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HolySword

Holy Sword

The sword is the embodiment of war, and its soul is combat itself. The magic of the sword is more elegant than any wizard's spell in its ability to destroy flesh, fortification, or morale. All swords are associated with the Holy Sword school. Holy Sword's primary ability score is charisma, and its skill is martial lore.

1st
  • Holy Shrapnel – Strike – Make a ranged spell attack against a foe within 20 feet, on a success, you deal your weapon's damage plus your charisma modifier. Regardless of success, a 10ft burst emanates from the target, dealing 1d6 radiant damage to it and all foes within range, and the affected area is treated as if caltrops were spread. These caltrops deal 1d6 points of radiant damage instead of their normal damage. You may spend inspiration on this technique, increasing the radiant damage by +1d6 per point spent, and the area of effect by 5 feet per 2 inspiration points spent.
  • Martial Furor – Stance – Whenever you strike a foe, you may heal yourself or an ally within 10 feet for HP equal to your average proficiency bonus.
  • Nightblade – Strike – Make a ranged spell attack against a foe within 20 feet, on a success, you deal necrotic damage equal to 1d8 plus your charisma modifier, and you heal that amount in return. You may spend inspiration on this technique, increasing the necrotic damage by +1d8 per point of inspiration spent.
  • Stasis Sword – Strike – Make a ranged spell attack against a foe within 20 feet, on a success, the foe and creatures within 5 feet take lightning damage equal to 2d8 plus your charisma modifier, and must make a wisdom save or have their speed reduced to 0 for 1 round. You may spend inspiration on this technique, increasing the lightning damage by +1d8 per point of inspiration spent.
    2nd
  • Shield Cracker – Strike – If your foe is using a shield, you deal +2d8 points of damage on a successful attack, and the foe must make a dexterity save or lose any armor bonus from their shield for 3 rounds.
  • Wind Blade – Strike – You deal slashing damage equal to 2d6 + the higher of your charisma, dexterity, or strength modifier in a 20 foot line. Creatures within this line must make a dexterity save or take an additional +2d8 points of force damage. You may spend inspiration on this technique, increasing the line's length by 10 feet, the slashing damage by +1d6, and the force damage by +1d8.
    3rd
  • Lightning Blade – Strike – Make a spell attack against a foe within 30 feet. On a success, the foe takes 3d8 points of electricity damage, plus additional damage equal to your charisma modifier. Regardless of success, a clap of thunder is released in a 10 foot burst centered on the target, dealing 3d8 points of sonic damage to all creatures within the area; a successful constitution save halves the sonic damage. You may spend inspiration on this technique, increasing the electricity and sonic damage by +1d8 each per point of inspiration spent.
  • Shellburst Stab – Strike – If your foe is wearing armor when you make your attack, you gain advantage to your attack roll, deal +3d8 points of damage on a successful attack, and the foe's armor bonus is reduced by 1 (up to a maximum reduction equal to the bonus granted by the armor).
  • Twilight Slash – Boost – Your next attack deals an additional +2d8 necrotic damage and heals you for half that amount.
  • Zealous Resolve – Stance – Each round, you gain temporary hit points equal to your charisma modifier. You are immune to fear effects, and gain advantage on saves against charm, death, and sleep.
    4th
  • Holy Explosion – Strike – You deal radiant damage equal to 5d6 + your charisma modifier in a 30 foot line, afterward, affected creatures gain vulnerability to radiant damage. A successful wisdom save halves this damage, and negates the vulnerability effect.
  • Shatterblade – Boost – All foes you successfully attack with a weapon or spell attack until the start of your next turn take disadvantage to all attack rolls for 3 rounds.
  • 'White Nova – Strike – You deal radiant damage equal to 2d6 + your charisma modifier in a 15 foot burst centered on yourself. Foes within the burst are pushed back 5 feet, and must make a charisma save or take an additional 4d8 points of force damage.
    5th
  • Champion's Presence – Stance – Allies within 30 feet of you deal bonus radiant damage on attack rolls whenever you use a strike technique, equal to the highest level technique used. This bonus persists for 1 round. Allies other than yourself within range also gain advantage on saves against charm.
  • Dawn's Arrival – Boost – Your next attack deals +3d8 radiant damage, and heals you and allies within 30 feet of the target for half that amount.
  • Rulebreaker – Strike – You attempt to dispel a magical effect on the target, as if using dispel magic as a 5th level spell. If successful, you may choose to deal 3d8 points of electricity damage to the target. You may spend inspiration on this technique, increasing the spell level of dispel magic by 1 per point of inspiration, and the electricity damage by +2d8 per point of inspiration spent.
    6th
  • Holy Sword – Stance – All of your attacks deal +2d6 points of electricity damage, and all of your strikes are automatically enhanced as if by +1 point of inspiration (including over your normal limit).
  • Radiant Orb – Strike – You cast flaming sphere as if it were a 6th level spell, but its damage is half electricity and half radiant instead of fire.
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Page last modified on February 14, 2023, at 12:11 AM