Jump to content

Talismancer


jokomaisu

207 views

Talismancer
Instead of Madame Jinx or some fiendish patron, certain warlocks draw power from celestial essences scattered throughout the earthly world, similar to shooting stars, but with extraordinary powers. From another point of view, those who manage to obtain, by chance or thanks to studies and research, one of these astral talismans acquire prodigious mystical powers that make them real warlocks, albeit linked to celestial powers.

The name that these astral talismans have for the holders of these divine and arcane secrets is Enchiridion, or "that which one carries in hand" because these talismans are grafted into the palm of the bearer in order to work, and from there they release their powers. These mystical essences are rare and appear in the earthly world in the form of brilliant and perfect gems of various colors and shapes. Gathering and entering into mystical communion with an Enchiridion immediately gives supernatural powers to formerly ordinary individuals, but also to gifted, marionettes, and members of any other race. The fusion of the Enchiridion with the talismancer is so profound and recondite that the warlock can no longer detach from it, as that would cause their death.

The celestial talismans known as Enchiridia are sentient mystical objects of great power that share their mystical faculties with their bearer, giving them more and more power as they acquire inner strength and earthly abilities. Their nature is shrouded in mystery, but it is almost certain that they are of angelic, divine, or celestial origin, objects fallen to the ground from the Firmament, or trafficked from one end of the world to the other after being created in the blessed forges of Urania.

Talismancers who have fused with an Enchiridion and feed on its power are not required to always use it in a benevolent and luminous way, but it is also true that the resonance between talisman and bearer may not last long if they do not share the same alignments and ideals.

 

The Talismancer Table

Level Proficiency
Bonus
Features Cantrips
Known
Spells
Known
Spell
Points
Spell
Level
1 +2 Angelic Fervor, Chosen Bearer, Eldritch Ray, Enchiridion Expanded Spells, Pact Magic 2 2 2 1st
2 +2 Agonizing Blast, Eldritch Sight 2 3 4 1st
3 +2 Pact of the Blade, Otherworldly Leap 2 4 6 2nd
4 +2 Ability Score Increase, Courts of the Outer Realms 3 5 8 2nd
5 +3 Extra Blast, Whiff of the Beyond 3 6 10 3rd
6 +3 Angelic Intercession, Eldritch Elementalism 3 7 11 3rd

Class Features
As a talismancer you gain the following class features.

Hit Points
Hit Dice: 1d8 per talismancer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per talismancer level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Gaming set (any)
Saving Throws: Intelligence, Wisdom
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment
You begin the game with 110 silver which you can spend on your knave's starting weapons, armor, and adventuring gear. You can only purchase shoddy quality equipment.


Level 1


Angelic Fervor
You gain the ability to invoke the Enchiridion's power to aid you in battle. You have one of the following benefits:

Enchiridion's Fury
When you hit a creature with a weapon attack, you can decide to infuse your weapon strikes with the Enchiridion's fury to cause the attack to deal additional radiant damage to the target, in addition to the weapon damage. The additional radiant damage dealt is equal to your Charisma modifier. Also, you can choose to use spell points to deal an extra 1d8 damage to the target for each spell level expended.

Enchiridion's Blessing
When you are hit by an attack you can use your reaction to release a wave of invigorating energy. You and all other friendly creatures within 10 feet of you gain temporary hit points equal to your Charisma modifier. You can choose to spend spell points to add an extra 1d8 temporary hit points for each spell level expended.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.


Chosen Bearer
You acquire the training necessary to fight effectively and skillfully in battle. You gain proficiency with medium armor, shields, and martial weapons.


Eldritch Ray
You can use an action to create a deadly beam that strikes a creature within 120 feet. Make a ranged spell attack against the creature, dealing 1d10 force damage on a hit.


Enchiridion Expanded Spells
The Enchiridion 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.

Table: Talismancer Expanded Spell List

Spell Level Spells
1st bless, shield of fate
2nd exorcism, searing smite
3rd angelic emanation, daylight

Pact Magic
With care, practice, and dedication you have learned how to best siphon and channel the otherworldly powers you’ve gained from your patron. 

Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Talismancer table.

Spell Points
The Talismancer table shows how many spell points you have. To cast one of your warlock spells of 1st-level or higher, you must spend a number of spell points dependent on the spell’s level, shown on the table below. You can also cast a spell you know at a higher spell level by spending the appropriate number of spell points. The maximum spell level you can cast is shown in the Spell Level column of the Talismancer table. You regain all expended spell points when you finish a short or long rest.

Table: Spell Points

Spell Level Spell Points
1st 2
2nd 3
3rd 5

Spells Known of 1st-Level or Higher
You know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Talismancer table shows when you learn more warlock spells of your choice. Each of these spells must be of a level that you are able to cast. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st- or 2nd-level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level that you can cast.

Spellcasting Ability
The manner in which you pursue ever greater power from your patron is defined by the nature of that pursuit: through wit, devotion, or fervor. Choose Intelligence, Wisdom, or Charisma to be your spellcasting ability. Once you make this choice, you cannot change it. You use the chosen ability whenever a spell refers to your spellcasting ability. In addition, you use that ability modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your chosen ability modifier

Spell attack modifier = your proficiency bonus + your chosen ability modifier 

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.


Level 2


Agonizing Blast
When you use your Eldritch Ray, you deal extra damage equal to your spellcasting ability modifier.


Eldritch Sight
You can cast detect magic without spending spell points.


Level 3


Pact of the Blade
You can use your action to conjure in your empty hand an armament bestowed with power: a pact weapon. Choose any simple or martial weapon when you conjure your pact weapon. You are proficient with it while you wield your pact weapon, and you can use your spellcasting ability for attack and damage rolls with it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again if you dismiss the weapon (no action required), or if you die. 

By performing a 1 hour ritual while holding a magic weapon or rare weapon, you can transform it into your pact weapon. If this weapon has a bonus to attack or damage rolls, or if it deals bonus damage, you can apply these to your Eldritch Ray. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the ritual on a different weapon, or if you use a 1 hour ritual to break your bond to it. The weapon is collected by your patron if the bond breaks while it is in the extradimensional space.


Otherworldly Leap
You are under the constant effects of the jump spell. This effect does not emit a magical aura.


Level 4


Ability Score Improvement
You can increase one ability score of your choice by 2, or increase two ability scores of your choice 1. As normal, you can’t increase an ability score above 20 using this feature.


Courts of the Outer Realms
Choose one creature type from the following: aberration, celestial, elemental, fey, fiend, or undead. You are familiar with the intricacies of society and politics among those creatures, and you have advantage on checks made to interact with them or recall lore about them.

Additionally, you gain proficiency with your choice of either Arcana, Culture, History, or Religion.


Level 5


Extra Blast
When you use your Eldritch Ray as part of your action on your turn, as long as you make no weapon attacks you can attack twice instead of once.

This feature otherwise counts as Extra Attack (for the purpose of qualifying for feats, spell effects, and the like).


Whiff of the Beyond
You automatically know when an aberration, celestial, elemental, fey, fiend, or undead creature has been in a space within 30 feet of you within the past 24 hours, though not which type of creature triggered this invocation.

Additionally, you gain a knack die on Perception checks, and you have advantage on checks made to track these creatures.


Level 6


Angelic Intercession
When you are reduced to 0 hit points but not killed outright, your patron's energies flow from its body to both support you and your allies and punish your enemies. You and any other friendly creature within 30 feet of you regain hit points equal to 2d8 + your Charisma modifier.

Each enemy creature within 30 feet of you must make a Wisdom saving throw. On a failed save, the target takes radiant damage equal to 2d8 + your Charisma modifier, or half as much damage on a successful one. Once you use this feature, you can't use it again until you finish a short or long rest.


Eldritch Elementalism
When you use your Eldritch Ray, you can spend 1 spell point to choose acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder damage. Until you complete a short or long rest, your Eldritch Ray deals your choice of force damage or the chosen damage type.


Edited by jokomaisu (see edit history)

0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...