Hi
everyone. This conversion has been something of a long build.
Difficulties coming up with powers/abilities for a class inspired off of Final
Fantasy XV's "Noctis Lucis Caelum".
Then of course there was settling on a class name. Originally I was thinking
of calling the class the Displacer...but after some thinking here at the end
and seeing how Noctis's companions are known as the King's Glaive, I decided on
calling the class Demiglaive. This means that characters of this class
are the Glaives of the gods.
It also doesn't help matters that life has been busy of late, so finding time
to play Final Fantasy XV and draw inspiration from the characters, and their
abilities, hadn't been easy. But I'm all done now and so here it is.
DEMIGLAIVE
A lone human stands against a horde of enemies. He smiles as an array of ethereal, crystal
like, weapons appear around them. Flying
with his array of weapons at his disposal, the man brings all the weapons to
bear on those that surround them, cutting through his enemies like they were
nothing. But after a few minutes the man
landed and the array of weapons vanished, save but one which he grabbed,
solidifying it from its ethereal form.
He vanished, suddenly appearing at his next foe with the blade sunk into
its their chest. He continued appearing
and disappearing from foe to foe with his enemies only getting the casual swipe
at him as he would be standing in one spot and then just off from where he had
been thought to be.
As the battle wore on, his eyes started to glow faintly,
the gods had seen his dilemma and were willing to assist him. He welcomed the help, and in that moment a
massive hand descended out of nowhere, scooping him up. The gods had sent their agent, who lifted the
man out of harms way. With another
gesture the being called down lightning, cascading across the entirety of the
battle field. In a similar manner, the
being put the man back on the ground.
His enemies were decimated, though several still remained standing in
the face of the onslaught. The damage,
however, was massive as fires and scorched earth covered the area.
Summoning his blade once more, the man advanced as he was
ready to finish his work. Such was the
task for those chosen by the gods to be Demiglaives.
THE CHOSEN ONE
Chosen at birth for greatness by the gods, this is a
phrase many would wish to be bestowed.
Some bestow this phrase upon themselves, others may do so by using magic
to pear into the future to look upon the deeds that a child may
accomplish. For a Demiglaive, however,
the phrase is very much true. A Demiglaive is one who was chosen by the gods to
perform great deeds, whether heroic or otherwise. Upon coming of age, the chosen one is able to
displace themselves and items.
The Demiglaive is a champion of the gods, and is one of
the few beings who is ever being watched by them. The gods will allow the Demiglaive to live
their life to a degree, but a life extraordinary will always be their calling
and they may one day be called upon by the gods to quest for them. The speed of the Demiglaive is greater than
that of most beings, and an ability to teleport or displace themselves is how
the Demiglaive moves about and survives their encounters.
ANOINTED BY THE
GODS
While there are some beings who are also chosen by the
gods, and have their eyes upon them, an exceptionally fewer number of such
beings are ever chosen to be Demiglaives.
A Demiglaive never really appears out of place in a crowd. Their weaponry is never carried out in the
open, and this allows them to easily pass through checkpoints, or even not
alert magic users who may have certain spells up that they have weapons. The weight of the responsibility that they
bear, is one that does not escape the Demiglaive as they know that at anytime
the gods may come calling for them to take up their cause.
CREATING A DEMIGLAIVE
When creating a Demiglaive character, you need to think
about why the gods chose you to be their champion. Is there some great threat looming in the
horizon, or are you simply the next in a long bloodline of those who have been
favored by the gods? Are you an ordinary
person, thrust into a larger and more dangerous world, or are you a member of
some royal line who all have been Demiglaives in the past? You will need to speak with your DM about
what is appropriate for your character.
QUICK BUILD
You can make a Demiglaive quickly by following these
suggestions. First, put your highest
ability score into DEX, and follow this up with CHA. Second choose the Folk Hero background.
CLASS FEATURES
As a Demiglaive, you gain the following class features.
HIT POINTS
Hit Dice: 1d10 per
Demiglaive level
Hit Points at 1st Level: 10 + your CON
modifier
Hit Points at Higher Levels: 1d10 (or 6) + your CON modifier per Demiglaive
level after 1st.
