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[Let's Read] Spheres of Power & Might for 5e
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<blockquote data-quote="Libertad" data-source="post: 8373408" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/ZsaXeYx.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Geralt of Rivia</strong></p><p>Medium Humanoid (Witcher)</p><p>Prodigy 15; Battleborn (Spheres of Might)</p><p></p><p></p><p><strong>Armor Class</strong> 17</p><p><strong>Hit Points</strong> 123 (15d8+45)</p><p><strong>Speed</strong> 30 ft.</p><p></p><p>STR 14 DEX 12 CON 16 INT 14 WIS 12 CHA 8 (27 Point Buy, +2 CON, +1 INT)</p><p></p><p><strong>Saving Throws</strong> Dexterity +6, Intelligence +7</p><p><strong>Skills</strong> Arcana +7, Athletics +7, Investigation +12, Nature +7, Perception +11, Stealth +6, Survival +6</p><p><strong>Tools</strong> Alchemist’s Supplies (Prodigy class), Poisoner’s Kit (Witcher race), Smith’s Tools (Prodigy class), +1 Musical Instrument (Outlander background)</p><p><strong>Senses</strong> passive Perception 21, Darkvision 60 ft.</p><p><strong>Languages</strong> Common plus one other</p><p></p><p><strong>Background:</strong> Outlander</p><p></p><p><strong>Casting Tradition: Witcher Signs</strong></p><p><strong>Sphere DC</strong> 15; <strong>Spell Points</strong> 9</p><p><strong>Bonus Magic Talents:</strong> Destruction, Protection</p><p><strong>Boons:</strong> Metasphere Specialist; <strong>Drawbacks:</strong> Magical Signs, Somatic Casting 1; <strong>Variants:</strong> Protection: Limited Protection (Aegis only), Protected Soul</p><p><strong>Destruction</strong> - Confining (blast type), Extra Blast Type (Bludgeoning, Kinetic, Warding), Fire (blast type), Frightful (blast type), Sculpt (blast shape) Slowing (blast type); +4 extra talents from Mind, Protection, and Time spheres</p><p><strong>Mind</strong> - Confusion (charm), Enthrall (charm), Expanded Charm, Suggestion (charm) (+1 extra talent from Magical Expertise feat)</p><p><strong>Protection</strong> - Obstruction (aegis), Punishment (aegis) (+2 extra talents from Variants)</p><p><strong>Time</strong> - Adjusted Frequency (chronos), Time Freeze (chronos)</p><p><strong>Universal</strong> - Glyph (metasphere), Mass (metasphere), Quicken (metasphere) (+3 extra talents from Boon and Magical Expertise feat)</p><p></p><p><strong>Martial Tradition: Witcher Schooling</strong></p><p><strong>Key Ability Modifier:</strong> Intelligence</p><p><strong>Sphere DC</strong> 15</p><p><strong>Bonus Martial Talents:</strong> Alchemy, Equipment (Armor Training), Fencing, Scout</p><p><strong>Alchemy:</strong> - <em>Alchemist’s Fire,</em> Basic Poison (poison), Flash Powder (formula), Gaseous Application, <em>Performance Enhancer (formula),</em> Salve (formula), Specialized Venom (constructs, elementals, undead) (+4 extra talents from Intuitive Combatant feat, subclass, and tool proficiency)</p><p><strong>Equipment:</strong> - Armor Training, Bombardier Training</p><p><strong>Fencing:</strong> - Ankle Strike (exploit), Parry Anything, Parry and Riposte (+2 extra talents from Combat Training feat)</p><p><strong>Scout:</strong> - Target Weakness (research), Track the Scene</p><p></p><p><em>This talent may be exchanged for another every short rest</em></p><p></p><p><strong>Special Abilities</strong></p><p><strong></strong></p><p><strong>Alchemy:</strong> Can create up to 12 formulas or poisons at a time every short or long rest in any combination, lasting for 1 day. Alchemist’s Fire (1d4/4d4 fire damage, set target on fire failed DEX save), Thunderstone (1d10/3d10 thunder and deafened for 1 minute/stunned for 1 round minute on failed CON save), Basic Poison (1d4/3d4 poison damage and the poisoned condition for 1 round on failed CON save), Performance Enhancer (gain advantage on STR/DEX/CON ability checks and saves for 1 minute but disadvantage on INT/WIS/CHA ability checks and saves), or Salve (target spends HD to heal themselves, adds +2 HP and/or +3d8). Alchemist’s Fire and Performance Enhancer may be exchanged for other talents one meets prerequisites for every short rest.</p><p></p><p><strong>Ankle Strike (exploit):</strong> If feinted (melee attack w/ advantage) creature falls prone on failed DEX save.</p><p></p><p><strong>Destruction Blast Rider Effects:</strong> bludgeoning damage, push target back 5 feet, Augment 1 SP up to 20 feet (bludgeoning, collide with object deals +1d6 bludgeoning +1d6 for every 10 feet they would’ve continued); fire damage, catch fire on failed DEX save, taking 3d8 fire damage per round, Augment 1 SP frightened until flames are extinguished (fire); psychic damage, frightened until start of your next turn on failed WIS save (frightful, Augment 1 SP to extend duration to 1 minute, new save each round); force damage, unable to move closer to caster until start of caster’s next turn (confining, Augment 1 SP take additional force damage equal to damage dice rolled if willingly move from current space); bludgeoning damage, gain resistance to first damage attack or effect of creature before start of your next turn (warding, Augment 1 SP to choose up to 5 damaged creatures); force damage, knocked prone on failed STR save (kinetic, Augment 1 SP creatures made prone cannot stand up unless make STR save as an action or bonus action); force damage, can only use action or bonus action for 1 round on its turn if fail WIS save (slowing, Augment 1 SP to stun instead).