Raktosh
Introduction
Appearance
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Personality
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Mechanics
Heart of Flame
Description
At the start your turn, you call upon the flame within your heart as a free action, livening your step. All speeds you have increase by 30 feet until the end of your turn. You take 2 fire damage that cannot be resisted by any means for every 5 feet you move this turn, regardless of movement type. You can use this ability a number of times per day equal to your Constitution modifier.
Dominion Bonds
You have Forged a dominion bond with the Dominions of Cold, Steel, Bone, Storm, and Earth.
Dominion Power
Cold
Frosted Resolve
Emotion no longer rushes you; it slows, sharpens, and settles into something deliberate and precise.
You gain a focus pool with 1 focus point if you don’t already have one. You also learn the Rimeshield focus spell.
Rimeshield
Description
You create a layered barrier of three shields to improve your or others’ defenses. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC and resistance to cold damage equal to 2 + half your level, until the start of your next turn, but it doesn't require a hand to use. Your rimeshield spell can be deployed on behalf of others. When you cast rimeshield, you can choose a target ally within 30 feet to gain the benefits of the spell instead of you. The option to Shield Block with the spell is up to you and uses your reaction, not the target's.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 10. The shield lowers at the start of each of your turns, but you can raise it again as an action while the spell is active. When you Shield Block with this spell, one of the three layers breaks and you cease to gain the bonus to AC, but the spell doesn't end. You can keep using the spell until the final layer breaks; once it does, the spell ends and you can't cast shield or amped shield again for 10 minutes. You can choose to break additional layers when you Shield Block with this spell to improve your defenses. If you break two layers instead of one, increase the Hardness to 1-1/2 × the normal amount. If you break all three layers, increase the Hardness to double the normal amount.
Heightened
Heightening the spell increases the shield's Hardness. Heightened (3rd) The shield has Hardness 15. Heightened (5th) The shield has Hardness 20. Heightened (7th) The shield has Hardness 25. Heightened (9th) The shield has Hardness 30.
Dominion Power
Steel
The Unyielding Edge
You feel forged rather than grown, each hardship leaving you more defined, not diminished.
Retaliatory Bulwark
Description
Whenever you roll Perception for initiative, eldritch runes encompass your armor, granting it an invisible coating of protection with Hit Points equal to twice your level. Each time a creature strikes you, the attack hits your armor’s protection, damaging these additional hit points and then applying any remaining damage to you. If the armor’s protection is reduced to 0 hit points, it erupts, dealing 8d8 piercing damage to the attacker if it is within 15 feet of you. While your armor’s protection has hit points remaining, you cannot cast the shattering gem spell targeting yourself. You may still cast the spell on other creatures as normal, or cast it on yourself once your armor’s protection has been reduced to 0 Hit Points.
Dominion Power
Bone
Drawn from the Deep
There is more in you than you outwardly carry, held back until the moment it becomes necessary.
Your dominion bond melds with your connection to arcane magic, literally inscribing your bones with arcane runes. You gain a number of Arcana points equal to the rank of the highest rank arcane spell you can cast from a spell slot + your Constitution modifier. You can expend Arcana points to cast a spell from your spell book, even if you don’t have it prepared. To do so, choose a spell in your spell book and activate this ability as an activity that requires the same number of actions as the spell takes to cast. If the spell takes longer than 3 actions to cast, you cannot use Arcana points to cast it. You then spend Arcana points equal to the level of the spell, which must be equal to or lower than the highest level spell you can cast, and cast the spell. You regain all spent Arcana points at the end of a long rest.
Dominion Power
Storm
Stormcaller
You do not resist the storm. You take hold of it and force its violence into something useful.
You gain the stormcall cantrip. When you cast stormcall, you can use your Wizard spellcasting DC or your class DC, whichever is higher.
Stormcall
Description
You conjure a sudden burst of gusting wind, flashing lightning, and crashing thunder. The spell deals 2d4 electricity damage and are deafened if they take any damage from the spell. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
Heightened (+1)
Increase the damage by 1d4, or by 1d6 for the 2 and 3 action versions of the spell.
Dominion Power
Earth
Avatar of Earthen Might
You feel anchored in a way that cannot easily be shaken, as though the world itself acknowledges your place.
You embody the power and majesty of the earth. You gain the following benefits:
Earthen Aegis
Description
When you Stride, you can also raise a shield, or cast or sustain Rimeshield, as a free action. If you do, the shield or spell is bolstered by stone, increasing its hardness by 5 until the start of your next turn.
Quagmire
Description
Enemy creatures treat the area in your aura as difficult terrain. You carry the power of your dominion with you, even when flying or otherwise not touching the earth. Once per round on subsequent turns, you can Sustain the spell to choose one of the following benefits:
- Expand Double the size of your aura until the start of your next turn.
- Focus Choose one enemy creature in your aura. That creature treats your aura as greater difficult terrain until the start of your next turn.
- Defend Sustain your rimeshield spell in addition to this spell. If your rimeshield is targeting you, increase the bonus to AC to a +2 circumstance bonus. If your rimeshield is targeting an ally, you gain a +1 circumstance bonus to AC while the shield is raised for your ally.
- Assault Until the start of your next turn, an enemy creature that moves through your aura takes piercing damage for every square of the area that it moves into. The damage is equal to the rank of this spell.
