Eldritch
From a very young age, those who show both martial and arcane promise are cloistered away by powerful organizations and trained in secret to become living weapons, able to wield a blade in one hand and a spell in the other. The Eldritch is able to manipulate magical forces through the power of a Soulblade; a Mystical weapon formed from the essence of their own spirit.
Who trained you? What do you owe them in return? What is your Soulblade like?
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Key Ability
Start with this ability and one rank in a Schema of your choosing.
Soulblade
Perk
As a Free Action, you may summon a weapon from your very soul into your hand. Decide what kind of weapon your Soulblade is when you first gain this Perk; your Soulblade is a General Melee weapon of any kind whose appearance reflects your fighting spirit.
Your Soulblade is considered an enchanted weapon and may be used as a Focal to cast spells. You may destroy an enchanted weapon you own and transfer its enchantment to your Soulblade; however, your Soulblade may only hold one enchantment at a time and new enchantments overwrite previous ones.
While equipped with your Soulblade, you gain a +(Power) bonus to Combat rolls against creatures you have Advantage on.
You are able to cast spells using The Mystery. Select one Rote now and learn another at Levels 5, 10, 15, and 20.
Perk
As a Free Action, you may summon a weapon from your very soul into your hand. Decide what kind of weapon your Soulblade is when you first gain this Perk; your Soulblade is a General Melee weapon of any kind whose appearance reflects your fighting spirit.
Your Soulblade is considered an enchanted weapon and may be used as a Focal to cast spells. You may destroy an enchanted weapon you own and transfer its enchantment to your Soulblade; however, your Soulblade may only hold one enchantment at a time and new enchantments overwrite previous ones.
While equipped with your Soulblade, you gain a +(Power) bonus to Combat rolls against creatures you have Advantage on.
You are able to cast spells using The Mystery. Select one Rote now and learn another at Levels 5, 10, 15, and 20.
Eldritch Schema
An Eldritch draws their power from The Mystery and may learn any Eldritch or Arcane Schema.
Bend Space
Minor Action - 1 Focus
Teleport (Power) yards
Minor Action - 1 Focus
Teleport (Power) yards
- Rank 2: Using Bend Space, you may target another creature within (Power) yards and teleport them up to (Power) yards. If the target is hostile, they may resist this effect with a Save.
- Rank 3: You may use Bend Space for 0 Focus as a full Action.
- Rank 4: Increase the range and distance of Bend Space teleportations by (Speed) yards.
- Rank 5: When you or an ally within range of Bend Space is attacked, you may use Bend Space as an Interrupt.
Bladewall
Minor Action - 1 Focus
Encircle yourself or an ally within 10 yards with (Power) Spectral Blades. Any time an enemy attacks or voluntarily enters a space adjacent to a creature surrounded by Spectral Blades, you may make a Soulblade attack against them as a Reaction. Doing so expends one of the Spectral Blades. Bladewall's effect ends when there are no Spectral Blades left or the Scene ends.
Minor Action - 1 Focus
Encircle yourself or an ally within 10 yards with (Power) Spectral Blades. Any time an enemy attacks or voluntarily enters a space adjacent to a creature surrounded by Spectral Blades, you may make a Soulblade attack against them as a Reaction. Doing so expends one of the Spectral Blades. Bladewall's effect ends when there are no Spectral Blades left or the Scene ends.
- Rank 2: Soulblade attacks made via Bladewall have Advantage.
- Rank 3: An enemy hit by a Soulblade attack made via Bladewall is Weakened (Save ends).
- Rank 4: The target gains +1 Combat for each Spectral Blade surrounding them.
- Rank 5: You create an additional 1d6 Spectral Blades when you use Bladewall.
Celerity
Action - 1 Focus
Move (Speed x 2) yards. Once during this movement, you may take an Action you are capable of and resume moving once the Action is resolved (this does not count towards your total Actions for the round).
Action - 1 Focus
Move (Speed x 2) yards. Once during this movement, you may take an Action you are capable of and resume moving once the Action is resolved (this does not count towards your total Actions for the round).
- Rank 2: You may Jump for any portion of the Celerity movement.
- Rank 3: After using Celerity, enemies have Disadvantage to attack or Counter you until your next turn starts.
- Rank 4: Actions taken during Celerity do not count towards the total number of Actions you can take during your turn.
- Rank 5: You may take an additional Action during Celerity.
