< User:Quincy

User:Quincy/Child of Eros

Creating a Child of Eros


Quick Build

You can make a Child of Eros quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma.

Class Features

As a Child of Eros you gain the following class features.

Hit Points

Hit Dice: 1d10 per Child of Eros level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Child of Eros level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, martial weapons
Tools: Disguise kit
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Deception, Insight, Intimidation, Perception, Pursuasion, or Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armour
  • (a) a shortsword or (b) a simple melee weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • (a) A longbow and a quiver of 20 arrows or (b) A light crossbow and a quiver of 20 bolts
  • If you are using starting wealth, you have 5d4 x 10 sp in funds.

Table: The Child of Eros

LevelProficiency
Bonus
FeaturesCantrips Known—Spell Slots per Spell Level—
1st2nd3rd4th5th
1st+2Fighting Style, Spellcasting2
2nd+2Cupid's Arrow22
3rd+2Charmspeak33
4th+2Ability Score Improvement, Charismatic33
5th+3Charmspeak, Extra Attack342
6th+3Intoxicating Touch342
7th+3Charmspeak, Volly343
8th+3Ability Score Improvement, Familiar Domain, Known Trickery443
9th+4Charmspeak, Cherub Wings4432
10th+4Vital Attack4432
11th+4Charmspeak, Residual Longing4433
12th+4Ability Score Improvement, Master of Temptation, Overdraw4433
13th+5Charmspeak, Headshot44331
14th+5Majesty54331
15th+5Charmspeak, Known Trickery54332
16th+5Ability Score Improvement, Cherub Wings54332
17th+6Charmspeak543331
18th+6Archer's Senses543331
19th+6Ability Score Improvement, Charmspeak543332
20th+6Irrisistible Presence543332

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Close Quarters Shooter

You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting

Starting at 1st level, you can bend the power of your words to cast Spells.

Cantrips

At first level, you know two Cantrips from the child of Eros spell list.

Preparing and Casting Spells

The table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of spells that are available for you to cast, choosing from the child of Eros spell list. When you do so, choose a number of spells equal to your Charisma modifier + your level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are 5th-level, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include eight spells of 1st or 2nd level, in any combination. If you prepare a 1st-level spell, you can cast it using a 1st or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest.

Spellcasting Ability

Charisma is your spellcasting ability for your spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for the spells you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Cupid's Arrow

At 2nd level, you learn to extend a spell's range by tying the spell to an arrow. This counts as a full action, not as part of an attack action. You must declare this before making the attack and the spell slot is still used even if the attack misses. The only thing altered by this ability is the spell's range. Spells with casting times longer than 1 action cannot be used with this feature.

Charmspeak

At 3rd level, you can cast the Charm Person spell twice times before needing to finish a long rest to use it again.

At 5th level, you can cast the Calm Emotions spell four times before needing to finish a long rest to use it again.

At 7th level, you can cast the Hypnotic Pattern spell three times before needing to finish a long rest to use it again.

At 9th level, you can cast the Compulsion spell three times before needing to finish a long rest to use it again.

At 11th level, you can cast the Dominate Person spell twice times before needing to finish a long rest to use it again.

At 13th level, you can cast the Geas spell once before needing to finish a long rest to use it again.

At 15th level, you can cast the Mass Suggestion spell twice before needing to finish a long rest to use it again.

At 17th level, you can cast the Dominate Monster spell once before needing to finish a long rest to use it again.

At 19th level, you can cast the Feeblemind spell once before needing to finish a long rest to use it again.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Charismatic

At 4th level, you gain proficiency in all Charisma-based skills. If you already have proficiency you may double your proficiency bonus for those skills.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Intoxicating Touch =

At the 6th level, you can use your touch to intoxicate a creature. Make a melee spell attack against a creature. They must make a Wisdom saving throw against your spell save DC. On a failure, the creature's mind is clouded by your beauty, charm, and grace, and they have disadvantage on INT, WIS, and CHA saving throws caused by your spells as well as attack rolls against you, for 1 minute or until they lose sight of you. This feature cannot be used with Cupid's Arrow. You can use this feature once per long or short rest.