PROFICIENCIES
Armor: Light armor, shields
Weapons:
Simple weapons, & martial weapons
Tools: 1 set
of your choice
Saving Throws: DEX, CHA
Skills: Choose two skills from Acrobatics, Arcana,
History, Nature, Perception, Persuasion, Stealth, and Survival.
EQUIPMENT
You start with the following equipment, in addition to
the equipment granted by your background:
·
(a) a long sword or (b) any martial weapon
·
(a) two short swords or (b) any simple weapon
·
An explorer’s pack
CRYSTORIUM ARSENAL
At 1st level, you have access to the crystorium. This is magical means of storing weapons and
other equipment which can be called on when needed. You start with the ability to bond 1 weapon +
your CHA modifier. The bonding process
simply requires you to use an action to put it into your crystorium. Once there, you can summon the weapon or put it
away as an incidental action, and you can swap between weapons for each attack
you can make. You also can throw or drop
the weapon and it will vanish back to the crystorium or reappear in your hand
if you still need to use it. Shields
also apply to this method of storage.
You can only summon forth 2 items at a time however, one for each hand.
At 3rd level, and each additional 3 levels,
you can add 1 more weapon to your crystorium arsenal. This can include magical weapons, though if a
weapon requires bonding then this process is different and does not interfere
with the crystorium. Objects can also be
removed from the crystorium if desired in the same manner in which they were be
added. Weapons stored have no weight
until they are summoned & wielded.
With ranged weapon, the ammo does not count as a weapon
slot, but is part of one weapon. As
such, you can essentially hold a typical allotment of ammo for the weapon as
part of its crystorium storage (this is often just 20 shots). Ammo is also recovered by the crystorium so
it only ever makes sense to have just a few bolts/arrows/bullets on hand. The exception to this is ammo (or an item)
that is destroyed when it is used. In
this case the crystorium does not recover the item.
CRYSTORIUM STORAGE
At 1st level you have the ability to use your
crystorium to store a limited number of items that aren’t weapons. This essentially acts like a pouch or
backpack for this purpose and it takes only a move action to bring out a
crystorium stored item and use it. At 1st
level you can store up to 20lbs of items.
At level 3, and every 3rd level there after you can increase
this storage by 10lbs. Items stored do
not have an actual weight that is applied to the PC until they bring the item
out.
UNARMORED DEFENSE
At 1st level you, when you are not wearing any
armor, your Armor Class equals 10 + your DEX modifier + your CHA modifier. You can use a shield and still gain the
benefits of this.
WARP
At 2nd level you gain the ability to warp. As a move action you can teleport a number of
feet equal to your normal ground movement.
The distance that you can teleport increases by 10ft at levels 5, 8, 12,
and 16. Your teleportation is however
limited to your line of sight.
WARP STRIKE
At 2nd level, when you phase shift, you can
make a warp strike. After you warp, you
can strike your opponent with the charged blade dealing more damage to them
than normal. This adds an extra die of
damage that the weapon deals. You can
only use this ability a number of times equal to your CHA modifier +1 before you
must take a short rest to recover all uses of the ability. At 10th level you can use your
warp strike as a ranged attack. If you
hit, you can teleport a target to be adjacent to you. The target is at disadvantage on attacks
against you after being teleported.
PATH OF THE CHOSEN
At 3rd level, you choose a path that guides
how your Demiglaive powers will evolve.
Choose the Path of Wise, or the Path of the Champion, both detailed at
the end of the class description. Your
choice grants you features at 3rd level and again at 6th,
10th, and 14th levels.
ELEMANCY
At 4th level, you gain the ability to absorb
elemental forces, storing them into simple flasks that you hurl as a grenade to
unleash a magical assault. There are 3
forms of elemancy resources that you can draw upon: fire, ice, and lightning. Sources can be any natural form fire, water,
lighting/electricity (magic spells and enchantments don’t count unless the
magical element is naturally occurring).
