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290264-Sample.Pdf Sample file Guide of the Dying ome psychopomps guided by certain spirits become death reaper, the personified force of Death Smell 6th-level Guide of the Dying feature death. A guide of the dying spends his life You are aware when a creature is nearly to death. When a searching people to kill that are near to their creature you are fighting has half hit points or fewer, your death, not because of madness or pleasure of attack rolls can score a critical hit with a result of 19 and 20. killing, but to make sure the death take its course. Also, when a creature has 1/3 or fewer hit points, you add Your spirit could be the soul of a druid or cleric S your Charisma modifier to your hit rolls. trapped in the ethereal plane from where he continues maintaining the world balance. Eternal Hunt Dying Features 10th-level Guide of the Dying feature When an enemy is affected by your soul bind feature, it suffers Psychopomp 1d8 extra necrotic damage when you hit with an attack. Also, Level Feature a bound enemy loses 10 feet of movement if it moves away Dying Spells, Detect Life , Intimidating from you. At level 14th the extra damage increases to 2d8. 1st Presence 6th Death Smell Chill Aura 14th-level Guide of the Dying feature 10th Eternal Hunt You emanate an oppressive death aura of 30-feet-radius. 14th Chill Aura While an enemy creature is inside your chill aura, you can use your soul bind feature as bonus action on that creature. A bound creature that starts its turn inside the aura suffers Dying Spells necrotic damage equal to your Charisma modifier. Also, as You gain dying spells at the psychopomp levels listed in the reaction to a creature inside your aura that casts a healing Guide of the Dying Spells table. spell, you can halve the healing result. Guide of the Dying Spells table Spell Level Spell 1st hunter's mark 3rd mind spike 5th slow 7th shadow of moil 9th enervation Detect Life 1st-level Guide of the Dying feature You can magically sense the presence of living creatures up to 120 feet away. As an action for 1 minute you know the general direction they're in but not their exact location. You can use this feature a number of times equal to your Wisdom modifier per long rest. Intimidating Presence 1st-level Guide of the Dying feature You learn the chill touch cantrip and gain proficiency in Charisma (Intimidate) skill. While you are not wearing any armor, your AC is equal to 10 + your Charisma (Intimidate) modifier. You can add just one time your proficiency to calculate this special AC, and you can use a shield and still gain thSampleis benefit. file 1 Guide of the Dying Medium (any humanoid), any but usually neutral Armor Class 16 Hit Points 55 (8d8 + 8) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 13 (+1) 10 (0) 18 (+4) 16 (+3) Saving Throws Wisdom +7, Charisma +6 Skills Intimidate +6, Perception +7 Senses passive Perception 17, can see in the ethereal plane up to 30 feet Languages Common, telepathy (only with undead spectral creatures) Challenge 8 (3,900 XP) Spellcasting. The psychopomp is a 9th.level spell caster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The psychopomp has the following psychopomp spells prepared: Cantrips: soul bolt*, chill touch 1st level (4 slots): hunter's mark, spiritual armor*, guiding bolt 2nd level (4 slots): mind spike, darkvision, spiritual weapon, soul anchor* 3rd level (4 slots): slow, fear 4th level (2 slots): shadow of moil Detect Life. The psychopomp can magically sense the presence of living creatures up to 120 feet away. It knows the general direction they're in but not their exact locations. Special Equipment. the psychopomp can own one or more gifts of the death. Death Smell. When a creature the psychopomp is fighting has half hit points or fewer, psychopomp's attack rolls can score a critical hit with a result of 19 and 20. When a creature has 1/3 or fewer hit points, the psychopomp add his Charisma modifier to hit rolls. Actions Scythe. Melee Weapon Attack: +6 to hit, 5 ft., one target. Hit: 1d6 + 3 piercing or slashing damage, 1d8 + 3 piercing or slashing damage (two hands). Reactions Soul Bind. as reaction to an ally that suffers damage, the psychopomp protect that ally from 6 damage. *ThesSamplee spells are described in the