Hit Points
Vaardigheden
Dirge
| Niveau | Proficiency Bonus | Eigenschappen | Cantrips Known | Spell Points | Spell Level | Mehs |
|---|---|---|---|---|---|---|
| 1 | + 2 | Polyglot Spellcasting Enervate Expertise/Master of None | 2 | 2 | 1st | 0 |
| 2 | + 2 | Polyglot Spellcasting Enervate Expertise/Master of None | 2 | 3 | 1st | 1 |
| 3 | + 2 | Polyglot Spellcasting Enervate Expertise/Master of None | 2 | 4 | 1st | 1 |
| 4 | + 2 | Polyglot Spellcasting Enervate Expertise/Master of None | 3 | 3 | 2nd | 1 |
| 5 | + 3 | Polyglot Spellcasting Enervate Expertise/Master of None | 3 | 3 | 2nd | 2 |
| 6 | + 3 | Polyglot Spellcasting Enervate Expertise/Master of None | 3 | 4 | 3rd | 2 |
| 7 | + 3 | Polyglot Spellcasting Enervate Expertise/Master of None | 3 | 4 | 3rd | 3 |
| 8 | + 3 | Polyglot Spellcasting Enervate Expertise/Master of None | 3 | 4 | 4th | 3 |
| 9 | + 4 | Polyglot Spellcasting Enervate Expertise/Master of None | 3 | 5 | 4th | 4 |
| 10 | + 4 | Polyglot Spellcasting Enervate Expertise/Master of None | 4 | 5 | 5th | 4 |
| 11 | + 4 | Polyglot Spellcasting Enervate Expertise/Master of None | 4 | 6 | 5th | 5 |
| 12 | + 4 | Polyglot Spellcasting Enervate Expertise/Master of None | 4 | 6 | 5th | 5 |
| 13 | + 5 | Polyglot Spellcasting Enervate Expertise/Master of None | 4 | 7 | 5th | 6 |
| 14 | + 5 | Polyglot Spellcasting Enervate Expertise/Master of None | 4 | 7 | 5th | 6 |
| 15 | + 5 | Polyglot Spellcasting Enervate Expertise/Master of None | 5 | 8 | 5th | 6 |
| 16 | + 5 | Polyglot Spellcasting Enervate Expertise/Master of None | 5 | 8 | 5th | 7 |
| 17 | + 6 | Polyglot Spellcasting Enervate Expertise/Master of None | 5 | 8 | 5th | 7 |
| 18 | + 6 | Polyglot Spellcasting Enervate Expertise/Master of None | 5 | 9 | 5th | 7 |
| 19 | + 6 | Polyglot Spellcasting Enervate Expertise/Master of None | 5 | 9 | 5th | 8 |
| 20 | + 6 | Polyglot Spellcasting Enervate Expertise/Master of None | 6 | 18 | 6th | 8 |
Klassespreuken
Klasse-eigenschappen
Niveau 1
Niveau 10
Niveau 12
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
Cantrip-voortgang
| Niveau | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Cantrips Bekend | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 6 |
Startuitrusting
Klasse-eigenschappen
Polyglot (Level 1)
During Character Creation - When choosing your background, if the background includes a skill you already have, rather than chose another skill, you instead learn an additional Language.
You gain an additional language every 4 levels after 1st (ie 5th, 9th; 13th; 17th;)
Spellcasting (Level 1)
You have learned to tangle and force the shape of the fabric of reality in discord to and in alignment to your wishes and as such spells are part of your repertoire. Its magic is something that you can use to co-opt and corrupt the efforts of others in situations. See chapter 10 of the PHB for the general rules of spellcasting and below for the dirge spell list.
Cantrips
You know two cantrips of your choice from the Dirdge spell list. You learn additional Dirge cantrips of your choice at higher levels, as shown in the Cantrips Known column of the dirge spell list.
Spell Points
The table above tells how many spell points you have to cast your spells. To cast one of these spells. you must expend one point per level of the Spell Slot of the spell you wish to cast. You regain half of all your expended spell slots when you finish a short rest, and all them on a long rest.
Spellcasting Ability
Intelligence is your spellcasting ability for your Dirge spells. Your magic comes from the ability to warp reality and force patterns, it is in part divine, and in part aberrant ability of your force of will bringing the world into more chaos. Use your Intelligence modifier when setting the saving throw DC for a dirge spell you cast and when making an attack roll with one.
