Punti Ferita
Competenze
Pale Knight
| Livello | Bonus di Competenza | Caratteristiche | Soul Points | Charm notches |
|---|---|---|---|---|
| 1 | + 2 | Pale Nail Soul Focus | 3 | 0 |
| 2 | + 2 | Pale Nail Soul Focus | 3 | 2 |
| 3 | + 2 | Pale Nail Soul Focus | 3 | 3 |
| 4 | + 2 | Pale Nail Soul Focus | 4 | 3 |
| 5 | + 3 | Pale Nail Soul Focus | 5 | 4 |
| 6 | + 3 | Pale Nail Soul Focus | 6 | 4 |
| 7 | + 3 | Pale Nail Soul Focus | 7 | 5 |
| 8 | + 3 | Pale Nail Soul Focus | 8 | 5 |
| 9 | + 4 | Pale Nail Soul Focus | 9 | 6 |
| 10 | + 4 | Pale Nail Soul Focus | 10 | 6 |
| 11 | + 4 | Pale Nail Soul Focus | 11 | 7 |
| 12 | + 4 | Pale Nail Soul Focus | 12 | 7 |
| 13 | + 5 | Pale Nail Soul Focus | 13 | 8 |
| 14 | + 5 | Pale Nail Soul Focus | 14 | 8 |
| 15 | + 5 | Pale Nail Soul Focus | 15 | 9 |
| 16 | + 5 | Pale Nail Soul Focus | 16 | 9 |
| 17 | + 6 | Pale Nail Soul Focus | 17 | 10 |
| 18 | + 6 | Pale Nail Soul Focus | 18 | 10 |
| 19 | + 6 | Pale Nail Soul Focus | 19 | 11 |
| 20 | + 6 | Pale Nail Soul Focus | 20 | 11 |
Caratteristiche di Classe
Livello 1
Livello 10
Livello 11
Livello 12
Livello 13
Livello 14
Livello 15
Livello 16
Livello 17
Livello 18
Livello 19
Livello 2
Livello 20
Livello 3
Livello 4
Livello 5
Livello 6
Livello 7
Livello 8
Livello 9
Equipaggiamento Iniziale
Caratteristiche di Classe
Pale Nail (Level 1)
Pale Knights are trained to strike fiercely with small objects. You can attack with a shortsword using two hands; when you do so, you deal slashing damage and its damage die increases to 2d6.
Your shortsword (or alternatively any other melee weapon you wield that you are proficient in) is referred to as your Nail in other class features.
Soul (Level 1)
Your pale heritage allows you to harness the mystic power of Soul, the energy filling the universe with life. Your ability to gather and make use of this energy is represented by a number of Soul points. Your pale knight level determines the maximum number of Soul points you can have, as shown in the Pale Knight table.
You can spend these points to fuel various Soul features. You start knowing one such feature: Focus. You learn more Soul features as you gain levels in this class.
Gaining Soul
You gain Soul by successfully striking a hostile creature with your Nail. (Whether a creature is "hostile" is determined by your DM.) Doing so restores 1 Soul point. Additionally, all of your Soul points are restored whenever your character level increases.
Optional: Ancient Wonders
Your DM may allow you to find totems, hot springs, or other ancient wonders throughout the world that can replenish your Soul points.
Soul Attacks
As you gain levels in this class, you will learn Soul-fueled attacks. Wisdom is your Soul attack ability, since your Soul power derives from your attunement to its energy. You use your Wisdom modifier whenever a feature refers to your Soul modifier. In addition, you use your Wisdom modifier when setting the saving throw DC for a Charm or Soul feature you use and when making an attack roll with one.
Soul
Soul
Soul fueled attacks (as well as damage caused by Charms) are considered to be spells in reference to other game mechanics. A feature's "spell level" is equal to its notch or Soul point cost, and the effects of charms are suspended if you are raging or in an antimagic field.
Focus (Level 1)
You have the ability to use the Soul you collect to restore your own vitality. You can choose to do so at the start of your turn by spending 3 Soul points if you aren't incapacitated. Until the start of your next turn, you are incapacitated and your speed is 0.
If by the start of your next turn you have not taken damage, you regain hit points equal to 1d10 + your pale knight level. If you do take damage, 2 of the 3 Soul points you used are restored and you are no longer incapacitated, but do not recover hit points.
Charms (Level 2)
At 2nd level, you gain the ability to augment your power by equipping magical relics known as charms. You have two charm notches, and you gain more as you gain levels in this class, as shown in the Pale Knight table.
You may equip any number of charms, so long as you meet the charm's prerequisite level, and the total notch cost of your charms does not exceed the number of notches you have.[...]
You are able to equip and unequip charms at the end of a short or long rest.
Optional: Gathering Charms
Your DM may require some or all of your charms to be found somewhere in the world before you can equip them. If you find a charm this way, you do not need to meet its level requirement to equip it.
Fragile Charms
You can equip "unbreakable" charms before reaching their level requirement. If you are reduced to 0 hit points while one of these charms is equipped, it becomes "broken", and you cannot equip it again until you meet its level requirement.
Overcharm
If you have at least one free charm notch, you can equip a charm that costs more notches than the number of free notches you have. If you do this, all damage you take is doubled until you are no longer overcharmed.
Vengeful Spirit (Level 3)
By 3rd level, you've learned to weaponize your power over Soul. As an action, you can spend 3 Soul points to direct a blast of white energy at a target within 60 feet. Make a ranged Soul attack. On a hit, the target takes 4d8 radiant damage.
