Dillon Dark Sun Rules These Are the Rules I Found from Some Guy
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Dillon Dark Sun Rules These are the rules I found from some guy Dillon on Roll20. They look decent enough to more or less copy. Class Changes Warlock New patron: Sorceror-King. The Sorcerer-King Your patron is one of the sorcerer-kings, powerful defilers and tyrant rulers of the city-states. Work out with your DM whom you serve, and in what city. Expanded Spell List The Sorcerer-King lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Sorcerer-King Expanded Spells Spell Level Spells 1st bane, command 2nd detect thoughts, zone of truth 3rd protection from energy, sending 4th compulsion, dominate beast 5th dominate person, hold monster Tyrant Presence Starting at 1st level, your patron bestows upon you the ability to project its overwhelming and fearsome presence. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all frightened by you until the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest. King’s Ward At 6th level, you learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest. Thought Shield Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do. Create Thrall At 14th level, you gain the ability to infect a humanoid’s mind with the psionic power of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence. Cleric There are no gods on Athas, but there are elementals. Air, water, fire, earth. Proficiencies As presented in the PHB, but replace Religion skill for Nature. Channel Energy The Channel Divinity feature is renamed as Channel Energy. Other than that, this feature works as presented in the PHB. Primordial Intervention The Divine Intervention feature is renamed as Primordial Intervention. You call for the intervention of a powerful being of the element you worship, instead of a deity. Other than that, this feature works as presented in the PHB. Air Domain Air Domain Spells Cleric Level Spells 1st fog cloud, thunderwave 3rd gust of wind, shatter 5th call lightning, thunder step 7th otiluke's resilient sphere, storm sphere 9th control winds, destructive wave Bonus Proficiencies At 1st level, you gain proficiency with martial weapons and heavy armor. Wrath of the Storm Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. Channel Energy: Destructive Wrath Starting at 2nd level, you can use your Channel Energy to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Energy to deal maximum damage, instead of rolling. Thunderbolt Strike At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you. Elemental Strike At 8th level, you gain the ability to infuse your weapon strikes with elemental energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8. Stormborn At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors. Earth Domain Spells Cleric Level Spells 1st earth tremor, entangle 3rd earthbind, spike growth 5th erupting earth, meld into stone 7th stone shape, stoneskin 9th conjure elemental**, transmute rock **only earth elemental Bonus Proficiency At 1st level you gain proficiency with heavy armor and martial weapons. Bonus Cantrip When you choose this domain at 1st level, you gain the mold earth cantrip if you don’t have it already. Channel Energy: Hard as Rock Starting at 2nd level, you can use your Channel Energy to make yourself hard as a rock to withstand upcoming harm. When you are about to receive damage, you can use your reaction to get resistance to all damage except poison and psychic damage. Also if the attack would knock you prone or push you back instead you stay standing where you are. Dampen Elements Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage. Crushing Strike At 8th level, you gain the ability to infuse your weapon strikes with uncanny strength. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target. When you reach 14th level, the extra damage increases to 2d8. Endurance At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Fire Domain Spells Cleric Level Spells 1st burning hands, faerie fire 3rd flaming sphere, scorching ray 5th fireball, protection from energy 7th fire shield, wall of fire 9th flame strike, immolation Bonus Cantrip When you choose this domain at 1st level, you gain the produce flame cantrip if you don’t already know it. Warding Flare Also at 1st level, you can interpose a burning light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. Channel Energy: Fires of the Dawn Starting at 2nd level, you can use your Channel Energy to harness sunlight, banishing darkness and dealing fire damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes fire damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected. Improved Flare Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you. Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Corona of Light Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage Water Domain Spells Cleric Level Spells 1st create or destroy water, ice knife 3rd misty step, snilloc's snowball swarm 5th tidal wave, wall of water 7th blight, watery sphere 9th cone of cold, maelstrom Bonus Cantrip When you choose this domain at 1st level, you gain the ray of frost cantrip if you don't already know it. Ice Shield Also at 1st level, you can protect yourself with ice. When a creature hits you with an attack or spell that you can see, you can use your reaction to encase yourself in ice. You gain temporary hit points equal to half your cleric level (rounded up) plus your wisdom modifier possibly negating the incoming damage. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. Channel Energy: Waters of Life Starting at 2nd level, you can use your Channel Energy empower your healing spells.