Spell
Spell
Ritual Casting
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use an book focus (found in chapter 5) as a spellcasting focus for your dirge spells.
Learning Spells of 1st Level and Higher
Each time you gain a dirge level, you can add one dirge spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the dirge spell list table. On your adventures, you might find other spells that you can add to your spellbook (see "Your Spellbook").
Your Spellbook
The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil creature's library, for example, or in a dusty tome in an ancient library.
A spellbook doesn't contain cantrips.
Copying a Spell into the Book
When you find a spell of 1st level or higher that is on your spell list, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the spellcaster who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
A spell on scroll can be copied just as spells in spellbooks can be copied. When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Replacing the Book
You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many casters keep backup spellbooks in a safe place.
The Book's Appearance
Your book is a unique compilation of spells, poems, music notation, and stains, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
Enervate (Level 1)
You discourage others through biting words, rebukes, and statistical probabilities of their failure and eventual death at a loved one's hands.
To do so, you use a reaction to choose one creature other than yourself within 60 feet of you who can hear YOU. That creature rolls your Enervation die, a 1d6 at 1st level, and ''subtracts'' the number rolled to one ability check, attack roll, or saving throw it makes. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature does damage. If the creature can't hear, or doesn't speak your language the enervation fails. Creatures that are immune to Charm, or are Constructs are immune.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Enervation die changes when you reach certain levels in this class; at 5th level (d8), at 10th level (d10), and finally at 15th level (2d6).
Expertise/Master of None (Level 1)
Choose three of your skills proficiencies. Your proficiency bonus is doubled for any ability check you make that the chosen proficiencies. HOWEVER; After a long rest you temporarily lose any proficiency bonus in one skill you have (had) expertise until your next long rest (determined randomly).
You gain half of your proficiency bonus (or Your Intelligence Ability Modifier - whichever is greater) on all Tools, Kits, and Charisma-based checks with which you are non-proficient.
At 10th level, you can choose another two skill proficiencies to gain this benefit.
Familiar (Level 2)
At 2nd level you will acquire a familiar/animal companion.
This isn't a magical familiar, if lost/killed it cannot be resummoned. It gains +2 HP with each level the Dirge obtains while with that familar. If the familiar dies unlike a Ranger animal companions or wizard/warlock familars, you don't resummon it during a ritual long rest. No, you have to go find another one. You must buy/steal or coax it into your service if you need to replace it. Once the type of creature is chosen it is the one type that grants you those benefits alone. If you have a goat and then after its tragic (but expected) death, you cannot switch to a cat. You are stuck with a goat (or whatever).
Your familiar gains HP are also
Emotionally Abusive (Level 2)
You may add your Intelligence Modifier to any Psychic damage source you deal.
Meh (Level 2)
Starting at 4th level, you unlock similar powers similar to Warlock's Invocations called Mehs these are abilities, powers, or enhancements .
You may additionally choose from the following invocations from Warlocks: Bewitching Whispers, Chains of Carceri, Dreadful Word, Eyes of the Run Keeper, Fiendish Vigor, Mask of Many Faces, Mire the Mind, Misty Visions, Witch Sight.
Tough Love (Level 3)
At 3rd level, you use a bonus action to use your biting tongue to compel a target creature within 60 ft. to redouble their efforts and do better. It is not nice, and its very pointed, but the target receives an enervation die or your Charisma Modifier to enhance an Attack roll To Hit, for Damage, Saves, Ability and Skill checks.
The Target Takes an enervation die of Psychic Damage to their Max HP until the die is used (after which the damage may be healed normally). Once given the recipient has 1 minute to use this die before or after they make a roll, but always before the DM determines whether the attack roll or ability is successful.
Divine Filler (Level 3)
At 3rd level, You really receive nothing from this.
But that's reality. However, at this seemingly arbitrary point in your development, you must choose a path of philosophy and develop toward such. You don't gain anything, but later on, you'll have to keep to your decision you make today...
Epistemological - all knowledge is accepted as possibly untrue or unable to be known. Additionally, morality is seen as subjective or false.
Existential - life has no intrinsic meaning or value. With respect to the universe, existential nihilism posits that a single human or even the entire human species is insignificant, without purpose and unlikely to change in the totality of existence.
Mereologic - is the position that objects with proper parts do not exist (not only objects in space but also objects existing in time do not have any temporal parts), and only basic building blocks without parts exist, and thus the world we see and experience full of objects with parts is a product of human misrepresentation (i.e., if we could see clearly, we would not perceive compositive objects).