psychopomp class pdf file 2 d20 Playing Card Card Gifts of the Death 1 Ace of diamonds Infected Death Touch 2 King of diamonds New Flame +1 weapon (scythe), uncommon The blade of this scythe releases a faint black smoke. When 3 Queen of diamonds Suffering you hit a creature, the weapon inflicts 1d6 extra necrotic 4 jack of diamonds Cursed damage on hit. 5 Two of diamonds Eclipse Halo of Shadows 6 Ace of hearts Evil Eye Wondrous item, uncommon (requires attunement) 7 King of hearts White Skull A creature wearing this cape has advantage on death saving throws. Once per day when the wearer's hit points fall below 8 Queen of hearts Pestilent its half, the wearer gets temporary hit points equal to 10 + his 9 Jack of hearts Dying Flame level. These temporary hit points last 1 hour. 10 Two of hearts Balance Amulet of Living Finger 11 Ace of clubs Penitent Wondrous item, rare (requires attunement) This amulet is a living and wrinkled finger of a lich, it has 10 12 King of clubs Black Skull charges for the following properties. The amulet regains 1d8 13 Queen of clubs The Pact + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the amulet loses all other properties 14 jack of clubs Destiny and replace the wearer's finger giving him an indefinite 15 Two of clubs Sleepy madness (page 260 on the Master's Guide). This madness can be removed by cutting this finger from its owner. 16 Ace of spades Violent While holding this amulet, you can use an action to expend 1 17 King of spades Punisher or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: false life (1 18 Queen of spades Leech charge), animate dead (3 charges), contagion (5 charges), 19 Jack of spades Blasphemous finger of death (7 charges). 20 Two of spades Hunt Deck of many Deaths Natural 1 joker (with TM) Life Wondrous item, legendary This set of 22 cards emanates a powerful aura of necromancy Natural 20 joker (without TM) Death and is usually owned by those deathbringer creatures, for Balance. Death spares you, however you must kill a better or worse. The deck is always inside a skull, an extra humanoid creature (with an Intelligence equal or higher of 10) dimensional container connected to the shadowfell. within 24 hours. If you fail, during midnight of each day the When the deck of many deaths is used, the stakes is usually a character must make a DC 25 Wisdom saving throw, on a life. A player must roll a d20 (or draw a card from a real deck) failed save the character dies instantly. to draw a card and depending on the result, it gains a Black Skull. You gets a permanent failed death saving throw. successful or failed death saving throw. The game ends when Blasphemous. If you stay for more than 12 hours in one a player obtains three successful or failed death saving throw. place, a terrain of 120-feet-radius centered on you becomes If a player survives, it maintains all curses obtained from desecrated by your presence. A creature that dies in this drawn cards. A curse obtained in this way can be removed desecrated area revives as a zombie 1d4 hours later. only by a wish spell. Cursed. Plants within 5 feet of you die instantly. A card returns to its extra-dimensional space when the curse Death. You lose 10 maximum hit points. is applied and can't be drawn again until the owner don't kill a Destiny. Each time a creature dies within 10 feet from you, humanoid. So, if 5 cards are used, the owner must kill 5 you suffer 10 necrotic damage that ignore any resistance and humanoids. immunity. Using dice. if you use the d20 to draw a card, on a result of 1 Dying Flame. If you die, you can't be revived if not by a wish or 20 a player also draw the joker (roll a d6: 1-3 is the Life spell. card, 4-6 is the Death card). These results does not count as Eclipse. Chose day or night. You are alive in the chosen part double success or failure. of the day, and death in the other one. In this way, a dead player is considered under the effect of gentle repose spell. Evil Eye. Creatures within 30 feet from you have disadvantage on death saving throws. This disadvantage wins on any advantage. Hunt. Each night, one or more creatures of the shadowfell spawn in the material plane and hunt you. SampleInfected. You gain weakne ss to onfilee type of damage chosen by the DM. 3.
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