User:Quincy/Child of Eris
Child of Eris[edit]
Creating a Child of Eris[edit]
- Quick Build
You can make a Child of Eris quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma.
Class Features
As a Child of Eris you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Child of Eris level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Child of Eris level after 1st
- Proficiencies
Armor: None
Weapons: Simple melee weapons, Martial melee weapons
Tools: Disguise Kit
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Athletics, Slight of hand, Deception, Insight, Persuasion, Stealth, Intimidation, and Perception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) any melee weapon
- (a) 2 daggers or (b) a whip
- (a) a diplomat's pack or (b) a dungeoneer's pack
Level | Proficiency Bonus |
Features | Discord Points | Cantrips Known | Spells Known | —Spell Slots per Spell Level— | |||
---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | ||||||
1st | +2 | Unarmored Defence, Free Movement | 1 | — | — | — | — | — | — |
2nd | +2 | Discord, Vertical Grace | 2 | — | — | — | — | — | — |
3rd | +2 | Charmspeak | 3 | 2 | 3 | 2 | — | — | — |
4th | +2 | Ability Score Improvement, Life Drain | 4 | 2 | 4 | 3 | — | — | — |
5th | +3 | Charmspeak, Extra Attack, Agility | 5 | 2 | 4 | 3 | — | — | — |
6th | +3 | Marked, Avoidance | 6 | 2 | 4 | 3 | — | — | — |
7th | +3 | Charmspeak, Fury, Acrobat | 7 | 2 | 5 | 4 | 2 | — | — |
8th | +3 | Ability Score Improvement, Stage Setting | 8 | 2 | 6 | 4 | 2 | — | — |
9th | +4 | Charmspeak, Weapon of Chaos | 9 | 2 | 6 | 4 | 2 | — | — |
10th | +4 | Battle Grace, Shadow Travel | 10 | 3 | 7 | 4 | 3 | — | — |
11th | +4 | Charmspeak | 11 | 3 | 8 | 4 | 3 | — | — |
12th | +4 | Ability Score Improvement | 12 | 3 | 8 | 4 | 3 | — | — |
13th | +5 | Charmspeak, Bait | 13 | 3 | 9 | 4 | 3 | 2 | — |
14th | +5 | Domination | 14 | 3 | 10 | 4 | 3 | 2 | — |
15th | +5 | Charmspeak, Shadow Travel | 15 | 3 | 10 | 4 | 3 | 2 | — |
16th | +5 | Ability Score Improvement, Call of Chaos | 16 | 3 | 11 | 4 | 3 | 3 | — |
17th | +6 | Charmspeak, Spite | 17 | 3 | 11 | 4 | 3 | 3 | — |
18th | +6 | Weapon of Chaos, Wall Walker | 18 | 3 | 11 | 4 | 3 | 3 | — |
19th | +6 | Ability Score Improvement, Charmspeak | 19 | 3 | 12 | 4 | 3 | 3 | 1 |
20th | +6 | Mass Madness | 24+CHA modifier | 3 | 13 | 4 | 3 | 3 | 1 |
Unarmored Defence[edit]
Beginning at 1st level, your AC bonus equals 10 + your Dexterity modifier + your Consitution modifier
Free Movement[edit]
Being able to move freely is vital to you. As such, you may only use weapons with the light or finesse properties.
Discord[edit]
Starting at 2nd level, you can manifest Eris' energy into power represented by chaos and fear.
- Discord Points
Your level determines the number of points you have, as shown in the Discord Points column of the table. You can regain Discord Points equal to your Charisma modifier (minimum of +1) after every short rest, and you regain all your Discord Points after every long rest.
- Discord Ability
Charisma is the statistic used to determine the power of your spells.
- Discord save DC = 8 + your proficiency bonus + your Charisma modifier
- Discord attack modifier = your proficiency bonus + your Charisma modifier
Vetical Grace[edit]
Starting at 2nd level, you can fall up to 10 feet times 1/2 your level safely. You also can climb faster than normal, climbing no longer costs you extra movement. When making a jump of any type, standing or running, the distance you jump increases by a number of feet equal to your Dexterity modifier.
Spellcasting[edit]
When you reach 3rd level, you augment your chaos prowess with the ability to cast spells.
- Cantrips.
You learn two cantrips of your choice from the Child of Eris spell list. You learn an additional cantrip of your choice at 10th level.
- Spell Slots.
The Child of Eris Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
- Spells Known of 1st-Level and Higher.
You know three 1st-level spells of your choice.
The Spells Known column of the Child of Eris Spellcasting table shows when you can learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the spell list. The new spell must be of a level for which you have spell slots.
- Spellcasting Ability.
Charisma is your spellcasting ability for your spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Charisma modifier
- Spell attack modifier = your proficiency bonus + your Charisma modifier
Charmspeak[edit]
At 3rd level, you can cast the Command spell at will.
At 5th level, you can cast the Charm Person spell four times before needing to finish a long rest to use it again.
At 7th level, you can cast the Suggestion spell three times before needing to finish a long rest to use it again.
At 9th level, you can cast the Hold Person spell three times before needing to finish a long rest to use it again.
At 11th level, you can cast the Crown of Madness spell three times before needing to finish a long rest to use it again.
At 13th level, you can cast the Dominate Person spell twice before needing to finish a long rest to use it again.
At 15th level, you can cast the Mass Suggestion spell twice before needing to finish a long rest to use it again.
At 17th level, you can cast the Dominate Monster spell twice before needing to finish a long rest to use it again.
