Wishes of Nibiru

Arc II - Frozen Imbalance

Classes


Kai

Kai Towers

Kai Class Description. Human restricted caster class with limited spell options.Typically travel in pairs.
Strengths: Only needs to perform somatic components for spells, all spells cast count as having been cast 1 spell level higher.
Weaknesses: MAD; requires Wis & Int. Low Hit Di.

The Kai Table
Level Proficiency
Bonus
Features Cantrips
Known
Spells
Known
-Spell Slots per Spell Level-
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Signs 2 1 2 - - - - - - - -
2nd +2 Veil Mask 2 2 3 - - - - - - - -
3rd +2 Tower of Study 3 4 4 2 - - - - - - -
4th +2 Ability Score Improvement 3 5 4 3 - - - - - - -
5th +3 - 3 6 4 3 2 - - - - - -
6th +3 Tower Feature 4 7 4 3 3 - - - - - -
7th +3 - 4 9 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 4 10 4 3 3 2 - - - - -
9th +4 - 4 11 4 3 3 3 1 - - - -
10th +4 Generic Kai Feature 5 12 4 3 3 3 2 - - - -
11th +4 - 5 13 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 5 14 4 3 3 3 2 1 - - -
13th +5 - 5 15 4 3 3 3 2 1 1 - -
14th +5 Tower Feature 6 16 4 3 3 3 2 1 1 - -
15th +5 - 6 17 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 6 18 4 3 3 3 2 1 1 1 -
17th +6 Portcullis 6 19 4 3 3 3 2 1 1 1 1
18th +6 Tower Feature 6 20 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 21 4 3 3 3 3 2 2 1 1
20th +6 Grand Kai 6 22 4 3 3 3 3 2 2 1 1
Kai Spell List
Spell Level Spell List
Cantrips Displace*, Expel*, Guidance, Inundate*, Light, Mending, Resistance, True Strike
1st Alarm, Comprehend Languages, Detect Evil and Good, Detect Magic, Disguise Self, Expeditious Retreat, Feather Fall, Hunter’s Mark, Identify, Jump, Magic Missile, Protection from Evil and Good, Shield
2nd Darkness, Darkvision, Enhance Ability, Find Traps, Gust of Wind, Hold Person, Invisibility, Knock, Levitate, Locate Animals or Plants, Locate Object, Moonbeam, Pass without Trace, See Invisibility, Silence, Spiritual Weapon, Warding Bond
3rd Counterspell, Create Food and Water, Dispel Magic, Glyph of Warding, Magic Circle, Nondetection, Protection from Energy, Remove Curse, Tiny Hut, Water Walk
4th Banishment, Dimension Door, Fabricate, Private Sanctum, Resilient Sphere, Secret Chest
5th
6th
7th
8th
9th
Class Features

As a Kai you gain the following class features.

Hit Points
Hit Dice: 1d6 per Kai level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Kai level after 1st
Proficiencies
Armor: None
Weapons: None
Tools: Calligrapher's Supplies
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Insight, Investigation, Medicine, Perception, Sleight of Hand
🛈 Kai Multiclassing
Prerequisites
Race: Human
Ability Score Minimum: Intelligence 13 and Wisdom 13
Proficiencies Gained
Proficiencies Gained: None
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • (a) a diplomat’s pack or (b) a scholar’s pack
  • yellow dress robes and hooded cloak
  • a Trinket
Spellcasting

Sculpting the weave with your life’s blood and empowering it through the soul, you are able to perform whole-magic; You cast spells that are simultaneously Arcane and Divine in nature. See Spells Rules for the general rules of spellcasting and the Kai spell list below.

Cantrips

At 1st level, you know two cantrips of your choice from the Kai spell list. You learn additional Kai cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Kai table.

Spell Slots

The Kai table shows how many spell slots you have to cast your Kai 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.

Spells Known of 1st Level and Higher

You know one 1st-level spell of your choice from the Kai spell list.

