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Anathemir (a Binder) Bringing Build-up Mechanics and Monster Binding/Controlling Into 5e
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<blockquote data-quote="doctorbadwolf" data-source="post: 9008641" data-attributes="member: 6704184"><p>Okay so the build so far:</p><p></p><p>[spoiler=To understand the class as a whole], it’s basically an alt Warlock with “Vestiges” rather than Invocations, and rather than a pact boon you get a choice of three Ritual Implements at level 1, a second at level 5, and the third at level 11. You can only have 1 active, until 11 when you can have two active. Each gives some spells always prepared while the implement is active, and another benefit.</p><p></p><p> <strong>Blade</strong> gives the ability to use your blade implement to cast attack cantrips at melee spell attacks scaling with multiple attacks, and at level 5 you add Int to cantrip damage.</p><p></p><p><strong>Bell</strong> gives a bonus concentration checks and add your Int to ability checks made to resolve spells (Counterspell), and</p><p></p><p><strong>Bowl </strong>gives a bonus spell slot that can only be refreshed with a long rest. Level 11 it becomes 2 slots.</p><p></p><p>You get a spellbook and ritual casting, Pact magic but no mystic arcanum (instead you have more vestiges and there are ones that give the ability to learn 6th level spells and prepare 1 and cast one 6th level spell per day).</p><p></p><p>Spell refresh is a one minute ritual you can do twice a day.</p><p>[/spoiler]</p><p></p><p>So I’ve ditched some unnecessary power ups at later levels, and not increased the spell slot number progression, and added a feature at level 1.</p><p></p><p><strong>Mark of Anathema</strong> - Place a mark on an enemy, which stays until it hits 0hp or is no longer on the same plane, creature takes 1d4 necrotic or cold damage when you damage it or force a save it fails, and if it dies or gets banished while within 60ft of you, you gain a “charge”.</p><p></p><p><strong>Binding of The Anathemir </strong>- You can spend charges to bind, steal control of, steal an ability of, turn against its Allie’s, or eventually banish, an anathema.</p><p></p><p>Anathema is defined earlier in the class description as fiends, abberations, undead, and (maybe) monstrosities.</p><p></p><p>So, the remaining question is, how the mechanics of the binding abilities should work, and what they should cost.</p><p></p><p>I’m wondering if anyone has seen any good examples of these kinds of mechanics for 5e?</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9008641, member: 6704184"] Okay so the build so far: [spoiler=To understand the class as a whole], it’s basically an alt Warlock with “Vestiges” rather than Invocations, and rather than a pact boon you get a choice of three Ritual Implements at level 1, a second at level 5, and the third at level 11. You can only have 1 active, until 11 when you can have two active. Each gives some spells always prepared while the implement is active, and another benefit. [B]Blade[/B] gives the ability to use your blade implement to cast attack cantrips at melee spell attacks scaling with multiple attacks, and at level 5 you add Int to cantrip damage. [B]Bell[/B] gives a bonus concentration checks and add your Int to ability checks made to resolve spells (Counterspell), and [B]Bowl [/B]gives a bonus spell slot that can only be refreshed with a long rest. Level 11 it becomes 2 slots. You get a spellbook and ritual casting, Pact magic but no mystic arcanum (instead you have more vestiges and there are ones that give the ability to learn 6th level spells and prepare 1 and cast one 6th level spell per day). Spell refresh is a one minute ritual you can do twice a day. [/spoiler] So I’ve ditched some unnecessary power ups at later levels, and not increased the spell slot number progression, and added a feature at level 1. [B]Mark of Anathema[/B] - Place a mark on an enemy, which stays until it hits 0hp or is no longer on the same plane, creature takes 1d4 necrotic or cold damage when you damage it or force a save it fails, and if it dies or gets banished while within 60ft of you, you gain a “charge”. [B]Binding of The Anathemir [/B]- You can spend charges to bind, steal control of, steal an ability of, turn against its Allie’s, or eventually banish, an anathema. Anathema is defined earlier in the class description as fiends, abberations, undead, and (maybe) monstrosities. So, the remaining question is, how the mechanics of the binding abilities should work, and what they should cost. I’m wondering if anyone has seen any good examples of these kinds of mechanics for 5e? [/QUOTE]
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