The flask itself only needs to be on your person to be filled. You must use an action to draw the source’s
essence and capture it into the flask, but only 1 source at a time. Sources can provide enough essence for 1
flask, or multiple flasks. A campfire
will fill one flask. A water skin will
also fill one flask. An actual lightning
source is drawn from friction, and essentially 10 min must be spent to draw out
1 full flask of lightning from a source of friction (or just an action of a
bolt of lightning just touched down at a spot, or if electricity is common in a
setting). The number of magic flasks you
can create is limited to your WIS modifier +1 (no less than 1). Every 4 levels you gain after acquiring this
will allow you to create 1 additional flask.
Elemancy flasks use a ranged attack to be used and they create the following
effects when thrown as a grenade.
Emptying a flask is as simple as drawing out and dissipating the
element, using an action to do so. When
a flask is used it is destroyed, and opponents can make a DEX save to take half
damage.
·
Fire: The
Fire flask does 2d6 damage to anything in 30ft area, and at the start of your
next turn the targets take damage again.
Every 4 levels the damage increases by 1d6.
·
Ice: The
Ice flask does 1d8 damage to anything in a 30ft area, and targets damaged have
their movement halved until the end of your next turn. Every 4 levels the damage increases by 1d8.
·
Lightning:
The lightning flask does 1d10 damage to anything in a 30ft area, and
until the end of your next turn the target is stunned.
ABILITY SCORE
IMPROVEMENT
When you reach 4th level, and again at 8th,
12th, 16th, and 19th level, you can increase
one ability score of your choice by 2, or you can increase two ability scores
of your choice by 1. As normal, you
can’t increase an ability score above 20 using this feature.
EXTRA ATTACK
Beginning at 5th level, you can attack twice,
instead of once, whenever you take the attack action on your turn.
CRYSTORIUM
EMPOWERMENT
At 5th level, any normal – unenchanted –
weapon you possess is considered a magic weapon for the purposes of overcoming
resistances.
WEIGHT OF DESTINY
At 7th level, the weight of your destiny can
be brought to bear against those you face.
When making a diplomacy, or intimidation skill roll, you roll with
advantage.
WARP ASSAULT
At 9th level you possess the ability to warp
rapidly, allowing you to strike at multiple opponents, or even just one
opponent multiple times. Within your
normal warp range of movement, you may make 1 attack against each enemy there
in, up to a number of attacks equal to your CHA modifier + 1. Against a single target you can make the same
number of attacks as well. This action
cannot be used again until a short rest is taken.
CRYSTORIUM
BROTHERHOOD
At 10th level, you crystorium storage expands
to those who ally with you. You can
designate a number of individuals, up to your CHA modifier +1, who can store up
to 2 weapons of their choice into their own crystorium storage. The weapons are treated as if having no
weight until they are held.
IMPROVED ELEMANCY
At 11th level you gain the ability to cast
mixed elemancy spells. You can now mix
your elements to create the following spells.
Some of these spells allow for saving throws, and the spell save DC is 8
+ your Prof. bonus + your CHA modifier.
All targets of these spells can make a DEX save for half damage.
·
Flare: This is the most powerful fire spell that can
be conjured. The spell deals 8d6 damage
to all targets in a 30ft area. All
targets that take damage also ignite, taking 2d6 damage on each of their turns
until the fire is doused (they can spend an action to put themselves out). It takes a short rest to create 1 flask of
flare, and at least a 4x4 area of nonmagical fire or heat to draw from.
·
Freeze: This is the most powerful ice spell that can
be conjured. The spell deals 8d8 damage
to all targets in a 30ft area. Targets
killed by this become frozen statues until they thaw. Targets not killed suffer from a build up of
ice and frost on their bodies that hamper their movements, imposing a disadvantage
on all STR and DEX saves that they may make until an action can be used to
clear off the build up of ice, or they are hit with a fire spell, or the ice
buildup melts off (a short rest). It
takes a short rest to create 1 flask of freeze, and at least a 4x4 area of
nonmagical water or ice to draw from.
·
Election: This is the most powerful lightning spell
that can be conjured. The spell deals
8d6 damage to all targets in a 30ft area.
Targets wearing metal armor take an additional 2d6 damage. Targets hit by this are also stunned and
remained stunned until they can make a CON save to recover from the effect
(this is rolled at the start of your turn).
It takes a short rest to create 1 flask of election, you gain no rest
from using the short rest as you need to spend the entire time generating some
form of friction.
