Damage (Pulsing PBAOE Chant) - Target takes damage. Damage done is of the spell's given damage type. Spell affects all enemies in the immediate radius of the caster. Nov 26, 2014 Dragon Age Inquisition Rogue Class Builds This guide focuses on various Rogue builds for DA Inquisition – one for each specialization and a single build that utilizes the conventional 4 ability.
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(Redirected from Monster DR and Weaknesses)
Monsters may be resistant to or fully protected from some forms of attack and vulnerable to others.
For reference, 'normal' damage is shown with red numbers. Resistances (via DR) are indicated by yellow damage numbers: this means some of your damage is being reduced and it might be possible for you to overcome this by changing weapon type. To see what damage type you need to use, check the Combat Log. Full protection is indicated by white zero damage numbers. Some forms of damage are particularly effective against a monster and this is indicated by purple damage numbers. Green damage numbers indicate that the monster is actually healed by that type of damage; you see this occasionally with Summoned Fire Elementals being attacked by fire, for example.
Reading the DR Type:
Alignment is listed here so that you can tell which alignment-based weapon enchantments will add extra damage; alignment-based damage is not required to break DR unless it is mentioned in the 'DR' column.
Dragons
1 Appears only during the Mabar Endless Night Festival.
Vampires are weak to Light damage.
Will-o'-Wisps are weak to Force damage. Beholders of 'Beholder (Chaos)' race don't have an anti-magic cone. Watcher Constructs and Superior Sentinel Guardians are weak to Force damage. All Golems have magic immunity (50% spell absorption for all energy damage types including alignment, force and light damage) with Quorforged Iron Golems being the only exception.
The following monsters have DR/Magic:
Best Dmg Type For Reaver WindowsSee also[edit]
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Shadow Reaver[edit]
Shadow reaver is a special class that interact, use, consume and becoming one with shadows.Shadow reavers use weapons and spells equally and combine them aswell.As a shadow reaver, you use shadow points that you earn to cast spells or to interact with shadows. When you out of shadow points you can’t use spells that require shadow points until you long rest or consume them from enemys.You can consume shadows from dead creatures or steal them with special spells.
You can make a Shadow Reaver quickly by following these suggestions. Put your highest ability score in Dexterity, followed by Charisma and Constitution.
Class Features
As a Shadow Reaver you gain the following class features.
Hit Dice: 1d8 per Shadow Reaver level
Hit Points at 1st Level: 8 + Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Shadow Reaver level after 1st
Armor: Light, Medium, and Shields
Weapons: Simple weapons and Martial weapons Tools: Saving Throws: Dexterity, Constitution Skills: Choose three from Acrobatics, Deception, Intimidation, Perception, Sleight of Hand, and Stealth.
You start with the following equipment, in addition to the equipment granted by your background:
Table: The Shadow Reaver
Shadow Points[edit]
Shadow Reavers use shadow points for spells. The amount of points are shown in the Shadow reaver table. Costs for spells are shown in the spell discription as SP.
Connection to Shadows[edit]
How you level up, Shadow Reavers become more and more one with Shadows what gives you special bonuses shown in the Shadow Reaver table.
Shadow Strike[edit]
Beginning at 1st level, you use the darkness to your advantage to strike a foe in their blind spot. When you attack, you can deal an extra 1d4 of the damage type to a creature you hit with an attack. The attack must use a one handed melee weapon or ranged weapon.
The amount of the extra damage increases as you gain levels in this class, as shown in the Shadow Strike column of the Shadow Reaver table.
Fighting Style[edit]
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 10 & 18 level, you may choose another.
Piercing Shot[edit]
You gain + proficiency bonus to Damage rolls you make with ranged weapons.
Shadow aiming[edit]
You gain +2 to Attack rolls you make with ranged weapons. Citrix online plug-in web dmg.
Shadow defense[edit]
While you are wearing light armor you gain a +2 bonus to AC.
