Theomancer
Hit Dice: 1d8
HP Bonus: Ld4+L*CON
TP: 300
Summon two of your Ethereals at the same time for 1 round, paying a 2 Ability Action cost to keep both on field. Depending on the nature of the ethereals and their relationship with each other, you may gain access to additional special effects.
You have deepened your relationship with the gods, allowing you to call upon their power to an even greater degree. By fostering relationships with different deities, you can call upon them in battle. When you use the ultimate ability Ethereal Invocation, you may choose from the deities you have gained the ability to call upon. Each deity you know is counted as a separate ultimate ability.
Your ability to commune with the gods has augmented your ability to command familiars in battle. Your pool of Summoning Points is now equivalent to your Summoner level + your Theomancer level + 20, and replenishes to full after each long rest, or by half every short rest.
When performing the ultimate ability Ethereal Invocation, you may spend SP to cover a portion of the UP cost at an exchange rate of 1:1.
After you summon an Ethereal using Ethereal Invocation, you may continue to keep them on field indefinitely after their normal expiration by spending 2 Ability Actions each round. You cannot have more than one Ethereal on field at a time.
For each ZL the party is at, you gain +2d4 SP at the start of your turn.
The presence of an ethereal stabilizes the surrounding environment in your favor. While you have an Ethereal on field, whenever an enemy attempts to manipulate the environment (such as changing the weather, teleporting, or displacing a portion of the area into another plane), you may make a contested CHA or Religion check against them to negate it.
You can instantly summon a familiar by spending 3x the normal SP cost to summon them.
You may now spend Tactical Actions to keep your familiars on field instead of Ability Actions.
Your familiars and ethereals can now draw from your magic to cast spells for you. You can have a familiar cast a spell, spending SP equivalent to the the spell slot level +1. Familiars have no spell slot limits; but they can only know a maximum of 8 spells at a time. Each familiar comes with a set of default spells they know, and can potentially be restricted from learning certain spells. You can teach familiars spells by giving them a spell scroll with the spell in question.
When you dissipate a familiar, you gain SP equivalent to 3x its summoning cost.
Whenever an ally performs an action that specifically honors an Ethereal that you have gained the ability to commune with, gain 1d6 SP.
Whenever you cast a spell, gain a number of SP equivalent to 2x the level the spell was cast at. When you cast a cantrip, gain 1 SP.
Whenever you land an attack on an enemy, gain 1 SP. On landing a critical hit, gain 1d4 SP. On KO’ing an enemy, gain 1d10+10 SP.
When you send a familiar to aid a teammate, the teammate can offer up their Ability Action to upkeep the familiar instead. If you do this with an Ethereal, you and the teammate can each pay half of the ability action cost.
When entering combat, you can start with a free use of Ethereal Invocation at the cost of paying the 2 Action upkeep cost immediately.
HP Bonus: Ld4+L*CON
TP: 300
Proficiencies
Same as SummonerRequirements
- (Class Bond) Summoner: You must have fully unlocked every ability of the Summoner class.
- (Item) Kaleomancy Degree with Minor in Theology: You must have obtained a Kaleomancy degree with a minor or dual major in Theology from an accredited institution.
Abilities
Ultimate Ability: Pantheomancy
Rarity: Mythic | CC: Theomancer | REQ: Ethereal Invocation | UP: 100 | ZP: Variable | ZL: Variable | Cost: 5 TPSummon two of your Ethereals at the same time for 1 round, paying a 2 Ability Action cost to keep both on field. Depending on the nature of the ethereals and their relationship with each other, you may gain access to additional special effects.
Friends Upstairs
Level 1 | CC: Theomancer | REQ: Ethereal Invocation | Rarity: Mythic | Cost: 5 TPYou have deepened your relationship with the gods, allowing you to call upon their power to an even greater degree. By fostering relationships with different deities, you can call upon them in battle. When you use the ultimate ability Ethereal Invocation, you may choose from the deities you have gained the ability to call upon. Each deity you know is counted as a separate ultimate ability.
Theomancer's Grimoire
Level 2 | REQ: Summoner's Grimoire | Rarity: Exotic | Cost: 2 TPYour ability to commune with the gods has augmented your ability to command familiars in battle. Your pool of Summoning Points is now equivalent to your Summoner level + your Theomancer level + 20, and replenishes to full after each long rest, or by half every short rest.
Theomancer's Offering
Level 3 | CC: Ethereal Invocation | Rarity: Exotic | Cost: 3 TPWhen performing the ultimate ability Ethereal Invocation, you may spend SP to cover a portion of the UP cost at an exchange rate of 1:1.
Custom Quest Trait
Level 4 | CC: TheomancerPresence of a God
Level 5 | Rarity: Mythic | Cost: 2 TPAfter you summon an Ethereal using Ethereal Invocation, you may continue to keep them on field indefinitely after their normal expiration by spending 2 Ability Actions each round. You cannot have more than one Ethereal on field at a time.
Thinning of the Veil
Level 6 | REQ: Summoner's Grimoire | Rarity: Exotic | Cost: 1 TPFor each ZL the party is at, you gain +2d4 SP at the start of your turn.
Ethereal Domain
Level 7 | REQ: Etheral Invocation | Rarity: Exotic | Cost: 2 TPThe presence of an ethereal stabilizes the surrounding environment in your favor. While you have an Ethereal on field, whenever an enemy attempts to manipulate the environment (such as changing the weather, teleporting, or displacing a portion of the area into another plane), you may make a contested CHA or Religion check against them to negate it.
Custom Quest Trait
Level 8 | CC: TheomancerSwift Summon II
Level 9 | REQ: Swift Summon | Rarity: Legendary | Cost: 4 TPYou can instantly summon a familiar by spending 3x the normal SP cost to summon them.
Familiar Tether III
Level 10 | REQ: Familiar Tether II | Rarity: Mythic | Cost: 4 TPYou may now spend Tactical Actions to keep your familiars on field instead of Ability Actions.
Vicarious Casting
Level 11 | REQ: Summoner's Grimoire | Rarity: Sanctified | Cost: 8 TPYour familiars and ethereals can now draw from your magic to cast spells for you. You can have a familiar cast a spell, spending SP equivalent to the the spell slot level +1. Familiars have no spell slot limits; but they can only know a maximum of 8 spells at a time. Each familiar comes with a set of default spells they know, and can potentially be restricted from learning certain spells. You can teach familiars spells by giving them a spell scroll with the spell in question.
Custom Quest Trait
Level 12 | CC: TheomancerDissipation II
Level 13 | REQ: Dissipation | Rarity: Exotic | Cost: 2 TPWhen you dissipate a familiar, you gain SP equivalent to 3x its summoning cost.
Synergistic Prayer
Level 14 | REQ: Summoner's Grimoire | Rarity: Exotic | Cost: 1 TPWhenever an ally performs an action that specifically honors an Ethereal that you have gained the ability to commune with, gain 1d6 SP.
Mana Runoff II
Level 15 | REQ: Mana Runoff | Rarity: Exotic | Cost: 3 TPWhenever you cast a spell, gain a number of SP equivalent to 2x the level the spell was cast at. When you cast a cantrip, gain 1 SP.
Custom Quest Trait
Level 16 | CC: TheomancerSoul Extraction II
Level 17 | REQ: Soul Extraction | Rarity: Exotic | Cost: 3 TPWhenever you land an attack on an enemy, gain 1 SP. On landing a critical hit, gain 1d4 SP. On KO’ing an enemy, gain 1d10+10 SP.
Wingman II
Level 18 | REQ: Wingman | Rarity: Mythic | Cost: 5 TPWhen you send a familiar to aid a teammate, the teammate can offer up their Ability Action to upkeep the familiar instead. If you do this with an Ethereal, you and the teammate can each pay half of the ability action cost.
Custom Quest Trait
Level 19 | CC: TheomancerPresence of a God II
Level 20 | REQ: Presence of a God | Rarity: Mythic | Cost: 4 TPWhen entering combat, you can start with a free use of Ethereal Invocation at the cost of paying the 2 Action upkeep cost immediately.
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