Difference between revisions of "Cardinal (5e Class)/Sin of the Mirror"

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Beginning at 1st level, you can create small humanoid figurines, made from cloth, wood, clay, or another similar soft material. Choose one of the following tools: Leatherworker's Tools, Mason's Tools, Potter's Tools, Weaver's Tools, or Woodcarver's Tools. You gain proficiency with that type of tool.
 
Beginning at 1st level, you can create small humanoid figurines, made from cloth, wood, clay, or another similar soft material. Choose one of the following tools: Leatherworker's Tools, Mason's Tools, Potter's Tools, Weaver's Tools, or Woodcarver's Tools. You gain proficiency with that type of tool.
  
At the end of a Long Rest, you can create a number of Poppets equal to your proficiency bonus; In order to do so, you must use one of the above tools which you are proficient in, and have access to the appropriate materials to make the doll (Leather, cloth, clay, stone, or wood).
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At the end of a Long Rest, you can create a number of Poppets equal to your proficiency bonus; In order to do so, you must use one of the above tools which you are proficient in, and have access to the appropriate materials to make the doll (Leather, bone, cloth, clay, stone, or wood).
  
 
==Bind Poppet==
 
==Bind Poppet==
Beginning at 1st level, as a bonus action, you can attempt to bind one of your Poppets to a creature within your [[Z%27s_Blood_Magic_(5e_Sourcebook)/Mechanics#Corpse_Magic | Corpse Magic]] range. The creature must make a Charisma saving throw against your Hemocraft DC; On a failed save, it is bound to that Poppet, and the figurine takes on a physical appearance that resembles the target. The target remains bound to that Poppet until you release it as a bonus action, until you finish a Long Rest, or until the creature dies; A target is also freed from a Poppet the moment it is no longer on the same plane of existence as the Poppet. When a creature is freed from a Poppet, the figurine crumbles uselessly and cannot be used again. You can only have one creature bound to an individual Poppet at a time.
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Beginning at 1st level, as a bonus action, you can attempt to bind one of your Poppets to a creature within your [[Z%27s_Blood_Magic_(5e_Sourcebook)/Mechanics#Corpse_Magic | Corpse Magic]] range. The creature must make a Charisma saving throw against your Hemocraft DC; On a failed save, it is bound to that Poppet, and the figurine takes on a physical appearance that resembles the target. The target remains bound to that Poppet until you release it as a bonus action, until you finish a Long Rest, or until the creature dies; A target is also freed from a Poppet the moment it is no longer on the same plane of existence as the Poppet, or if a spell such as ''Remove Curse'' or ''Break Enchantment'' is cast on either the Poppet or the creature the Poppet is bound to. When a creature is freed from a Poppet, the figurine crumbles uselessly and cannot be used again. You can only have one creature bound to an individual Poppet at a time.
  
When you attempt to cast a spell or use a Crimson Rite on a creature that is bound to one of your Poppets, as long as you have the bound Poppet in hand, you can target that creature regardless of range or line of sight. Additionally, while holding a Poppet, you know the [[Z%27s_Blood_Magic_(5e_Sourcebook)/Mechanics#Injury_Level | Injury Level]] of the creature bound to it, as the figurine shows more signs of wear and decay the closer its captive is to death.
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When you attempt to cast a spell that uses Constitution as its spellcasting ability, or use a Crimson Rite, on a creature that is bound to one of your Poppets, as long as you have the bound Poppet in hand, you can target that creature regardless of range or line of sight. Additionally, while holding a Poppet, you know the [[Z%27s_Blood_Magic_(5e_Sourcebook)/Mechanics#Injury_Level | Injury Level]] of the creature bound to it, as the figurine shows more signs of wear and decay the closer its captive is to death.
  
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===Self-Binding===
 
Alternatively, you can bind a Poppet to yourself until you finish a Long Rest. While this is dangerous should another Cardinal with this feature obtain the Poppet, when you would be reduced to 0hp, you can choose to destroy the Poppet instead to remain at 1hp. You can only be bound to one Poppet at a time.
 
Alternatively, you can bind a Poppet to yourself until you finish a Long Rest. While this is dangerous should another Cardinal with this feature obtain the Poppet, when you would be reduced to 0hp, you can choose to destroy the Poppet instead to remain at 1hp. You can only be bound to one Poppet at a time.
  
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===Pins and Needles===
 
===Pins and Needles===
As an action, you can harm one of your Poppets by stabbing it with a needle, driving a nail into it, twisting or breaking its limbs, smashing it against a hard surface, or etc. When you do, the creature bound to that Poppet must make a Wisdom saving throw against your Hemocraft DC.  
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As an action, you can drive a tiny needle made of blood into one of your Poppets, slowly harming the creature bound to it. You can have a number of these needles in existence at one time equal to your Proficiency Bonus. Each needle lasts for 1 minute when created.
  