Placebo (Level 3)
At 3rd Level you gain the ability as an full round to use a placebo. Taking Water or wine, or whatever - you roll a performance check (action)
Upon administering the Placebo to a single creature (bonus action), the creature(s) makes a Wisdom save with disadvantage against your performance roll as the DC, if they fail they get better (2d4 temporary hit points), and 1 real hp. The creature and you must be able to understand each other for this to happen.
You may do this any number of times, sadly until a creature successfully saves against your Placebo.
Once a creature saves, That creature cannot benefit from your placebo, ever, and you may not use another placebo until a day has passed.
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.
Disruptive Banter (Level 5)
At 5th level, you gain the ability to use your Enervation to disrupt a single spell or mind-influencing effect. As an action, you can start a {skill performance} that lasts up to a minute. During that time, you and any allied creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. And nonfriendly creatures are at disadvantage for such.
A creature must share a language and be able to hear you to be affected. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). Hostile Creatures attempting to maintain concentration must make a save each against your spell DC. If their concentration is broken, they take d6 psychic damage as a backlash.
Enervate (d8) (Level 5)
Your Enervation die changes to (d8).
Channel snort "Divinity" (Level 6)
At 6th level, you gain the ability to channel so called divine energy directly once per every long rest from your angst over the nature and paradox of divinity, using that energy to fuel magical effects. You must then finish a long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws.
When you use such an effect from this class, the DC equals your Dirge spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel: Divinity
As an reaction, you speak to a creature with that can hear and understand your language within 30 ft. has disadvantage imposed upon its roll.
Troll's Regeneration (Level 6)
Beginning when you reach 6th level, you regain all of your expended uses of Enervation when you finish a short or long rest.
Orator (Level 7)
At 7th level, you gain the ability to use ''Tongues'' (as the spell - but without spell components costs) once per rest. You regain the use of this when you finish a short or long rest.
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.
Enervate (d10) (Level 9)
At 9th level, your Enervation die changes to (d10).
Expertise/Master of None (2) (Level 10)
At 10th level, you can choose another two skill proficiencies, double the proficiency bonus for these skills, however you now lose proficiency with two skills at random per long rest.
Philosophical Feature (Level 10)
At 10th level, you gane a subclass feature from your chosen Philosophical Pact.
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.
Philosophical Feature (Level 14)
At 14th level, you gane a subclass feature from your chosen Philosophical Pact.
Dark Thoughts (Level 15)
Beginning at 10th level, your angst hones your mental fortitude. You have resistance to psychic damage, and whenever a creature deals psychic damage to you, as a reaction that creature takes half that damage. Attempts to gain insight into you are at disadvantage; you turn the mind-affecting magic of your enemies against them and you are immune to being charmed. When another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature, in addition that creature must succeed on a Wisdom saving throw against your spell save DC or be frightened by you for 1 minute.
Shared Delusion (Level 15)
Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your spell save DC. On a failed save, it is charmed or frightened by you (your choice made before their save) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a dark diasporic version of reality, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion - the experience (if frightening) deals d8 psychic damage each round when the effect is ended they are frightened of you. If the effect was charming, they gain the belief they are healed and fully restored as if a long rest - they are not, and they'll think they are casting spells, using abilities they cannot use.
You must finish a long rest before you can use this feature again.
Enervate (d12) (Level 15)
At 15th level, your Enervation die changes to (1d12).
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.
Philosophy feature (Level 17)
At 17th level, you gain a feature granted by your Martial Archetype.
Channel snort "Divinity" (Level 18)
At 18th level, you can channel 3 times per long rest.
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.
A cookie (Level 20)
at 20th level, you get...
.... a Cookie.
Congrats.
(yep, that's it. bask in the nihilism)
Multiklassen
Multiklasse-vereisten
{"cha":10,"int":13}
Verworven Vaardigheden
Subklasses
Subklasse-eigenschappen
Epistemological (Futility)
Delayed Gratification (Level 3)
You get nothing. That's the way that goes - you have to make the choice and see what comes from your choices
Divine Filler (Level 6)
Choose one of the following:
Channel Futility: Janusian Blessing
Target creature you see in 60 ft. they as an action simultaneously rolls a 20 and a 1 for their next roll attempt, taking the results of these rolls together.
For example, they managed to pick the lock, but also break their thieve's tools, or makes the attack against a creature, but drops their weapon as they fall prone before it.
