Difference between revisions of "User:Jota/Bindings"

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*Electrolocation (one charge)
 
*Electrolocation (one charge)
 
**The binder may spend one charge to gain blindsense within close range and blindsight within his reach. This lasts until the beginning of the binder's next turn.
 
**The binder may spend one charge to gain blindsense within close range and blindsight within his reach. This lasts until the beginning of the binder's next turn.
 +
*Electrotherapy (one charge)
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**The binder gains fast healing equal to his Charisma modifier for 1d4+1 rounds. This disappears if the Lightning Sage short circuits.
 
*Electroshock Therapy (one charge)
 
*Electroshock Therapy (one charge)
 
**With a standard action the Lightning Sage may touch an ally, granting them a new saving throw against an ongoing [Mind-Affecting] effect. This deals one damage to the creature touched. Depending on the creature's state of mind, the binder may have to connect with a melee touch attack.
 
**With a standard action the Lightning Sage may touch an ally, granting them a new saving throw against an ongoing [Mind-Affecting] effect. This deals one damage to the creature touched. Depending on the creature's state of mind, the binder may have to connect with a melee touch attack.

Revision as of 15:15, 25 February 2015

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Author: Jota (talk)
Date Created: 5 April 2014
Status: Complete
Editing: Clarity edits only please
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The Paladin

The Paladin is a holy warrior and an exemplar to his comrades in arms, fighting even if the face of overwhelming odds and standing strong against mental subversions.

Granted Abilities

Dauntless

The bearer of the Paladin saves against fear effects at +4, and he may not be feared past the point of shaken. Each stack of fear (shaken is one stack, frightened is two, and panicked is three) inflicted on the binder beyond being shaken instead deals the creature's Hit Dice in damage to the binder. On a successful save against a fear effect, the binder may cast break enchantment as an immediate action.

Disruptive Smite

As a free action, a binder bearing the Paladin may charge his weapon with divine energy. The next successful attack the paladin makes casts greater dispel magic (targeted variant, binder level equals caster level) on the subject of the attack and deals an additional 1d6 holy damage per binder level. If the creature struck by disruptive smite has DR/Good, it loses that damage reduction until the beginning of the binder's next turn. If the paladin does not connect with an charged smite before the beginning of his next turn, this ability goes on cooldown for 1d2+1 rounds or until the paladin goes one combat round without taking damage, whichever is shorter.

Battle Blessing

When the binder moves with 5’ of an ally, that ally gains a Battle Blessing. Allies who begin their turn next to the Paladin also gain a stack of Battle Blessing. The ally may consume the blessing as an immediate action to improve their AC by 4, increase the result of a saving throw by 4, or gain the binder’s level + Charisma modifier in temporary hit points, which last until the start of their next turn. An ally can only have one Battle Blessing at a time.

A Light Shining in the Darkness

For each stack of fear inflicted on an ally (including the one stack the binder himself may bear) within 30’, the paladin gains a +1 morale bonus to attack rolls, damage rolls, and saving throws.


---- {{3.5e Vestiges Breadcrumb}} [[Category:Vestige]] [[Category:3.5e]] [[Category:User]] {{Navboxes}}


The Lightning Sage

The Lightning Sage is a close-combat specialist who uses elemental magic to corral foes who would engage him.

Granted Abilities

Lightning Rod

A binder carrying the Lightning Sage takes minimum damage per die from [Electricity] effects.

Static Charge

Those bearing the Lightning Sage begin combat with a charge equal to their Charisma modifier. Taking damage from an [Electricity] effect adds one to your charge. The Lightning Sage's abilities are powered using this charge. If a binder spends his Charisma modifier in charge in a given round he short circuits, losing the abilities of this vestige for 1d3 rounds. Charge is principally spent at the binder's volition, but he can be forced to spend it (see Blowback) -- enemies are aware of this fact.

  • Arc Lightning (no cost)
    • The binder's melee attacks deal 1d6+1 per binder level to first creature he strikes. They can arc to a second target within 10' of the the first (including the binder himself) if the binder wills it, dealing 1d6 damage per two binder levels.
  • Blowback (one charge)
    • Successful attacks against the binder consume one charge and deal the binder's level in [Electricity] damage to the target if that attack was a melee attack.
  • Electrolocation (one charge)
    • The binder may spend one charge to gain blindsense within close range and blindsight within his reach. This lasts until the beginning of the binder's next turn.
  • Electrotherapy (one charge)
    • The binder gains fast healing equal to his Charisma modifier for 1d4+1 rounds. This disappears if the Lightning Sage short circuits.
  • Electroshock Therapy (one charge)
    • With a standard action the Lightning Sage may touch an ally, granting them a new saving throw against an ongoing [Mind-Affecting] effect. This deals one damage to the creature touched. Depending on the creature's state of mind, the binder may have to connect with a melee touch attack.
  • Magnetism (one charge)
    • The binder can increase or decrease the result of one attack roll made against him by his Charisma modifier. This is a free action usable out of turn that can only be applied to attacks from metallic weapons.
  • Redirection (one charge)
    • The binder can redirect an melee attack made by another creature to himself if he is within that creature's reach. This is an immediate action that can only be applied to attacks from metallic weapons.

Overload

If the binder deals lightning damage equal to the binder's Charisma modifier + (3 * binder level) to an opponent in a single round using abilities from this vestige, that opponent must make a Fortitude save or be staggered until the end of their next turn.


---- {{3.5e Vestiges Breadcrumb}} [[Category:Vestige]] [[Category:3.5e]] [[Category:User]] {{Navboxes}}