SHIFTING DEFENSE
At 13th level, when using the dodge action,
you can instead choose to apply your warping abilities to your defense
instead. Against attacks you can take
the dodge action to, you are treated as if you have resistance to the attack,
should it still hit. If you have to make
a DEX saving throw against a spell to take half damage, you take no damage
instead if you succeed.
CRYSTORIUM
BLITZKRIEG
At 15th level, your crystorium arsenal can be
used at an elevated level for a short time.
You can manifest your arsenal into a floating array of weapons circling
around you. On your turn you can strike
an opponent with your full arsenal in melee, or at a range.
·
Melee Strike:
Damage is based upon the weapon with the highest die, but you cannot add
your STR or DEX mod to the damage you deal.
Each weapon that you currently have in your arsenal adds 1 additional
die of damage. If shields are present,
one shield gives its normal benefits. If
a second shield is present, then it imposes a disadvantage to the opponents
attack rolls.
·
Ranged Strike:
Range is 20/60 and figured like that for the melee strike. However, shields add to the damage you deal,
and aren’t reserved for defense.
The crystorium blitzkrieg remains in use for 1 round, per
+1 modifier you have from your CHA score.
After its used you must take a long rest before you can use it
again. And if you make multiple attacks
on your round then you can choose freely between melee or ranged attacks. Extra damage from Divine Weight adds to the
damage here, but you do not gain extra dice for each weapon, just extra dice in
general for the attack. Thus, if you are
rolling 5 dice for weapons, you could add 1 additional die, (or two), for
Divine Weight.
HOLY/DEATH
At 17th level you gain the ability to cast two
special spells, Holy & Death. These
spells are treated as cantrips and have the following effects:
·
Holy: When cast the spell as an action you gain a
bonus action to dodge, if your successful in dodging you deal 3d8 radiant
damage against a single target regardless of them being at a range or in melee
combat with you, and you regain 1d4+1 HP.
This applies only to a single target, even though you retain the dodge
benefit against all attacks against you.
·
Death: A powerful spell that shrivels your foe to
nothing. Each turn you may make a ranged
attack roll on a target. The target must
make a CON save. If they fail the save
they take 3d8 necrotic damage and are at a disadvantage on further CON saves
until the start of your next turn. You
can continue to use this, but the effect to CON does not stack up, it is simply
maintained. A target reduced to 0 HP by
this no longer exists as their body has shriveled to nothing (this is only
countered by creatures/beings who cannot be permanently killed).
CRYSTORIUM ULTIMA
At 18th level you can occasionally call upon
the unequaled might of the gods to help you.
Which god that comes to help you is beyond your control, as well as what
they do to assist you. Typically the god
will unleash an attack that affects all enemies you face. The damage of the attack is negligible as all
targets must instead make a CON save vs. Death, with the DC being the same as
it would be for your elemancy powers. If
they fail the save, they die. If they
succeed, however, then their HP is reduced by half. If the god chooses the heal the player and
their party members then they completely restore all lost HP and resurrect any
fallen party members who were defeated during the current encounter. When a god shows up is typically up to them,
but they often give their assistance when the numbers are against the party –
namely if the party if facing a number of enemies that is at least 2x greater
than their numbers. Generally, the GM
will roll percentiles during the encounter.
The score that they need to roll under for the summon to occur is 5% per
enemy on the field. If an enemy has a
level/CR exceeding that of the parties average then the chance increases by
another 5%. If the roll succeeds once,
the roll continues, increasing by 10%. A
roll is made each turn after the initial success, with each additional success
adding another 10% until 100% is reached.
At 100% the god descends to deliver their help. If one of these rolls fails however, then
only 5% is added to the amount. It is
also possible for the Demiglaive to refuse the god’s help, but the counter is does
not carry over to another encounter.
SHATTER THE
DARKNESS/LIGHT
At level 20 you possess the power to defy evil (or good)
beyond all others. Choose whether this
will apply to evil or good alignments.
When fighting opponents of the chosen alignment type, you have +2 AC
against them, your critical threat range for your attacks against these
opponents is 19-20. Once per day you can
deal +1d8 per +1 modifier you have in your CHA score. This extra damage is of a type that the
target is weak against if they have a weakness to a type of damage.