On a failed save, it takes Psychic damage equal to one roll of your Hemocraft die; This damage increases to 2 rolls of your Hemocraft die when you reach 5th level in this class, to 3 rolls at 11th level, and to 4 rolls at 17th level. On a successful save, the target takes half as much damage.
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At the beginning of each of a bound creature's turns, it must make a Wisdom saving throw - On a failed saving throw, it suffers Psychic damage equal to one roll of your Hemocraft Die for each needle currently embedded in the Poppet it is bound to. On a successful save, it suffers only half as much damage.
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If the creature succeeds three saving throws in a row against Pins and Needles, they are immune to its effects until you finish a Long Rest.
  
 
===Mend the Tear===
 
===Mend the Tear===
Using the same tool you used to create the figurine, you can repair one of your Poppets over the course of one minute. In doing so, you must Major Rend - The creature bound to that Poppet regains hit points equal to the Rend Bonus of that Major Rend.
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Using the same tool you used to create the figurine, you can repair one of your Poppets as an action. In doing so, you must Major Rend - The creature bound to that Poppet regains hit points equal to the Rend Bonus of that Major Rend.
  
 
===Beckon the Chained===
 
===Beckon the Chained===
As an action while holding one of your Poppets, you can attempt to force the creature bound to that Poppet to come to you. The creature must make a Wisdom saving throw against your Hemocraft DC; On a failed save, the target gains a Flying speed equal to its land speed, with the ability to hover, as your magic lifts it from the ground. The affected creature must use all of its movement this round to move towards you in the most direct route. If the target rolls a natural 1 on its saving throw, it must also take the Dash action before it moves toward you. The enchantment ends at the beginning of your next turn, unless you use your Action to attempt to force the target to move again. If the creature is flying when the enchantment ends, it glides safely to the ground, suffering no fall damage (Though it may still suffer ill effects if the ground it glides to is unsafe).
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You can cast the ''Message'' cantrip as a Will, targeting only a creature bound to a Poppet you are holding.
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As an action while holding one of your Poppets, you can expend one Sacrifice Point or Leech Point to cast the ''Command'' spell on the bound target, even if it can't hear you, and it must immediately use its Reaction to carry out the command, instead of waiting until its next turn. The creature can choose to fail its saving throw. A creature that succeeds its saving throw is immune to this feature until you finish a Long Rest.
  
 
==Living Poppet==
 
==Living Poppet==
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For example, if a 7th-level Cardinal binds to an Ogre, and the Ogre attacks her with its club for 16 points of damage. Both creatures roll Wisdom saving throws; If the Cardinal rolls lower than the Ogre, she suffers 16 points of Bludgeoning damage as normal; If the Ogre rolls lower than the Cardinal, the Ogre suffers 16 points of Psychic damage while the Cardinal is unharmed.
 
For example, if a 7th-level Cardinal binds to an Ogre, and the Ogre attacks her with its club for 16 points of damage. Both creatures roll Wisdom saving throws; If the Cardinal rolls lower than the Ogre, she suffers 16 points of Bludgeoning damage as normal; If the Ogre rolls lower than the Cardinal, the Ogre suffers 16 points of Psychic damage while the Cardinal is unharmed.
  
Any other non-damaging effects of an attack, spell or ability, such as Paralyzation or the Poisoned condition, are not transferred by this ability, and must be suffered by the original target as normal. The creature remains bound to you until one of you dies, you release the creature as a bonus action, or until one hour has passed. If the target of this enchantment is reduced to 0hp, you can use your bonus action on subsequent turns to attempt to change the binding to a new target, provided it fails a Charisma saving throw as normal.
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Any other non-damaging effects of an attack, spell or ability, such as the Paralyzed or the Poisoned conditions, are not transferred by this ability, and must be suffered by the original target as normal. The creature remains bound to you until one of you dies, you release the creature as a bonus action, or until one hour has passed. If the target of this enchantment is reduced to 0hp, you can use your bonus action on subsequent turns to attempt to change the binding to a new target, provided it fails a Charisma saving throw as normal.
  
 
Once you use this feature, you must finish a Long Rest before you must do so again.
 
Once you use this feature, you must finish a Long Rest before you must do so again.
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==Tooth And Claw==
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Beginning at 11th level, if you possess a piece of a creature - A tooth, a fingernail, a lock of hair, a few drops of blood, or etc. -That has been taken from them in the last 24 hours - You can imbue it into a Poppet when you bind them to it using Bind Poppet. In doing so, all physical matter on your person that was taken from the target creature's form is consumed.
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When you create a Poppet using this feature, it has disadvantage on any saving throws it makes against Bind Poppet, Pins and Needles, Beckon the Chained, and Living Poppet for 1 hour or until it is no longer bound to the Poppet.
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Once you use this feature, you must finish a Long Rest before you may do so again.

Revision as of 09:45, 17 August 2022

The Sin of the Mirror represents an unfettered pride so strong that it can overpower the egos - And spirits - Of others, and even retaliate against them for attempting to harm your perfect visage or for questioning your infallible logic. Where there is perfection, there you see yourself - Reflected in every virtue you see.

Create Poppet

Beginning at 1st level, you can create small humanoid figurines, made from cloth, wood, clay, or another similar soft material. Choose one of the following tools: Leatherworker's Tools, Mason's Tools, Potter's Tools, Weaver's Tools, or Woodcarver's Tools. You gain proficiency with that type of tool.