</p><p></p><p><strong>Expertise:</strong> Investigation, Perception</p><p></p><p><strong>Extra Attack:</strong> May attack three times instead of once when using the Attack action.</p><p></p><p><strong>Fatal Thrust:</strong> Whenever attacking in melee with advantage can reroll one of the d20s used for advantage roll.</p><p></p><p><strong>Flawless Sequence:</strong> Don’t lose link from sequence if failed to add a link since beginning of previous turn.</p><p></p><p><strong>Focused Sequence:</strong> expend martial focus to increase sequence by 1 link.</p><p></p><p><strong>Glyph:</strong> Augment 1 SP to bind magic sphere effect into a 5 foot cube that lasts for 1 hour or until triggered. Augment 1 SP to increase size to 20 foot cube, increase duration to 24 hours, or Augment 4 SP to last indefinitely but reduces max Spell Points by amount until triggered or dispelled.</p><p></p><p><strong>Imbue Sequence:</strong> Gain mystic energy tied to one magic sphere. Defended (immediately gain benefit of one aegis), Destructive Edge (Destruction, add class level to 1 damage roll, damage matching a chosen blast type), Mind Breaker (creature subtracts 1d4 from WIS saves until end of next turn whenever damaged/shoved/grappled by prodigy), or Time Slip (+10 speed).</p><p></p><p><strong>Inspired Hit:</strong> all weapon and spell attack rolls crit on 19-20.</p><p></p><p><strong>Intuitive Combatant:</strong> Every long rest can replace one martial talent known with a different talent. But only talents gained via leveling up (see Talent Progression by Level below).</p><p></p><p><strong>Mass:</strong> Augment 1 SP to decrease magic sphere ability with duration of at least 10 minutes by 2 steps to increase number of targets by 5, counts as a single effect for purposes of Concentration. Augment 2 SP to apply to magic sphere ability with instantaneous duration if willing targets,* or Augment 3 SP to target the unwilling instead.</p><p></p><p>*unlikely, most magic sphere effects known are self-targeting or offensive in nature.</p><p></p><p><strong>Prodigious Skill:</strong> Spend Spell Point to treat a d20 ability check as a 15 instead of rolling.</p><p></p><p><strong>Resilient Physique:</strong> Immune to all diseases and advantage on saving throws vs effects that inflict the poisoned condition and deal poison damage.</p><p></p><p><strong>Sequence:</strong> Gain 6 max links. Gain links by doing special actions in combat. Can spend links to perform Finishers.</p><p></p><p><strong>Track the Scene:</strong> advantage on ability checks to find and follow tracks, can determine general information when following tracks up to 14 hours old.</p><p></p><p><strong>Unbroken Sequence:</strong> can prevent a sequence from ending for 1 round if it would end due to Conditions.</p><p></p><p></p><p><strong>Actions</strong></p><p><strong></strong></p><p><strong>Aegis:</strong> range self, concentration up to 1 hour. Gain resistance to nonmagical bludgeoning/piercing/slashing damage (Obstruction) or creature takes 3d4 psychic damage whenever damaging bearer of aegis (Punishment). Augment 2 SP to remove Concentration.</p><p></p><p><strong>Alchemical Item:</strong> +6 to hit, range 2/60 ft., target 1 creature or 5 ft. cube if Gaseous Application. Auto-hits willing targets.</p><p></p><p><strong>Alter Time:</strong> range 30 ft., target 1 creature. Can grant benefits of Haste (as spell) or Slow on failed WIS save (as spell) for 2 SP. Or can freeze time in a 20 foot cube for 1 SP.</p><p></p><p><strong>Cantrips:</strong> can cast druidcraft, prestidigitation, or thaumaturgy.</p><p></p><p><strong>Carpet Bomber Finisher:</strong> Throw one formula or poison per link in Sequence. Creature cannot be affected by more than one formula or poison from this ability.</p><p></p><p><strong>Charm:</strong> range 30 ft., duration varies, target 1 creature (or 6 if Mass). Forces d10 table of random behavior for 1 round on failed WIS save (Confusion, Greater is 1 minute concentration), make target charmed for 1 minute concentration (Enthrall, Greater is 1 hour), or plant suggestion for very simple requests into targets mind for 8 hours or until action is completed (Greater can do basic and very simple requests). Augment 1 SP to use Greater Charm effect.</p><p></p><p><strong>Destructive Blast:</strong> range self, 5-foot radius or 30-foot cone or 120-foot by 5-foot line, saving throw varies. Hit: 14 (3d8) variable damage type plus rider effect. Augment 1 SP to deal 39 (8d8) damage instead.</p><p></p><p><strong>Feint:</strong> Can choose to use Help action on self. Next attack roll before end of next turn will have advantage.</p><p></p><p><strong>Light Crossbow:</strong> +6 to hit, range 80/320 ft., 1 creature or object. Hit 5 (1d8+1) piercing damage. Crit on 19-20.</p><p></p><p><strong>Longsword:</strong> +10 to hit, range 5 ft., 1 creature or object. Hit 9 (1d8+5) slashing damage plus 7 (2d6) fire damage if Ard’aenye is being used). Crit on 19-20.