Deflect Missile
Interrupt - 1 Focus
When a creature makes a range or focal attack against you, you may use the following Interrupt: block the triggering attack.
Interrupt - 1 Focus
When a creature makes a range or focal attack against you, you may use the following Interrupt: block the triggering attack.
- Rank 2: When you use Deflect Missile, choose an enemy within 10 yards: they are now the target of the triggering attack.
- Rank 3: You may use Deflect Missile on behalf of adjacent allies or allies who you interrupt the attacker's line of sight to.
- Rank 4: After using Deflect Missile, you have Advantage on all Guard Feats until your next turn starts.
- Rank 5: Deflect Missile works on area attacks that include you as a target (you cannot use Deflect Missile on behalf of allies targeted by area attacks, however).
Kinesis
Action - 1 Focus
An enemy within 10 yards of you slides (Power) yards in any direction, then becomes Fixated on you until your next turn starts. You may also use Kinesis to lift, move, hold, and carry unattended objects up to 10 yards away that weigh no more than ((Power x 10) + (Rank x 10)) Stones.
Action - 1 Focus
An enemy within 10 yards of you slides (Power) yards in any direction, then becomes Fixated on you until your next turn starts. You may also use Kinesis to lift, move, hold, and carry unattended objects up to 10 yards away that weigh no more than ((Power x 10) + (Rank x 10)) Stones.
- Rank 2: The target must Save or one object they are holding flies out of their hand and into yours (assuming you have an open hand - if not, it lands in a space adjacent to you).
- Rank 3: Once during your turn, you may use Kinesis as a Free Action for 0 Focus.
- Rank 4: The target of Kinesis must Save or be Immobilized (Save ends).
- Rank 5: Creatures Immobilized by Kinesis have Disadvantage on all Feats and take (Power) Ongoing Damage.
Spatial Pitch
Action - 1 Focus
Throw your Soulblade up to (Speed + Power) yards (either at an enemy as a weapon attack or at a vacant space) then teleport into a space adjacent to where your Soulblade landed. You grab hold of or retrieve your Soulblade at the end of this Action.
Action - 1 Focus
Throw your Soulblade up to (Speed + Power) yards (either at an enemy as a weapon attack or at a vacant space) then teleport into a space adjacent to where your Soulblade landed. You grab hold of or retrieve your Soulblade at the end of this Action.
- Rank 2: Instead of teleporting yourself, you may choose to teleport whatever your Soulblade strikes into a space adjacent to you.
- Rank 3: When an ally is attacked by an enemy within range of Spatial Pitch, you may use Spatial Pitch as a Reaction against the attacker.
- Rank 4: After using Spatial Pitch, you may make a Soulblade attack as a Reaction.
- Rank 5: Once per Scene, you may use Spatial Pitch as a Free Action for 0 Focus.
Eldritch Perks
Force Warding
While equipped with a Ward in your off-hand, gain +1 Guard. You may treat your Ward as a shield and can use it to Block incoming attacks.
While equipped with a Ward in your off-hand, gain +1 Guard. You may treat your Ward as a shield and can use it to Block incoming attacks.
Harrower
Gain Proficiency with Heavy Melee weapons. Your Soulblade can be any Heavy Melee weapon and one Soulblade attack you make each round gains a +(Power) bonus to damage.
Gain Proficiency with Heavy Melee weapons. Your Soulblade can be any Heavy Melee weapon and one Soulblade attack you make each round gains a +(Power) bonus to damage.
Hypnotic Voice
You may give a simple (one or two step) command or make a statement to a creature who can understand you. If they have a lower Intellect than you, they will obey the command (so long as it does not directly endanger their life or go against their core beliefs) or believe the statement you make (so long as it is not obviously untrue).
You may give a simple (one or two step) command or make a statement to a creature who can understand you. If they have a lower Intellect than you, they will obey the command (so long as it does not directly endanger their life or go against their core beliefs) or believe the statement you make (so long as it is not obviously untrue).
Levitate
You may hover a few feet over the ground during any movement you make, avoiding ground-based hazards, obstacles, traps, and Rough Terrain.
You may hover a few feet over the ground during any movement you make, avoiding ground-based hazards, obstacles, traps, and Rough Terrain.
Mystic Archer
Gain Proficiency with General Range weapons. Your Soulblade can be any General Range weapon and fires ammunition made from your spirit and thus never needs to be reloaded. Increase the weapon's base range by 10 yards.
