Player's Handbook to Heraklion by Albenis | World Anvil Manuscripts | World Anvil

Alu'ivar Effects

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Global Effects

Magical Potential

Starting at 1-st level, every character can choose one cantrip from sorcerer spell list, except evocation school. This cantrip can be used without components, but eyes of caster glows white.

Alu'ivar Magic School

There is entire new magic school of spells. These spells can't be chosen by non-full casters or multi-class characters, where one of the classes isn't full-caster.

Magical Surges

On some places, there are stronger flows of Weave, slightly twisting magic.

Roll on d100 Effect
0 - 79 Nothing
80 - 85 Magic is strongly in disorder here. Roll for each of your magic items d20. On 1 it stops being magical for 1 minute.
86 - 90 Magic is slightly in disorder here. Whenever you roll for attack roll with cantrip, you can't roll a critical hit.
90 - 99 Magic is slightly empowered here. Whenever you roll for attack roll with cantrip, you can't roll natural 1.
100 All spells deal always maximum damage. ( up to level 5 or less )

 

Sorcerer

Every Sorcerer was given blessing to control Weave. Whatever is the reason, there is a new entity that searches for someone who would like to accept its powers. Those who were unlucky and weren't chosen by Alu'ivar are at least given taste of its power.

Refunding spells

Whenever you cast a spell with saving throw and the target succeeds, if the spell would have no effect at all, you roll 1d6. On 5 or 6 your spell slot is not consumed. This effect can't restore spell slots above 5th level.

This effect triggers automatically up to your proficiency bonus per long-rest. 

Fast casting

When you roll 20 on d20 on attack roll with spell of 1st or higher level, you can use your bonus action to cast spell of lower level.

This effect works only on first projectile of spell and up-casting is not considered using higher spell slot.

Alu'ivar Origin

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Wizard

Alu'ivar provided all schools with better understanding of Weave. Provider of Weave is closer than ever and every academic knows it, this allowed incredible options to expose for those who dwell in arcane magic from sunrise to sundown.

Elemental understanding

Whenever you use spell, that deals elemental damage, it gains following benefit based on the element.

Elemental type Effect
Cold Reduce movement by 10ft until the start of your turn.
Fire Taget takes 1d6 fire damage at the start of its turn. At the end of its turn can make Dexterity Saving throw against DC 10 to extinguish the flame.
Lightning Target can't take reaction until the start of its next turn.
Acid Target has reduced AC by 1 for every 15 acid damage it takes. ( min. 1, maximum 5 )
Poison Target must make DC 10 Constitution saving throw or be poisoned for 1d4 - 1 turns.

Improved Arcane Recovery

Whenever you use Arcane Recovery feature, and you have direct vision on Alu'ivar, you recover additional proficiency bonus worth of spell slots.

Cleric

Alu'ivar might be the sign of good, or evil or something we have to understand yet. One is known, it made Outer Planes in this world stronger, and closer to each other. It's time to embrace it.

Light & Darkness

When you stand in dim-light, your spells deal additional spell-casting modifier as damage.

When you stand in bright-light, your healing spells heal for additional spell-casting modifier.

You can use this feature proficiency bonus per short-rest. 

Bane & Bless

When you cast Bane on creature that is already under effect of Bless, you can negate it. This works vice-versa. Additionally, each of these spells have new uses when used on elements.

DC for this spells is your Spellcasting DC. Area you can effect is calculated as following: Spell-casting ability modifier * 5 in ft ( radius ). 

Bless

Target Element Created Element Effect
Fire Holy Fire Deals radiant damage instead. Creature that enters or start its turn in Holy Fire starts burning, it must succeed Dexterity saving throw at the end of each of its turn to end this effect. Undead creatures takes double damage.  
Water Holy Water While standing in Holy Water, you heal 1d6 per turn. You can spend action to drink from water, which heals 1d10 instead. This effect is limited to 5 uses and scales with size of water area that is blessed.
Earth ( dirt ) Holy Land Creatures from Outer planes can move in this area as if it was difficult terrain and have disadvantage on Dexterity saving throws. 

Bane

Target Element Created Element Effect
Fire Unholy Fire Deals necrotic damage instead. Creature that enters or start its turn in Unholy Fire starts burning, it must succeed Dexterity saving throw at the end of each of its turn to end this effect. Living creatures can't regain hitpoints while on fire.
Water Unholy Water When you enter Unholy Water, you are cursed. This curse last 1 minute. While cursed in this way, any heal you receive is converted into double of its value and given to you as necrotic damage that can't be reduced. After first effect, this curse is removed.
Earth ( dirt ) Unholy Land Creates difficult terrain, when creature end its turn here, it must succeed Constitution saving throw or be poisoned for 1 minute. It can repeat this saving throw at the end of each turn.

 

Warlock

Connection with Outer Planes is stronger than before. You can feel your Patron even stronger. Now, you gain the ability to kill in your Patron's name and your Patron can hear you.

Deeper Connection

When you make killing blow to a creature, that is considered challenging to you, based on it's alignment one of the following effects occurs:

Alingment Effect
Good You gain the effect of Aid spell.
Evil You roll 1d6. If you roll 5 or 6, you regain one spell slot of 5th or lower level.
Neutral Immediately after killing this opponent, you can move up to 15 ft.

Alu'ivar's invocation

You can tap into power of Alu'ivar and gain additional Eldrich Invocation for 1 hour. You can't use this feature again until long rest, during which you can see Alu'ivar.

Bard

nevím co ti dát brácho

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