User talk:ZWyldDestroyer

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Lich King[edit]

Large undead, chaotic evil


Armor Class 37 (natural armor)
Hit Points 1750 (100d10 + 1200)
Speed 200 ft., fly 450 ft. (hover)


STR DEX CON INT WIS CHA
46 (+18) 39 (+14) 34 (+12) 50 (+20) 34 (+12) 38 (+14)

Saving Throws Str +19, Dex +18, Con +19, Int +31, Wis +21, Cha +13
Skills omniproficient
Damage Immunities acid, cold, fire, lightning, necrotic, poison, psychic; thunder; bludgeoning, piercing, and slashing damage from non-artifact attacks that aren't blessed by a deity
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
Senses truesight 1 mile, passive Perception 31
Languages all languages
Challenge 50 (1,220,000 XP)


Incorporeal Movement. The lich king can move through other creatures and objects as if they were difficult terrain. It takes 2 (1d4) force damage if it ends its turn inside an object, any creature the lich wraith moves through in this way must make a DC 30 Wisdom saving throw or take 56 (16d6) necrotic damage on a failed save, or half as much damage on a successful one.

Darken the Sun. The sun cannot shine within 1 mile of the lich king, nor can any spell create light.

Legendary Resistance (1/round). If the lich king fails a saving throw, it can choose to succeed instead.

Limited Spell Immunity. The lich king cannot be affected or detected by spells of 8th level or lower.

Negative Energy Aura. When a living creature within 1 mile of the lich king would regain hit points, it regains half as many instead.

Omniproficient. The lich king has proficiency with all skills, languages, and weapons.

Rejuvenation. If it has a phylactery, a destroyed lich king gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting. The lich king is a 30th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 32, +19 to hit with spell attacks). The lich king can cast any 5th-level or lower wizard spell at will, without expending a spell slot or any components. The lich king also has the following wizard spells prepared:

6th level (20 slots): disintegrate, circle of death, create undead, eyebite, harm, magic jar, soul cage
7th level (14 slots): finger of death, plane shift, finger of death, resurrection
8th level (12 slot): dominate monster, power word stun, clone, abi-dalzim's horrid wilting
9th level (8 slot): power word kill, wish, true resurrection, astral projection

Turn Immunity. The lich king has immunity against any effect that turns undead.

ACTIONS

Multiattack. The lich king uses its howl from beyond if available, then it makes three attacks or casts two spells.

Paralyzing Touch. Melee Spell Attack: +19 to hit, reach 10 ft., one creature. Hit: 94 (24d6+ 10) necrotic damage. The target must succeed on a DC 30 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the beginning of each of its turns, ending the effect on itself on a success.

Life Drain. Melee Spell Attack: +19 to hit, reach 10 ft., one creature. Hit: 94 (24d6 + 10) necrotic damage. The target must succeed on a DC 30 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction can only be undone by a wish spell. The target dies if this effect reduces its hit point maximum to 0. A humanoid who dies this way immediately rises again as a dread wraith under the king's control.

Howl From Beyond (Recharge 5-6). The lich king emits a piercing shriek. This shriek has no effect on undead or constructs. All other creatures within 120 feet of it that can hear it must make a DC 30 Constitution saving throw. On a failure, a creature drops to 1 hit points. On a success, a creature takes 180 (40d8) psychic damage.

Create Dread Wraith. The lich king targets a humanoid within 120 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a dread wraith in the space of its corpse or in the nearest unoccupied space. The dread wraith is under the lich king's control. The lich king can have no more than twenty dread wraiths under its control at one time.


LEGENDARY ACTIONS

The lich king can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich king regains spent legendary actions at the start of its turn.

