Hermit (4e Theme)
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Hermit
Building
Hermits are reclusive types, sequestering themselves far away from society. In their meditations they often study the natural world and the divine energies, and the connection between the two, yearning not to be a part of only one but a union of both. Hermits tend to see civilization as complicating and obstructing their interests, and strive to protect the natural world.
- Class Prerequisites
None.
- Race Prerequisites
None.
Associated Skill: None.
Starting Feature
It is said that there is a wild, potent smell reminiscent of incense that surrounds hermits that are deep in meditation.
- Benefit
Primal Incense | Hermit Attack {{{level}}} |
Taking a moment to meditate, a haze of incense with the scent of the wilds emanates from you. | |
Encounter Divine, Zone | |
Standard"Standard" is not in the list (Minor Action, Standard Action, Free Action, Immediate Reaction, Immediate Interrupt, Move Action, No Action) of allowed values for the "4e Power Action Type" property. | Close Burst 1 |
Target: Each enemy in the burst. | |
Attack: Highest ability modifier vs. Fortitude. | |
Hit: 1d6 + highest ability modifier damage.
Level 11: 2d6 + highest ability modifier damage. Level 21: 3d6 + highest ability modifier damage. | |
Effect: The area in the burst becomes lightly obscured until the end of your next turn. |
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Additional Features
Level 5 Feature
Your rigorous meditation has at last allowed you to become a bridge and meeting place between nature's power and divine energy.
- Benefit
The zone created by your Primal Incense power instead becomes an Aura 1 that last until the end of the encounter. Any power with the Primal keyword used in the aura gains the Divine keyword, and vice versa.
Level 10 Feature
The aura brought about by your elevated status as a hermit now even extends to those around you, heightening their senses.
- Benefit
Any ally gains a +1 power bonus to Nature or Religion skill checks while adjacent to you.
Optional Powers
Sage's Lore | Hermit Utility 2 |
With a touch, you impart a sense of inner peace and strength, shoring up the mind and body of yourself or an ally. | |
Encounter Divine, Healing | |
Standard"Standard" is not in the list (Minor Action, Standard Action, Free Action, Immediate Reaction, Immediate Interrupt, Move Action, No Action) of allowed values for the "4e Power Action Type" property. | Melee Touch |
Target: One creature in range. | |
Effect: The target gains a +2 power bonus to its Will defense until the end of its next turn, and gains the benefits of eating a meal until the end of the encounter. |
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Back to Main Page → 4e Homebrew → Powers → Hermit Powers
Back to Main Page → 4e Homebrew → Powers → Hermit Powers
Carve Anima | Hermit Attack 5 |
You can perceive the nexus where your foe's body and soul intertwine, and reach into their body to strike it. | |
Daily Divine | |
Standard"Standard" is not in the list (Minor Action, Standard Action, Free Action, Immediate Reaction, Immediate Interrupt, Move Action, No Action) of allowed values for the "4e Power Action Type" property. | Close Burst 1 |
Target: One enemy in burst | |
Attack: Highest ability modifier vs. Will, Fortitude
Special: You make one attack roll, and you hit if the roll equals or exceeds either of the defenses. | |
Hit: 3d6 damage. The target is also knocked prone if the attack hit both defenses. |
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Greater Carve Anima | Hermit Attack 15 |
You can perceive the nexus where your foe's body and soul intertwine, and reach into their body to strike it. | |
Daily Divine | |
Standard"Standard" is not in the list (Minor Action, Standard Action, Free Action, Immediate Reaction, Immediate Interrupt, Move Action, No Action) of allowed values for the "4e Power Action Type" property. | Close Burst 1 |
Target: One enemy in burst | |
Attack: Highest ability modifier vs. Will, Fortitude
Special: You make one attack roll, and you hit if the roll equals or exceeds either of the defenses. | |
Hit: 3d6 damage, and the target is weakened(save ends). The target is also knocked prone if the attack hit both defenses. |
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Perfect Carve Anima | Hermit Attack 25 |
You can perceive the nexus where your foe's body and soul intertwine, and reach into their body to strike it. | |
Daily Divine | |
Standard"Standard" is not in the list (Minor Action, Standard Action, Free Action, Immediate Reaction, Immediate Interrupt, Move Action, No Action) of allowed values for the "4e Power Action Type" property. | Close Burst 1 |
Target: One enemy in burst | |
Attack: Highest ability modifier vs. Will, Fortitude
Special: You make one attack roll, and you hit if the roll equals or exceeds either of the defenses. | |
Hit: 3d6 damage, and the target is weakened(save ends) and dazed(save ends). The target is also slowed(save ends) and knocked prone if the attack hit both defenses. |
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