Gain Proficiency with General Range weapons. Your Soulblade can be any General Range weapon and fires ammunition made from your spirit and thus never needs to be reloaded. Increase the weapon's base range by 10 yards.
Slow Time
Enemies hit by your Soulblade are Slowed until their next turn ends. If already Slowed, they are Immobilized until their next turn ends.
Enemies hit by your Soulblade are Slowed until their next turn ends. If already Slowed, they are Immobilized until their next turn ends.
Rituals
Alter Weight
Spend 10 minutes drawing a rune on an object. For the next hour, its weight is either increased or decreased tenfold.
Spend 10 minutes drawing a rune on an object. For the next hour, its weight is either increased or decreased tenfold.
Dimensional Doorway
Spend up to 1 hour drawing an elaborate doorway on a wall; a corresponding doorway appears on another wall in a different location, allowing you (and anyone else) to pass through the door connecting the two places. You must be very familiar with the target location in order for this Ritual to work. Make a Feat with +1d6 for every 15 minutes spent drawing; the doorway stays open for 1 minute per Bump.
Spend up to 1 hour drawing an elaborate doorway on a wall; a corresponding doorway appears on another wall in a different location, allowing you (and anyone else) to pass through the door connecting the two places. You must be very familiar with the target location in order for this Ritual to work. Make a Feat with +1d6 for every 15 minutes spent drawing; the doorway stays open for 1 minute per Bump.
Detect Mysteries
You sense when a Spell is cast within a mile of your location. With 15 minutes of concentration, you can tell either what Rotes were used, where it was cast, or the identity of the caster. You can also use this Ritual to detect the location and purpose of magical traps within 20 yards or identify enchanted items (both of these actions take 15 minutes).
You sense when a Spell is cast within a mile of your location. With 15 minutes of concentration, you can tell either what Rotes were used, where it was cast, or the identity of the caster. You can also use this Ritual to detect the location and purpose of magical traps within 20 yards or identify enchanted items (both of these actions take 15 minutes).
Elemental Infusion
Spend 10 minutes in concentration surrounded by a particular element in its raw form (earth, fire, water, or wind) to infuse that element into your Soulblade. Until your next Full Rest ends, your Soulblade glows with elemental power and its attacks have one of the following properties:
- Earth: Targets are Staggered (Save ends).
- Fire: Targets take (Power) Ongoing Damage (Save ends).
- Water: Targets are Slowed (Save ends).
- Wind: Targets must Save or slide (Power) yards.
Spend 10 minutes in concentration surrounded by a particular element in its raw form (earth, fire, water, or wind) to infuse that element into your Soulblade. Until your next Full Rest ends, your Soulblade glows with elemental power and its attacks have one of the following properties:
- Earth: Targets are Staggered (Save ends).
- Fire: Targets take (Power) Ongoing Damage (Save ends).
- Water: Targets are Slowed (Save ends).
- Wind: Targets must Save or slide (Power) yards.
Precognition
By spending up to 1 hour in meditation, you see obscure glimpses of the future that give an important clue or warning. Pick two of the following:
- You know exactly when these events are set to take place
- The vision is clear and easily understood
- The future you've seen can be altered
By spending up to 1 hour in meditation, you see obscure glimpses of the future that give an important clue or warning. Pick two of the following:
- You know exactly when these events are set to take place
- The vision is clear and easily understood
- The future you've seen can be altered
Postcognition
By spending up to 1 hour rewinding the march of time, you can see and hear what recently happened in a given location as shadowy echoes of creatures replay events. Make a Feat with +1d6 for every 15 minutes spent rewinding time. For each Bump, you may see up to 12 hours into the past.
By spending up to 1 hour rewinding the march of time, you can see and hear what recently happened in a given location as shadowy echoes of creatures replay events. Make a Feat with +1d6 for every 15 minutes spent rewinding time. For each Bump, you may see up to 12 hours into the past.
Soulforge
By spending 10 minutes in concentration, you may change the shape of your Soulblade into that of any other weapon you are proficient with for 24 hours.
By spending 10 minutes in concentration, you may change the shape of your Soulblade into that of any other weapon you are proficient with for 24 hours.
Summon Object
No matter the distance, you can summon one object you own into your hands by spending 5 minutes in concentration. The object must be small and light enough to be held and carried in one or both arms.
No matter the distance, you can summon one object you own into your hands by spending 5 minutes in concentration. The object must be small and light enough to be held and carried in one or both arms.