Mystic weapons are a special class of weapon that are powered by the energies that encompass the universe. They can be powered by the positive light of the stars or the negative darkness of the void, but either way, they are a special weapon category aside from simple and martial weapons.
Mystic Saber: 2d8 radiant or necrotic damage (finesse, versatile (1d10))
Mystic Staff: 3d6 radiant or necrotic damage (two handed, heavy, reach)
Mystic Knife: 2d6 (light, finesse, thrown 20/60)
Soul Whip: 1d10 (light, reach, finesse)
Friday, October 3, 2014
Mystics of the Stars: Cleric Domains
Two new domains are available to clerics. Neither is associated with any particular deity, but with the larger power that is felt through out the universe.
The Star domain is associated with stars, light and energy. The mystics who follow this domain are trained for years to focus their connection to the power of the stars
At level 1, a cleric with the Star domain gains proficiency with Mystic Weapons. They also gain the Warding Flare power, that can be used once for every plus of the cleric's wisdom modifier. All uses are regained after a long rest. The power is a reaction that can be used to impose disadvantage on an attack against the cleric.
At 2nd level, the cleric can use her channel to charm any creature within 30' for one minute. The creature gets a wisdom saving throw (DC=10+cleric's Wis modifier) to resist the charm, and the charm is automatically broken if the creature or its allies are attacked.
At 6th level, the cleric can use her channel to levitate, as the spell, for one minute.
At 8th level, once per round when the cleric hits with a melee attack, she can add 1d8 radiant damage to the normal weapon damage. At 14th level, this increases to 2d8.
At 17th level the cleric can use her move to teleport up to 30' to a place she can see.
Opposing the star domain is the Void domain, the clerics who draw power from the unfathomable emptiness that lies between the stars.
At level 1, a cleric with the Void domain gains proficiency with Mystic Weapons. She also gains the Eldritch Blast cantrip, dealing necrotic instead of force damage.
At 2nd level, the cleric can use her channel to cause fear in any creatures she chooses within 30'/ They are allowed a wisdom save (DC=10+cleric's Wis modifier) to resist. The fear lasts one round.
At 6th level, the cleric's eldritch blast cantrip's range increases to 60', and on a hit pushes targets 20' away from the cleric.
At 8th level, once per round when the cleric hits with a melee attack, she can add 1d8 necrotic damage to the normal weapon damage. At 14th level, this increases to 2d8.
At 17th level, the cleric can generate an aura of evil. Any creatures she chooses within a 30' radius of her become vulnerable to necrotic damage, and must make a charisma save (DC=10+cleric's Wis modifier) or gain disadvantage on all saves for as long as the aura remains, whether or not they remain in its area of effect. The aura moves with the cleric. This effect lasts one minute and does not require concentration. Once used, this ability is regained after a short rest.
The Star domain is associated with stars, light and energy. The mystics who follow this domain are trained for years to focus their connection to the power of the stars
At level 1, a cleric with the Star domain gains proficiency with Mystic Weapons. They also gain the Warding Flare power, that can be used once for every plus of the cleric's wisdom modifier. All uses are regained after a long rest. The power is a reaction that can be used to impose disadvantage on an attack against the cleric.
At 2nd level, the cleric can use her channel to charm any creature within 30' for one minute. The creature gets a wisdom saving throw (DC=10+cleric's Wis modifier) to resist the charm, and the charm is automatically broken if the creature or its allies are attacked.
At 6th level, the cleric can use her channel to levitate, as the spell, for one minute.
At 8th level, once per round when the cleric hits with a melee attack, she can add 1d8 radiant damage to the normal weapon damage. At 14th level, this increases to 2d8.
At 17th level the cleric can use her move to teleport up to 30' to a place she can see.
Opposing the star domain is the Void domain, the clerics who draw power from the unfathomable emptiness that lies between the stars.
At level 1, a cleric with the Void domain gains proficiency with Mystic Weapons. She also gains the Eldritch Blast cantrip, dealing necrotic instead of force damage.
At 2nd level, the cleric can use her channel to cause fear in any creatures she chooses within 30'/ They are allowed a wisdom save (DC=10+cleric's Wis modifier) to resist. The fear lasts one round.
At 6th level, the cleric's eldritch blast cantrip's range increases to 60', and on a hit pushes targets 20' away from the cleric.
At 8th level, once per round when the cleric hits with a melee attack, she can add 1d8 necrotic damage to the normal weapon damage. At 14th level, this increases to 2d8.
At 17th level, the cleric can generate an aura of evil. Any creatures she chooses within a 30' radius of her become vulnerable to necrotic damage, and must make a charisma save (DC=10+cleric's Wis modifier) or gain disadvantage on all saves for as long as the aura remains, whether or not they remain in its area of effect. The aura moves with the cleric. This effect lasts one minute and does not require concentration. Once used, this ability is regained after a short rest.
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