Spell. The lich king casts a spell of 5th level or lower.
Killing Gaze (Costs 2 Actions). The lich king fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 30 Wisdom saving throw against this magic or die instantly. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich king's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each living creature within 600 feet of the lich wraith must make a DC 30 Constitution saving throw against this magic, taking 140 (40d6) necrotic damage on a failed save, or half as much damage on a successful one.

tumblr_m2yjgmU0S21qiqa29o1_500.jpg
Wraith lich Nordekian, kovekbrom, http://www.kekaiart.com/guild-wars-2.html

Sometimes wizards don't want to be regular liches...


Back to Main Page5e HomebrewCreatures

Mystic Eye[edit]

Mystical Eyes are a blessing for some and a curse for others. They are eyes with amazing properties and a lot of power that typically manifest in people related to magic in some way. Mystical eyes can be very simple or have insane powers, either way, a person with powerful mystical eyes will not be able to have a normal life due to the great power they carry.

Creating a Mystic Eyes[edit]

The first question you should ask yourself is how do you have mystical eyes? There are a number of ways you can end up with mystical eyes, from having a near-fatal accident to being born with them, or they can even be bought at "legal" auctions run by rich and powerful people. What does it mean to have that power? Has someone guided and taught you about them or do you even know what they are exactly? Does it run in the family or are you an isolated case? These are some questions you can ask yourself


Quick Build

You can make a Mystic Eye quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Athlete or Outcast background.

Class Features

As a Mystic Eye you gain the following class features.

Hit Points

Hit Dice: 1d8 per Mystic Eye level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Mystic Eye level after 1st

Proficiencies

Armor: light and medium Armors
Weapons: simple and martial weapons
Tools: one of your choice
Saving Throws: Wisdom, Constitution
Skills: choose 2 from History, Insight, Stealth, Acrobatics, Perception, Sleight of Hand, Athletics

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) one martial melee weapon and scale mail armor or (b) one ranged weapon and 20 pieces of ammunition and leather armor
  • one artisan tool of your choice
  • (a) explorer's pack or (b) dungeoneer's pack with one simple weapon
  • If you are using starting wealth, you have 4d4 x 15 gp in funds.

Table: The Mystic Eye

Level Proficiency
Bonus
Features Mystic Eyes Points
1st +2 Unarmored Defense, Mystic Eyes Activation, Bend 1+Wisdom modifier
2nd +2 Precise Look,Fast Action 1+Wisdom modifier
3rd +2 Controlled Distortion,Mystic Eyes Recovery 2+Wisdom modifier
4th +2 Ability Score Improvement 2+Wisdom modifier
5th +3 Murderous Instinct 3+Wisdom modifier
6th +3 Upper Perception 3+Wisdom modifier
7th +3 Precise Distortion 4+Wisdom modifier
8th +3 Ability Score Improvement 4+Wisdom modifier
9th +4 Psychic Mind 5+Wisdom modifier
10th +4 Mystic Eyes Improvement 5+Wisdom modifier
11th +4 Field Distortion 6+Wisdom modifier
12th +4 Ability Score Improvement 6+Wisdom modifier
13th +5 Accurate Strike 7+Wisdom modifier
14th +5 Resilient Dody 7+Wisdom modifier
15th +5 Mystical Eyes Comprehension 8+Wisdom modifier
16th +5 Ability Score Improvement 8+Wisdom modifier
17th +6 Powerful Distortion 9+Wisdom modifier
18th +6 Mystical Mastery 9+Wisdom modifier
19th +6 Ability Score Improvement 10+Wisdom modifier
20th +6 Bending Distortion 13+Wisdom modifier

Unarmored Defense[edit]

At 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Wisdom modifier + your Constitution modifier.

Mystic Eyes Activation[edit]

At 1st level, you have you have the ability to activate your eyes to gain access to their power as action for 1 + your Wisdom modifier minutes (minimum 1). You may use this feature a number of times equal to your Wisdom modifier, regaining all uses at the end of a long rest. Your mystic eyes stay activated for 1 hour.

While you have your eyes active you gain 60 feet of darkvision. If you already have darkvision, its range increases by 60 feet. Additionally, you can see invisible objects and creatures up to 60 feet from you, and you gain advantage on saving throws to avoid being blinded.