Heightened (+2)
Increase the area of the emanation by 5 feet.
Blessing of Earth
Description
Whenever you cast a spell, you gain tremorsense as a precise sense with a range of 30 feet until the end of your next turn.
Items
Champion's Pendant
Description
A small, well-worn medallion that catches the light at odd angles; when danger nears, it seems to pull ever so slightly toward those in need.
Once per hour you can use your reaction to activate this pendant whenever an ally within 30 feet of you would be damaged by an enemy.
Activation
The targeted enemy is briefly overwhelmed by an image it finds harmless and adorable. The targeted enemy must choose one of the following options:
- Do No Harm: The triggering damage is reduced to zero.
- Suffer: The triggering damage is reduced by 2 + your level, and the enemy is clumsy 2, enfeebled 2, or stupefied 2 (your choice).
Heart of the Arcane Warlord
Description
This cloak, woven with shimmering threads of arcane energy and adorned with intricate clockwork gears, resonates with a deep, rhythmic hum. It shifts in color from a dark, mysterious blue to a brilliant, arcane-infused gold.
You gain the following benefits while wearing this cloak:
- Tactical Brilliance You gain a +2 circumstance bonus to Perception checks. This stacks with any circumstance bonus to initiative you may have. In addition, when you roll initiative, you can use Bone Arcana to cast a 2-action spell that targets only you, spending the necessary arcana points as normal, as a free action.
- Arcane Protection When you Stride or Fly, arcane geometry surrounds you, obscuring your form. You become concealed until the start of your next turn. As the nature of this effect leaves your location obvious, you can't use this concealment to Hide or Sneak. You can suppress this ability, forgoing the benefit in order to avoid notice.
Ring of Rebellion (Raktosh)
Description
A band of dark metal etched with irregular lines that refuse symmetry. There’s a tension to it, a sense that it was never meant to remain whole, yet refuses to come apart.
Once per day at the start of your turn, you can activate this ring as a free action.
Activation
Until the start of your next turn, you gain the Incredible Movement and Flurry of Blows class features as though you were a Monk of your level. You ignore any armor restrictions on either ability, and treat any weapon you wield this turn as a monk weapon (allowing you to use Flurry of Blows with any weapon).
Burning Ghost Blade
Description
The edge flickers with a dim, wavering flame that never fully commits to light, like something caught between worlds.
When you wield this axe in both hands, you can cast arcane spells without needing a free hand, using it as a spell focus. The axe deals 1d6 additional fire damage on a hit, or 2d6 additional fire damage to incorporeal creatures. The weapon is also permanently inscribed with a Greater Astral rune, which does not count against the limit of runes that can normally be applied to a weapon.
Crit Specialization Effects
Axe: Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its striking rune, if any). This amount isn't doubled, and no bonuses or other additional dice apply to this damage.
Krakenskull Helm
Description
A terrifying plate helm crafted by Al, incorporating purified kraken cartilage to create a horrifying visage.
Once per day, you can activate the helm as an action, unleashing a wave of illusory tentacles that grasp at your foes.
Activation
Each enemy within 30 feet of you must make a Will save versus your spell save DC, with a -2 penalty unless they can see through illusions. Creatures that fail the Will save take 7d6 mental damage and are restrained until the end of your next turn. Creatures that succeed take half damage and are not restrained. Alternatively, you can activate this item as a reaction when you are critically hit by a creature within 30 feet of you.
Stormcaller's Edge
Description
This permanent talisman is attached to a weapon. It hums faintly against the weapon it’s bound to, a low vibration that grows sharper in charged air.
You learn the focus spell Bring the Thunder.
Bring the Thunder
Description
You raise a weapon you're holding, calling down the power of the storm in an emanation around you. The storm deals electricity damage equal to your weapon damage die, plus 1d4 sonic damage. Determine the die size as if you were attacking with the weapon; for instance, if you were wielding a two-hand weapon in both hands, you'd use its two-hand damage die. All creatures in the area attempt a basic Reflex save against your Wizard DC.
Critical Success The creature is unaffected.
Success The target takes half damage.
Failure The target takes full damage and is off-guard until the end of your next turn.
Critical Failure The target takes double damage and is off-guard for 1 minute. The target can use an action to attempt the save again, ending the off-guard effect on a success.
Heightened (+1)
Add another damage die of electricity damage, and increase the sonic damage by 1d4.
Tonalan's Bloody Talisman (Consumable)
Description
A small charm stained deep red, its surface tacky no matter how long it’s left to dry.
You can affix this talisman to a weapon of your choice, and activate it when you hit or critically hit with that weapon, consuming the talisman. If you do, the target hit by the attack makes a Fortitude saving throw against your spell save DC.
Critical Success No effect, but the talisman is not consumed.
Success The attack deals 5 additional necrotic damage, and you regain 5 hit points.
Failure The attack deals 5 additional necrotic damage, and you regain 10 hit points.
Critical Failure The attack deals 10 additional necrotic damage, and you regain 20 hit points.
Nonmagical Items of Note
Spore Mask
Description
The filter housing is packed with pale, fibrous material that seems almost alive, soft to the touch and faintly cool against the skin.
Wearing this mask gives you a +2 bonus to Fortitude saves against breathable poisons and toxins. If the source of the toxin is airborne spores, you are instead immune.