Volley

At 7th level, you can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you must make a separate attack roll for each target.

Familiar Domain

Beginning at 8th level you no longer grant advantage to attackers while under the prone and restrained conditions, nor do you attack with disadvantage.

Known Trickery

At 8th level, you can recognize when others try to charm you. You now have advantage on saving throws against being charmed.

At 15th level, you become immune to being charmed.

Cherub Wings

Starting at 9th level you can manifest Eros' power to sprout mini wings. You gain a fly speed equal to your walking speed for (Cha modifier x 10) minutes.

At 16th level, your fly speed doubles and you can fly for (Cha modifier x 15) minutes.

Vital Attack

Begining at 10th level, ranged attacks you make critically hit on a 19 or 20 and deal an additional 1d6 damage when they do.

Residual Longing

At 11th level, you can charm creatures you've charmed in the past with ease by making a part of them want to be with you again. A creature has disadvantage on the saving throw against being charmed by you. This effect lasts for 24 hours after your previous charm ends. This feature does not effect creatures whose charmed conditions ended because you or your companions harmed them.

Master of Temptation

Starting at 12th level you gain the ability to change your appearance at any time. You can cast Alter Self to manipulate your appearance at will.

Overdraw

Beginning at 12th level, you have learned to draw your bows and crossbows past their normal limits. Your damage die for these weapons is increased by one size. A d6 becomes a d8, a d8 becomes a d10, and a d10 becomes a d12. The normal ranges for these weapons also increase by 10 feet.

Headshot

At 13th level, you can call a Headshot as a bonus action. Your next attack counts as a critical hit. You can use this feature once per long rest.

Majesty

Starting at 14th level, you can become more fierce and lovely. You ward yourself against attack. Any creature who targets you with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. In addition, the creature has disadvantage against your spells until the end of your next turn and you have advantage on all Charisma checks against the creature until the feature ends. This feature doesn't protect you from area effects, such as the explosion of a fireball.

If you make an attack or cast a spell that affects an enemy creature, this feature ends, otherwise it lasts one minute.

Archer's Senses

At 18th level, your view of the world around you extends further than the limits of your sight. You gain blindsight for 30 ft.

Irresistible Presence

Once you reach 20th level you can assume a new form of ultimate allure. You grow to Large size granting you +1d4 on weapon attacks, gain 120ft telepathy, sprout large angelic wings with a fly speed of 80ft and you have advantage on all Charisma checks you make. In addition, at the end of the turn in which you transformed, each creature of your choice that is within 120 feet of you and is aware of you must succeed on a DC 17 Wisdom saving throw or become stunned by your beauty for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This form lasts for a number of rounds equal to your Charisma modifier. You can use this feature once per long rest.

Child of Eros Spell List

Cantrips

blade ward, dancing lights, friends, light, mage hand, mending, message, minor illusion, prestidigitation, true strike, vicious mockery

1st Level

alarm, bane, charm person, comprehend languages, detect magic, disguise self, dissonant whispers, ensnaring strike, hail of thorns, heroism, hunter's mark, unseen servant

2nd Level

cordon of arrows, enhance ability, enthrall, hold person, locate animals or plants, locate object, see invisibility, suggestion, zone of truth

3rd Level

bestow curse, conjure barrage, dispel magic, flame arrows, hypnotic pattern, lightning arrow, sending, tongues

4th Level

compulsion, confustion, locate creature, secret chest, private sanctum

5th Level

conjure volley, hold monster, modify memory, swift quiver



gollark: You should probably do at least regular maths if you're doing physics.
gollark: As A-levels.
gollark: What *are* you doing?
gollark: I see.
gollark: This is actually in further maths but mostly I just harvest knowledge from the internet, YouTube and random Wikipedia pages.
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