The Spells Known column of the Kai table shows when you learn more Kai spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn two new spells of 1st or 2nd level

Additionally, when you gain a level in this class, you can choose one of the Kai spells you know and replace it with another spell from the Kai spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

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

Spell save DC: = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier: = proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a ritual spell on the Kai spell list as a ritual, regardless of whether it is a spell known.

Signs

You weave mana into spells through use of intricate and well practiced hand signs, then sew in your soul’s spiritual energy to empower that magic. This method of casting provides you with the following benefits.

Sign Language

You can speak Kai, which is a language communicated silently through precise hand gestures.

Weave and Sew

You can disregard verbal spell components as well as any material component with a value of 300 gold or less for any spell on the Kai Spell List. Any spell on the Kai Spell List which does not list a somatic component, requires a somatic component.

Whole Magic

When you cast a spell on the Kai Spell List, you may cast it at one spell level higher than the spell slot used. You can do this an amount of times equal to your Wisdom modifier plus one, with a minimum of one. You regain all uses of this feature after a long rest.

Veil Mask

At 2nd level, your training as a full member of the Kai order is nearing its completion. You may now choose the style of mask you will wear to represent it. Certain masks are strongly favored by certain towers, and some may take your choice as a hint to your future path, but your choice does not dictate the tower you will join.

As part of a short rest you can silently perform a ritual, dawning your mask and enchanting it. If you remove the mask or speak aloud, the mask ceases to function and is disenchanted until the ritual is performed again.

Blindfold

This plain cloth mask is favored by Veritas of the Brown Tower. It grants True Sight for a distance in feet equal to the wearer’s Wisdom modifier times five (minimum of five feet).

Face Cover

Iron Visage

Mirror Screen

This full-face reflective mask may be smooth or shattered. It is favored by Psinax of the Blue Tower and grants a bonus to Wisdom saving throws equal to the wearer’s Wisdom modifier.

Obscuring Mantle

Porcelain Guise

Tower of Study

At 3rd level, you have completed your training as an initiate of the order and must now choose a Kai Tower to represent. Whenever you dawn your cloak or mask you’ll be effectively acting on behalf of that conclave. Your choice grants you features at 3rd level, 6th level, 14th level, and 18th level.

Kai Towers
Naga

The Black Tower of Kai Naga specializes in the study of death and all its facets. They practice necromancy and the binding of souls.

Expanded Spell List

The Black Tower lets you choose from an expanded list of spells when you learn a Kai spell. The following spells are added to the Kai spell list for you.

Kai Naga Expanded Spells
Spell Level Spell List
Cantrips Chill Touch, Soul Reach*
1st False Life, Inflict Wounds, Unseen Servant
2nd Augury, Gentle Repose, Ray of Enfeeblement
3rd Animate Dead, Speak with Dead, Spirit Guardians, Vampiric Touch
4th Conjure Woodland Beings, Death Ward, Guardian of Faith
5th
6th
7th
8th
9th
Mantle of Naga

When you join the black tower at 3rd level, you learn a one hour ritual to enchant your cloak. It darkens to a shadowy black and the magic holds until you die or perform this enchantment again. When unworn, the mantle appears entirely mundane and avoids scrutiny from methods of detection such as the Detect Magic spell. When worn, with the hood up, it provides the following benefit(s).

Life Steal

When a creature within 20 feet regains hit points, you may choose to regain an amount of those hit points instead. The amount must be equal or less than the difference between your current and maximum hit points. You may use this ability while unconscious.

Soul Steal

Starting at 6th level, when you reduce a creature to 0 hit points you may siphon its soul, placing it in a container for later use. The creature cannot be resurrected until the soul is released. You can store an amount of souls equal to your Wisdom modifier. The souls can see and hear what you do when your hand is placed on their container.

Ask

As a bonus action, you can communicate with the soul telepathically by placing a free hand upon its container. The soul can see through your eyes when you do this, and though it may choose to remain silent, it can only answer truthfully.

Draw

As a bonus action, you may utilize a soul’s power to gain advantage on one ability check, attack roll, or saving throw. If you do this, the soul is released.

