steeldragons
Steeliest of the dragons
Here's what I'm kind thinking right now. Details and 5e-speak descriptions in the works.
1st: Spirit Guide: You get a spirit guide that provides you with various bonuses. Thinking an AC bonus and a boost to Int, Wis and Cha rolls/checks/saves...,aybe a bonus to attack rolls or spell save DCs?
Spiritual Interference: This is your "curse/hex" mechanic. Thinking, like, a combo of the Diviner's Portent and Baridic Inspiration dice...in reverse. You get 2 dice to roll and subtract the roll to any d20 rolls of your choice (before they are rolled) at some point during the day. They may be discarded and/or rerolled/renewed on a short rest. Start with d6's. Increase to 3 d8's @7th, 4 d10's @11th, 5 d12's @15th.
3rd: Herbal Remedies: basically as the spell-less ranger's poultice feature, refluffed as potions, ointments, etc...
Sneak Attack: as the rogue feature.
5th: Craft Talisman: Take a spell with the ritual tag that you know or have access to (via scroll, another's spellbook, etc...) and create a talisman that holds the spell for you until used/cast.
6: Manifest Guide: Your Spirit Guide can take on an ectoplasmic semi-physical form that can attack with or for you, dealing psychic damage.
9th: Rebuke Spirits: As the Cleric's Turn Undead feature but effects any extra-planar/"spirit"-based creature (celestials, elementals, fae, fiends, undead). Not so much a "turning", but can keep them at bay (30' radius?)/can't attack or harm the spiritwalker.
10th: Spirit Stride: You can slip into the ethereal plane and travel up...some distance...through the "spirit world."
14: Magical Secrets as the bard ability. Choose 2 spells from any spell list and add them to your repetoire. They do not count against your Spells Known.
18th: Talisman Magic: This is essentially "Improved Craft Talisman." What I'm thinking is you take any spell you know, and whether it is a "ritual" tag spell or not, you can make a talisman that holds/contains/can cast the spell for you...maybe indefinitely?
20th: Superior Hexer (needs a better name). This is the pinnacle level capstone that, like the Monk and Bard capstone recharges your Interference dice if you begin a round without one...i.e. You can curse someone every round if you want.
1st: Spirit Guide: You get a spirit guide that provides you with various bonuses. Thinking an AC bonus and a boost to Int, Wis and Cha rolls/checks/saves...,aybe a bonus to attack rolls or spell save DCs?
Spiritual Interference: This is your "curse/hex" mechanic. Thinking, like, a combo of the Diviner's Portent and Baridic Inspiration dice...in reverse. You get 2 dice to roll and subtract the roll to any d20 rolls of your choice (before they are rolled) at some point during the day. They may be discarded and/or rerolled/renewed on a short rest. Start with d6's. Increase to 3 d8's @7th, 4 d10's @11th, 5 d12's @15th.
3rd: Herbal Remedies: basically as the spell-less ranger's poultice feature, refluffed as potions, ointments, etc...
Sneak Attack: as the rogue feature.
5th: Craft Talisman: Take a spell with the ritual tag that you know or have access to (via scroll, another's spellbook, etc...) and create a talisman that holds the spell for you until used/cast.
6: Manifest Guide: Your Spirit Guide can take on an ectoplasmic semi-physical form that can attack with or for you, dealing psychic damage.
9th: Rebuke Spirits: As the Cleric's Turn Undead feature but effects any extra-planar/"spirit"-based creature (celestials, elementals, fae, fiends, undead). Not so much a "turning", but can keep them at bay (30' radius?)/can't attack or harm the spiritwalker.
10th: Spirit Stride: You can slip into the ethereal plane and travel up...some distance...through the "spirit world."
14: Magical Secrets as the bard ability. Choose 2 spells from any spell list and add them to your repetoire. They do not count against your Spells Known.
18th: Talisman Magic: This is essentially "Improved Craft Talisman." What I'm thinking is you take any spell you know, and whether it is a "ritual" tag spell or not, you can make a talisman that holds/contains/can cast the spell for you...maybe indefinitely?
20th: Superior Hexer (needs a better name). This is the pinnacle level capstone that, like the Monk and Bard capstone recharges your Interference dice if you begin a round without one...i.e. You can curse someone every round if you want.