Path of Shadows[edit]
Starting at 1st level every Shadow Reaver has his own path. Your path of Shadows is shadow control.You can control shadows around of you, put them out of the flor and walls and control them in any form that you want.
Cantrips[edit]Shadow Step (Concentration)[edit]
On 1st level you can become one with shadows and you become invisible until you move or you attack or you can enter a shadow of a living creature. You hear and see the same like the owner of the shadow. When invisible, you have the status “Unseen”, you have adv on att. rolls, and the enemy have disadv. on att. rolls against you.On lvl 5, 11 & 17 Shadow step is improved.
Shadow shift (Instantaneous)[edit]
On 3rd level you can use a bonus action to teleport to a shadow or a place with dim light within the range. On lvl 7, 13 & 19 Shadow shift is improved.
Shadow view (Concentration)[edit]
On 4th level you can use this cantrip. Your eyes turn completely black and radiate a dark aura. You gain the ability to see the souls of creatures if they have one & you see the outline of creatures. The soul of a living creature looks like a burning blue sphere & a soul of a dead creature like a burning red sphere. You can see the souls of creatures through objects if the object isn’t thicker than 5 feet.
Shadow bond (Instantaneous/Passive)[edit]
You can use this cantrip on 9th level. Your mind have a strong bond with the Shadow realm so that you immediately send to the Shadow realm when you have one of the following conditions Grappled, Incapacitated, Paralyzed, Restrained, Stunned or Knocked. You stay in the Shadow realm until the condition ends
Soul restore (Ritual)[edit]
On 15th level you can use this cantrip. You sacrifice 10 of your collected shadows to send a part of your soul to the Shadow realm. You need to meditate 1 hour without interrupting to succeed. The sacrifice offers you a respawn if you die on your journey in the Shadow realm counter part of your actual location with half of your HP. The ritual is very exhausting and you need to rest for few hours after the ritual. Because you mentally and physically trying to connect with the Shadow realm, everyone who interrupt the ritual, the shadows that dancing around you goes into the person a he lose consciousness and is persecute by painfull nightmares. In the worst case that person could die.
Spells[edit]Dark geysir (Conjuration)[edit]
At 1st level you gain this spell. U can use 1 SP and choose a point on the flor. A dark geysir shoots out from the ground and every enemy in a 30 feet radius must succeed a Dex. Saving throw or take 4d8 +Charisma modifier shadow damage on a failed save & half if succeed.
You can use more SP to increase the dmg for 1d8 for each SP spend.
Shadowball (Conjuration)[edit]
At 2nd level you gain this spell. You use 1 SP to cast and throw a sphere of shadows in a direction of your choise. If the sphere hits a enemy, it deals 2d8 +Charisma modifier shadow damage. The target must succseed a Charisma Saving throw or you steal his shadow.
You can use more SP to increase the dmg of Shadowball for 1d8 each.
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![]() Consume shadows (Transmutation)[edit]
At 2nd level you gain this spell. You consume 1 SP to heal yourself for 1d8 + S.medicine mod.You can increase the healing effect for 1d8 for spending more SP.
Shadow clone (Conjuration)[edit]
At 4th level you can use 1 SP to create a Shadow clone within the range. The clone have your shape and is completely black. The clone doesn’t have HP and disappear when damaged.The clone can attack instead of you and deals the same dmg like you would do with the attack, but you still lose bolts for the attack. You can have max. 3 clones active at once.
In addition to that you can use a reaction to change places with your clone. This feature can be used to avoid attacks or Saving throws, but the clone still disappear after get hit.
Meditation (Conjuration)[edit]
At 6th level, you can use your bonus action to regain Shadow points equal to your Dexterity modifier. You are only able to use this feature 1 time, and regain expended uses upon finishing a shor or long rest.
Shadow steal (Transmutation)[edit]![]()
At 6th level, you can use 1SP to send your shadow to a target. The target must make a Dex. Saving throw. If he fails, he takes 2d8 +Charisma mod. shadow dmg and you heal yourself for the full amount of the dmg dealed, and if the target succseed, he takes only half of the dmg and you heal yourself half of the dmg dealed insteed.
Cleanse (Transmutation)[edit]
At 8th level you are able to use 1 SP to send your shadow inside your body to remove all status conditions that let you move your body and if you’re conscious.
Shadow binding (Conjuration)[edit]
At 9th level you can spend 2 SP to cast shadows under the creature. The shadows sheathe the creature and the creature must succeed a Charisma saving throw or be Restrained by the shadows for 1d4 turns. While Restrained by this spell, the target takes 2d8 +Charisma modifier shadow damage at the start of each of its turns. A creature Restrained by the shadows or one that can touch the creature can use its action to make a Charisma check against your Spell save DC. On a success, the target is freed.If the creature succeed on the saving throw, you can spend 2 more SP as a reaction to sheathe the creature harder with more shadows what blocks the saving throw of the creature. You can only use this feature if the duration of the spell allows you to bind the creature more.
A Restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.The creature has disadvantage on Dexterity Saving Throws.
Soul drain (Enchantment)[edit]
At 11th level you can enchant your bolt with life draining shadows. You can use 2 SP and the next time you make a ranged attack (dmg rolle as normal) and you hit a creature, you heal yourself for half of the damage done to the creature. You can use 4 SP to heal yourself for the full amount dmg done.
Shadow Force (Conjuration)[edit]Best Dmg Type For Reaver Pc
At 14th level you can use 5 SP to cast the most powerfull shadow spell with the highest damage peak.
You charge your shadow powers in your left arm and you can unleasch the power immediately and deal 2d10 shadow dmg to a creature or you can let it charge for every turn.For every turn the dmg grows for 1d10 + 5 shadow dmg up to a maximum from 10d10 +40 shadow dmg.While you charging you can move, cast other spells and attack normaly. Cause Shadow force only charging up in stressfull situations, the dmg only grows up in combat.The charge stays up to 1 day from the beginning of the spell, in this time you need to use the spell or the spell expires.
Paranoia (Transmutation)[edit]
At 17th level you can use 10 SP to turn yourself in a monstrous creature made of shadows. On your transformation you project a phantasmal image of a creature's worst fears. Each enemy creature in a 60-foot cone must succeed on a Charisma 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 Charisma saving throw. On a successful save, the spell ends for that creature.• A Frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within line of sight.• The creature can’t willingly move closer to the source of its fear.While Paranoia is active you have adventage on Attack rolls and Saving throws, you restore 2 SP every turn, you steal the shadow from each creature that you attack and you have double dmg on Shadow strike. You are floating and can fly for the duration.
You can use this spell once per long rest.
Crossbow specialist[edit]
Archers who choose this path have trained extensively with crossbows. These specialists have mastered the technique of firing lethal bolts at an alarming pace, most often leading to deadly results.
Starting at 3rd level, due to your training with the crossbow, you gain the following benefits:
At lvl 7 & 11 you can improve as Crossbow specialist in Critical hits and Multi-attacks.
At 7th level, you gain the following feature:
At 11th level, you gain the following feature:
Ability Score Improvement[edit]
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.
Extra attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Expertise[edit]
At 5th level, you may choose one of your skills that you are proficient in. Your proficiency bonus for the selected skill is doubled.At 10th & 15th level, you may choose another one skill to double your proficiency bonus for this skill.
Evasion[edit]
At 7th level, your connection to the Shadow Realm protects you from certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Umbral Disengage[edit]
At 13th level, when a creature attacks you, you can use your reaction to disapear into the shadow realm for a moment. You dodged that attack and the creature that attacks you end his action immediatly.
Corrupted Mind[edit]
At 15th level, Your mind is a dark miasma of shadowy thoughts. You gain proficiency in Charisma saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Wisdom saving throws (your choice).
Shadow Absorb[edit]
At 20th level you gain the ability to absorb shadow from the surrounding. You gain at the start of every of your turns 2SP & and if Paranoia is active you gain 4SP .
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