic Acid)

Serene Mind

[1 CP]: Instead of taking the Dodge or Parry action, you may take the defensive action Flowing Stance, which functions as both a Dodge and a Parry and is not consumed by the first attack that activates it. Additionally, any STR or DEX saves against damaging effects will gain a bonus equivalent to Love.

Tidal Surge

[2 CP]: Afflicts all enemies with the debuff Waterlogged, which reduces Electric and Cold RES by (5*Love)%. Additionally, when Chilled is inflicted on a Waterlogged target, it converts to Freeze instead.

One With the Flow

[3 CP]: When you make an attack as a counterattack from a Dodge or Parry, gain a bonus ability action to be used immediately, with a to-hit bonus equivalent to Love.

Fountain of Youth

[4 CP]: For the next round, whenever any ally succeeds on a Dodge or Parry, all allies heal by (Love)d10 HP.

Elemental Climax: Wet as a Waterfall

[60 UP | ZP 1 | ZL 0]: Afflicts all allies with the “Rejuvenating Waters” status effect x3 (3). Whenever an ally is afflicted by Electric, Cold, or Heat damage, one charge of Rejuvenating Waters is consumed, and the ally is healed by the damage roll of the attack * (0.1*Love). Once the timer of Rejuvenating Waters expires, all charges are removed. Rejuvenating Waters gains 1 charge whenever the target is afflicted by a water-based effect.

Sulmondrii

Damage Type: Fire (Magic Fire)

Hellfire Blade

[1 CP]: Any weapon attacks that deal physical damage as a damage type component instead deal fire damage. Whenever you attack an enemy with stacks of Burning, you proc the damage roll of those stacks at a (10*Love)% chance. Each time you proc a stack of Burning this way, the damage die roll increases by 1 die.

Tinderbox

[2 CP]: Afflicts all enemies with the debuff Flammable, which reduces Heat and Sonic RES by Love*10%. Whenever the target takes fire or sonic damage, any Burning stacks on the target are proc’ed. the Whenever the target takes damage from the Burning effect, the RES debuff increases by Love*10%. Upon reaching -50% RES, the next Burning proc will cause an explosion dealing fire/kinetic damage equivalent to the Burning damage die in a 30 foot radius, applying Stagger (V) to the target.

Purgatory Flame

[3 CP]: When you use the Dodge, Parry, or Guard action against an incoming attack, you will make an immediate counterattack instead of nullifying/mitigating the damage, gaining a bonus to the DPG roll equivalent to Love. If you succeeded on your Dodge/Parry/Guard roll, the counterattack gains -19 CRR.

Vaporizing Rebellion Sword

[4 CP]: Whenever you land two attacks in the same round, you gain a bonus attack to be used immediately with an additional to-hit bonus equivalent to Love.

Elemental Climax: The Heat of Passion

[100 UP | ZP 1 | ZL 0]: For 1 round, all allies gain (Love-1)/3 UP whenever the Burning status effect is proc’ed on any target. If an enemy reaches Burning (IX), the party gains 1 ZP.

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