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Arpegiando la voluntad

Beginning at 3rd level, you gain the


ability to use your Bardic Inspiration to
pluck at the tethers of life within a
creature. A creature with one of your
Bardic Inspiration dice can expend it
when dealing damage with a weapon
attack, dealing additional necrotic
damage equal to the die result.
Additionally, when a living creature that
has your Bardic Inspiration die is
reduced to 0 hit points, it can expend
that die as a reaction to be reduced to 1
hit point instead.

Mirada de Sangre Mal Aguero Requiem Uncir a los Muertos

Bonus action 60ft 1 action 60 feet 1 action Touch

1 min V, S Instantaneous VS Instantaneous

When you choose this archetype at 3rd level, you gain the Misfortunes. You learn two misfortunes of your choice, which
ability to place a minor curse on others with a glance. As a are detailed under "Misfortunes" below. You learn an You point at one creature you You touch a living creature
bonus action on your turn, choose a creature you can see additional misfortune of your choice at 9th, 13th, and 17th
within 60 feet. The chosen creature must succeed on a level. Each time you finish a long rest, you can replace one can see within range, and the that has 0 hit points. The
Charisma saving throw against your misfortune save DC or misfortune you know with a different one.
be marked by your evil eye. While a creature is marked by sound of a dolorous bell fills creature becomes stable. This
your evil eye, you can use your Sneak Attack against the Jinx Points. You have four jinx points. When you spend a jinx
creature even if you don't have advantage on the roll, but not point, it is no longer available to you until you regain it. You the air around it for a moment. spell has no effect on undead
if you have disadvantage on it. regain all spent jinx points when you finish a short or long
The creature remains marked by your evil eye for 1 minute or rest. You gain two additional jinx points at 13th level. The target must succeed on a or constructs.
until you mark a different creature with your evil eye,
whichever comes first. Saving Throws. Your evil eye, and some of your misfortunes, Wisdom saving throw or take
require your target to make a saving throw to resist their
effects. The saving throw DC is calculated as follows: 1d8 necrotic damage. If the
Misfortune save DC = 8 + your proficiency bonus + your
Charisma modifier target is missing any of its hit
points, it instead takes 1d12
necrotic damage.

Necromancy cantrip cantrip necromancy

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