</p><p></p><p></p><p><strong>Bonus Actions</strong></p><p><strong></strong></p><p><strong>Focused Sequence:</strong> expend martial focus to cease concentration on a magic effect.</p><p></p><p><strong>Quicken:</strong> Augment 1 SP to reduce casting time from 1 action to bonus action when targeting self or held object with magic sphere effect. Augment 2 SP (1 SP more) to do when targeting any single willing creature.*</p><p></p><p>*unlikely, most magic sphere effects known are self-targeting or offensive in nature.</p><p></p><p><strong>Scout:</strong> Learn enemy Vulnerabilities, Resistances, & Immunities if within 120 ft. and succeed on DC 20 Investigation or Perception check.</p><p></p><p><strong>Target Weakness:</strong> next attack made against scouted creature with weapon attack treats half total damage as type target is Vulnerable to. Expend martial focus to use without an action.</p><p></p><p></p><p><strong>Reactions</strong></p><p><strong></strong></p><p><strong>Alter Time:</strong> Can freeze time in 20 foot cube for 2 SP (including Augmented cost).</p><p></p><p><strong>Parry & Riposte:</strong> Expend martial focus to make melee damage roll, subtract from result of attacker’s damage. May attack and add (exploit) talent if final result is 0 or less. Can also work on spells and ranged attacks.</p><p></p><p><strong>Succor:</strong> If Punishment Aegis is up, can be dismissed to deal +3d6 psychic damage vs attacker.</p><p></p><p><strong>Equipment</strong></p><p></p><p>Aerondight (+3 silver longsword), Ard’aenye (treat as Flame Tongue longsword, +3 to attack and damage), Raven’s Armor (+3 Chain Shirt of Resistance [Poison]), light crossbow, alchemist’s supplies, poisoner’s kit, Roach (draft horse), Witcher’s Medallion (As Lantern of Tracking [see Rime of the Frostmaiden] save its creature type corresponds to all 10 types and never runs out of light)</p><p></p><p><strong>Conversion Details:</strong> <a href="https://forum.rpg.net/index.php?threads/pathfinder-spheres-of-power-might-conversions.832452/#post-22049032" target="_blank">Yet another conversion from an earlier Pathfinder build!</a> Technically speaking this is an “advanced Geralt” near the end of Witcher 3, where he has enough Ability Points to afford most choices on his Combat, Signs, and Alchemy skill trees as well as possessing his iconic alchemical recipes. As a result, his level and stat block are very high in comparison to other builds I’ve done. Lower-powered versions of Geralt not yet at the end of his career will likely have more focused builds with less talents, so I made sure that the only Legendary Talent I took was the Fencing sphere’s Parry Anything (5th level).</p><p></p><p>I chose Prodigy on account that it allows for free selection of both magical and martial sphere talents, and I needed a good amount of both for an authentic Geralt. In terms of his magical abilities I made a new Casting Tradition, detailed below. Geralt and most Witchers aren’t magical specialists, relying upon five simple Signs, or spells, that can be used quickly in combat. The Aard and Igni signs were easy to simulate via the Destruction sphere, particularly the Fire blast type and various movement and prone-inflicting blast types such as Kinetic and Confining. Yrden could be flavored as the Universal sphere’s Glyph talent combined with Destruction talents (particularly Slowing) and the Time sphere’s Time Freeze talent. Quen was the hardest to replicate on account that there’s no “auto-negate damage from the next hit” type of effects in Spheres of Power or default 5th Edition for that matter. Thus, I focused on two Protection talents that can reduce incoming damage and damage attacking enemies in turn to give the best equivalent effects. For Axii I relied upon a few Mind talents, ones which could manipulate targets for out of combat and utility use (Enthrall and Suggestion) and one which can turn enemies on each other (Confusion). For the Axii ability to stop a creature in its tracks, the Slowing blast type (which coincidentally was gained via the Time sphere) has an Augmented version that can stun targets.</p><p></p><p>For combat talents, I wanted medium armor proficiency to give Geralt a respectable AC, and also let him be good at throwing alchemical items to simulate his “bombs” so I chose the aptly-named Bombardier Training. Fencing was a good choice in that it gave good options for him to knock enemies prone non-magically via Ankle Strike and can parry enemy attacks via the Parry and Riposte and Parry Anything talents. Scout was my next choice as it granted the incredibly useful ability to learn of enemy weaknesses and resistances, a necessity for any Witcher worthy of the title. For the specific talents, Target Weakness and Track the Scene reflect abilities Geralt could do in the video games. For the Prodigy class’ Expertise feature I assigned the two skills to Investigation and Perception, reflecting Geralt’s keen senses and eye for detail.