Channel Futility: Mediocrity
Requires Concentration
The effort you make ultimately only offsets the failures you'll suffer. When you channel Futility, whenever any creature (including yourself) within 50 ft. makes an attack, saving throw or ability check, unless the result is a natural "1" or "20" their roll is considered to be an "8" + any bonuses (Any creature with Expertise has their expertise suppressed while Mediocrity is enforced.) Mediocrity lasts up to 10 minutes or until concentration is lost (special note: Concentration Checks for the Dirge are unaffected by mediocrity)
Channel Futility: Bitter Frustration
Requires Concentration
Things just don't go as they should, which is predictable, which means they go as they should... which means...
... sigh...
When you channel Futility, you create a bubble with a 30 ft. radius centered on you. All rolls (to hit, saves, skill and ability checks) inside the affected area are at disadvantage and are further subject to the negative bonus equal to your Intelligence Modifier. Creatures take 1 point psychic damage if they fail their effort. The effect's duration is concentration, (also at disadvantage) or until 10 minutes have passed.
at each subsquent dirge level you may exchange your current channel ability for a different one.
Didn't Even Try (Level 10)
Beginning at 10th level, you gain the hinder action. You may choose a target within 15 ft. and that target has disadvantage on their next ability check or attack action.
Divine Filler (Level 10)
Choose one of the following:
Channel Futility: Janusian Blessing
Target creature you see in 60 ft. they as an action simultaneously rolls a 20 and a 1 for their next roll attempt, taking the results of these rolls together.
For example, they managed to pick the lock, but also break their thieve's tools, or makes the attack against a creature, but drops their weapon as they fall prone before it.
Channel Futility: Mediocrity
Requires Concentration
The effort you make ultimately only offsets the failures you'll suffer. When you channel Futility, whenever any creature (including yourself) within 50 ft. makes an attack, saving throw or ability check, unless the result is a natural "1" or "20" their roll is considered to be an "8" + any bonuses (Any creature with Expertise has their expertise suppressed while Mediocrity is enforced.) Mediocrity lasts up to 10 minutes or until concentration is lost (special note: Concentration Checks for the Dirge are unaffected by mediocrity)
Channel Futility: Bitter Frustration
Requires Concentration
Things just don't go as they should, which is predictable, which means they go as they should... which means...
... sigh...
When you channel Futility, you create a bubble with a 30 ft. radius centered on you. All rolls (to hit, saves, skill and ability checks) inside the affected area are at disadvantage and are further subject to the negative bonus equal to your Intelligence Modifier. Creatures take 1 point psychic damage if they fail their effort. The effect's duration is concentration, (also at disadvantage) or until 10 minutes have passed.
at each subsquent dirge level you may exchange your current channel ability for a different one.
Pointless Persuit (Level 14)
Starting at 14th level, you instill within a creature the certainty that its current path is fruitless and to abandon the effort. As an action, choose a creature that you can see within 20 feet of you. It must make a Wisdom saving throw against your spell save DC. On a failed save, it is effectively charmed by you. Whatever the DM holds as its current goal/action it abandons. (ie A Creature in a battle might stop and leave combat; a person eating will stop). This effect lasts up to 1 hour. If a new reason to engage in that same action comes up again, that creature can re-engage. In the example of the combat, if another creature attacks it while it is attempting to leave combat, it gets to save again. A creature that saves cannot be the subject of this ability again for a day.
You must finish a short or long rest before you can use this feature again.
Existential (Apathy)
Delayed Gratification (Level 3)
You get nothing. That's the way that goes - you have to make the choice and see what comes from your choices
Divine Filler (Level 6)
Choose one of the following:
Channel Apathy: Undead
You get it. Being Alive sucks and being undead isn't an improvement. When you channel your Apathy, all undead creatures that can hear or see you within 30 feet must make a Wisdom saving throw. If the creature fails its saving throw, it is apathetic for 1 minute or until it takes damage from you. An apathetic creature will disengage and move at half rate back to its resting place. It will ignore any creature not trying to attack it (treat as if invisible).
For example, they managed to pick the lock, but also break their thieve's tools ruining the lock, or makes the attack against a creature, but drops their weapon as they fall prone before it.
Channel Apathy: Death
The Afterlife, if it exists, is likely eternal suffering. This joker in front of you would only add to the misery of those miserable souls. Meh, call yourself sentimental for that pet you watched die that time. your pet doesn't deserve this A-Hole's whining filling the afterworld(s).
