Points de Vie
Maîtrises
Edgelord
| Niveau | Bonus de Maîtrise | Capacités | Edge Dice |
|---|---|---|---|
| 1 | + 2 | Ow the Edge | 1d4 |
| 2 | + 2 | Ow the Edge | 1d4 |
| 3 | + 2 | Ow the Edge | 1d4 |
| 4 | + 2 | Ow the Edge | 1d4 |
| 5 | + 3 | Ow the Edge | 1d6 |
| 6 | + 3 | Ow the Edge | 1d6 |
| 7 | + 3 | Ow the Edge | 1d6 |
| 8 | + 3 | Ow the Edge | 1d6 |
| 9 | + 4 | Ow the Edge | 1d6 |
| 10 | + 4 | Ow the Edge | 1d6 |
| 11 | + 4 | Ow the Edge | 1d8 |
| 12 | + 4 | Ow the Edge | 1d8 |
| 13 | + 5 | Ow the Edge | 1d8 |
| 14 | + 5 | Ow the Edge | 1d8 |
| 15 | + 5 | Ow the Edge | 1d8 |
| 16 | + 5 | Ow the Edge | 1d8 |
| 17 | + 6 | Ow the Edge | 1d8 |
| 18 | + 6 | Ow the Edge | 1d10 |
| 19 | + 6 | Ow the Edge | 1d10 |
| 20 | + 6 | Ow the Edge | 1d10 |
Capacités de Classe
Niveau 1
Niveau 10
Niveau 11
Niveau 12
Niveau 13
Niveau 14
Niveau 15
Niveau 16
Niveau 17
Niveau 18
Niveau 19
Niveau 2
Niveau 20
Niveau 3
Niveau 4
Niveau 5
Niveau 6
Niveau 7
Niveau 8
Niveau 9
Équipement de Départ
Capacités de Classe
Ow the Edge (Level 1)
Beginning at 1st level, you learn to release a physical manifestation of your pain and suffering. As an action you can strike a pose and spit a quick nihilistic one-liner: All creatures in 10ft. must succeed on a Wisdom saving throw or take 1d4 + your Charisma Modifier slashing magical damage. The dice you roll changes as reported on the Edge Dice column.
You gain additional bonuses to this feature at the 5th, 11th and 18th level. Some of your edgelord features require your target ot make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Edgy
This feature's addiitonal abilities are spread into different features for ease of reading and staying consistent to the class table by the converter.
Affinity to Darkness (Level 2)
As an edgelord darkness is your natural environment, you feel safe and at home in the deepest darkness. At 2nd level, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet and add your Charisma modifier to all of your Stealth checks while in darkness or in dim light.
Edgy Stereotype (Level 3)
When you reach 3rd level, you commit yourself to an edgy stereotype, such as the Dark Soul, the Emo, or the Mary Sue. Your stereotype grants you features at 3rd level and again at 9th, 13th and 17th level.
Ability Score Improvement (Level 4)
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Ow the Edge Improvement (Level 5)
When you reach 5th level, your Ow the Edge feature improves as follows:
At 5th level you add your hate to your pain: if a creature fails the saving throw by 10 or more it becomes poisoned for 1d4 minutes.
Shadow Ambush (Level 6)
At 6th level you learn how to travel instantly between shadows. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. All creatures in 10 ft. have disadvantage on saving throws until the end of turn.
The One Who Brings the Darkness (Level 7)
At 7th level you learn how to manipulate the darkness that you love so much. As an action you can make some of the darkness of your soul leak out from your body creating a 10ft. area of dim light centered on yourself. The effect ends after one minute.
Ability Score Improvement (Level 8)
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
Edgy Stereotype Feature (Level 9)
At 9th level, you gain a feature granted by your Edgy Stereotype.
One with Darkness (Level 10)
At 10th level you learn how to temporarily transform your body into darkness. When you are in dim light or darkness, when a creature makes a melee attack against you, you can use your reaction to make your body evanescent and ghost-like, until your next turn you gain 5 AC. You can use this feature a number of times equal to your Charisma modifier per long rest (min 1).
Ow the Edge Improvement (Level 11)
When you reach 11th level, your Ow the Edge feature improves as follows:
At 11th level your inner suffering is so brutal that no one and nothing is truly safe from it: whenever you use this feature its damage ignores all resistances and immunities to magical slashing damage.
Ability Score Improvement (Level 12)
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.
Edgy Stereotype Feature (Level 13)
At 13th level, you gain a feature granted by your Edgy Stereotype.
Edgy Aura (Level 14)
At 14th level you learn how to share your inner pain with others so that they'll understand a little bit of what you experience every day. A sphere of 5 ft. centered on oyu is now filled with your crystallized suffering. Another creature that enters the sphere or starts its turn inside it takes 1d8 + Charisma modifier magical slashing damage.
Life is the Only True Curse (Level 15)
At 15th level you realize that some things are not strong enough to hurt you, especially curses. Your life is already a curse so your body has become resistant to them. As an action you can cast the spell remove curse on yourself or an object you're attuned with.
Ability Score Improvement (Level 16)
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.
Edgy Stereotype Feature (Level 17)
At 17th level, you gain a feature granted by your Edgy Stereotype.
Ow the Edge Improvement (Level 18)
When you reach 18th level, your Ow the Edge feature improves as follows:
At 18th level your words alone are enough to fill the air with unbearable pain and sorrow. Even the creature that tries to run away for you are able to escape it. When you use this feature all the creatures that are able to hear you have to make the saving throw.