</p><p></p><p>Finally, Alchemy is Geralt’s most-invested sphere. Thanks to the Intuitive Combatant feat and the bonus talents from the Battleborn subclass, Geralt is by no means limited to the talents provided. Swapping out certain Alchemy talents for others he doesn’t currently know, such as Alchemist’s Fire for Flash Powder, represents him preparing different types of poisons, bombs, and concoctions during rest periods to fit the situation. He can even assign such talents to non-Alchemy sphere talents if so desired. In an odd way that’s in keeping with the video games, as there are special potions which can be purchased and drunk to retrain one’s skills.</p><p></p><p>But onto Alchemy proper, I focused on the talents in keeping with some of the more well-known alchemical items seen in the games. Salve represents the healing Swallow, while Alchemist’s Fire represents Dancing Star. The Basic Poison along with Specialized Venom represents various oils Geralt coats his blade with in order to better harm monsters.* Those aforementioned talents, combined with Gaseous Application can represent gas-based bombs such as Dragon’s Dream and Devil’s Puffball. Thunderstone represents the Samum bomb, and Performance Enhancer can represent various physically-minded decoctions that grant a persistent buff. Switching one’s Alchemy talents around can further simulate other choices, such as Alchemical Ice for Northern Wind, Flash Powder for Zerrikanian Sun, and even the Bomb Legendary Talent for Grapeshot!</p><p></p><p>*and Scout’s Track the Scene can be a good reflavoring of this as well.</p><p></p><p>But all of these options come at the expense of Ability Score Increases. Although partially made up for via some very powerful weapons and armor, Geralt’s highest ability score is his 16 Constitution, with Strength and Intelligence both 14. While his high level makes him rather powerful, he does punch a bit below his weight class in several areas.</p><p></p><p style="text-align: center"><strong>Talent Progression by Level</strong></p><p></p><p>Level 1 Prodigy: Alchemy (Basic Poison, Salve, +1 talent from tool proficiencies), Destruction ([confining], fire, sculpt, +1 talent from Protection sphere), Equipment (Armor Training), Fencing, Protection (Obstruction, Punishment, +2 talents from Variant), Scout (Target Weakness, +1 talent from skill proficiency), Universal (Glyph, Quicken, +2 talents from Boon);</p><p>Level 2: Alchemy (Alchemist’s Fire, +1 talent from subclass), Destruction (frightful, +1 from Mind sphere), Mind (Enthrall)</p><p>Level 3: Mind (Expanded Charm)</p><p>Level 4: Alchemy (Thunderstone, +1 talent from Intuitive Combatant feat), Destruction (slowing, +1 talent from Time sphere), Time (Adjusted Frequency)</p><p>Level 5: None</p><p>Level 6: Destruction (Extra Blast Type [Bludgeoning, Kinetic, Warding])</p><p>Level 7: Scout (Track the Scene)</p><p>Level 8: Fencing (Ankle Strike, Parry Anything, Parry and Riposte, +2 talents from Combat Training feat)</p><p>Level 9: None</p><p>Level 10: Alchemy (Performance Enhancer, +1 talent from subclass), Mind (Confusion)</p><p>Level 11: Alchemy (Specialized Venom [Constructs, Elementals, Undead])</p><p>Level 12: Alchemy (Gaseous Application), Mind (Suggestion, +1 talent from Magical Expertise feat), Universal (Mass, +1 talent from Magical Expertise feat)</p><p>Level 13: None</p><p>Level 14: Time (Time Freeze)</p><p>Level 15: Bombardier Training</p><p></p><p><strong>Edit:</strong> As Geralt doesn't possess any of the Universal packages tied into the relevant Destruction blast types, he doesn't get a bonus blast type from that sphere.</p><p></p><p><img src="https://i.imgur.com/Kcdr4CD.jpeg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><a href="https://www.deviantart.com/warrior-of-zelda/art/The-Witcher-Wolf-Medallion-780386509" target="_blank"><strong>By Warrior of Zelda on Deviantart</strong></a></p><p></p><p><strong>New Race: Witcher</strong></p><p><strong></strong></p><p><strong>Ability Score Increase:</strong> Your Constitution score increases by 2 and your Intelligence score increases by 1.</p><p></p><p><strong>Age:</strong> Witchers are theoretically immortal, although their dangerous lifestyles means that virtually all of them die from violence or acts of nature within the first few centuries at most. They reach maturity in line with their original species before the Trial of the Grasses.</p><p></p><p><strong>Alignment:</strong> Alignment is dumb and doesn’t map well onto the world of the Witcher.</p><p></p><p><strong>Size:</strong> The majority of Witchers are transformed humans, with a few of elven origin and no known dwarves, halflings, or monsters. Your Size is Medium.</p><p></p><p><strong>Speed:</strong> Your base walking speed is 30 feet.</p><p></p><p><strong>Darkvision:</strong> You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only in shades of gray.</p><p></p><p><strong>Witcher School Training:</strong> You have proficiency with the longsword, rapier, scimitar, and shortsword.</p><p></p><p><strong>Tool Proficiency:</strong> You gain proficiency with your choice of either alchemist’s supplies or poisoner’s kit.</p><p></p><p><strong>Monster-Wise:</strong> You have proficiency in Arcana and Nature.</p><p></p><p><strong>Resilient Physique:</strong> You are immune to all forms of disease and have advantage on saving throws versus effects that cause poison damage or the poisoned condition.</p><p></p><p><strong>Languages:</strong> You can speak, read, and write Common and one other language of your choice.</p><p></p><p><strong>Casting Tradition: Witcher Signs</strong></p><p><strong>Key Ability Modifier:</strong> Intelligence</p><p><strong>Bonus Spell Points:</strong> None</p><p><strong>Bonus Magic Talents:</strong> Choose two: Destruction, Mind, or Protection</p><p><strong>Boons:</strong> Metasphere Specialist*; <strong>Drawbacks:</strong> Magical Signs, Somatic Casting 1; <strong>Variants:</strong> Limited Protection (Aegis only), Protected Soul</p><p></p><p>*Witchers typically take the Glyph and Quicken talents, the former to simulate Yrden and the latter to allow quick follow-up attacks after using a Sign.</p><p></p><p><strong>Martial Tradition: Witcher Schooling</strong></p><p><strong>Key Ability Modifier:</strong> Intelligence</p><p><strong>Bonus Talents:</strong></p><p><strong></strong></p><p><strong>Equipment sphere:</strong> Armor Training</p><p><strong>Alchemy sphere</strong></p><p><strong>Scout sphere</strong></p><p><strong>Variable:</strong> Witchers gain one talent in line with their school: the Berserker sphere (Bear), the Fencing sphere (Wolf), the Scoundrel sphere (Viper), Equipment’s Crossbow Expert (Bear or Viper), or Scout’s Heightened Awareness (Griffin).</p></blockquote><p></p>
[QUOTE="Libertad, post: 8373408, member: 6750502"] [CENTER][IMG]https://i.imgur.com/ZsaXeYx.jpg[/IMG][/CENTER] [B]Geralt of Rivia[/B] Medium Humanoid (Witcher) Prodigy 15; Battleborn (Spheres of Might) [B]Armor Class[/B] 17 [B]Hit Points[/B] 123 (15d8+45) [B]Speed[/B] 30 ft. STR 14 DEX 12 CON 16 INT 14 WIS 12 CHA 8 (27 Point Buy, +2 CON, +1 INT) [B]Saving Throws[/B] Dexterity +6, Intelligence +7 [B]Skills[/B] Arcana +7, Athletics +7, Investigation +12, Nature +7, Perception +11, Stealth +6, Survival +6 [B]Tools[/B] Alchemist’s Supplies (Prodigy class), Poisoner’s Kit (Witcher race), Smith’s Tools (Prodigy class), +1 Musical Instrument (Outlander background) [B]Senses[/B] passive Perception 21, Darkvision 60 ft. [B]Languages[/B] Common plus one other [B]Background:[/B] Outlander [B]Casting Tradition: Witcher Signs Sphere DC[/B] 15; [B]Spell Points[/B] 9 [B]Bonus Magic Talents:[/B] Destruction, Protection [B]Boons:[/B] Metasphere Specialist; [B]Drawbacks:[/B] Magical Signs, Somatic Casting 1; [B]Variants:[/B] Protection: Limited Protection (Aegis only), Protected Soul [B]Destruction[/B] - Confining (blast type), Extra Blast Type (Bludgeoning, Kinetic, Warding), Fire (blast type), Frightful (blast type), Sculpt (blast shape) Slowing (blast type); +4 extra talents from Mind, Protection, and Time spheres [B]Mind[/B] - Confusion (charm), Enthrall (charm), Expanded Charm, Suggestion (charm) (+1 extra talent from Magical Expertise feat) [B]Protection[/B] - Obstruction (aegis), Punishment (aegis) (+2 extra talents from Variants) [B]Time[/B] - Adjusted Frequency (chronos), Time Freeze (chronos) [B]Universal[/B] - Glyph (metasphere), Mass (metasphere), Quicken (metasphere) (+3 extra talents from Boon and Magical Expertise feat) [B]Martial Tradition: Witcher Schooling Key Ability Modifier:[/B] Intelligence [B]Sphere DC[/B] 15 [B]Bonus Martial Talents:[/B] Alchemy, Equipment (Armor Training), Fencing, Scout [B]Alchemy:[/B] - [I]Alchemist’s Fire,[/I] Basic Poison (poison), Flash Powder (formula), Gaseous Application, [I]Performance Enhancer (formula),[/I] Salve (formula), Specialized Venom (constructs, elementals, undead) (+4 extra talents from Intuitive Combatant feat, subclass, and tool proficiency) [B]Equipment:[/B] - Armor Training, Bombardier Training [B]Fencing:[/B] - Ankle Strike (exploit), Parry Anything, Parry and Riposte (+2 extra talents from Combat Training feat) [B]Scout:[/B] - Target Weakness (research), Track the Scene [I]This talent may be exchanged for another every short rest[/I] [B]Special Abilities Alchemy:[/B] Can create up to 12 formulas or poisons at a time every short or long rest in any combination, lasting for 1 day. Alchemist’s Fire (1d4/4d4 fire damage, set target on fire failed DEX save), Thunderstone (1d10/3d10 thunder and deafened for 1 minute/stunned for 1 round minute on failed CON save), Basic Poison (1d4/3d4 poison damage and the poisoned condition for 1 round on failed CON save), Performance Enhancer (gain advantage on STR/DEX/CON ability checks and saves for 1 minute but disadvantage on INT/WIS/CHA ability checks and saves), or Salve (target spends HD to heal themselves, adds +2 HP and/or +3d8). Alchemist’s Fire and Performance Enhancer may be exchanged for other talents one meets prerequisites for every short rest. [B]Ankle Strike (exploit):[/B] If feinted (melee attack w/ advantage) creature falls prone on failed DEX save. [B]Destruction Blast Rider Effects:[/B] bludgeoning damage, push target back 5 feet, Augment 1 SP up to 20 feet (bludgeoning, collide with object deals +1d6 bludgeoning +1d6 for every 10 feet they would’ve continued); fire damage, catch fire on failed DEX save, taking 3d8 fire damage per round, Augment 1 SP frightened until flames are extinguished (fire); psychic damage, frightened until start of your next turn