Feed

As a bonus action, you may consume a soul to become resistant to one damage type of your choice until the start of your next turn. If you do this, the soul will not be released until you’re reduced to 0 hit points.

Psinax

The Blue Tower of Kai Psinax specializes in y

Expanded Spell List

The Blue Tower lets you choose from an expanded list of spells when you learn a Kai spell. The following spells are added to the Kai spell list for you.

Kai Psinax Expanded Spells
Spell Level Spell List
Cantrips Message,
1st Illusory Script, Sanctuary, Sleep
2nd Blindness/Deafness, Calm Emotions, Detect Thoughts
3rd Arcane Eye, Confusion, Phantasmal Killer
4th
5th
6th
7th
8th
9th
Veritas

The Brown Tower of Kai Veritas specializes in y

Daerdra

The Green Tower of Kai Daerdra specializes in y

Expanded Spell List

The Green Tower lets you choose from an expanded list of spells when you learn a Kai spell. The following spells are added to the Kai spell list for you.

Kai Daerdra Expanded Spells
Spell Level Spell List
Cantrips Shillelagh,
1st Fog Cloud, Longstrider, Mage Armor
2nd Flame Blade, Mirror Image, Spider Climb
3rd Bestow Curse, Blink, Haste, Meld into Stone
4th Freedom of Movement, Greater Invisibility, Stone Shape
5th
6th
7th
8th
9th
Finris

The Red Tower of Kai Finris specializes in y

Expanded Spell List

The Red Tower lets you choose from an expanded list of spells when you learn a Kai spell. The following spells are added to the Kai spell list for you.

Kai Finris Expanded Spells
Spell Level Spell List
Cantrips Firebolt,
1st Burning Hands, Hellish Rebuke, Guiding Bolt
2nd Flaming Sphere, Scorching Ray, Shatter
3rd Call Lightning, Fireball, Lightning Bolt, Sleet Storm
4th Fire Shield, Ice Storm, Wall of Fire
5th
6th
7th
8th
9th
Ava

The White Tower of Kai Ava specializes in y

Expanded Spell List

The White Tower lets you choose from an expanded list of spells when you learn a Kai spell. The following spells are added to the Kai spell list for you.

Kai Ava Expanded Spells
Spell Level Spell List
Cantrips Spare the Dying, Lesser Restoration, Prayer of Healing
1st False Life, Healing Word, Inflict Wounds
2nd Aid, Alter Self, Gentle Repose
3rd Beacon of Hope, Revivify, Speak with Dead, Vampiric Touch
4th Blight, Confusion, Death Ward
5th
6th
7th
8th
9th

Rifter

Rifter

Rifter Class Description.

Bound Together

A rifter is...

Indebted

rifters are...

Creating a Rifter

As you make your rifter character...

The Rifter Table
Level Proficiency Bonus Planar Traits Features
1st +2 - Planar Covenant, Rift Fighter
2nd +2 - Rift Strike
3rd +2 3 Invoke the Covenant, Covenant Feature
4th +2 3 Ability Score Improvement
5th +3 3 Damage Threshold
6th +3 3 Covenant Feature
7th +3 4 -
8th +3 4 Ability Score Improvement
9th +4 4 Adroit Invocation
10th +4 4 Ability Score Improvement
11th +4 5 -
12th +4 5 Ability Score Improvement
13th +5 5 ???
14th +5 5 Covenant Feature
15th +5 6 -
16th +5 6 Ability Score Improvement
17th +6 6 ???
18th +6 6 Covenant Feature
19th +6 6 Ability Score Improvement
20th +6 6 ???
Class Features

As a Rifter you gain the following class features.

Hit Points
Hit Dice: 1d6 per Rifter level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Rifter level after 1st
Proficiencies
Armor: Light Armor
Weapons: Simple weapons
Tools: One type of artisan's tools of your choice
Saving Throws: Strength, Dexterity
Skills: Choose two from Athletics, Deception, Insight, Medicine, Persuasion, Sleight of Hand, Stealth
🛈 Rifter Multiclassing
Prerequisites
Ability Score Minimum: Wisdom 13 and Charisma 13
Proficiencies Gained
Proficiencies Gained: None
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
  • any two simple weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • a set of common clothes
  • one artisan's tools set of your choice
Planar Covenant

Choose a planar covenant, which describes the nature of rift ally your soul has been indelibly bound to. This being acts in your service, and its capacity to do so grows with you. Your choice grants you features at 1st level and again at 3rd, 6th, 14th, and 18th level.

