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Drifter


Hit Points

Hit Dice: d8 per Drifter level
Hit Points at first Level: 8 + your constitution modifier
Hit Points at Higher Levels: 1d8 + your constitution modifier

Proficiences

Armor: light armor
Weapons: Simple Weapons, Firearms, Fists
Tools: Thieves tools
Saving Throws: Dexterity, Charisma
Skills: Choose 4 From Acrobatics, Athletics, Stealth, Persuasion, Deception, Sleight of Hand, Insight or Perception

Overview & Creation

Popping, in and out of existence, disappearing, and teleportation, all seemed to be tricks from magicians or tax evaders, but now the power to move from one place to another is within your own hands. Whether its a magic mist or an instantaneous blip, to be able to move freely through space and escape all types of horrors. How will you use this gift, will you kidnap highly elected officials or will you transport resources to those less fortunate, or will you spread wisdom around the world and not worry about airfare. The choice is yours.   Appearance: Drifters often appear as whatever race they are supposed to be, but as their power progresses all drifters due to their connection to the void have a mark on one of their hands of a black shadowy circle with one red eye smiling.   Tortured Rest: Drifters powers cause them to never rest peacefully until death, every long rest causes them to have nightmares that feel eerily real, as if its some program written into their minds they can never speak of what visions they truly see in those nightmares.   Unnerving Aura: Due to your connection to the void an aura of uneasiness surrounds you causing most people to either distance themselves from you or avoid you entirely.