You channel your power to bring a creature that had died up to a minute ago, back to life with 1 hp. They and you have resistance to healing for 1 day, and you have disadvantage on all Social checks against that creature in the future.
Channel Apathy: Ignore
Requires Concentration
When you channel Apathy, you become, effectively, invisible for up to 1 hour. Unlike the spell, this is a enchantment, creatures of intelligence 5 or greater are magically presuaded to not want to see, hear or interact with you. They wish to ignore you if possible. Furthermore you create a bubble with a 30 ft. radius centered on you. All perception or insight rolls inside the affected area are at disadvantage.
You may speak and limitedly take action - thou any attack on a creature will remove that creature's from enchantment's effect. All others must make an intelligence save if your interactions would violate their moral or professional code. A guardsman being potentially aware of you stealing something would get a save. A person wanting or needing to get through a door you are standing infront of would trigger a saving throw check. Perhaps eating food off a nobleman's or starving peasant's plate would prompt either to choose to not ignore you and thus trigger a save.
A person free of the enchantment must make a persuasion check against either the spell's DC to get everyone in the area to take notice, or may attempt to focus on a single person as an action to force that person to attempt to no longer ignore the Dirge. (prompting a saving throw).
Once a creature has successfully saved they see you (the Dirge) and cannot be effected by another Ignore channel for a day, and gain advantage on all future attempts to force them to ignore.
at each subsquent dirge level you may exchange your current channel ability for a different one.
Yeah... Whatever (Level 10)
Beginning at 10th level, when making a saving throw against an ability that deals Psychic damage or imposes the Charm, Frightened, or condition. You may choose to take a level of exhaustion to automatically succeed provided the Charmed, or Frighted condition effect have not yet been applied.
Life?... meh. (Level 14)
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Mereological (Dysfunction)
Delayed Gratification (Level 3)
You get nothing. That's the way that goes - you have to make the choice and see what comes from your choices. Later on.
Divine Filler (Level 6)
Choose one of the following:
Channel Dysfunction: Pauli Effect
Things break down, don't work, more so around you. When you channel all other creatures within 30 ft. of you immediately lose attunement to their magical item(s).
Channel Dysfunction: Juxtaposition
Things never make sense, but then again they shouldn't obviously we're not here for a reason we're just here, wherever that is. As either a bonus action or a reaction you may channel this power, make a ranged to hit roll for a creature or object that you can see or know its absolute position (are very familiar with) within 100 ft. You and that target change places. If the creature is hostile, it gets a Dexterity Save to avoid being shifted, and instead, you appear in its square crowding it.
Channel Dysfunction: Leech
Requires Concentration
You not only suck the fun out events, you suck the very luck from the room as well. When you channel this you create a 20'ft radius aura. All creatures except you in the radius have a -d4 for all their Ability, Skill, and initative checks. Damage amounts are also reduced by 1. The effect last for 1 minute or until concentration is broken.
at each subsquent dirge level you may exchange your current channel ability for a different one.
The Pauli effect is a term referring to the apparently mysterious, anecdotal failure of technical equipment in the presence of Austrian theoretical physicist Wolfgang Pauli. The term was coined using his name after numerous instances in which demonstrations involving equipment suffered technical problems only when he was present
Entrophic Ward (Level 10)
Beginning at 10th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself, When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, before the end of your text turn your next attack roll against that creature has advantage. On a critical fail against you, you regain a use of enervation.
You may use this feature (Int Modifier) times every short or long rest.
Solipsism (Level 14)
Starting at 14th level, as an action you create an extra-natural force. The Dirge and whomever he informs of his intent must make a Wisdom save against the Dirge's Charisma ability score as the DC. On a successful save all those that succeeded experience the Solipsism as real. Unlike true illusions, the image created by this spell does more than just duplicate reality. The image formed is real for those who believe in it. The illusion has all the normal properties that its form and function allow. Thus, a solipsistic bridge spanning a chasm could be crossed by the dirge and those who believed. All others would see the priest apparently walking out onto nothingness. A Solipsism of a barrier would block a dragon's breath weapon. Creatures are not affected (the dragon) by the Solipsism would be able to move through the object as if doesn't exist (because, to them - it does not).
Solipsism can create only illusions that are external to the Dirge. Thus, the Dirge cannot create an illusion that he is the size of a giant, is unwounded, or has sprouted wings
Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.