Poe Scion

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ClassesScionPoe

This page or section is incomplete, and will eventually be expanded with more information.



Poe is one of several possible progenitors you can inherit as a scion.

Your progenitor affects which spells you can learn as a scion. Your progenitor grants features when you first inherit it at 1st level, then grants more features at 2nd, 3rd, 6th, 8th, 11th, 15th, and 20th levels. See Scion#Poe for an integrated list that combines Poe features with those of the base scion class.


Undead Affinity

As a Poe scion, you have an affinity for undead creatures. Your affinity affects several of your class features you may gain at later levels, including Intuition.

Poe Proficiencies

Your progenitor's power instills your mind and body with supernatural talents that feel natural, granting you several proficiencies.

You gain proficiency in one skill from Deception, Intimidation, Persuasion, Religion, and Stealth.

You can read, write, and speak the Stal language. If you already knew this language, you instead learn another language of your choice.

If you hold a hooded lantern or similar item, you can wield as a club or a hammer instead of an improvised weapon.

When you consume a poe soul, you always regain the maximum amount of heart points from it, and you are filled as if eating a hearty meal.

Altered Senses

At 2nd level, your eyes take on a faint eerie glow. You gain darkvision out to a range of 60 feet. If you already have darkvision due to race, its radius increases by 60 feet.

If a creature you can see is within the range of your darkvision, you can discern without fail if the creature is alive, dead, undead, or construct. You gain no special insight into detecting or tracking this creature, only sensing its nature.

Spectral Mobility

Starting at 3rd level, your body can be exerted to ignore some of the normal rules that apply to living creatures.

You gain a fly speed of 30 feet. This speed cannot be used to ascend more than 5 feet above the ground, but you can use it to prevent falling. You can maintain a constant altitude even over chasms or cliffs. If while flying you are knocked prone, have your speed reduced to 0, or are otherwise deprived of the ability to move, you immediately fall.

When you use your action to Dodge, you become invisible until the end of your next turn. You can maintain constant invisibility if you use this action every turn.

Altered Body

By 7th level, your body has undergone deep physiological changes. You become immune to harmful magic effects which only affect humanoids, such as the paralyze spell. You are affected by beneficial magic effects which only affect undead.

You gain resistance to poison damage and necrotic damage. You have advantage on any saving throw to avoid being poisoned or jinxed.

Increase your Constitution score by 10 (and your modifier by 5) when determining you long you can go without breath, food, or water without ill effects.

You gain a fly speed of 30 feet, which is unrestricted by altitude or ascension. You hover in place effortlessly, even if your speed is reduced to 0, you are knocked prone, or you fall unconscious.

If you choose, your appearance also becomes considerably more ghastly or undead from now own: sullen red eyes, gangling limbs, black fingernails, or even an otherworldly black mist in your shadow, among other possibilities your DM permits. These changes cannot be so drastic you become unrecognizable, nor so powerful your statistics change.

Regenerate Magic

This page or section is incomplete, and will eventually be expanded with more information.

At 7th level, you learn to sacrifice your own life energy to fuel your magical powers. As a bonus action, you can sacrifice any number of Heart Containers to regain magic points for each one. The Heart Containers are lost as if you expended them to recover during a short rest, and are regained as normal when you complete a long rest.

Once you decide how many Heart Containers to sacrifice, roll the die for each, then regain magic points equal to half of the combined result. You can only regain magic points that were expended on scion spells or features.

Necrotic Power

Normal Empowered
d2 or d4 d4
d4 d6
d6 d8
d10 d12
d12 or d20 unchanged

At 10th level, your power over necrotic magic surges. Any scion spell you cast that deals necrotic or psychic damage has those damage dice increased one step. For example, if a spell would normally deal 4d8 necrotic damage, it instead deals 4d10 necrotic damage when you cast it. You cannot increase a damage die above d12 with this feature.

In addition to dealing more damage, your necrotic spells also rip through resistances more easily. Your scion spells ignore any damage resistance a creature has to necrotic damage. Your scion spells treat any immunity to necrotic damage as though it was damage resistance instead.

At 20th level, your necrotic power is so overwhelming that your damage dice instead increase by two steps; 4d8 becomes 4d12, for example.