Ability Score Improvement (Level 19)
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
Thorns of Pain (Level 20)
At 20th level your soul itself will try its hardest to keep you alive, death would be an easy way out of your damned life. Once per long rest, when your hit points reach 0 and you fall unconscious a cluster of thorny plants with black flowers appears from your chest and expands all around. All other creatures in 100 ft must succeed on a Dexterity saving throw. On a failed save a creature takes 8d6 necrotic damage. At the end of the turn the plants disappear and you regain hit points equal to the damage dealt.
Multiclassage
Prérequis de Multiclassage
{"cha":13}
Maîtrises Acquises
Sous-classes
Capacités de Sous-classe
Dark Soul Stereotype
Dark Soul Stereotype (Level 3)
Years of suffering and pain can easily corrupt an innocent soul. Some edgelords learned to live in symbiosis with the evil that lives within their soul, giving it physical form willing to help them in their struggles. The only thing it asks in return is being able to feed from their damned soul.
Aura of Evilness
Starting from 3rd level your soul emanates a constant aura of evilness. All evil-aligned creatures are friendly to you and won't attack you until you try to harm them first.
The Evil Inside
At 3rd level you learn how to summon the incarnation of your corrupted soul. As a bonus action you can summon a Shadow (the DM has its stats), the Shadow is friendly to you and your allies and it shares your initiative. The Shadow can move in any direction up to 30ft. from you, if you're more than 30ft. away the Shadow will disappear. You can use your bonus action to give the Shadow orders thanks to a telepathic link. The Shadow can use your Ow the Edge feature (use your Charisma modifier). You take all the damage the Shadow would take.
Perpetual Darkness (Level 9)
At 9th level, the Shadow creates an aura of 5ft. radius of darkness to compensate its sunlight sensitivity. All ranged attacks against the Shadow have disadvantage.
Stronger Bonds (Level 13)
At 13th level, the connection between you and the Shadow grows stronger, now your Shadow obtain your spiritual strength. Every time the Shadow rolls a dice you can add your Charisma modifier (min. 1) to the result.
Puppet of Evil (Level 17)
At 17th level your Shadow wants more than just feeding from your soul, it wants the living energy of your enemies. As an action you can command your shadow to control a creature of your choice in 30ft. from you. You can use your bonus action to give the controlled creature orders thanks to a telepathic link. At the start of their turn the controlled creature has to make a Charisma saving throw, on a failed save it takes 8d8 psychic damage and is considered paralyzed for the turn, the posession ends if it passes the save. The Shadow can only control one creature for long rest.
Emo Stereotype
Emo Stereotype (Level 3)
Sometimes inner pain can seem unbearable, so some edgelords decided to control it through physical pain to keep their mind strong. This fight between external and inner pain caused their blood to be soaked with magical power. they think blood is the only thing strong enough to purify their suffering soul.
Purifying Blood
At 3rd level your blood is more powerful than the one of any normal creature being able to protect you from any kind of disease.
Bloody Edge
At 3rd level you can use your pain to increase the power of your suffering's manifestation. When you use your Ow the Edge feature you can decide to add a number of dice up to your Charisma modifier (min. 1) of the same type to the damage. Before rolling for the damage roll the dices you added, you lose hit points equal to the result.
Pain Tolerance (Level 9)
At 9th level your pain tolerance has become much higher than normal creatures, whenever you take damage you can use your reaction to gain temporary hit points equal to that damage. you can only use this feature a number of times equal to your Charisma modifier per long rest.
Bloody Visions (Level 13)
At 13th level your blood is so filled with magical power that can transcend time itself; you can use your own blood to make a divination ritual. When you finish a long rest, roll one d20: you suffer necrotic damage equal to the result and record the number rolled. You can repeat this process as many time as you want but you can only record one result. Once per long rest you can replace any attack roll, saving throw, or ability check made by you or a creature that you can se with the recorded roll. You must choose to do so before the roll. After a long rest you lose the recorded roll.
Suffering Incarnated (Level 17)
At 17th level your blood is saturated with your pain and suffering, this combined with its magical properties gave it primitive form of mind of its own, it will do its best trying to protect you. Once per long rest, when you take damage, you can use your reaction to summon a Blood Elemental out of your open wounds (it has the same stats of the water elemental, the DM has its stats). The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. The Blood Elemental disappears after one minute.
Mary Sue Stereotype
Mary Sue Stereotype (Level 3)
Mary Sues (or Gary Stus) discovered a little upside in their eternal damnation: being more unique and better than anyone else. Other people are all the same: boring and conformist.
Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Feelings in Magic
At 3rd level you discover that your emotions, caused by years of suffering, are so pure and strong that they give you the ability to use magic. Choose 3 cantrips from any class' spell list, you can cast them using Charisma as your spellcasting ability. You can choose different cantrips after a long rest.
So Quirky (Level 9)
At 9th level, you learned how to channel your feelings to distance yourself from the masses creating new unique powers. You gain the effects of a warlock's invocation of your choice (you can't choose an invocation with pact-specific requirements). You can choose a different invocation after a long rest.
Destiny's Kindness (Level 13)
At 13th level you understand that destiny itself wants to repay you for a life of inner suffering, so it gives you the ability to channel your feelings in powerful spells. Choose a level 4 or lower spell from any class' spell list, you can cast that spell once per short rest (the spell is considered to be cast using a 4th level spell slot). You can choose a different spell after a long rest.
Greater Spellcasting (Level 17)
At 17th level you mastered more spells than lots of powerful wizards, so you're ready to cast even more spells. Choose a spell from any class' spell list, you can cast that spell once per short rest (the spell is considered to be cast using a 9th level spell slot). You can choose a different spell after a long rest.