Harbinger Rites
Blood Rites:
- Your Blood rites are eldritch runes carved into your body using your ritual dagger, and are divided into two subtypes: Active and Passive.
Passive rites Reduce your maximum HP by a set amount, and can be channeled and deactivated through a short ceremony completed over the course of one minute, and last until they are deactivated or dispelled. For the purposes of Dispel magic, your passive rites are considered spells of a level equal to half your level in this class, maximum of 9th.
Active Rites are abilities that can be unleashed and damage you each time you invoke them, but do not reduce your maximum HP. - Your blood rites all have 3 tiers of empowerment, and the tier they are cast at depends on your Favor with your Patron. Faithfully pleasing your patron will maintain a higher rite tier.
- Bewitching Whispers: Costs 6 hp for the 1st activation per long rest. Each additional activation you invoke before for the next long rest will you must add 2 hp to the cost. Requires 7th character level. You cast compulsion. Tier 1: Costs 5 hp. Tier 2: Costs 4 Hp. Tier 3: you do not have to hold concentration, and it lasts for the full 1 minute duration.
- Chains of Carceri: Costs 6 hp: Requires character level 15 and pact of the Chain. You may cast hold monster. You must finish a short or long rest before you may target the same creature again with this rite. Tier 1: Costs 5 Hp. Tier 2: you may attempt to cast this once again at a creature previously targeted by this feature, but they have advantage on their saving throw. Tier 3: You may attempt this against the same creature three times before you must take a rest to try again, and creatures that you have not yet tried
- Dreadful Word: Costs 6 hp the 1st time per long rest. Each additional time you invoke this rite before the next long rest you must add 2 hp to the cost. Requires 7th character level. You cast confusion. Tier 1: Costs 5 hp. Tier 2: Costs 4 Hp. Tier 3: you do not have to hold concentration, and it lasts for the full 1 minute duration.this against have disadvantage on their saving throw.
- Minions of Chaos: Costs 10 hp: Requires 9th character level. You cast conjure elemental. Tier 1: Costs 8 Tier 2: you have advantage on your concentration saves for this spell. Tier 3: you may summon an elemental of CR: 6 or lower instead.
- Mire the Mind: Costs 5 Hp the 1st time per long rest. Each additional time you invoke this rite before the next long rest you must add 2 hp to the cost. Requires 5th character level. You cast Slow. Tier 1: Costs 4 hp. Tier 2: Costs 3 Hp. Tier 3: you do not have to hold concentration, and it lasts for the full 1 minute duration.
- Sculptor of Flesh: Costs 8 hp the 1st time per long rest. Each additional time you invoke this rite before the next long rest you must add 2 to the cost. Requires 7th character level. You cast compulsion. Tier 1: Costs 6 hp. Tier 2: Costs 5 Hp. Tier 3: you do not have to hold concentration, and it lasts for the full 1 Hour duration.
- Thief of 5 Fates: Costs 3 hp: You cast bane. Tier 1: you do not have to hold concentration on this spell and it lasts the full 1 minute duration. Tier 2. you cast this spell at a 2nd level. Tier 3: you cast this spell at a 3rd level.
- Whisper's of the Grave: Costs 1 hp. You may cast speak with dead, targeting only a creature that died within the last minute. Tier 1: The last hour. Tier 2: the last year. Tier 3: the creature must make a charisma saving throw or be compelled to answer any questions posed by you truthfully and to the full extent of its knowledge.
- Cloak of Flies: Costs 3 hp. Requires pact of the swarm queen As a bonus action you surround yourself with an aura of buzzing insects. This swarm extends 5 feet in every direction from you. You gain advantage on Intimidation but disadvantage on all other charisma checks. Any other creature that starts its turn in the swarm takes poison damage equal to your Charisma modifier. This aura lasts for 1 minute. Tier 1: this aura lasts for 1 hour. Tier 2:costs 2 hp. Tier 3: this aura lasts until dismissed.
