Priest of Desna

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Organized Play Member. 19 posts. 1 review. No lists. No wishlists. 2 Organized Play characters.




I made a character who had a lot of "Court Bard" in the family, but also grew up with strange experiences more befitting of a witch. And thus, this archetype was born: the Eldritch Artist. Give me your thoughts. Do you think a detail is overpowered or underpowered? Why do you think so? What should I change?

Eldritch Artist (Bard Archetype):

One artist may sing about a beautiful sight she saw; another may watch a bustling city for hours and invent a new dance. The Eldritch Artist pierces past the veil, bringing inspiration from strange and recondite forces into her art. She sings about the forgotten. Her dance attempts to recreate sights and visions that authors have no words for. The performances she weaves are both terrible and oddly wondrous.

Artist’s Patron: At 1st level, the Eldritch Artist must select a witch patron theme. This patron represents a force she knowingly or unknowingly draws upon for artistic inspiration. At 3rd level, an Eldritch Artist adds the first bonus spell her patron offers to the bard spell list. Every three levels thereafter, the Eldritch Artist adds the next bonus spell from her patron to the bard spell list. For example, an Eldritch Artist that selects the Deception patron would add ventriloquism to her spell list at 3rd level, invisibility at 6th, blink at 9th, and so on.

Otherworldly Performance: At 2nd level, the Eldritch Artist can break from the standards and tropes of her art to manifest unnatural magic powers. She learns a new witch hex at 2nd level, and every four levels thereafter. She may only learn hexes that can be used as a standard or move action. At 10th level, she may select from the major hex list as well. In order to cast a witch hex she knows, she must spend one use of bardic performance. This replaces versatile performance.


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I have a show on youtube where I sometimes show off the homebrew class options I think of. I noticed that we have a more confined list of Bloodlines for bloodragers than we do for sorcerers (obviously because bloodragers are very new) and I had the idea of a bloodrager transforming into a monstrous silhouette, so the first bloodline I decided to 'port to the bloodrager' was the Shadow Bloodline. I want feedback for what you think I could modify about this bloodline to make it fit the theme better or smooth out the mechanics. I don't want this bloodline to be optimized for power, I want it to fit the theme. I would not recommend this post for people who are not familiar with the Advanced Class Guide yet (at least the bloodrager section). Thank you all in advance!

Shadow Bloodline (Bloodrager)
You are a twisted being with intrinsic ties to Plane of Shadow and its inhabitants. For many bloodragers, the transformation is an awesome one to behold, brought on by passion or anger. Yours is much more quiet and dreary as your features slowly distort and blur into a smoky, warlike silhouette.
Bonus Feats: Blind-Fight, Dodge, Exotic Weapon Proficiency, Improved Disarm, Improved Trip, Intimidating Prowess, Quick Draw
Bonus Spells: ray of enfeeblement (7th), darkvision (10th), displacement (13th), shadow conjuration (16th)

As you perfect your bloodrage, your features become increasingly dark and warped, until you become a true herald of shadow with the quasi-real creations of the Shadow Plane at your command.

Shadowstrike (Su): At 1st level, as a swift action up to three times a day as a swift action you can taint your attacks with pain-inducing shadow. For 1 round, your attacks deal an additional 1d6 points of nonlethal damage. Any creatures without low-light vision or darkvision successfully hit by the attack are dazzled for 1 minute. At 12th level, you may use this ability five times per day.
Shadow Blend (Su): At 4th level, in any light conditions other than bright light, your form blurs and dissolves into the shadows, granting you concealment (20% miss chance). You also gain darkvision 30 ft. If you already have darkvision, increase the range by 30 ft. Every four levels after 4th, the range of your darkvision increases by 30 ft.
Obscured Arsenal (Sp): At 8th level, a bloodrager with the shadow bloodline can unsheathe a weapon from the shadows, including her own dark form. You can cast shadow weapon at will as a move action that does provoke an attack of opportunity, this is treated as drawing a weapon when interacting with feats or effects such as those from Quick Draw or peacebond.
Enveloping Darkness (Sp): At 12th level, when entering a bloodrage, you may choose to envelop your surroundings in darkness, as per the spell deeper darkness. You may see through this darkness without penalty, and the spread is always centered on you. At 16th level, all creatures except you within the area of darkness are entangled unless under freedom of movement or a similar effect.
Unnerving Gaze (Su): At 16th level, your lack of features and warping form ceases to be tolerable by mortal minds. You gain a gaze attack with a range of 30 ft. Targets must make a Will save with a DC (10 + ½ bloodrager level + Charisma modifier). Anyone that succumbs to your gaze is frightened for 1 round.
Knight of the Night (Su): At 20th level, you can see perfectly in natural or magical darkness and gain resistance 10 to cold and electricity damage, even when not bloodraging. Whenever you confirm a critical hit against an opponent, they must make a Fortitude save equal to (10 + ½ the bloodrager’s level + the bloodrager’s Charisma modifier) or receive the effects of blindness/deafness (though only to blind).