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<blockquote data-quote="steeldragons" data-source="post: 7042866" data-attributes="member: 92511"><p>Here's what I'm kind thinking right now. Details and 5e-speak descriptions in the works.</p><p></p><p>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?</p><p> </p><p>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 <em><strong>subtract </strong></em>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.</p><p></p><p>3rd: Herbal Remedies: basically as the spell-less ranger's poultice feature, refluffed as potions, ointments, etc...</p><p></p><p>Sneak Attack: as the rogue feature.</p><p></p><p>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.</p><p></p><p>6: Manifest Guide: Your Spirit Guide can take on an ectoplasmic semi-physical form that can attack with or for you, dealing psychic damage.</p><p> </p><p>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.</p><p></p><p>10th: Spirit Stride: You can slip into the ethereal plane and travel up...some distance...through the "spirit world."</p><p></p><p>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.</p><p></p><p>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? </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 7042866, member: 92511"] 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 [I][B]subtract [/B][/I]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. [/QUOTE]
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