Class Features

Spells (Right) Level (Below) 1 2 3 4 5 6 7 8 9
1 1 0 0 0 0 0 0 0 0
2 2 1 0 0 0 0 0 0 0
3 2 2 0 0 0 0 0 0 0
4 3 2 1 0 0 0 0 0 0
5 4 3 2 1 0 0 0 0 0
6 4 3 2 2 0 0 0 0 0
7 4 3 3 2 0 0 0 0 0
8 4 4 3 2 0 0 0 0 0
9 4 4 3 2 1 0 0 0 0
10 5 4 3 2 1 0 0 0 0
11 5 4 3 3 2 0 0 0 0
12 5 4 4 4 3 1 0 0 0
13 5 4 4 4 4 2 0 0 0
14 6 5 4 4 4 3 1 0 0
15 6 5 4 4 4 3 2 0 0
16 6 6 4 4 4 3 2 1 0
17 6 6 5 4 4 3 2 1 1
18 7 6 5 4 4 3 2 1 1
19 7 6 5 5 4 3 2 2 1
20 7 6 5 5 4 3 2 2 2
Super Powered: As a super powered being you have proficiency with your fists(1d6+Dexterity or Strength Mod), and are able to withstand an onslaught of attacks.   Shifting: You have the power to shift or teleport. At level 1 you can use an action to shift to any location you can see up to 60 ft. You have three charges that return on a short rest. Shifting doesn't provoke opportunity attack.   Voids Guard: You are resistant to necrotic damage due to your connection to the void   Void Speech: At level 1 your powers connect you to the void you are able to read, write and understand Void speech, however you can not speak it.   Drifters Mark: At level 2 your connection to the void strengthens. As a Drifter your fists do an extra d4 of necrotic on attacks made with your fists.   Shambles(Cost 1 point): At level 3 you acquire your first ability, as a bonus action when you land an attack with your hands you can force a creature to make a wisdom save. On a failed save the creature takes 2d4 necrotic damage and is teleported 15ft away from you. On a pass the creature takes half damage and isn't teleported.   ASI: at level 4 you get an ability score improvement   Extra Attack: at level 5 You can make an additional attack on your turn   Drifters Reversal: At level 6 you're powers grow and you get the ability to send back some enemy attacks. As a reaction you can shift one ranged weapon attack that hits, (bullets, small projectiles, daggers)(roll a ranged weapon attack with proficiency) back to the attacker for half damage you would have taken.   Drifters Super (Blood of the Cursed)(Cost 5 points): At level 7 you unlock your super attack. Blood of the cursed can only be activated when you have taken damage or your target is damaged. As an action on your turn any one creature that is within 20 ft of you must make a Con save. On a failed save as the blood turns black it be comes serrated and latches itself to the target and cuts into them 100 times. The target takes 4d4 slashing and 4d6 necrotic. On a Successful save the target only takes the slashing damage.   ASI: at level 8 you get an ability score improvement.   Superb Shifting: at level 9, your abilities grow and you hone your skills you grow even stronger. You have access to more shifts (5 total) and the distance increases to 90 ft.   Evasion: At level 9 your reflex's are honed nicely. When you make a Dexterity saving throw you shift rapidly decreasing the damage, when you fail the Dex save you take half damage, and when you succeed you take no damage.   Purity of the Void: At level 10 The never ending nothingness of the void allows you to be cleaned of sickness. You are immune to diseases.   Vision of the Void: At level 11 your Sclera turns Black. You can see in darkness, regular and magical.   Drifter Super (Shield of the Void)(Cost 5 points): At level 11 you acquire another super attack. As you surround yourself with the shadows of the void the red eye moves from your hand to the center of your face. Your AC increases by 1 and when a melee attack lands on you you can remove 1d4+ your Drifter level in damage as a reaction. The armor dissipates after using this feature three times.   ASI: at level 12 you get an ability score improvement.   Drifter Ultimate (The Room)(Cost 10 points): At level 13 you can hone your mind and preform an ultimate attack. You emit an unknown dark energy that swirls around you and engulfs all within, in a 40 ft radius from you, up to five creatures of your choice must make a wisdom saving throw. On a fail, the creatures are transported to the void and take 14d6 necrotic damage and pop back from the void. On a successful save the target takes half damage. After using the ultimate the user receives half Hp on all attempts to be healed or heal themselves until a long rest or greater restoration is cast on them. If you expend an extra three points as a bonus action you can force one of the targets that were hit to make a wisdom save, if they fail they are also affected by the cursed healing, however you both take an extra 3d6 necrotic damage.   Void Bombs(Cos 1 point): At level 14 your shifting is violent enough to leave slight tear in the space you were last at. When you shift as a bonus action you can tear the space you shifted from causing a minor explosion. Any creature friend or foe must make a Dex saving throw, on a fail the target takes 2d4 force damage and is pushed 5 feet away from the explosion. On a successful save the target takes half damage and isn't pushed back   Mysterious Magnetism: At level 15 your connection to the void grants you an added aura of mystery that is alluring to some. You have advantage on Persuasion and Deception checks.     ASI: at level 16 you get an ability score improvement     Drifter Ultimate (Tendrils of the Void)(Cost 15 points): At level 17 you get your final Ultimate ability. You single out one target within 60 ft of you, roll to hit with a ranged spell attack. On a hit four tendrils appear out of the red eye and rush towards your target all of the tendrils slash at the target dealing 18d6 necrotic damage. If a creature dies to this attack their body is dragged into the eye of your mark and you regain 4d6+ your Con modifier of HP back. Once you use this ultimate you can no longer use your shift ability until you long rest. For each extra point used add an extra 1d6 necrotic. You have two points of exhaustion after spending more than 15 points total.   Drifters Reversal Improved: At level 18 your reversal improves you can now send back small projectiles for the full damage you would have taken instead of half.   ASI: at level 19 you get an ability score improvement.   Mastery of the Void: At level 20 your mastery of the void itself allows you to shift even more amazingly. You have 10 shifts total that have a range of 180 ft, and can shift once per turn as a free action, furthermore your Tendrils of the void now only costs you one point of exhaustion when you exceed more than 15 points.