At the end of a Long Rest, you can create a number of Poppets equal to your proficiency bonus; In order to do so, you must use one of the above tools which you are proficient in, and have access to the appropriate materials to make the doll (Leather, bone, cloth, clay, stone, or wood).

Bind Poppet

Beginning at 1st level, as a bonus action, you can attempt to bind one of your Poppets to a creature within your Corpse Magic range. The creature must make a Charisma saving throw against your Hemocraft DC; On a failed save, it is bound to that Poppet, and the figurine takes on a physical appearance that resembles the target. The target remains bound to that Poppet until you release it as a bonus action, until you finish a Long Rest, or until the creature dies; A target is also freed from a Poppet the moment it is no longer on the same plane of existence as the Poppet, or if a spell such as Remove Curse or Break Enchantment is cast on either the Poppet or the creature the Poppet is bound to. When a creature is freed from a Poppet, the figurine crumbles uselessly and cannot be used again. You can only have one creature bound to an individual Poppet at a time.

When you attempt to cast a spell that uses Constitution as its spellcasting ability, or use a Crimson Rite, on a creature that is bound to one of your Poppets, as long as you have the bound Poppet in hand, you can target that creature regardless of range or line of sight. Additionally, while holding a Poppet, you know the Injury Level of the creature bound to it, as the figurine shows more signs of wear and decay the closer its captive is to death.

Self-Binding

Alternatively, you can bind a Poppet to yourself until you finish a Long Rest. While this is dangerous should another Cardinal with this feature obtain the Poppet, when you would be reduced to 0hp, you can choose to destroy the Poppet instead to remain at 1hp. You can only be bound to one Poppet at a time.

Poppetmaster

At 3rd level, you gain three abilities you can use to affect creatures that are bound to one of your Poppets.

Pins and Needles

As an action, you can drive a tiny needle made of blood into one of your Poppets, slowly harming the creature bound to it. You can have a number of these needles in existence at one time equal to your Proficiency Bonus. Each needle lasts for 1 minute when created.

At the beginning of each of a bound creature's turns, it must make a Wisdom saving throw - On a failed saving throw, it suffers Psychic damage equal to one roll of your Hemocraft Die for each needle currently embedded in the Poppet it is bound to. On a successful save, it suffers only half as much damage.

If the creature succeeds three saving throws in a row against Pins and Needles, they are immune to its effects until you finish a Long Rest.

Mend the Tear

Using the same tool you used to create the figurine, you can repair one of your Poppets as an action. In doing so, you must Major Rend - The creature bound to that Poppet regains hit points equal to the Rend Bonus of that Major Rend.

Beckon the Chained

You can cast the Message cantrip as a Will, targeting only a creature bound to a Poppet you are holding.

As an action while holding one of your Poppets, you can expend one Sacrifice Point or Leech Point to cast the Command spell on the bound target, even if it can't hear you, and it must immediately use its Reaction to carry out the command, instead of waiting until its next turn. The creature can choose to fail its saving throw. A creature that succeeds its saving throw is immune to this feature until you finish a Long Rest.

Living Poppet

Beginning at 7th level, you have learned to use your body as if it were a Poppet. When you use Bind Poppet, you can elect to use your body instead of using one of your Poppets; You can also transfer an existing bond from one of your Poppets to yourself by releasing the creature from the Poppet, without destroying the Poppet in question. While a creature is bound to your body, when either you or the bonded creature takes damage, you must make opposed Wisdom saving throws - Whoever has the higher roll suffers no damage, and whoever has the lower roll suffers the damage. If the entity with the lower roll is not the original target of the damage, the type of the damage is changed to Psychic damage.

For example, if a 7th-level Cardinal binds to an Ogre, and the Ogre attacks her with its club for 16 points of damage. Both creatures roll Wisdom saving throws; If the Cardinal rolls lower than the Ogre, she suffers 16 points of Bludgeoning damage as normal; If the Ogre rolls lower than the Cardinal, the Ogre suffers 16 points of Psychic damage while the Cardinal is unharmed.

Any other non-damaging effects of an attack, spell or ability, such as the Paralyzed or the Poisoned conditions, are not transferred by this ability, and must be suffered by the original target as normal. The creature remains bound to you until one of you dies, you release the creature as a bonus action, or until one hour has passed. If the target of this enchantment is reduced to 0hp, you can use your bonus action on subsequent turns to attempt to change the binding to a new target, provided it fails a Charisma saving throw as normal.

Once you use this feature, you must finish a Long Rest before you must do so again.

Tooth And Claw

Beginning at 11th level, if you possess a piece of a creature - A tooth, a fingernail, a lock of hair, a few drops of blood, or etc. -That has been taken from them in the last 24 hours - You can imbue it into a Poppet when you bind them to it using Bind Poppet. In doing so, all physical matter on your person that was taken from the target creature's form is consumed.

When you create a Poppet using this feature, it has disadvantage on any saving throws it makes against Bind Poppet, Pins and Needles, Beckon the Chained, and Living Poppet for 1 hour or until it is no longer bound to the Poppet.

Once you use this feature, you must finish a Long Rest before you may do so again.