Base Class: Monk
Pariahs, also known as untouchables, are a rare form of mutant that possess strange and dangerous anti-magic abilities. Indeed, their souls actively blot it out, disrupting magic phenomena in their proximity and rendering them utterly impervious topsychic effects. A caster standing in the area will find their powers weakened or nullified entirely. The pariah themselves is resistant or immune to all direct magic effects. They cannot be detected by most magic means, though especially perceptive sorcerers may infer a pariah’s presence by the absence they produce.
Ensouled beings perceive the universe as much through their immaterial spirit as through their physical senses. Many humans think of this as instinct, intuition, gut feeling, or as an ability to judge character. To such perceptions, a pariah creates a feeling of deep unease and foreboding, and even revulsion or hostility. To mages these feelings are amplified a hundredfold, creating an instinctive disgust that borders on pain. Some pariahs feel the absence of human contact and socialisation keenly, while others are utterly without emotion. In either case, they are often driven to the fringes of society, leading short, unhappy lives: ironically, many are persecuted as witches, when nothing could be further from the truth.
Pariahs are extraordinarily rare, with only one born for every billion living creatures. Where they are discovered, they are often misidentified as witches due to the revulsion they inspire. Those who are identified correctly are a rare and valuable tool in the war for one’s survival. Both the Inquisition and the Monastery of Assasins employ them to hunt and slay witches and sorcerers. However, not all pariahs are so fortunate, and tend to live lives of isolation on the edges of society, often eking out an existence by doing solitary work, or work where the revulsion they inspire is little impediment. A few discover that the extent of their abilities and hire themselves out as freelance witch-hunters and magic-banes, or as bodyguards to the paranoid.
LVL 3: MAGICAL ABOMINATION
You have resistance to all witchcraft powers or other magic phenomena, whether positive or negative:
- You have advantage on checks and saving throws against magic.
- You have resistance to all magical damage, but also recover only half hit points from magical healing.
- You automatically succeed fear tests caused by magical creatures. You are their doom!
You can never cast spells nor can ever gain any ability that requires using magic. Any magical powers attempted or targeted within a number of ft of the Pariah equal to their "Wisdom modifier * 5" gain penalty (both Hit Modifier and DC) by the Pariah’s Mastery Bonus.
LVL 3: ABHORRENT PRESENCE
+4 DC to all interaction tests with non-pariah characters. -4 DC to intimidation tests with non-pariah characters.
+8 DC to interaction tests with magical creatures. -8 DC to intimidation tests with magical creatures
LVL 6: Witch’s Nightmare
Your presence is an impossible void to sorcerers and they cannot bear it.
Magical creatures must make a WIS Save Throw with a DC equal to 12+Mastery Bonus when they reach your ABOMINATION AREA (WM*5 ft), even if they’re normally immune to fear. As you cause terror to them, they are frightened until they leave this area. You are also immune to non-magical fear, terror, or Intimidation Interactions caused by them. Time to die, witch!
LVL 11: Anathema
Your mere presence is bane to all magical creatures.
Whenever you succeed at a melee attack against a magical creature, your attack inflicts Psychic Damage equal to your Mastery Bonus in addition to any other damage inflicted. In addition, magical creatures within your ABOMINATION AREA automatically become frightened after getting damage from your melee attack until they leave this area.
LVL 17: Master of Quelling Warfare
Magical Powers may not target you anymore. More than that, you trained the ability to deny them at a distance.
- You immune to all magical damage and magical conditions, but also cant recover any hit points from magical healing.
- You automatically succeed any tests and saving throws caused by magical creatures.
- From now, any magical powers attempted or targeted within a number of ft of the Pariah equal to their "Wisdom modifier * 10" gain penalty (both Hit Modifier and DC) by the Double Pariah’s Mastery Bonus.
- You can use your reacton and next turn action to use Counterspell even though you still can never cast spells nor can ever gain any ability that requires using magic. You make a Wisdom test with a bonus of +4. (it doesn't succeed automatically because you are the one causing this test)
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