College of Endings
read the threads
At 3rd level, you can instinctively tell when you meet
creatures that have outlived their natural lifespan, or
been reanimated by magic. When you come within
30 feet of an undead creature, or a living creature
which has benefited from any magic that would extend its life, you become aware of which creature(s)
this applies to and whether they belong to the former category or the latter.
Skeins of Mortality
At 3rd level, you can forcibly drag unnatural creatures back into the world of the
living, rendering them vulnerable. As an
action you can expend a use of bardic
inspiration and target a creature you can
see within 30 feet of you. That creature
must succeed on a Charisma saving
throw or lose its damage resistances or
condition immunities (your choice) until
the end of its next turn.
FINAL WORD
At 6th level, your magic is infused with
an insidious finality. Spells you cast
cannot be countered by counterspell or
similar abilities.
inexhaustible pursuit At 14th level, you can sense the threads of destiny that tie unnatural creatures to the material plane. As an action, you can scrutinize a creature you have detected with your Read the Threads ability and immediately become aware of the most direct path to the source of their immortality (as per a find the path spell), such as a lich’s phylactery or a wizard’s potion of longevity. You can also use this ability on a summoned creature to lead you to its summoner or the place of its summoning. Using this ability on a ghost or unquiet spirit might lead you to the object that keeps it fettered to the material plane. The DM has final discretion over where this ability leads you in the case of any given creature.
inexhaustible pursuit At 14th level, you can sense the threads of destiny that tie unnatural creatures to the material plane. As an action, you can scrutinize a creature you have detected with your Read the Threads ability and immediately become aware of the most direct path to the source of their immortality (as per a find the path spell), such as a lich’s phylactery or a wizard’s potion of longevity. You can also use this ability on a summoned creature to lead you to its summoner or the place of its summoning. Using this ability on a ghost or unquiet spirit might lead you to the object that keeps it fettered to the material plane. The DM has final discretion over where this ability leads you in the case of any given creature.
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