If your eyes are stolen or removed you can do ritual that lasts 10 hours to regain them but all attacks are rolled at disadvantage. The disadvantage stops after two days.

This feature automatically ends if you enter an antimagic field. If you are targeted by dispel magic, you may attempt a Constitution saving throw with a DC equal to the caster's spell saving throw DC. On a failure, this feature ends. If the spell is cast at 5th level or higher, you have a disadvantage on the saving throw. This does not prevent you from being able to reactivate them, unless you continue in the anti-magic field.

Additionally, you have a number of Mystic Eyes points as shown in the Mystic Eyes Points column of the Mystic Eyes class table. You may spend these points on certain features gained by this class. You regain all spent Mystic Eyes points at the end of a long rest.

Some features from this class require creatures to make a saving throw, or for you to make a Mystic Eyes attack, which are calculated using the following:

Your Mystic Eyes save DC = 8 + your proficiency bonus + your Wisdom modifier

Your Mystic Eyes attack bonus = your proficiency bonus + your Wisdom modifier

Bend[edit]

At 1st level, you gain the ability to bend anything. Once per turn as an action or bonus action, you can make a Mystic Eyes attack against once creature within 30 feet. On a hit, they take 1d10 force damage. This damage increases to 2d10 at 5th level, 3d10 at 11th level, 4d10 at 14th level, and 5d10 at 20th level. If the creature hasn't moved since the beginning of its previous turn, unless it is their first round in initiative, you have advantage on the attack roll. This attack can also break objects that aren't being worn or carried. You can also open unlocked doors and some chests using your power.

If this attack hits a non-magical object, it automatically counts as a critical hit.

Precise Look[edit]

When you reach 2nd level, you gain proficiency in Perception and Insight. If you are already proficient in either skill, you gain expertise in it instead.

Fast Action[edit]

Because you use your eyes to use your abilities, you have time to do more actions. When you reach 2nd level, to take the Dash, Disengage, or Hide action as a bonus action on your turn.

Mystic Eyes Recovery[edit]

At 3rd level, you have some experience using your mystical eyes. When you finish a short rest, you can regain a number of uses of Mystic Eyes Activation equal to half your Wisdom modifier, rounded down, and you regain twice as many Mystic Eyes points.

Controlled Distortion[edit]

At 3rd level, you get better control over your eyes. While your eyes are activate, you may take any of the following actions:

-As an action, you attempt to grapple one creature you can see within 100 ft., using your Mystic Eyes saving throw DC instead of making an Athletics check. You may spend 1 Mystic Eyes point to grant the target disadvantage. Size does not effect this feature.

-As an action for 2 Mystic Eyes points, you attempt to throw one creature you can see within 100 ft. to the ground. The creature must make a Strength saving throw. On a failure, it is knocked prone.

-As an action for 3 Mystic Eyes points, you attempt to capture one creature you can see within 100 ft. The target must make a Strength saving throw. On a failure, they become restrained for 1 minute. They may retry this saving throw as an action, ending this effect early on a success.

Ability Score Improvement[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.

Murderous Instinct[edit]

Several mystical eye users are known to kill quickly with a single glance. When you reach 5th level, bend gains a range of 60 feet, 90 feet at level 10, 120 feet at level 14, 150 at level 17, 180 feet at level 20.

Upper Perception[edit]

At 6th level, You may add your Wisdom modifier your initiative roll. If you spend 1 minute looking at a creature, you may learn one of the following of the DM's choice:

-The creature's attitude towards you (for example, if it has hostile intent or not)

-If the creature has magical or psionic abilities.

-The creature's type.

Precise Distortion[edit]

At 7th level, you have more precise control over what you can bend. While your eyes are activate, you may take any of the following actions:

-As a reaction to being targeted by a ranged attack, you can distort the space in a 100 ft. line that lasts until the start of your next turn. Any ranged attack that passes through this line has disadvantage.

-As a reaction to being targeted by a ranged attack, you can bend the creature's arm. The attack roll gains a 1d4 penalty for every Mystic Eyes point spent.

-As a reaction to one creature within 100 ft. that you can see making a Dexterity saving throw, you may bend their legs. The creature's Dexterity saving throw gains a 1d4 penalty for every Mystic Eyes point spent. If the creature has Evasion, they count as not having it for this saving throw.

Psychic Mind[edit]

Many users of mystical eyes are related to psychic people or psychic themselves, people with a different understanding of the world around them. When you reach 9th level, you gain advantage on saving throws against becoming frightened or charmed, and saving throws against illusions, and you cannot be surprised while conscious.

Mystic Eyes Improvement[edit]

After several battles and experiences, you are able to use your mystic eyes more effectively. At 10th level, Mystic Eyes Activation can be done as a bonus action, and it is active for 1 + your Wisdom modifier hours. You may activate your mystic eyes an additional time.


Your mystic eyes can no longer be deactivated by dispel magic of 4th level or lower, and you only have disadvantage if it was cast at 9th level. When you enter an antimagic field, you may attempt a Constitution saving throw with a DC equal to the caster's spell saving throw DC. On a failure, your Mystic Eyes ends. On a success, your Mystic Eyes do not end.

Field Distortion[edit]

Upon reaching 11th level, you have learned how to distort everything in an area. As an action for 4 Mystic Eyes points while your Mystic Eyes are active, you may make a sweeping attack. All creatures in a 20 ft. radius make a Constitution saving throw. On a failure, they take 8d8 force damage. You may increase the damage dealt by 1d8 for every 10 hit points spent when you use this feature.

Accurate Strike[edit]

At 13th level, your critical hit range increases by 1 (i.e. 20 → 19-20 → 18-20). Once per turn as a bonus action immediately after you attack a creature that is not within 5 feet of at least one of their allies, any attacks you make against them have advantage. You may use this feature twice, regaining all uses at the end of a long rest.

Resilient Body[edit]

Your body has come to bear great punishments all this time, and now you are able to endure a lot of pain. At 14th level, you gain proficiency in Constitution saving throws, and your Constitution score increases by +2 to a maximum of 20.

Mystic Eyes Comprehension[edit]

After your great experience using mystical eyes, you have almost completely mastered them. At 15th level. you can activate your eyes at will. When you use a feature that requires your eyes to be active, you deal an additional 1d10 + your Wisdom modifier force damage on a hit if you make an attack roll as part of the feature, or on a failure if the target must make a saving throw.

When you enter an antimagic field, if you fail your saving throw, you can spend 5 Mystic Eye points to succeed.

Powerful Distortion[edit]

At 17th level, your powers increase when you are in danger, and you can take advantage of it for your own benefit. For every 15 hit points below your maximum, you gain +1 bonus to attack and damage rolls, and to your Mystic Eyes saving throw DC.

Mystical Mastery[edit]

At the 18th level, you have mastered your eyes to perfection and have come to have an understanding of the world around you beyond that of any human. Your wisdom score increases by 2, and your maximum Wisdom score increases to 24. When you are targeted by an attack while your Mystic Eyes are activate, you may add your Wisdom modifier to your AC as a reaction.

Bending Distortion[edit]

At 20th level, your powers can reach unexpected levels capable of doubling any object or being no matter how large it is. While your eyes are active, you may spend 15 Mystic Eyes points as an action to force all creatures and objects in a line up to 100 foot long, 15 foot wide line to make a Constitution saving throw. On a failure, they take 40d8 force damage. Objects take double damage, and any creature that drops to 0 hit points from this feature dies instantly, breaking apart in all directions. Buildings and other large structures may break apart and fall, the debris could cause creatures in the area to take damage.

If you are at less than half your maximum hit points when you use this feature, you may spend 2 additional Mystic Eyes points to select a number of creatures up to your Wisdom modifier to make the saving throw with disadvantage and take an additional 5d8 force damage

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