Where Flavor Meets Mechanics
It is currently Mon May 29, 2017 6:46 pm

All times are UTC - 5 hours [ DST ]

Welcome to dicefreaks

You are currently viewing our boards as a guest, which gives you limited access to view most discussions and access our other features. By joining our free community, you will have access to post topics, communicate privately with other members (PM), respond to polls, upload content, and access many other special features. In addition, registered members also see less advertisements. Registration is fast, simple, and absolutely free, so please, join our community today!

Post new topic Reply to topic  [ 2 posts ] 
Author Message
 Post subject: Dicefreaks' Gates of Hell (5e)
PostPosted: Sun Mar 05, 2017 12:07 pm 
Site Admin

Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4515
Dark Marshal of Baal (Fighter Martial Archetype)
Many of the great captains are lauded for their eloquence and their ability to stir the men that follow them to fight in the name of some ideal. Such captains manage to take the iron of discipline and the soft gold of malleability and creativity to forge fighting units always one step ahead of the enemy. Battles are won and lost over a single man’s ability to rally the troops, for the field is rarely won by means of attrition.

To many, the greatest of captains are those who are willing to pay whatever price is necessary to win the day, twisting honor and the rules of warfare to meet their needs. Such a leader is the dark marshal of Baal, accounted by all as a foe to fear. A dark marshal will commit all sorts of despicable acts to humiliate his enemies and to inspire his allies, though he does not do so out of any love of such acts. To the dark marshal of Baal, it is merely a part of his duty and responsibility to drive his troops to fight at their best. Victory on the field of battle vindicates the means of achieving the victory, according to the code that the dark marshal follows. It is of no surprise to note that individual dark marshals are among the most brilliant and effective battle leaders to be found.

It is rare to find more than one dark marshal working directly with another, for they tend to seek their own commands. Dark marshals can be found as great champions to despots, tyrannical warlords, or cold-hearted generals dedicated to a corrupt empire. Those who adventure do so in order to hone their skills or to support some fundamentally evil concept.

Blood Oath
Beginning when you choose this archetype at 3rd level, you can designate a foe as your mortal foe as an action that deals damage to you equal to the melee weapon in your hand. Until the foe is dead, you gain advantage on attack rolls made against the foe and disadvantage on attack rolls made against any other foes. Once you use this feature, you must take a short rest before using it again. If your foe is not dead, you may not use this feature again until you take a long rest.

Infernal Rally
Starting at 7th level, you may invoke a dark aura of leadership around you as an action. For 1 minute, you can utter a special command or warning whenever a non hostile creature that you can see within 30 feet of you makes an attack roll or a saving throw. (Including yourself.) The creature can add a d4 to its roll provided it can hear and understand you.
Once you have used this feature, you must take a short or long rest to use it again. A creature can benefit from only one Leadership die at a time. This effect ends if you are incapacitated. At 10th level, the leadership die increases to a d6. At 15th, it increases to a d8. At 18th level it increases to a d10.

Dark Smite
At 10th level, you are so suffused with unholy might that all your melee weapon strikes carry Baal's dark power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 necrotic damage.

Greater Blood Oath
Starting at 15th level, attacks made against your mortal foe gain a bonus on damage equal to one half of the damage you inflicted on yourself making the oath.

Greater Infernal Rally
At 18th level, you attain the pinnacle of leadership in battle. Any creature benefiting from your leadership die gains 10 temporary hit points and can also immediately move up to half of their speed.

 Post subject: Re: Dicefreaks' Gates of Hell (5e)
PostPosted: Sun Mar 05, 2017 1:26 pm 
Site Admin

Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4515
Mogul of Dispater (Rogue Archetype)
To some in business, the bottom line is the bottom line, and so long as a profit is made, what else matters? However, there are some that have moved beyond that philosophy, some who have fallen in love with the soft life of luxury. Such people do all they can to avoid any effort on their own part, but insist on reaping the rewards of others’ toil.

From this philosophy is born the mogul of Dispater. Ethics do not hold her back in her activities, for they are merely guidelines for others to follow, and can be brushed aside without any compunction. The mogul is careful to have her subordinates do all the ‘dirty work;’ in such a way she manages to justify her actions to some extent, since she is never directly involved in assorted sundry activities. She does not bribe; she extorts. She does not employ where possible; she allows others to ‘restore their debts.’ She reaps where she does not sow, and those beneath her are dragged down and condemned to chains of toil.

Moguls generally work individually of other moguls. They are generally encountered as leaders of thieves’ guilds (including extortion schemes, prostitution rings, and the like), government enterprises, merchant consortia, and cruelly administered craft guilds. They tend to rely on others to pick their fights for them.

Starting at 3rd level, you gain advantage on Deception, Insight, Intimidation and Persuasion checks.

Insider Trading
When you choose this archetype at 3rd level, you gain the ability to cast detect thoughts 1/day as an innate spell without using any components. At 9th level, you can use it 2/day, at 13th level 3/day and at 17th level at will. Unlike the typical spell, creatures do not recognize you are probing their mind deeper unless they succeed on an Insight check against your Deception.

You can probe deeper on three creatures at a time at 9th level, on six at 13th level and on nine at 17th level.

Corporate Bid
Starting at 9th level, you can force any creature you are probing the mind of with Insider Trading to make a Wisdom save or follow your orders (as mass suggestion.)

Hostile Takeover
By 13th level, you can force any creature you are probing the mind of with Insider Trading to make a Wisdom save or be dominated (as dominate person.) The duration is concentration, up to 10 minutes. Concentrating on Hostile Takeover can be done concurrently with Insider Trading.

Member of the Board
When you reach 17th level, you mind is constantly protected as per mind blank. Furthermore, you can have your Insider Trading ability to originate from any creature following a suggestion from Corporate Bid or dominated from Hostile Takeover.

Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 2 posts ] 

All times are UTC - 5 hours [ DST ]

Who is online

Users browsing this forum: No registered users and 1 guest

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to: