Editing
Zotikos
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Features== '''Saving Throws:''' Wis / Cha <br> '''Domain:''' Grave (Hades)<br> ''Channel Divinity'' 1/rest:<br> - Destroy Undead - Each undead that can see/hear you within 30' makes as Wis saving throw. If fails must move as far away as it can and canlt willingly move to a space within 30' of you. Can't take reactions and actions = Dash only. Ends after 1 min or when damaged. Creatures with CR1/2 of lower are destroyed instead<br> - Path to the Grave - Creature within 30' cursed with vulnerability to all attack damage of the next attack, until earliest of damaged or the end of your next turn<br> ''Circle of Mortality'' - when rolling dice to restore a creature at 0 hit points, use the highest number possible for each die. You also gain the Spare the Dying Cantrip as a Bonus Action with 30' range (doesn't count against number of known cantrips).<br> ''Eyes of the Grave'' - Detect Undead within 60' and not behind total cover/protected from divination magic. Wis modifier/long rest.<br> ''Domain Spells:'' Spare the Dying, Bane, False Life, Gentle Repose, Ray of Enfeeblement, Revivify, Vampiric Touch<br> <br> ''Adept of Hades'' (special feature, adapted) - Ambitious Magic: You learn one 2nd level spell of your choice. The spell must be from the Enchantment or Necromancy school of magic. You can cast the spell without a spell slot, and must finish a long rest before you can cast it in this way again. You can also cast the spell using spell slots of the appropriate level. (Crown of Madness)<br> - Life Channel: You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information