Alienists deal with powers and entities from terrifyingly remote reaches of space and time. For them, magical power is the triumph of the mind over the rude boundaries of dimension, distance, and often, sanity. With knowledge and determination, they pierce the barrier at the edge of time itself. In the Far Realm, outside time, Herculean minds drift, absorbed in contemplations of madness. Unspeakable beings whisper terrifying secrets to those who dare communication. These secrets were not meant for mortals, but the alienist plunges into abysses of chaos and entropy that would blast a weaker mind.
Alien Blessing From 2nd level, when you select this school, you have advantage on saving throws to avoid becoming Charmed or Frightened. In addition, you gain proficiency in the Insight skill. Weaken the Barrier From 2nd level, you can weaken the barriers between dimensions for a brief period. As an action, pick a point you can see within 50 feet to be the point of origin for the zone of dimensional flux, which is visibly deformed and distorted. The region surrounding this point out to a 10 feet radius becomes difficult terrain, even if there is nothing in it, and creatures inside take disadvantage on saving throws. This zone lasts for a duration of 1 minute, which you can dismiss as a bonus action if you choose. After creating this zone, you must finish a short or long rest before you can use this ability again. When you use this ability, you take disadvantage on Wisdom ability checks and saving throw for the next hour, and your passive Perception score is decreased by 5. From 6th level, you may use this ability twice per rest, and from 14th level, you can use this ability three times per rest. Pseudonatural Zone From 6th level, when you use Weaken the Barrier, a creature that enters or starts its turn within the zone you create takes 1d6 psychic damage. You are not subject to the damage of this ability. Alien Aberrations From 6th level, you may choose to have any creature you summon or create with a conjuration spell be an Aberration instead of their usual type. In this case, they ignore the psychic damage of your Weaken the Barrier ability. This does not otherwise affect their statistics, however their appearance is alien and disgusting. Alien Certainty From 10th level, contact with your mind is so alien that it harms those who even attempt to contact it. Your thoughts can’t be read by telepathy or other means unless you allow it. In addition, whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do. Pseudonatural Aberrations From 10th level, any Aberrations you summon or create with a conjuration spell inflicts an additional 3 (1d6) psychic damage with any weapon attacks. These creatures are visibly abhorrent, shifting form and horrifying to look upon. Rend the Barrier From 14th level, when you have used Weaken the Barrier, you may choose to tear open the barrier between worlds. As a bonus action, you rend the barrier, which makes the zone visibly filled with lashing distortion. The psychic damage a creature takes when it enters or starts its turn in the pseudonatural zone is increased to 3d6 (10). The barrier remains this way for the duration of the ability. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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