J’aer Daath un Ceurn
- Origin Tarth
- Class Cleric
- Kit Sorcerer
- Culture Outlander
- Faction Tantavia
- Ethos Champion
You can enter a berserker rage, which lasts for the duration of an encounter. While enraged, you do not receive penalties to your rolls from accruing wounds and you have disadvantage on defense checks. If damage would place you on death's door, make an escalating Mighty check (TN 9) to remain conscious each round. You will not stop attacking your foes, even if your life is in danger, until the final foe falls. You have disadvantage on Deft.
You have the power to ward off evils opposed to your faith, be they undead hordes or the powers of other unholy creatures. For each such opponent, you may spend 1 MP to force them to make an opposed spell check using Deft in order to attack or cast spells against you. You cannot cast concentration spells or attack while warding off evil in this way. Moreover, you may make an opposed spell check using Deft to expend MP and dispel the magic of such opponents. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell. In order to use this ability in combat, you must not have already acted in the round.
The source of your magic is weird, dangerous, or untamed... and anything but academic. Choose a second maleficence different than your first. You may make an additional maleficence attack in the round with either of your maleficences, at disadvantage. Elemental spell checks explode on a 5 or a 6.
Bare Fists or Feet +2
The victim is stunned until after their next action. (They may only act to defend themselves.)
The victim is deafened until after their next action. Deaf victims receive disadvantage on defense checks.
Circle of Binding
You shape your maleficence into a circle of power, imprisoning your targets within its boundaries. Victims within the circle cannot physically leave it, but they may make ranged attacks or cast spells that cross the boundary. You must concentrate on the working of the spell against your opponents for its duration, otherwise your targets may freely exit the circle.
You can manipulate the flow, direction, and intensity of a weather pattern in the area effect of the spell, invoking torrential rain, strikes of lightning, or torrents of wind. If the weather is used to cause harm to a target, apply the peril of a corresponding maleficence.
You shape your maleficence into a cloak that surrounds you or your target in magical energy. Choose a type: cold, fire, sound, lightning, force, or light/shadow. For the duration of the spell, magical sources of harm from the chosen element are reduced by 50%, rounded down in your favor. You may cast this spell multiple times to improve the protection (down to 1 point of damage) and choose different elements each time. If you are attacked (whether successfully or not), your maleficence inflicts a peril matching the element chosen.
Choose an Armor
Choose a Weapon
In lieu of dealing damage, you force your opponent to make a Mighty check vs your attack or be stunned until after their next action.
Choose a Weapon
Choose a Weapon
Against armored opponents, this weapon deals 1d6 volatile damage. On a 5 or a 6, your opponent is stunned until after their next action.