on failed WIS save (frightful, Augment 1 SP to extend duration to 1 minute, new save each round); force damage, unable to move closer to caster until start of caster’s next turn (confining, Augment 1 SP take additional force damage equal to damage dice rolled if willingly move from current space); bludgeoning damage, gain resistance to first damage attack or effect of creature before start of your next turn (warding, Augment 1 SP to choose up to 5 damaged creatures); force damage, knocked prone on failed STR save (kinetic, Augment 1 SP creatures made prone cannot stand up unless make STR save as an action or bonus action); force damage, can only use action or bonus action for 1 round on its turn if fail WIS save (slowing, Augment 1 SP to stun instead). [B]Expertise:[/B] Investigation, Perception [B]Extra Attack:[/B] May attack three times instead of once when using the Attack action. [B]Fatal Thrust:[/B] Whenever attacking in melee with advantage can reroll one of the d20s used for advantage roll. [B]Flawless Sequence:[/B] Don’t lose link from sequence if failed to add a link since beginning of previous turn. [B]Focused Sequence:[/B] expend martial focus to increase sequence by 1 link. [B]Glyph:[/B] Augment 1 SP to bind magic sphere effect into a 5 foot cube that lasts for 1 hour or until triggered. Augment 1 SP to increase size to 20 foot cube, increase duration to 24 hours, or Augment 4 SP to last indefinitely but reduces max Spell Points by amount until triggered or dispelled. [B]Imbue Sequence:[/B] Gain mystic energy tied to one magic sphere. Defended (immediately gain benefit of one aegis), Destructive Edge (Destruction, add class level to 1 damage roll, damage matching a chosen blast type), Mind Breaker (creature subtracts 1d4 from WIS saves until end of next turn whenever damaged/shoved/grappled by prodigy), or Time Slip (+10 speed). [B]Inspired Hit:[/B] all weapon and spell attack rolls crit on 19-20. [B]Intuitive Combatant:[/B] Every long rest can replace one martial talent known with a different talent. But only talents gained via leveling up (see Talent Progression by Level below). [B]Mass:[/B] Augment 1 SP to decrease magic sphere ability with duration of at least 10 minutes by 2 steps to increase number of targets by 5, counts as a single effect for purposes of Concentration. Augment 2 SP to apply to magic sphere ability with instantaneous duration if willing targets,* or Augment 3 SP to target the unwilling instead. *unlikely, most magic sphere effects known are self-targeting or offensive in nature. [B]Prodigious Skill:[/B] Spend Spell Point to treat a d20 ability check as a 15 instead of rolling. [B]Resilient Physique:[/B] Immune to all diseases and advantage on saving throws vs effects that inflict the poisoned condition and deal poison damage. [B]Sequence:[/B] Gain 6 max links. Gain links by doing special actions in combat. Can spend links to perform Finishers. [B]Track the Scene:[/B] advantage on ability checks to find and follow tracks, can determine general information when following tracks up to 14 hours old. [B]Unbroken Sequence:[/B] can prevent a sequence from ending for 1 round if it would end due to Conditions. [B]Actions Aegis:[/B] range self, concentration up to 1 hour. Gain resistance to nonmagical bludgeoning/piercing/slashing damage (Obstruction) or creature takes 3d4 psychic damage whenever damaging bearer of aegis (Punishment). Augment 2 SP to remove Concentration. [B]Alchemical Item:[/B] +6 to hit, range 2/60 ft., target 1 creature or 5 ft. cube if Gaseous Application. Auto-hits willing targets. [B]Alter Time:[/B] range 30 ft., target 1 creature. Can grant benefits of Haste (as spell) or Slow on failed WIS save (as spell) for 2 SP. Or can freeze time in a 20 foot cube for 1 SP. [B]Cantrips:[/B] can cast druidcraft, prestidigitation, or thaumaturgy. [B]Carpet Bomber Finisher:[/B] Throw one formula or poison per link in Sequence. Creature cannot be affected by more than one formula or poison from this ability. [B]Charm:[/B] range 30 ft., duration varies, target 1 creature (or 6 if Mass). Forces d10 table of random behavior for 1 round on failed WIS save (Confusion, Greater is 1 minute concentration), make target charmed for 1 minute concentration (Enthrall, Greater is 1 hour), or plant suggestion for very simple requests into targets mind for 8 hours or until action is completed (Greater can do basic and very simple requests). Augment 1 SP to use Greater Charm effect. [B]Destructive Blast:[/B] range self, 5-foot radius or 30-foot cone or 120-foot by 5-foot line, saving throw varies. Hit: 14 (3d8) variable damage type plus rider effect. Augment 1 SP to deal 39 (8d8) damage instead. [B]Feint:[/B] Can choose to use Help action on self. Next attack roll before end of next turn will have advantage. [B]Light Crossbow:[/B] +6 to hit, range 80/320 ft., 1 creature or object. Hit 5 (1d8+1) piercing damage. Crit on 19-20. [B]Longsword:[/B] +10 to hit, range 5 ft., 1 creature or object. Hit 9 (1d8+5) slashing damage plus 7 (2d6) fire damage if Ard’aenye is being used). Crit on 19-20. [B]Bonus Actions Focused Sequence:[/B] expend martial focus to cease concentration on a magic effect. [B]Quicken:[/B] Augment 1 SP to reduce casting time from 1 action to bonus action when targeting self or held object with magic sphere effect. Augment 2 SP (1 SP more) to do when targeting any single willing creature.