Mothwing Cloak (Level 3)
Starting at 3rd level, you gain the following benefits if you aren't wearing medium or heavy armor or using a shield:
You can use a bonus action to rush up to 10 feet in any direction. This movement does not provoke opportunity attacks.
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw.
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.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Desolate Dive (Level 5)
At 5th level, you develop a new Soul attack. As an action, you can spend 4 Soul points to strike the ground with a concentrated force of Soul, creating a shockwave of white energy in a 10-foot radius centered on yourself. All other creatures in this area must make a Constitution saving throw, taking 5d10 radiant damage on a failed save, or half as much damage on a successful one. Inanimate objects that aren't being worn or carried take double damage from this attack.
If you use this feature in the air, you shoot downwards at a speed of 500 feet per round, creating the shockwave the moment you stop falling. While falling, you are incapacitated and immune to all damage, and you take no damage from falling.
Dream Nail (Level 6)
Beginning at 6th level, you gain the ability to conjure an astral Nail, which you can use to cut through the veil between dreams and waking. As an action, you can make a melee Soul attack against a creature within 5 feet of you. On a hit, the target takes no damage, but you learn the surface thoughts of the creature as if you had cast detect thoughts. The target can make a Wisdom (Insight) check against your Soul save DC to become aware of your intrusion to its mind.
Additionally, when your Dream Nail hits a creature that is hostile to you and not affected by any conditions (grappled, poisoned, etc.), you can use a bonus action to recover 3 Soul points.
You must have two free hands in order to use your Dream Nail. (You may sheath your Nail as part of the action used to perform a Dream Nail attack.)
Mantis Claw (Level 7)
Starting at 7th level, you gain a climbing speed equal to your walking speed. You have advantage on Strength (Athletics) checks made to climb a surface with few handholds.
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.
Howling Wraiths (Level 9)
At 9th level, you gain the ability to blast foes with screaming Soul. As an action, you can spend 5 Soul points to release howling energy in a 15-foot cone. Each creature in range must make a Constitution saving throw, taking 3d12 radiant damage and 3d12 thunder damage on a failed save, or half as much damage on a successful one.
Crystal Heart (Level 9)
Starting at 9th level, you can launch yourself at dangerous speeds. As an action while on the ground or holding onto a wall, you can begin a super dash. This causes you to move 120 feet per round in a horizontal direction of your choice. Once the super dash begins, you cannot change your direction of travel, and the only action you can take is a reaction to stop dashing. When the dash stops, you fall to the ground if you are airborne.
Monarch Wings (Level 10)
At 10th level, you gain a flying speed of 20 feet. You fall if you end your turn in the air while using this feature (and nothing else is holding you aloft).
Shade Soul (Level 11)
At 11th level, you gain the ability to conjure a shadow that will fly forward and burn foes in its path. As an action, you can spend 6 Soul points to release a bolt of Soul energy in a line 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. Targets gain no benefit from half or three-quarters cover for this saving throw.
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.
Descending Dark (Level 13)
From 13th level onward, you are capable of striking the ground with a concentrated force of Soul and Shadow. You develop a new Soul attack, which is similar to your Desolate Dive feature.
As an action, you can spend 7 Soul points to create a shockwave of dark energy in a 15-foot radius centered on yourself. All other creatures in this area must make a Constitution saving throw. On a failed save, a creature takes 5d10 radiant damage and 5d10 necrotic damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. Inanimate objects that aren't being worn or carried take double damage from this attack.
If you use this feature in the air, you shoot downwards at a speed of 500 feet per round, creating the shockwave the moment you stop falling. While falling, you are incapacitated and immune to damage, and you take no damage from falling.
Isma's Tear (Level 14)
At 14th level, you gain immunity to acid damage and proficiency in Constitution saving throws.
Dreamgate (Level 15)
Starting at 15th level, you can traverse the world via the currents of dream energy. You may place a Dreamgate by standing still and concentrating your Dream Nail's power for a minute, as if you were concentrating on a spell.
From then on, you can spend 1 Soul point and perform another minute-long concentration of dream energy to teleport to the location you placed the Dreamgate. You can take a number of willing creatures up to your Soul modifier with you if they are within 10 feet of you, and any objects you are wearing or carrying are teleported with you.
You can only have one Dreamgate at a time. If you place a new Dreamgate, the previous one vanishes.
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.
Awoken Dream Nail (Level 17)
At 17th level, you fully awaken your mind to the essence of dreams. When you hit a creature with your Dream Nail, you can enter the dreams of the target if it is sleeping, as if you had cast dream.
Abyss Shriek (Level 17)
At 17th level, you develop your most powerful Soul attack, which blasts foes with screaming Soul and Shadow. As an action, you can spend 8 Soul points and release a powerful screech in a 30-foot cone. Each creature in this area must make a Constitution saving throw. On a failed save, a creature takes 4d12 necrotic damage, 4d12 radiant damage, and 4d12 thunder damage and is deafened until the start of your next turn. On a successful save, the creature takes half as much damage and isn't deafened.
Shade Cloak (Level 18)
At 18th level, you gain new mobility by absorbing power from the Abyss. As a bonus action, or as a reaction when a creature targets you with an attack, you can teleport up to 15 feet to a location you can see.
Once you use this feature, you cannot use it again until the start of your next turn.
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.
Salubra's Blessing (Level 20)
At 20th level, your accomplishments have attracted the favor of a benevolent spirit. You regain all expended Soul points whenever you complete a short or long rest.
Multiclasse
Requisiti Multiclasse
{"dex":13,"wis":13}