Starting Equipment

A dagger Thieves tools padded clothing (leather armor) 10 Gold Supply Bag (1 common HP potion, rope, flashlight)


Spellcasting

Spell attack modifier : Proficiency Mod+ Charisma Mod Spell save DC: 8+ Proficiency Mod+ Charisma Mod

Teleporting Strike:1st level Casting time: 1 action Duration: 1 turn You shift into an unoccupied space within 15-feet, if you appear within 5-feet of an enemy you make an attack and add 1d6 necrotic to your damage roll.
Pull of the Void: 1st level Casting time: 1 action Duration: Instant You can pull certain objects through the void, small objects within 30ft and not protected by magical means, that can be held in one hand can be pulled through the void to you. If it is attached to a creature you must make an athletics check to take it.
Shift: 1st level Casting time: 1 Action You can shift yourself and one willing creature up to 500 ft from where you are, as long as you've seen the place you're shifting to.
Shadow Slice: 2nd level Casting time: 1 action Duration: 1 Min Concentration As you summon shadows around your hands (or weapons) you slice with the darkness of a shadow. For the next minute your attacks are magical and deal an extra 2d6 necrotic damage.
Blindness/Deafness: 2nd level Casting Time: 1 action Duration: 1 minute You can blind or deafen a foe. Choose one creature that you can see within range (30 ft) to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Phase Shift: 2nd level Casting time: 1 action Duration: 1 Min Concentration Blipping in and out of a space rapidly you seem more like an illusion causing you to be harder to hit. Creatures have disadvantage to hit you till the effect ends.
Speak with Dead: 3rd level Casting Time: 1 action Duration: 10 minutes You grant the semblance of life and intelligence to a corpse of your choice within range(10 ft), allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
Life Transference: 3rd level Casting Time: 1 action Duration: Instant You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, which can't be reduced in any way, and one creature of your choice that you can see within range (30 ft) regains a number of hit points equal to twice the necrotic damage you take.
Fear: 3rd level Casting Time: 1 action Duration: 1 Minute Concentration You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
Blight: 4th level Casting Time: 1 action Duration: Instantaneous Necromantic energy washes over a creature of your choice that you can see within range (30 ft), draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.   If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.   At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Shadow of the Void: 4th level Casting time: 1 action Duration: 1 Minute Concentration Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.   Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.
Chains of the Void: 4th level Casting time: 1 action Duration: 1 minute Concentration Squirming, ebony Chains fill a 20-foot square on ground that you can see within range. For the duration, these Chains turn the ground in the area into difficult terrain.   When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the Chains until the spell ends. A creature that starts its turn in the area and is already restrained by the Chains takes 3d6 bludgeoning damage.   A creature restrained by the Chains can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
Emotionless Void: 5th level Casting time: 1 action Duration: Instant You send ribbons of negative energy at one creature you can see within range (50 ft). Unless the target is undead, it must make a Constitution saving throw, taking 4d10 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a Void walker at the start of your next turn. The Void Walker pursues whatever creature it can see that is closest to it. Statistics for the Void Walker are in Christians Computer. If you target an undead with this spell, the target doesn't make a saving throw. Instead, roll 4d10. The target gains half the total as temporary hit points.
Contact Void: 5th level Casting time: 1 minute Duration: 1 minute You mentally contact the essence of the void. Contacting this extra planar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.   On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
Soulless Stare: 6th level Casting time: 1 action Duration: 1 minute Concentration For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite. Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends. Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.
Voids Gate: 6th level Casting Time: 1 action Duration: 10 Minutes Concentration You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost. The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.   Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.
Tether Essence: 7th level Casting Time: 1 action Duration: up to 1 hour Concentration Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.
Void Shift: 7th level Casting Time: 1 action Duration: Instantaneous You and up to eight willing creatures who link hands in a circle are transported to the void. You can specify a target destination in general terms.   You can use this spell to banish an unwilling creature to the void. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the Void. A creature so transported must find its own way back to your current plane of existence.
Antipathy/Sympathy: 8th level Casting Time: 1 hour Duration: 10 days This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect. Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.   Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.
Imprisonment: 9th level Casting Time: 1 minute Duration: Until Dispelled You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment.   Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. The special component for this version of the spell is a small mithral orb.   Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal.   Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. The special component for this version of the spell is a miniature representation of the prison made from jade.   Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.   Slumber. The target falls asleep and can't be awoken. The special component for this version of the spell consists of rare soporific herbs.   Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.   You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.

 


Created by

Chernandez930.

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