* *unlikely, most magic sphere effects known are self-targeting or offensive in nature. [B]Scout:[/B] Learn enemy Vulnerabilities, Resistances, & Immunities if within 120 ft. and succeed on DC 20 Investigation or Perception check. [B]Target Weakness:[/B] next attack made against scouted creature with weapon attack treats half total damage as type target is Vulnerable to. Expend martial focus to use without an action. [B]Reactions Alter Time:[/B] Can freeze time in 20 foot cube for 2 SP (including Augmented cost). [B]Parry & Riposte:[/B] Expend martial focus to make melee damage roll, subtract from result of attacker’s damage. May attack and add (exploit) talent if final result is 0 or less. Can also work on spells and ranged attacks. [B]Succor:[/B] If Punishment Aegis is up, can be dismissed to deal +3d6 psychic damage vs attacker. [B]Equipment[/B] Aerondight (+3 silver longsword), Ard’aenye (treat as Flame Tongue longsword, +3 to attack and damage), Raven’s Armor (+3 Chain Shirt of Resistance [Poison]), light crossbow, alchemist’s supplies, poisoner’s kit, Roach (draft horse), Witcher’s Medallion (As Lantern of Tracking [see Rime of the Frostmaiden] save its creature type corresponds to all 10 types and never runs out of light) [B]Conversion Details:[/B] [URL='https://forum.rpg.net/index.php?threads/pathfinder-spheres-of-power-might-conversions.832452/#post-22049032']Yet another conversion from an earlier Pathfinder build![/URL] Technically speaking this is an “advanced Geralt” near the end of Witcher 3, where he has enough Ability Points to afford most choices on his Combat, Signs, and Alchemy skill trees as well as possessing his iconic alchemical recipes. As a result, his level and stat block are very high in comparison to other builds I’ve done. Lower-powered versions of Geralt not yet at the end of his career will likely have more focused builds with less talents, so I made sure that the only Legendary Talent I took was the Fencing sphere’s Parry Anything (5th level). I chose Prodigy on account that it allows for free selection of both magical and martial sphere talents, and I needed a good amount of both for an authentic Geralt. In terms of his magical abilities I made a new Casting Tradition, detailed below. Geralt and most Witchers aren’t magical specialists, relying upon five simple Signs, or spells, that can be used quickly in combat. The Aard and Igni signs were easy to simulate via the Destruction sphere, particularly the Fire blast type and various movement and prone-inflicting blast types such as Kinetic and Confining. Yrden could be flavored as the Universal sphere’s Glyph talent combined with Destruction talents (particularly Slowing) and the Time sphere’s Time Freeze talent. Quen was the hardest to replicate on account that there’s no “auto-negate damage from the next hit” type of effects in Spheres of Power or default 5th Edition for that matter. Thus, I focused on two Protection talents that can reduce incoming damage and damage attacking enemies in turn to give the best equivalent effects. For Axii I relied upon a few Mind talents, ones which could manipulate targets for out of combat and utility use (Enthrall and Suggestion) and one which can turn enemies on each other (Confusion). For the Axii ability to stop a creature in its tracks, the Slowing blast type (which coincidentally was gained via the Time sphere) has an Augmented version that can stun targets. For combat talents, I wanted medium armor proficiency to give Geralt a respectable AC, and also let him be good at throwing alchemical items to simulate his “bombs” so I chose the aptly-named Bombardier Training. Fencing was a good choice in that it gave good options for him to knock enemies prone non-magically via Ankle Strike and can parry enemy attacks via the Parry and Riposte and Parry Anything talents. Scout was my next choice as it granted the incredibly useful ability to learn of enemy weaknesses and resistances, a necessity for any Witcher worthy of the title. For the specific talents, Target Weakness and Track the Scene reflect abilities Geralt could do in the video games. For the Prodigy class’ Expertise feature I assigned the two skills to Investigation and Perception, reflecting Geralt’s keen senses and eye for detail. Finally, Alchemy is Geralt’s most-invested sphere. Thanks to the Intuitive Combatant feat and the bonus talents from the Battleborn subclass, Geralt is by no means limited to the talents provided. Swapping out certain Alchemy talents for others he doesn’t currently know, such as Alchemist’s Fire for Flash Powder, represents him preparing different types of poisons, bombs, and concoctions during rest periods to fit the situation. He can even assign such talents to non-Alchemy sphere talents if so desired. In an odd way that’s in keeping with the video games, as there are special potions which can be purchased and drunk to retrain one’s skills. But onto Alchemy proper, I focused on the talents in keeping with some of the more well-known alchemical items seen in the games. Salve represents the healing Swallow, while Alchemist’s Fire represents Dancing Star. The Basic Poison along with Specialized Venom represents various oils Geralt coats his blade with in order to better harm monsters.