Hekate
Hekate
(Hekate- Goddesses of Magic and the Crossroads of all choices.) Alignment: Neutral LORE: The Lady behind all decisions and magic. She runs the crossroads inn, the first place that newly arrived heroes visit. She is responsible for picking the new heroes and guiding them along the way. She is the essence is and of all magic and enjoys watching all people learn and master the schools of magic. She has a personal book of magic, but not everyone has access to them. Personality Traits: Proud, Motherly, hardworking, and meticulous in her realm. Ideals: Everyone has a choice, and everyone has the defining choice in their lifetime. Choose well, but never regret it. Bonds: Ravenous, Freyja, Greed, and Asteria. Flaws: Ignores her better judgment regarding her children. Symbol: The Two Torches Worship:- Study magic and develop your own spell.
- Push the bounds of magic beyond the mortal coil.
- Protect the Crossroads from internal and external threats.
Perks
Gained When Selected Prerequisites:- Must have learned enough about magic to develop your own spell.
- Must have located a book of Hekate.
- Book of Hekate: Access to her spell book, and spells of 5th level or lower do not require material components. May readjusts your spells and prepare them each morning with spells from your class, and Hekate Spells.
- Action: You can use your action to make an attack with this weapon that deals 1d6+(Casting Modifier + Patron Level) in fire damage for each torch. You can attack up to two creatures with this action. Should the same target be struck, the target is level 3 burned.
- Bonus Action: You can use the Flames of the Weave as a bonus action and burst into flames and appear in unoccupied area within 30ft. Enemies within 5ft of you when you do this must pass a con save equal to your patron dc or take 2d6 fire damage. Enemies take half damage on a succesful save. This can be used as many times as your patron level per long rest.
- Bonus Action: You can change your damage type to any elemental damage or non-elemental damage, the burn effect would cease in instances where fire is not chosen.
- Seeker of Magic: This blessing allows the user to cast located object, identify, or legend lore 1 time for every patron level.
- Arche Magus of the Weave: You can pick spells from any class when you level up.
- Weave Manipulation: When you cast counter spell, if you dont know the spell and roll a natural 20, you learn the spell. This feature is enhanced with Patron Level 4.
- Patron Level 1: The Armor comes with spell Restoration, you can restore up to 4 spell slots. The cost of the spell being restored goes up 1 for each level above 1.
- Patron Level 2: Increase your health by 10 per patron level.
- Patron Level 3: You bypass any magical immunity or resistance that is effected by level of the spell.
- Patron Level 4: You have advantage on saving throws from magical spells/effects.
Skills
Skill Modifier Is your casting modifier.
Level I:
The Crossroads:
When in combat you summon two door upon the battlefield anywhere within 30ft of you, each round for 1d2+1 rounds you can choose to open one of the doors. These doors are consider physical obejects with a height of 20ft and 10ft wide. Upon choosing a door the other cannot be opened until your next turn.
- Arcane Corruption: Upon opening this door all creatures in a 30ft cone in front of the Door must make a wisdom saving throw or take 1d4+mod in non-elemental damage or half as much as on a succesful save. Targets that fail the save that cast magic have their save dc reduced by your casting modifier for the round.
- Arcane Surge: All your and your allies spells deal an additional 1d4+mod in damage, the first concentration check made by you to maintain a spell automatically succeeds.
- Any enemy that passes through the weave takes 2d4+mod in damage, the type of damage is the same as the weave you chose.
- The tethered ally gains resistance to the element you chose and deals an extra 2d4+mod in the elements damage, and gain proficiency all saving throws will connected to you.
- Any Spell of the chosen element cannot be resisted, and it automatically deals maxium damage.
- This last 1d3+1 rounds.
- Increase the range of your spell range is doubled.
- You can ignore the verbal and sematic components of casting a non-hekate spell.
- You can re-rool any dispel magic or counter-spell roll. (once per spell slot)
- The Shield spell gives your resistance to damage if you are hit.
- Earth/Acid/Posion- Level 3 poison
- Fire- Level 3 Burn
- Ice- Frostbite
- Lightning- Paralyze
- Necrotic- Disease
- Radiant- Blinded
- Water- Soaked
- Wind-Winded I
- Psychic- Berzerk
- Non-Elemental- Level 3 Bleed
- Dark- Curse
- Light- Patron Curse
- All Rest is reduced by half
- Short Rest restore up to twice your patron level in spell slots.
- Can teleport to any place in the Crossroads as long as it has an Inn.
- To Hit is 10+Modifier
- 3d4+mod necrotic damage
- You may choose 3 spells of 6-8th level and cast each of them once at will.
- You may use your reaction to absorb a spell that is targeting you, if you roll your casting modifier high enough you can absorb the spell. DC=10+spell level, should your roll a natural 20, you can add the spell to your known spells.
- Gale: Gale has a movement speed of 30, and at the end of her movement she summons a meteor to damage enemies within 15ft of her. On a failed Dexterity save the damage is 25 fire and 25 bludgeoning or half as much on a successful save. Furthermore, as long as you have a reaction, she can attempt to disrupt a spell caster from using magic. When a spell is being cast, if the target fails a dexterity save, the spell does not go off.
- Hekabe: Helkabe has a movement of 60ft, when she arrives at the chosen location she heals allies for 50 health health, and removes all ailments a nectar can. Should an ally within 5ft take damage that would knock them unconscious, she takes the damage instead.
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