Charms and Feats created for Darkest Light
Charms and Feats: Continuously Updated
Things all Princesses know:
Circle: Spending quality time with your group can improve not only your mental state, but also your physical state. Spending time together after a hard day, your wisps are fully recovered, your transformation chances are fully recovered, your health, and charm slots are all fully recovered for, minimum of one hour.
Without circling, you recover up to 75% health back, up to half spell slots/points of any kind recovered, up to half you wisps, and up to half the transformation charges.
Mandate:
Every Court has a Sacred Oath. By seeing a chance to act on that Sacred Oath and taking it to the next level, and make a real difference. By putting yourself in the best position, and pulling through, you can recover 1d4+1 wisps back.
Royal Tongue: a unique and special language, like Thieves’ Cant or Druidic, only Royalty can know this tongue.
Signature Move:
Use Max Amount of Wisps
If you have a theme song, +5 to dmg
Signature Moves can either have some kind of effect (a mass healing effect, a counter, etc), damage with an added effect, or straight damage. Your Signature Move ALWAYS does your Court Affinity damage.
After level 3, based on your court, a special effect happens with your signature move((**Since there are no Hearts Court Royal. You can go to the Hearts Court to learn the Terra perk after you successfully used your court’s perk.):
Aria(Spades): With the Four Winds at her back, The Princess moves at blinding speeds to strike at the darkness. The princess can teleport up to twice her speed before or after the Signature move. Can use Signature move even if Princess used their action to dash or disengage.
Aqua(Diamonds): Moving like water, adaptive, constant, the Princess moves to end darkness before it ends the light. The princess can use her reaction to interrupt another target's turn.
Fuaco(Swords): With righteous fury boiling over, the Princess explodes to burn away the darkness. Instead of targeting one enemy, the signature move targets all the princess can see in a 20 foot radius, minus allies.
Legno(Clubs): Mastery over nature let's the Princess call upon it to hold back the darkness. The target is entangled/restrained = 1d6+1 rounds.
Terra(Hearts): Being tough as earth helps the Princess know where to strike the darkness to break away it's armor. After the hit, the target suffers a negative to ac equal to the Princess's main ability modifier. Shield spells and magical armor are dispelled.
Takes whole action (so if you attack twice, you can only attack once with Signature Move)
Roll to hit, when it hits, it becomes a crit.
Melee (close and ranged): range: your walking speed: Max weapons dice dmg + roll weapon dmg + stat modifier + proficiency
Example: Jacqi uses her signature move, Laughter of the Spade: Ink Splattered Wind. She uses her quill-rapier, so it would be 1d8 + 8 + Dex + proficiency. If there is anything extra giving her extra dice to the roll, add that once, and if it needs to be rolled, roll it. Court affinity & effect are applied.
Spell Effect: Range: your walking speed. It triggers a spell effect 2d6+ 12 + spell casting stat +proficiency. The damage type is Court Affinity (ie radiant, fire, ice/water, earth(bludegoning), wind(lighting/thunder), nature(force)).
Example: Jacqi uses her signature move, she rolls 2d6 + 12 + Wis mod + proficiency.
Whatever the damage type, the target loses resistance/immunity
After using it, you suffer 1d4+1 hours of level 2 exhaustion.
Royal Crit: ONLY DURING A BOSS FIGHT: After you roll a Nat20, roll again, if you roll an 18, 19, or 20 you do maximum damage. Cannot be used in conjunction with Wisp:Against All Odds.
All Out Attack: When you break or exploit a creature's weak point, the creature has to roll a Con save, 15 or half the damage which is ever higher. If failed, the creature falls prone. Then the Royals can call an all out attack and roll damage.
Death Cry: your death saves are a fight to stay alive and to push your friends to continue the fight, even if you are out of the fight. Roll a charisma check, pass and everyone gets a +1 to their attack rolls, ability checks, and saves for every success up to +2.
Pass all three death saves, you are stabilized, and conscious, just at 0 hit points and unable to do anything until you are healed to at least 1, at this point you are so focused on not losing consciousness. Fail at least one save, and you pass out completely. If you save, then fail, your party keeps the bonus. You do not benefit from this.
Noble Glide:
*Special Charm. All Royals know this Charm**
Your walking speed= fly speed
Bonus Action Cast, V
No concentration
It starts off at 1st level, and every two levels (1, 3, 5 etc) you cast it at a higher level. It doesn't consume a spell slot, you can cast it as many times as your highest
modifier, refreshes on a short rest. You fly # minutes at the level it's casted. (1st level= 1 minute, 2nd level=2minutes, etc). When in the air and the duration ends, you have Feather Fall until you hit the ground.
Non-combat initiative. Initiative when the group wants to do different things in a town or in a place this will help hopefully to keep side activities more streamline. Straight d20 roll
FEATS:
Student of the Blade: By taking this feat, you become proficient in any melee weapon. As well as, as you learn Fighting Styles, you can use any weapon for a style, as long as the style is melee style and isn’t specialized (ie: shield fighting can only be used with shields.)