* Those aforementioned talents, combined with Gaseous Application can represent gas-based bombs such as Dragon’s Dream and Devil’s Puffball. Thunderstone represents the Samum bomb, and Performance Enhancer can represent various physically-minded decoctions that grant a persistent buff. Switching one’s Alchemy talents around can further simulate other choices, such as Alchemical Ice for Northern Wind, Flash Powder for Zerrikanian Sun, and even the Bomb Legendary Talent for Grapeshot! *and Scout’s Track the Scene can be a good reflavoring of this as well. But all of these options come at the expense of Ability Score Increases. Although partially made up for via some very powerful weapons and armor, Geralt’s highest ability score is his 16 Constitution, with Strength and Intelligence both 14. While his high level makes him rather powerful, he does punch a bit below his weight class in several areas. [CENTER][B]Talent Progression by Level[/B][/CENTER] Level 1 Prodigy: Alchemy (Basic Poison, Salve, +1 talent from tool proficiencies), Destruction ([confining], fire, sculpt, +1 talent from Protection sphere), Equipment (Armor Training), Fencing, Protection (Obstruction, Punishment, +2 talents from Variant), Scout (Target Weakness, +1 talent from skill proficiency), Universal (Glyph, Quicken, +2 talents from Boon); Level 2: Alchemy (Alchemist’s Fire, +1 talent from subclass), Destruction (frightful, +1 from Mind sphere), Mind (Enthrall) Level 3: Mind (Expanded Charm) Level 4: Alchemy (Thunderstone, +1 talent from Intuitive Combatant feat), Destruction (slowing, +1 talent from Time sphere), Time (Adjusted Frequency) Level 5: None Level 6: Destruction (Extra Blast Type [Bludgeoning, Kinetic, Warding]) Level 7: Scout (Track the Scene) Level 8: Fencing (Ankle Strike, Parry Anything, Parry and Riposte, +2 talents from Combat Training feat) Level 9: None Level 10: Alchemy (Performance Enhancer, +1 talent from subclass), Mind (Confusion) Level 11: Alchemy (Specialized Venom [Constructs, Elementals, Undead]) Level 12: Alchemy (Gaseous Application), Mind (Suggestion, +1 talent from Magical Expertise feat), Universal (Mass, +1 talent from Magical Expertise feat) Level 13: None Level 14: Time (Time Freeze) Level 15: Bombardier Training [B]Edit:[/B] As Geralt doesn't possess any of the Universal packages tied into the relevant Destruction blast types, he doesn't get a bonus blast type from that sphere. [IMG]https://i.imgur.com/Kcdr4CD.jpeg[/IMG] [URL='https://www.deviantart.com/warrior-of-zelda/art/The-Witcher-Wolf-Medallion-780386509'][B]By Warrior of Zelda on Deviantart[/B][/URL] [B]New Race: Witcher Ability Score Increase:[/B] Your Constitution score increases by 2 and your Intelligence score increases by 1. [B]Age:[/B] Witchers are theoretically immortal, although their dangerous lifestyles means that virtually all of them die from violence or acts of nature within the first few centuries at most. They reach maturity in line with their original species before the Trial of the Grasses. [B]Alignment:[/B] Alignment is dumb and doesn’t map well onto the world of the Witcher. [B]Size:[/B] The majority of Witchers are transformed humans, with a few of elven origin and no known dwarves, halflings, or monsters. Your Size is Medium. [B]Speed:[/B] Your base walking speed is 30 feet. [B]Darkvision:[/B] You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only in shades of gray. [B]Witcher School Training:[/B] You have proficiency with the longsword, rapier, scimitar, and shortsword. [B]Tool Proficiency:[/B] You gain proficiency with your choice of either alchemist’s supplies or poisoner’s kit. [B]Monster-Wise:[/B] You have proficiency in Arcana and Nature. [B]Resilient Physique:[/B] You are immune to all forms of disease and have advantage on saving throws versus effects that cause poison damage or the poisoned condition. [B]Languages:[/B] You can speak, read, and write Common and one other language of your choice. [B]Casting Tradition: Witcher Signs Key Ability Modifier:[/B] Intelligence [B]Bonus Spell Points:[/B] None [B]Bonus Magic Talents:[/B] Choose two: Destruction, Mind, or Protection [B]Boons:[/B] Metasphere Specialist*; [B]Drawbacks:[/B] Magical Signs, Somatic Casting 1; [B]Variants:[/B] Limited Protection (Aegis only), Protected Soul *Witchers typically take the Glyph and Quicken talents, the former to simulate Yrden and the latter to allow quick follow-up attacks after using a Sign. [B]Martial Tradition: Witcher Schooling Key Ability Modifier:[/B] Intelligence [B]Bonus Talents: Equipment sphere:[/B] Armor Training [B]Alchemy sphere Scout sphere Variable:[/B] Witchers gain one talent in line with their school: the Berserker sphere (Bear), the Fencing sphere (Wolf), the Scoundrel sphere (Viper), Equipment’s Crossbow Expert (Bear or Viper), or Scout’s Heightened Awareness (Griffin). [/QUOTE]
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