D&F Ashleigh Cultist oftheDang
- Origin Humans
- Class Cleric
- Kit Warlock
- Culture Arcadian
- Ethos Judicator
You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.
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.
Your pact with a dark patron has enhanced your maleficence with eldritch power. You roll damage caused by your maleficence with advantage. For 2 MP, apply a weapon tactic of your choosing to your maleficence attack.
Hand Crossbow +5
Bare Fists or Feet +1
The victim is confused (they may act with disadvantage) and can't cast spells until after their next action.
You inspire in all those within the spell's area of effect an unnatural revulsion or attraction to you. If the attraction is sympathetic, they are compelled to stop what they are doing to approach and behold you immediately upon successfully casting the spell. If the attraction is revolting, they are compelled to back away and avoid your gaze. This spell does not otherwise change the attitudes of those affected, nor does it prevent them from taking action against you.
Your maleficence infects your target with a random disease. Roll a d12 (or 2d6 and split into two lists) to determine the disease: cholera, dysentery, influenza, lesions, malaria, black plague, small pox, spotted fever, tuberculosis, typhoid fever, typhus, or yellow fever. While this spell is in effect, your victim has disadvantage on Mighty and Deft. The symptoms of the disease take effect immediately. The mundane effects of the disease persist as a major peril, even after the spell ends, and can be cured naturally or by magic.
You call upon the aid of a magical patron to bestow a blessing upon targets other than yourself. The target gains advantage on the next roll of your choosing (initiative, a specific weapon attack, a specific skill, but not attributes in general). This effect is not ongoing, and ends after the roll is made. You may cast this spell as a reaction once during the round, in addition to any other action you take.
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.
Choose a Weapon
Called shots with this weapon are not made with disadvantage.
Choose a Shield
Choose an Armor
Choose a Weapon
Choose a limb before making an attack, in lieu of dealing damage. If the attack is successful, your opponent drops any object or weapon carried by the limb you target.