Veiled in Magic: Having a secret identity is hard. It’s even harder when your enemies have supernatural senses and connections. Gain proficiency in deception, stealth, or survival, if already proficient, gain expertise. Gain advantage when using one of these skills to keep your secret life just that, a secret.
White Rabbits: Chasing dreams is something you take seriously. Trips the Dreamlands can be a dangerous one when one isn’t prepared. Gain proficiency in Insight, Investigation, or Perception. You have advantage on finding dream doors. To consult the Prophecy Rabbits, you roll d20 + proficiency bonus. Depending on your roll, depends on the kind of information you receive. Prerequisite to seeking the Embassy of Dreams.
Flash Step
Raise you Dex or Str by one, to a max of 20
When you are hit, you gain resistance to that damage type until the start of your next turn. After calculating damage, you may use your reaction to move up to half your walking speed, faster than the eye can track. Does not provoke attack of opportunity. To use again, move 0 feet on your next turn.
Take the Hit: As a reaction, you can leap up to your walking speed, as you stand in front of your friend and you take the hit meant for them.
Controlling My Own Power: After taking this feat, you learn to control power you once had no reign over. Using the light within, as a reaction, you can dictate up to 8 creatures, including yourself, to not be affected by a spell, feat, or ability you have. Every time to transform with this feat, you name one spell, feat, or ability you have that forces a save. That chosen spell, feat, or ability does not harm you 8 allies and yourself.
Shikigami (Pact of the Chain feature):
You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. Need the materials for the spell.
When you cast the spell, you can choose one of the normal forms for your familiar: choose: bat, cat(dog, fox), crab, frog (toad), hawk(eagle, or falcon), lizard, octopus, owl, snake, fish, rat(mouse), raven(or small bird variant), sea horse, spider, or weasel(ferret, sable). Or something else you would like, we can discuss
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.
Find Familiar spell:
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
* - (10 gil/dollars worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier
CHARMS:
All Charms can be learned by all Royals. If your Court matches the Charms original Court, gain bonus dice equal to your level halved (rounded down) to the Charm.
Number of uses:
1st rank: x your highest modifier
2nd rank: x your proficiency bonus
3rd rank: x your highest modifier halved
4th rank: once per fight
5th rank: once per fight, and only learned by your court (5th rank aria is only learned by spades, 5th rank fuaco is only learned by sword, etc)
To access Charms & upgrades, train in Dream World.
Charms and Upgrades are learned Separately.
To learn charms/upgrades neutral to the Courts, spend two nights per rank in the Dreaming to learn the Charm/upgrades.
To learn Charms/upgrades of your Court, spend 1 night per rank training in your Court.
To learn charms/upgrades outside your Court, spend 3 nights per rank training in that Court.
1ST RANK
Aura Flash
Rank 1
1 wisp **
1 action
You designate a point within range and there, you create an
explosion of radiant light. Creatures within a 15 ft. radius
make a Constitution saving throw. A target takes 2d8 radiant damage and is blinded until the end of its next turn on a failed save, or half as much on a successful one, and is not
blinded.
When you use this charm, for every extra wisp spent (max of 4 wisps), amount of radiant damage increases by 1d8 for each wisp used.
Balm:
Rank 1
1 wisp
1 action
Your spell casting modifier
Learn a Cure Wounds spell effect(goes off Charm charges, not spell slots) and two non-damaging cleric cantrips (these can be used at will, no cost)
Upgrade: Greater: -Prereq-level 5- Cast Cure Wounds spell effect at a higher levels, up to spell level 4 (add a d8 for every level above one you cast) - learn one level 2 non-damaging Cleric Spell (used once a day)
Upgrade: -Prereq Greater upgrade- Revitalizing Aura: You emanate an energy that is healing for the soul. You heal
every friendly creature in a 10 ft. radius area by 1d6 every turn for 1 minute. Can spend extra wisps to increase dice count. For every wisps spent, up to 3, add a d6 of healing and increase the radius by 5ft.
Upgrade: Miraculous- Prerequisite--level 12-- 2x per day, you can cast Mass Heal
Bubble shield
Reaction
1 wisp
Gain resistance to the oncoming attack
Story Upgrades:
Upgrade: Double Bubble : +1 wisp Create a bubble shield for another creature
Upgrade: Bubble Wall : +4 wisps Create a 10 x 10, 1 inch thick wall of bubbles for AoE attacks/spells.
Upgrade: Impervious Bubble : +6 wisps Gain Immunity to the oncoming attack. Has a two turn recharge on the same target.
Unseen Traveler
Rank 1
1 wisp
1 action
1 hour
A Princess usually wants to be seen, to be noticed, to be the one that holds the lantern of Light that is the beacon to guide others. But sometimes, being seen is exactly what you don’t need, as the Darkness flees from the Light it becomes harder to determine its plan and intent. The Royal uses 1 wisp to push the Light away just enough to not be seen, +10 stealth check for up to 1 hour.