PATHS OF THE CHOSEN
At 3rd level, you choose a path that guides
how your Demiglaive powers will evolve.
Choose the Path of the Wise, or the Path of the Champion, both detailed
at the end of the class description.
Your choice grants you features at 3rd level and again at 6th,
10th, and 14th levels.
PATH OF THE WISE
There are some Demiglaives who choose to focus their
strengths on their ability to interact wish others and wield their magic with
greater power.
BEARING OF WISDOM
At 3rd level, choose two INT based skill this
will apply to. When making skill rolls
with the chosen skills,
IMPROVED ELEMANCY
FLASKS
At 6th level you can create 2 additional
elemancy flasks. Every 3 levels there
after you gain 1 additional flask that you can create. Also up to 3 of these flasks can be enhanced
by spending double the time to make them.
An enhanced flask deals an extra 2 dice of damage. Additionally, the time it takes to create a
flask is reduced by half once you reach level 12.
VIGILANCE
At 10th level you are more perceptive than
others. When you stand watch, or examine
an area, or study something you have advantage on applicable skill rolls to
detect things. This helps you to find
hidden passages, detect lies, perceive illusions and similar things. You also cannot be surprised while you are
conscious.
MASTERFUL ELEMANCY
At 14th level your ability to wield your
elemancy is far more potent. The damage
of your elemancy spells is increased by 1 additional die, and saving throw DC’s
are increased by 2.
PATH OF THE CHAMPION
Those that choose the path of the champion are
individuals who are willing to take the lead, to be an example, and to be a
symbol for others.
HERALD
At 3rd level you are the herald of the gods,
their chosen champion. Those that have
faith in the gods you serve, are easier to influence than others. You gain advantage on skill rolls made when
interacting with these people. On the
other hand, against those whom oppose the gods you serve you have advantage on
intimidation skill rolls made against them.
You are also a messenger for the gods, and if they have a message they
want conveyed it is your duty to do so.
CHAMPION ARMS
At 6th level you can begin to collect special
weapons known as the Champion’s Arms.
These are weapons wielded by previous Demiglaives, and are made of
crystal. The difference between normal
weapons, enchanted weapons, and champion arms is that champion arms take up no
space in the crystorium arsenal. Each
weapon is treated like a cantrip spell.
You can only have 1 of any type of weapon, like one sword, one axe, one
spear, one lance. You can start with one
weapon – your chosen champion arm, but you must find any others that there may
be.
·
Damage: Upon getting this the damage is 2 dice for
the weapon . This increases by 1 of the
die type at levels 11 and 17. You can
add your level as a Demiglaive to damage rolls made with these weapons as well.
·
Magic: The weapons are always treated as being
magical, and damage is Radiant or Necrotic damage, (your choice). The damage from your level, however, must be
different and can be chosen from any of the other damage types.
·
Sapping
Vitality: The use of champions arms
is not something to take lightly. Each
attack you land saps 1d4 HP from you, though a short rest will restore this.
CHAMPION’S WRATH
At 10th level you can target one foe to visit
your wrath upon. You designate one
opponent that this applies to (or one of the gods you serve can also do this
for you). All attacks made against the
designated target are at advantage. This
effect is retained until either the opponent is slain, or 1 minute has
passed. The effect cannot be transferred
to another target. After a short rest
the effect can be used again.
VANQUISH
At 14th level you gain the ability to vanquish
a foe with one hit. When you attack an
enemy with one of your champion arms, they must make a CON save vs. a
difficulty of 8 + your CHA modifier + your proficiency bonus. If they fail the save, the target is treated
as if they had taken a critical hit, and your roll damage as such. If the attack reduces the targets HP by half
or more, they must make another CON save at disadvantage. If they fail this save they die. If the target succeeds in their first save,
then damage is dealt normally and the vanquish ability is expended. If they succeed in their second save, then
they remain alive. Vanquish can only be
used once per day and is recovered after a long rest is taken.
---------------------------
Well that's it for now folks. I'll start figuring out what to do next. And like always, keep in mind that this conversion is subject to change when needed.