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Peilzrit Followers

hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per follower level after 1st
armor proficiencies: One armour weight of your choice
weapon proficiencies: Swords, daggers, light crossbows, whips
tools: None
saving throws: Intelligence, Constitution
skills: Choose two from Arcana, Athletics, History, Intimidation, Perception and Religion
starting equipment:
spellcasting:

You know three cantrips of your choice from the Peilzrit followers spell list. You learn additional Peilzrit followers cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Peilzrit Follower table.

The Peilzrit Follower table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these cleric 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.

You prepare the list of cleric spells that are available for you to cast, choosing from the Peilzrit followers spell list. When you do so, choose a number of cleric spells equal to your Intelligence modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd level cleric, you have four 1st level and two 2nd level spell slots. With a Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st level spell cure wounds, you can cast it using a 1st level or 2nd level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

 

Spellcasting Ability

Spell save DC:

8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier:

your proficiency bonus + your Intelligence modifier


class features:

Level 1

Wrath of the Storm

You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

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

 

Level 2

Destructive Wrath

You can wield the power of the storm with unchecked ferocity.

When you roll lightning or thunder damage, you can use this ability to deal maximum damage, instead of rolling. You can use this ability once between long rests.

 

Level 4

Ability Score Improvement

You can increase on ability score of your choice by 2 or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. You can choose instead to select a feat for your character. You gain this feature again when you reach 8th, 12th, 16th and 19th level.

 

Level 6

Thunderbolt Strike

When you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

 

Level 8

Divine Strike

You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.

 

Level 10

Intimidating Presence

You can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

 

Level 17

Visions of the Past

You can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Object Reading. Holding an object as you meditate, you can see visions of the object’s previous   After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that   If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

 

Level 18

Stormborn

You have a flying speed equal to your current walking speed whenever you are not underground or indoors.

 

Level 20

Magic Master

You can draw on your inner reserve of mystical power while entreating Peilzrit to regain expended spell slots. You can spend 1 minute entreating Peilzrit for aid to regain all your expended spell slots. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

subclass options:

Level 2

You have 1 class point.

You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.

 

Optional Abilities

Minor Conjuration

You can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, or if it takes any damage.

 

Minor Alchemy

You can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.

 

Treasure Sense

You can pinpoint the location of precious metals and stones, such as coins and gems, within 60 feet of you.

 

Level 5

You gain 1 class point.

 

Optional Abilities

Spellsword

When you use your action to cast a spell, you can use your bonus action to make a melee weapon attack and add your proficiency bonus on to this.

 

Minute Seeing

You can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

 

Level 6

You gain 1 class point.

 

Optional Abilities

Instinctive Charm

When a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.

You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.

 

Efficient Conjuration

When you cast a conjuration spell of 2nd level or higher, you may instead cast this spell using a spell slot one slot lower than the spell would usually require.

For example, if you cast a conjuration spell of 5th level, you may cast this spell using a 4th level spell slot, when normally you would have used a 5th level spell slot.

 

Level 17

You gain 1 class point.

 

Optional Abilities

Durable Summons

Any creature that you summon or create with a conjuration spell has 30 temporary hit points.

 

Sand Cloud

A cloud of sand swirls about in a 20-foot-radius sphere centred on a point you can see within 120 feet of you. The cloud spreads around corners. Each creature in the cloud must succeed on a Constitution saving throw against your cleric spell save DC or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

You can use this feature a number of times equal to your 1 + your Charisma modifier (a minimum of twice). You regain all uses of this feature after a short or long rest.

 

Slowing Breath

You exhale gas in a 30-foot cone. Each creature in that area must succeed on a Constitution saving throw against your cleric spell save DC. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

You can use this feature a number of times equal to your 1 + your Charisma modifier (a minimum of twice). You regain all uses of this feature after a short or long rest.

 

Use Magic Device

You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

 

Peilzrit Follower Table

LevelClass PointsAbilitiesOptional AbilitiesCantrips Known1st2nd3rd4th5th6th7th8th9th
10Spellcasting, Wrath of the Storm---32------------------------
21Destructive WrathMinor Conjuration, Minor Alchemy, Treasure Sense33------------------------
31------342---------------------
41Ability Score Improvement---443---------------------
52---Spellsword, Minute Seeing4432------------------
63Thunderbolt StrikeInstinctive Charm, Efficient Conjuration4433------------------
73------44331---------------
83Divine Strike, Ability Score Improvement---44332---------------
93------443331------------
103Intimidating Presence---543332------------
113------5433321---------
123Ability Score Improvement---5433321---------
133------54333211------
143Divine Strike Improvement---54333211------
153------543332111---
163Ability Score Improvement---543332111---
174Visions of the PastDurable Summons, Sand Cloud, Slowing Breath, Use Magic Device5433321111
184Stormborn---5433331111
194Ability Score Improvement---5433332111
204Magic Master---5433332211

Created by

Namiridite.

Statblock Type

Class Features

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