Improved [Altered Body]

At 15th level, your body surpasses the limits of life, death, and undeath. You have immunity to poison and necrotic damage, and cannot be poisoned or jinxed.

You have no need to breathe, eat, drink, or sleep, but you can still fall unconscious. To gain the benefits of rest, you must engage in only restful activity for the duration of the rest period even if you remain conscious throughout.

Nether Knowledge

Starting at 15th level, you can rip knowledge from the eternal depths of the undead void—from countless minds that have lived and died. You can do one of the following:

  • Immediately before making an ability check or saving throw that uses Intelligence, Wisdom, or Charisma, you can choose for the d20 to land on a number equal to your scion level without rolling. You must choose to use this feature before you roll.
  • Choose any spell that does not exceed your scion Magic Limit (or your highest level spell slot from scion). You cast the spell, using the normal components and casting time.
  • As a reaction, cause any creature that died since the start of your last turn to come back to life with 1 heart points. Your ??? feature can determine the creature's life or death. This effect can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Once you use this feature, you must complete a long rest before you can use it again.

Melody of Darkness

At 20th level, your mere presence can drain energy and life of that which surrounds you. If a creature you detect starts its turn within 120 feet of you, you can choose for it to take 2 necrotic damage at the start of its turn. At the start of your turn, you can choose for any or all nonmagical, unattended objects within this range to take 5 necrotic damage. Tiny weeds and flowers wither and die instantly; trees within minutes.

Poe Scion Spell List

The following spells are available to all poe scions.


Cantrips (0-point)

Candle Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Chill Touch A ghostly hand chills a creature to deal necrotic damage and prevent heart points recovery.
Dancing Lights Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Dispirit A creature must succeed on a Charisma save or take 1d6 psychic damage, but instead takes 1d10 damage if it has full heart points.
Drain Vitality You drain the life from a creature to bolster your own vitality.
Ember A grounded creature within 20 feet of you must succeed on a Constitution saving throw or take 1d6 fire damage and be ignited for 1 minute.
Jolt Corpse Compel a dead or undead creature into a sudden, jerking motion.
Light You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Malevolent Mockery Debilitating doubts deal psychic damage and impose disadvantage on an attack roll.
Minor Illusion You create a sound or an image of an object (not a creature) within range that lasts for 1 minute.
Necrotic Ray You sling a ray formed from necrotic energy to wither matter and rot the soul. A hit with this ranged spell attack deals 1d8 necrotic damage.
Poison Spray Fling poisonous gas or fluid at a creature within 10 feet, which must succeed on a Constitution saving throw or take poison damage.
Power Beam You launch a beam of force from your melee weapon to attack from afar.
Prestidigitation You create one of several minor magical effects.
Produce Flame You hurl a mote of fire at a creature or object within range.
Sage Hand Conjure a translucent, floating hand that can manipulate objects at range.
Spook A creature must succeed on a Charisma saving throw or take psychic damage and be unable to take reactions for 1 round.
Thaumaturgy You manifest a minor wonder, a sign of supernatural power, within range.


1-point

Death You inflict wounds upon a creature you touch.
Flying Object A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path.
Warping Step You teleport to an unoccupied space you can see up to 30 feet away.
Wizzward Your reaction grants a creature minor protection against some damaging spells cast by its allies.


2-point

Brink Your bonus action lets nearby friendly creatures add their proficiency bonus to their death saving throws.
Dark Dive Grab hold of a creature with an electrocuting, life-draining palm.
Detect Magic Sense the presence of magic within 30 feet of you.
Disguise Self Cause yourself to appear different for the duration.
False Life Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary heart points for 1 hour.
Feather Fall Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Fog Cloud You create a sphere of fog within range.
Icy Gale Creatures within 15 feet of you take cold damage and are pushed back 10 feet.
Image Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
Longstrider A creature you touch has its speed increases by 10 feet for 1 hour.
Mage Armor A creature you touch gains an AC of 13 + its Dexterity modifier.
Perceive Invisibility For at least 1 minute, you see invisible creatures and objects as if they were visible.
Petite Storm A small black cloud deals lightning damage to creatures which pass under it for up to 1 minute.
Poe's Hand A creature you touch gains an extra arm and hand for up to 1 hour.
Snaring Strike Your next melee attack restrains the target with thorny vines or shadowy ribbons, dealing damage each turn the target is restrained.
Waver Your reaction imposes disadvantage on attack rolls targeting you.
Wizzkick Perform a magically-enhanced flying kick through your enemies.