- Eldritch smite: Costs X hp. requires Pact of the Blade. Once per turn when you hit a creature with your pact weapon, you may deal extra damage to the creature. This extra damage is 1d8 force damage per 4 Hp spent. Tier 1: you deal an additional 1d8 force damage added to your normal amount. Tier 2: costs 2 hp per 1d8.. Tier 3: you may knock prone a target hit by this rite if they are Huge or smaller.
- Maddening Infection: Costs 2 hp Requires pact of the Living Flesh As a bonus action you may cause a psychic disturbance in a creature Infected by one of your pact spells, hex, or another similar feature that causes curses or disease. When you do so, the targeted creature and each creature around it in a 5 foot radius take psychic damage equal to your charisma modifier. The target must be in sight and within 30 feet. Tier 1: you may target a creature within 60 feet instead. Tier 2: If a creature dies as a result of this damage, you regain Hp equal to your charisma modifier. Tier 3: costs 1 hp instead.
- Relentless Hex: Costs 3 hp. Requires 7th character level. You may use a bonus action to teleport up to 30 feet to an unoccupied space you can see within 5 feet of a target affected by your hex, bestow curse, or a Marked by Darkness. Tier 1. You may teleport up to 60 feet instead. Tier 2: costs 2 hp, Tier 3: you have advantage on the next attack roll made against this target.
- Tomb of Levistus: costs 10 hp. Requires Pact of the Daemon Lord. As a reaction when you take damage, you can surround yourself in molten rock, which crumbles away at the end of your next turn. This rock tomb has 10 hp per level in this class, and it takes as much of the triggering damage as possible. Immediately after you take the damage, you are incapacitated and your speed is reduced to zero. The rock tomb gives you full cover, has an AC of 15, and is vulnerable to thunder and cold damage. Tier 1. the tomb lasts until you dismiss it as a bonus action, or it runs out of Hp. Tier 2: it instead has 15 hp per level in this class. Tier 3: costs 8 hp
- Trickster's Escape: Costs 6 hp the 1st time per long rest. Each additional time you invoke this rite before the next long rest you must add 2 hp to the cost.Requires pact of the Fae, 5th character level. You may cast freedom of movement, targeting only yourself. Tier 1: Costs 4 hp. Tier 2: when you activate this feature, you are invisible for the next minute or until you cast a spell or attack. Tier 3: you may activate this feature using the same reaction you use your misty escape feature.
- Armor of Shadows: Rite Cost: 5 Hp. While this rite is active, you are under the effect of the Mage Armor Spell. Tier 1: Costs 3 HP instead. Tier 2: Add +1 to your AC. Tier 3: Add +2 to your AC
- Aspect of the Moon: Costs 1 hp. Requires Pact of the Tome While this rite is active, you no longer need to sleep and cannot be forced to sleep by any means. To gain the benefits of a long rest you may spend all 8 hours doing light activity. Tier 1: Costs 0 hp. Tier 2: you may complete a long rest in 6 hours rather than 8. Tier 3: You may cast dream at will, targeting only willing participants.
- Beast Speech: Costs 1 Hp: Requires pact of the Fae. While this rite is active, you are under the effect of the Speak with animals Spell. Tier 1: You have advantage on Charisma Checks to influence beasts. Tier 2: You may force any beast of CR 1/2 or lower to make a wisdom save against your spell save DC, charming them for the next minute or until they take damage on a success. Beasts charmed in this way follow your orders to the best of their ability. Tier 3: Beasts charmed with this feature follow your orders until death.
- Book of Ancient Secrets: Costs 3 HP. Requires pact of the Tome: You can add 2- 1st level ritual spells to your book of shadows, you may only cast these spells as rituals. Additionally, any spell you know from this class may be cast as a ritual if it has the ritual tag. Tier 1: You may add any spells you find with the ritual tag to your book if it is of a spell level equal to or lower than half your level in this class. It requires 2 hours and 500 credits worth of materials per spell level. Tier 2: only costs 2 hp. Tier 3: Only requires 1 hour and 250 credits of materials per spell level to copy spells.
