Your training allows you to harness a deep wellspring of mystical power. Work with your DM to determine the actual extent of this ability. When you cast one of your Magic Tricks with the help of your Familiar, you may extend to casting time to 10 minutes in order to improvise a more potent ritual that is thematically related to the cantrip in question. If your familiar dies, it will return to you during your next long rest. It uses the appropriate statistics for a creature of its type, except it has an Intelligence score equal to your Charisma score and speaks all of the languages that you can speak, as well as one that you don't. You gain the services of a spirit in the form of a Tiny animal. You learn an additional cantrip that does not deal damage from any spell list at 6th, 10th, 14th, and 18th levels. Charisma is your spellcasting ability for those spells. You learn two cantrips that does not deal damage from any spell list. You can see and hear magic as a glow and hum whose intensity depends on how powerful the magic in question is.If you cast Produce Flame on a turn when you've built up your power, the flame deals an additional die of damage. As a bonus action, you may build up your magical power.When cast this way, the flame burns in bright, unnatural colors, and deals additional damage equal to your Charisma modifier. You may cast Produce Flame (Charisma is your spellcasting ability).As long as you are dressed in an ostentatiously "magical" fashion and aren't using a shield, your AC is equal to 12 + your Charisma modifier.Īll witches have access to the following minor magical powers: (a) a scholar's pack or (b) an explorer's pack.You start with the following equipment, in addition to the equipment granted by your background: Skills: Choose two from Arcana, Insight, Medicine, Nature, Religion, or Sleight-of-Hand Tools: Choose one artisan's tool or musical instrument. Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per witch level after 1st Hit Points at 1st Level: 8 + your Constitution modifier The first four gifts from the Flame Imp are in a pre-determined order:Īfter the player has received these four gifts, the player will begin to receive random miscellaneous items.Ability Score Improvement, Magickal Flight Their affection level drops one every 300 seconds (5 minutes), and once dropped to zero, they will vanish. It takes about three minutes for a Flame Imp to gift the player another item, and it requires an affection level of at least 20. If they surpass 20 affection levels and 3 minutes have elapsed since they last gave the player a gift, they will give the player an item in response to the player giving them an item. Their affection is built up by giving them valuable items. Valuable resources can be given to the Flame Imp in order to build up their affection. When the strength is boosted, a Flame Imp will deal 8 ( ) points of damage when attacking. Using an Icy Needle will return it to normal size and strength. During this time, it will be unable to use Imp Magic. Giving a tamed Flame Imp a Demon Heart by using it on the imp will cause it to grow in size, and be much stronger for about 30 minutes. Imp Magic cannot be performed until the player has given the Imp enough gifts of valuable resources. This is more likely to happen if the player gives the Imp valuable resources first.įlame Imps can be used to perform Imp Magic. The Flame Imp may at some point give the knowledge to summon a Lord of Torment. After the imp gives a gift there is a cool down before the imp will give another gift. The main gifts are Soul of Hunger Demon, Soul of Fear Demon, and Soul of Anguish Demon. Occasionally, an imp will give its master a gift in return. A full list of accepted gifts are listed below. Players can give valuable resources to an imp as a gift by right click on them. When tamed, the Flame Imp will protect its master from any hostile entities. The contract must be given to the Flame Imp by using it on the Imp. To tame one, the user must create a Demonic Contract, and craft it with a Taglock Kit bound to his or herself. It deals 4 ( ) points of damage when attackingįlame Imps may be tamed at the cost of approximately 25 experience levels. Flame Imps can be easily swayed if they have a personal gain. They are not as physically strong as Demons, but are much more mischievous. They can be summoned using the Rite of Summoning. The Flame Imp is an aggressive monster added by Witchery.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |