Enchanter (Legend Track)

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Author: Mystify (talk)
Date Created: June 02, 2012
Status: Complete
Editing: Clarity edits only please
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Control your enemies

Enchanter[edit]

Enchanters toy with the minds of others, forcing them to do their bidding. They detest having to do anything themselves, and prefer to coerce others.

"No self harm" clause: None of these abilities can be used to cause a creature to harm itself, or take actions directly harmful to its health. The most obvious case of this would be to try to attack itself, but it would also include moving into the area of effect of an ongoing spell, moving into known hazards or traps, or any actions that provoke an attack of opportunity. If they have a method to avoid the attack of opportunity or would be immune to the hazard, then those abilities can be used to allow the action as there is no danger. Any attempt to force a creature to take an action that violates this clause will cause the effect to immediately end.

All abilities in this track are [mind affecting] unless otherwise noted. All DCs are (10 + 1/2 level + Cha).

Track Abilities[edit]

1st Circle - Redirected WrathSLA: At will, you may select one opponent within [close] range as a standard action. If they fail a will save, you may force them to spend an immediate action to move their speed and make a single attack against a target of your choice.

Psychic BlastSLA: Sometimes, your foe's mind is too tough to crack, and you must resort to more a more direct approach. At will, you may direct a blast of psychic energy at a single creature withing [close] range as a standard action, dealing 1d6/level damage. The target may make a fort save for half damage. This is not [Mind-affecting].

2nd Circle - Mental Command: Choose one of the following abilities:

SleepSLA: Once per encounter, you can force a single opponent within [close] range to fall asleep as a standard actopm. They must make a will save or be [fatigued] until the end of the encounter. If they are already [fatigued], they become [exhausted] until the end of the encounter. If they are already [exhausted], they fall [unconscious]. They must repeat this save each round until they either succeed it or are [unconscious].
InciteSLA: Once per encounter, you can incite a creature within [Close] range into a frenzy. They gain a +1 fury bonus to attacks and damage for every circle of enchanter you have, and a +1 bonus to fortitude and will. This lasts for a number of rounds equal to 3+their Constitution modifier. A will save may be taken when the effect is first cast or as a free action to negate the effect, but if you fail to make the save you must continue to rage. When the effect ends, the subject is [Fatigued] for as many [Rounds] as the effect lasted. A [Fatigued] or [Exhausted] creature is immune to this effect.

3rd Circle - Master Manipulator: Choose one of the following abilities:

ConfusionSLA: Once per encounter as a standard action you can confuse your opponents. Select one opponent per circle of Enchanter you possess. They must each make a will save or be [confused] for the rest of the [encounter]
RearrangmentSLA: Once per [encounter] as a standard action, you can reach into the minds of all opponents within [close] range and force them to move as you wish. They must make a will save or move up to their speed to the location you desire.
CharmSLA: Once per [encounter] as a standard action, you can influence an opponent to view you in as favorable light as possible. You target must make a will save (DC 10 + 1/2 your level + your Charisma modifier) or immediately stop attacking your and your allies unless threatened. The use of any damaging or harmfuleffects against the target immediately cancels and dispels charm. This influence lasts for the rest of the [scene]. The target takes a -5 penalty on saves against your abilities from this track while under this effect.

4th Circle - Quick RedirectionSU: Once per [round], you may use redirected wrath as a standard or swift action, and you may target an opponent within [medium] range.

Your Psychic blast now targets all targets in a cone with length 25+5ft per 2 levels.

5th Circle - Mental Protection: Choose one of the following abilities:

Mental BarriersSU: Your long study of enchantment has lead to the mastery of your own mind. You are immune to [Mind affecting] effects.
Psychic ShieldSU: You are able to distort the perception of those around you. Any creature within [close] range has a 50% [miss chance] if trying to hit you.

6th Circle - Mental Lash: You gain one of the following abilities:

Stunning RevelationSLA: Once per [Encounter], You send out strands of psychic energy to ravage your opponent's minds, rendering them unable to act. As a standard action. you fire out a cone with length 25+5ft per 2 levels. All opponents within the area must make a will save or be [stunned] for 1 round
Innermost NightmaresSLA: Once per [Encounter], you can focus on the innermost insecurities and nightmares of a creature within [Close] range, and bring them to the surface. The target must [Cower] for 2 [Rounds]. A successful will save leaves them [Frightened] for 2 [Rounds] instead. This is a [Fear] effect.

7th Circle - PuppetmasterSLA: Once per [encounter], as a standard action, you can force an opponent within [medium] range to do your bidding. They must make a will save or be under your control for 1 [round]. While under your control, you may direct their actions for the round when their turn comes. You choose which abilities they use, who they target, how they move, etc. The "No self harm" clause remains in effect. You may spend a standard action to maintain this ability for another round, but the subject gets another will save.



LegendTracks

AuthorMystify +
IdentifierLegend Track +
RatingUndiscussed +
SummaryControl your enemies +
TitleEnchanter +