- Devil's Sight: Requires pact of the Daemon Lord Costs 2 hp. You can see normally in darkness, magical and nonmagical, to a range of 120 feet. Tier 1: only costs 1 hp. Tier 2: You have advantage on discerning illusions and spotting invisible creatures. Tier 3: you may use an action to grant your vision to a number of other creatures up to your charisma modifier, this lasts for 1 minute. You must complete a short or long rest to activate this feature again.
- Eldritch Sight: Costs 3 Hp: You may cast detect magic as a ritual at will, without expending any spell slots. Tier 1: costs 2 hp. Tier 2: you can cast it as an action rather than as a ritual. Tier 3: costs 1 hp instead
- BlasterCaster: Costs 5 Hp: While you have this rite active, your eldritch blast has a range of 300 feet. Tier 1: you may add your charisma modifier to the damage of your eldritch blast. Tier 2: costs 3 hp instead. Tier 3: Each time you hit a creature with eldritch blast, you may push them 10 feet back in a straight line.
- Chitinous Defense: Costs 7 Hp. Requires Swarm Queen Patron. Whenever you roll initiative, chitinous plates formed from shadow cover you, your AC becomes 18. Tier 1: costs 5 HP instead. Tier 2: gain resistance to nonmagical bludgeoning, piercing, and slashing. Tier 3: costs 3 hp instead.
- One with the Blade: Costs 7 Hp. Requires pact of the blade. Requires 5th level. Your pact weapon cna be a spellcasting focus for your harbinger spells: Tier 1: You can attack with your pact weapon twice whenever you take the attack action on your turn. Tier 2: Costs 5 hp instead. Tier 3: You may add your charisma modifier in necrotic damage to attacks made with your pact weapon.
- Improved Pact Weapon: costs 5 hp: Your Pact weapon can be any type of weapon, and is considered magical for overcoming resistances. Tier 1: your pact weapon gains a +1 to attack and damage rolls unless it already has that. Tier 2: Your pact weapon gains a +2 to attack and damage rolls unless it already has that. Tier 3: only costs 3 hp.
- Witch Sight: Costs 5 Hp. Requires level 13. You see through illusions and the see the true form of shapechangers within 30 feet. Tier 1: You can use an action to see through solid objects to a range of 30 feet until the end of this turn. Tier 2: costs 3 hp instead. Tier 3: You may use your action to see into the ethereal plane to a distance of 30 feet until the end of this turn.
- Gift of the ever Living Ones: Costs 2 hp. Requires pact of the Chain: Whenever you regain hit points when your familiar is within 100 feet of you, treat all dice rolled as having rolled their maximum amount: Tier 1: costs 1 hp. Tier 2: costs 0 hp. Tier 3: Once per short or long rest your familiar may cast cure wounds at a second level targeting only you as an action.
- Shroud of Shadow: Costs 5 Hp: Requires 5th level. When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or reaction. Tier 1: costs 3 hp. Tier 2: costs 2 Hp. Tier 3: You may cast invisibility at will.
- Gift of the Depths: costs 3 hp: You can breathe underwater, and gain a swimming speed equal to your walking speed. Tier 1: you can cast water breathing at will. Tier 2: you can swim normally in almost any fluid, not just water. Tier 3: you can cast water walking at will, and are protected from the adverse effects of any liquid walked across.
- Mutated Flesh: Costs 5 Hp. Requires pact of the living flesh. When you end a long rest while you have this rite active, you gain 10 temp hp. This temp hp cannot pay for your rite costs. Tier 1: this temp hp is increased to 15. Tier 2: you regain this temp hp on a short or long rest. Tier 3: While you have this temp hp, you have resistance to non-magical bludgeoning and slashing damage.
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