Upgrade- Stake Out, 3 wisps: Include up to 7 people under Unseen Traveler
Upgrade: Elusive(Aria) 2 wisps: In her cloak, the Princess is difficult to notice. When using Unseen Traveler, spend 2 wisps at casting to impose disadvantage on any Perception/Investigation rolls, as well as give the opposition a -5 to their passive perception/investigation to find the Royals.
Celestial dance
Rank 1
Permanent
When the Princess transforms, she moves with the grace and speed of an Olympian gymnast. Add 10 feet to your movement and use Dash as a bonus action.
Upgrade: Swift - Permanent Stacks, up to 3: The Princess moves a little faster than any normal human can. She adds +1 to her Initiative and +5 movement speed each time she takes this upgrade.
Upgrade: Speed of Lightning (Aria) Lightning courses through your veins. Taking this upgrade, you move unnaturally fast. Gain one of these bonuses, you may pick a different one every time you transform -Move double your movement speed, Gain a second reaction/bonus action, or difficult terrain doesn’t cost you extra movement.
Upgrade: Trail Blazer (Fuaco) The Princess can leave a blazing trail. Whenever she uses the Dash bonus action, she can leave a five foot wide line of burning hot flames, as long as your dash line. The flames last 1d4+1 rounds. You can dictate who is affected by the flames. You are immune to your own flames. If you travel through enemies, make a Athletics Str check to pass through them. If failed, you are stopped, and what stopped you suffers 1d4 of fire damage. If successful, you knock the creature prone if they are Large or smaller and you continue past that creature, they take 1d4 fire damage.
Upgrade: Gripping (Legno) In high places, the Princess cannot put a hand or foot in the wrong place. Gain a climbing speed equal to your walking speed. When she is climbing and has this upgrade, she does not lose her grip on a dramatic failure; she only loses her next movement recovering from her mistake.
Data Wizard
1st rank
Permanent
Gain a supernatural smartphone or laptop. Gain advantage on arcana rolls dealing with the supernatural and survival investigate rolls while using the internet looking up supernaturals. Gain access to the Wyrd Wild Web for 1 wisp. Have a secure line to contact your friends.
Third Eye
1st Rank
1 wisp
Duration 6 hours
1 bonus action
Can see auras of living things. Depending on the color and intensity, the aura will give off certain information (magical, affection towards another, if it’s reciprocated, so on). Can be used while mundane, for one wisp for one hour.
Upgrade: All Knowing: Special story upgrade:
2 wisps
Duration 3 hours
1 bonus action
Be able to see a being’s true aura (whether they are magical or not, and what kind of being they are.) See invisible creatures. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- One of it’s saving throws
- Armor Class
- Current hit points
- Combat Level
- 0 Sensory: You can see the target directly.
- -2 Love: The target is a longtime friend, a member of your family, a romantic lover or a prized possession.
- -4 Friendship: You know the target well; or the target is something you own and care about.
- -6 Compassion: You know the target slightly; or the target is a typical item you own.
- -8 Acquaintance: You have met the target briefly; or the target is an item you have held.
- -10 Few feelings: You have a verbal description of the target, but nothing more.
- 0 Sensory: You can see the target directly.
- -2 Love: The target is a longtime friend, a member of your family, a romantic lover or a prized possession.
- -4 Friendship: You know the target well; or the target is something you own and care about.
- -6 Compassion: You know the target slightly; or the target is a typical item you own.
- -8 Acquaintance: You have met the target briefly; or the target is an item you have held.
- -10 Few feelings: You have a verbal description of the target, but nothing more.
Manifestation
Each charm will trigger the Royal's Court Echo:
- Clubs: A Wilds echo tends to give people a feeling of serenity. People feel calm and peaceful around the Princess, as if her mere presence somehow brings the world into greater harmony.
- Diamonds: A Crystal’s Echo is like a cold splash of water, it removes the sleepiness from the corner of your eyes and makes it easier to think
- Hearts: A Gallant’s Echo makes it easier for people to get along, it helps smooth over many of those tiny unintentional bits of rudeness that can add up to ruining your day.
- Swords: A Hero’s Echo inflames both passion and self confidence in those around her. She seems to light the path with her presence and blazing charisma.
- Spades: A knave’s Echo tickles like a soft breeze, it’s easier to laugh and easier to let go of what hurts you when a Princess of Spades is around.
Discovery
Depending on the Court, Royals can learn Charms in the Dreamlands at the Courts.
AVATAR CHARMS:
Powerful Rank 5 charms that are only accessible to someone of that Court. To learn these charms, a Royal must:
At least ten charms
At least 3 Court Affiliated Charms
No Shadows (at the time of learning the Charm)
Taught by a Queen
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