At 19th level, you can cast the Power Word Stun spell once before needing to finish a long rest to use it again.
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Life Drain[edit]
When you reach 4th level, you gain the ability to absorb the life force of a living creature you kill. When you get the killing blow with a melee weapon on a creature that is not an undead, ooze, construct, fiend or celestial, you may use a Discord Point to absorb the hit points it had remaining. This amount cannot be more than half of your hit point maximum.
Extra Atack[edit]
At 5th level, you may attack twice instead of once when you take the Attack action on your turn.
Agility[edit]
Starting at 5th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
Marked[edit]
At 6th level, you gain the ability to magically Mark one creature you can see within range as a bonus action. This lasts a number of rounds equal to your Charisma modifier. Until it ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon or spell attack.
Avoidance[edit]
At level 6, when a creature hits you with a melee attack, that is not during a surprise round, you may use your reaction to make a Dexterity saving throw with a DC of 15. On a success you take half damage from the attack and the sudden displacement causes a boom that deals 2d4 thunder damage to the attacker. The boom can be heard to a distance of 300ft.
Fury[edit]
At 7th level, your anger and fury enhance your attacks making them more destructive than ever. When you make a normal attack, you can spend 1 Discord Point to force the target to make a Strength saving throw equal to your Discord DC. On a failed save, if the target is Medium or smaller they are pushed in the opposite direction to a distance equal to your Strength modifier x 5 ft and are knocked prone. If the target is Large, they are only pushed 5 feet, and if the target is Huge+, they are unaffected. On a successful save, your enemy is pushed only 5 feet and only take the damage from the attack, unless they are Large+, by which they are unaffected.
Acrobat[edit]
When you reach 7th level, you gain advantage on Dexterity (Acrobatics) Checks.
Stage Set[edit]
Starting at 8th level, you can use 1 Discord Point to cast Hallucinatory Terrain once per encounter without using a spell slot or material components.
Weapon of Chaos[edit]
At 9th level, you are only effective if you have a weapon that matches your aura of chaos and brings fear to the hearts of others. During a short or long rest, you can spend 1 Discord Point or more up to a max of 10 to enhance a weapon you hold by counting it as magical for 24 hours and giving it a bonus to both the attack rolls and damage rolls equal to a number of Discord points spent. The bonuses count only for you and if somebody else attempts fighting with your weapon of chaos, they have disadvantage to hit. You can only enhance one weapon during the rest, and if you try to enhance another weapon the oldest enhancement will disappear. At 18th level, you can enhance two weapons at the same time.
Battle Grace[edit]
Starting at 10th level, you gain the ability to Dodge as a bonus action. In addition, standing up from prone no longer costs any movement.
Shadow Travel[edit]
At 10th level, you can cast the Misty Step spell at will.
At 15th level, you can cast the Dimension Door spell three times before needing to finish a long rest to use it again.
Bait[edit]
Starting at level 13, you may choose to use a Discord Point to gain advantage on an all attack rolls of one Attack action. You may only use this twice per encounter.
Domination[edit]
At 14th level, you have grown adept at manipulating others. Whenever you cast a spell that charms a creature, that creature has disadvantage on attack rolls against you, even after the spell ends, until you finish a short or long rest.
Call of Chaos[edit]
At 16th level, you gain the ability to summon fiends from the pits of Tartarus to aid you. You may expend Discord Points to summon a fiend corresponding to your alignment, devils for Lawful, demons for Chaotic, and yugoloths for Neutral. The fiend you summon must have a challenge rating equivalent to twice as many Discord Points you expended for this ability. The fiend will serve you for no more than 3 days and returns to its respective plane after that. It may not summon more fiends to its aid using the summoning variant rule during this time. You may not kill the fiend and if you willingly attempt to harm it, it immediately returns to its plane. You must complete a long rest before using this ability again. You may only have one fiend summoned at a time
Spite[edit]
When you reach 17th level, whenever you use a Charmspeak ability on a creature, it takes 3d6 psychic damage when the spell ends unless it is ended by magical means like Greater Restoration or Dispel Magic However it still takes the damage if the creature ends the effect on itself.
Wall Walker[edit]
When you reach 17th level, you gain a climb speed equal to your normal speed and you gain advantage on Strength (Athletics) checks.
Mass Madness[edit]
At 20th level, you have mastered Eris' chaos and can use it to invoke madness in your enemies. Up to twelve creatures of your choice that you can see within 60 ft of you and that can hear and understand you must succeed on a Wisdom saving throw or become charmed by you for 1 minute. While the targets are charmed in this way, jagged iron chains appear around its neck, and a madness glows in its eyes. The charmed targets must use their actions and movement on each of their turns to make a melee attack against a creature other than itself that you mentally choose. On your subsequent turns, you must use your action to maintain control over the targets, or the effect ends. Also, the each target can make a Wisdom saving throw at the end of each of its turns. On a success, the effect ends for it. You can do this once before needing to finish a long rest to use it again.
Child of Eris Spell List[edit]
- 1st Level
Blade Ward, Booming Blade, Dancing Lights, Message, True Strike, Vicious Mockery
- 2nd Level
Charm Person, Compelled Duel, Disguise Self, Mage Armor, Magic Missile, Shield, Sleep, Thunderwave
- 3rd Level
Blink, Fear, Hypnotic Pattern, Leomund's Tiny Hut, Sending
- 4th Level
Dominate Beast, Leomund's Secret Chest, Mordenkainen's Private Sanctum, Otiluke's Resilient Sphere