Rift Fighter

Your encounter with the rift has left you invigorated. You gain the following benefits:

  • You can use Wisdom instead of Strength or Dexterity for the Attack and Damage Rolls of Unarmed Strikes and Simple Weapons.
  • You can use your bonus action to distract a creature within 5 feet of you. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Rift Strike

Starting at 2nd level, you can briefly weaken the fabric between planes at a point you strike. When you hit a creature with a melee attack, all damage dealt by the attack becomes force damage. Add 1d8 + your Wisdom modifier to the damage dealt. The target is then pushed 10 feet away from you. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Invoke the Covenant

Starting at 3rd level, you can use an action to will forth your rift ally from its native plane. It manifests to an available space within your invocation range, which is a distance in feet equal to ten times your wisdom modifier (10 feet minimum). It subsists until you lose concentration (as if you were concentrating on a spell), you end your turn separated by more than twice your invocation range, or its hit points would be reduced.

Your rift ally is a creature that obeys your mental commands. It shares your initiative and takes its turn directly before yours. It shares your proficiency bonus and its ability scores are all equal to your charisma. Unless modified by a planar trait, its size is medium and speed is 30 feet.

When subjected to an effect that allows for a saving throw to take only half damage, your rift ally instead takes no damage if it succeeds. When an attack or effect applies a condition to the rift ally, it takes no damage from that attack or effect.

Choose three Planar Trait options for your rift ally. Your Planar Trait options are detailed at the end of the class description. When you gain certain Rifter levels, your rift ally gains additional Planar Traits of your choice, as shown in the Planar Traits column of the Rifter table.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Damage Threshold

Starting at 5th level, your rift ally gains a damage threshold equal to five times your wisdom modifier. See the Objects rules on page 203 of the SRD for general rules on damage thresholds.

Adroit invocation

At 9th level, you have become masterful in your summoning. As a reaction when you or a creature in your invocation range is hit by an attack, you may manifest your rift ally to an available space within 5 feet of that creature (as if using the Invoke the Covenant feature). Your rift ally becomes the target of the triggering attack instead. After using this feature, you must finish a long rest before you can do so again.


Planar Traits

When you gain certain Rifter levels, your rift ally gains Planar Traits. If a Planar Trait has prerequisites, you or your rift ally must meet them for your rift ally to learn it. Planar Trairs can be taken only once unless they specify otherwise in their description.

Armed

Your rift ally gains proficiency with light armor, medium armor, heavy armor, shields, simple weapons, and martial weapons. When your rift ally returns to its native plane, it may bring items that it wears or carries along with it. These items return with your rift ally when it is invoked again, or appear in the nearest unoccupied space if you are reduced to 0 hit points.

Dire

Your rift ally increases in size by one category. Its melee attacks deal 1d4 extra damage, it gains proficiency in either Strength or Constitution saving throws (your choice), and it gains proficiency in the Athletics skill. If your rift ally already has proficiency in the Athletics skill, it gains expertise instead. This planar trait may be taken up to two times.

Flight

Your rift ally gains a flying speed equal to its walking speed.

Incorporeal

Your rift ally can move through creatures and objects as if they were difficult terrain, but this can be taxing on your invocation. If your rift ally ends its turn inside an object, you take 1d8 psychic damage.

Long Reach

Your rift ally adds 5 feet to its reach when it attacks, as well as when determining its reach for opportunity attacks. Additionally, creatures provoke an opportunity attack from your rift ally when they enter its reach.

Melee Attack

When your rift ally takes the attack action, it may use this trait to make a melee weapon attack against a target in place of any standard attack. On a hit, the target takes 1d12 damage of your Rift-Damage-Type.