3-point

Darkness Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Darkvision A creature you touch gains darkvision for 8 hours.
Dead Hands Ghostly hands grab hold of a creature, dealing necrotic damage and restraining it.
Mirror Image You create three illusory duplicates of yourself to distract attacks away from you.
Ray of Enfeeblement The target deals only half damage with weapon attacks that use Strength for up to 1 minute.
Silence For up to 10 minutes, no sound can be created in a 20-foot-radius sphere within 120 feet.
Spike Growth A 20-foot radius of ground grows spikes, dealing 2d4 piercing damage for every 5 feet of movement a creature travels through it.
Spiritual Weapon Use your bonus action to summon and attack with a spectral weapon.
Web You conjure a mass of webbing that restrains creatures caught in it.
Withering Ray You sling up to three necrotic rays at one target or several. Each deals 2d6 necrotic damage on a hit.
Wizzwall A creature you touch is protected with elemental energy, gaining temporary heart points that damages incoming melee attackers.


4-point

Invisibility A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour.
Magic Touch Your touch restores magic points or stamina points to another creature.
Nightmare Visage A creature you touch becomes horrifying to its enemies, adding psychic damage and fear to its attacks.
Poltergeist For the duration, you are surrounded with swirling objects that damage those who approach, and can use your action to pelt creatures with ghastly force.


5-point

Bestow Curse At your touch, you afflict a creature with a debilitating curse.
Call Lightning You call down a bolt of lightning to deal damage, and can do so every turn for up to 10 minutes.
Clairvoyance You create a sensor up to 1 mile away that sees or hears on your behalf, lasting for up to 10 minutes.
Dispel Magic You attempt to end a spell effect in range.
Fear Each creature in a 30-foot cone must succeed on a Wis save or become frightened of you for up to 1 minute.
Floormaster's Grasp You transform part of your body into a giant hand to violently grab hold of a creature.
Fly A willing creature you touch gains a flying speed of 60 feet for the duration.
Magic Circle You create a 10-foot radius cylinder that prevents certain creature types from entering.
Nondetection For 8 hours, you hide a target that you touch from divination magic.
Revivify You touch a creature that has died within the last minute, restoring it to 1 heart point.
Shroud of Spirits
Slow Up to six creatures are slowed in time, diminishing their effectiveness in combat.
Sphere of Death A 40-foot radius sphere emerges from a point within 150 feet, dealing 6d6 necrotic damage to creatures that fail a Constitution saving throw.
Stinking Cloud Conjure a 20-foot radius cloud that heavily obscures. A creature that starts its turn in the cloud must succeed a Con save or lose its action.
Vampiric Touch For up to 1 minute, your touch deals 3d6 necrotic damage and heals you for half the damage dealt.


6-point

Blight Necromantic energy washes over a creature of your choice that you can see within range.
Death March You empower yourself and nearby allies with the life-draining force of death.
Death Ward
Delayed Flying Object
Dimension Door You teleport yourself and up to one other creature up to 500 feet away to a point you specify.
Greater Invisibility A creature you touch becomes invisible for 1 minute.
Polymorph Transform a creature in range into a beast for up to 1 hour.


7-point

Antilife Shell For up to 1 hour, creatures other than undead and constructs cannot come within 10 feet of you.
Arcane Hand You summon a Large hand to do your bidding for up to 1 minute.
Baleful Regression Transform a creature into an infantile version of itself.
Cloudkill Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it.
Contagion You poison and then disease a creature you touch.
Passwall A passage appears for 1 hour in a surface you specify, and reaches up to 20 feet deep.
Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you.
Seeming Give numerous creatures an illusory disguise that lasts up to 8 hours.
Telepathic Bond For 1 hour, up to 8 creatures of your choice can communicate telepathically with each other.
Wizzro's Beam You push both hands forward to blast a searing beam of life-draining energy.


8-point

Programmed Illusion You create a potentially complex illusion that activates when a certain criteria is met, and can activate repeatedly until dispelled.