Miniscule

Your rift ally decreases in size by one category. It gains a +2 bonus to Armor Class and proficiency in the Acrobatics or Stealth skill (your choice). It also gains proficiency in Dexterity saving throws. If your rift ally already has proficiency in Dexterity Saving Throws, it can instead gain expertise in a skill which it is proficient. This planar trait can be taken up to two times.

Ranged Attack

When your rift ally takes the attack action, it may use this trait to make a ranged weapon attack against a target instead of any standard attack. The range for this attack is 60 feet. On a hit, the target takes 1d10 damage of your Rift-Damage-Type.

Shapeshifter

Your rift ally can transform its appearance completely as an action, even changing to resemble a creature of another type. It can shift its height, weight, features, voice, coloration, and/or other distinguishing characteristics. It can become one size category smaller or larger, however its carrying capacity and all other game statistics remain the same.

If its new form would physically prevent it from using one of its features, then use of that feature reverts your rift ally to its original form.

Swift
Prerequisite: 7th level

Your rift ally's speed increases by 10 feet. It can make one additional attack whenever it takes the Attack action on its turn. This planar trait can be taken up to two times.

Telepathy

Your rift ally gains Telepathy (60 ft) and proficiency in Intelligence or Wisdom saving throws (your choice).

You can also choose one of the following skills for your rift ally to gain proficiency in: Animal Handling, Arcana, Deception, History, Insight, Intimidation, or Persuasion. This planar trait can be taken up to two times.

Touch Damage

A creature that touches your rift ally or hits it with a melee attack while within 5 feet of it takes damage of your Rift-Damage-Type equal to your Wisdom modifier (minimum of one).


Planar Covenants

The beings which forge covenants with rifters are denizens of other worlds, a connection to which is established through planar rifts. Rift allies allow rifters to manifest them and utilize their services. They usually expect to gain something from the rifter in return.

Often, when a covenant is made, the terms are explicitly agreed upon. An entity may offer its services in exchange for the facilitation of its travel and errand running on the rifter's plane. Another may simply want a tour guide to show them the best sights and food. Other times, unintended bonds are forged by happenstance. This can occur when two creatures overlap in a space where the barrier between planes is weak. These relationships maybe more tumultuous.

Faerie Covenant

You've forged a covenant with one of the Sidhe, a creature of abstraction given form. It is incapable of uttering falsehoods and entirely beholden to the laws of hospitality. This being maybe fierce or whimsical. It experiences its emotions strongly, has an infallible memory, and is often petty. Beings of this sort include any fey. They maybe a Sprite or Pixie, Fey Nobility or Beast, Siren, Dryad, Satyr, Nymph, or Hag.

Sidhe Glamour
1st-level Faerie feature

Your rift ally allows you to call upon its magic. As a bonus action, you gain the following benefits until the start of your next turn.

  • You have a bonus to AC equal to your Charisma modifier.
  • You can add your Wisdom modifier to any Charisma skill ability check you make.

You can use this feature a number of times equal to your Wisdom modifier (minimum of one), and you regain all expended uses when you finish a long rest.

Fey Ally
3rd-level Faerie feature

When you summon your rift ally via the Invoke the Covenant feature, it has a creature type of Fey.

Your rift ally also has a Rift-Damage-Type. Choose acid, bludgeoning, cold, necrotic, piercing, poison, or slashing. Certain Rifter features will reference this damage type. If you chose bludgeoning, piercing, or slashing: add your Wisdom modifier to your rift ally's damage rolls of that damage type.

Your rift ally knows the Druidcraft cantrip and can cast the Entangle spell a number of times equal to your Wisdom modifier (minimum of one). It uses your Charisma as its spellcasting ability for the spell, and regains all expended uses when you finish a long rest.

Faerie Step
6th-level Faerie feature

As a bonus action, your rift ally can teleport up to 30 feet to an unoccupied space it can see. It may also bring along one willing creature that it touches, so long as that creature is of its size or smaller. It can use this feature a number of times equal to your Wisdom modifier (minimum of one), and it regains all expended uses when you finish a long rest.