Homebrew Nobody Of Light Species Details
This species is based off of a D&D monster card of a Nobody in Kingdom Hearts that is called Marluxia.
Nobody Of Light Traits
Nobody Of LightYour Basic Trait
Creature Type. You are a Undead type of creature.
Senses. you have 120 feet of Darkvision.
Languages. you speak, read, write, and understand Common and Primordial.
Saving Throw Bonuses. you have a +12 bonus to your DEX saving throws, you have a +9 bonus to your WIS saving throws, and you have a +10 bonus to your CON saving thows.
Bonuses To Skill Checks. you have a +10 bonus when you are rolling any Dexterity (Acrobatics) skill check, a +8 bonus when you are rolling any Intelligence (Arcana) skill check, a +9 bonus when you are rolling any Wisdom (Perception) skill check, and a +8 bonus when you are rolling any Intelligence (Religion) skill check.
Damage Resistances. You are resistant to Lightning damage and Thunder damage. you are also resistant to bludgeoning, piercing, and slashing damage from non magical attacks.
Damage Immunities. you are immune to Radiant damage and Poison damage.
Condition Immunities. you are immune to the Exhaustion condition, the Poisoned condition, the Paralyzed condition, and the Petrified condition.
Nobody. You have disadvantage on all wisdom (Insight) checks involving emotional states. a creature that rolls a Wisdom (Insight) check against you to determine your emotional state automatically fails the skill check. you also have advantage on Charisma (Performance) and Charisma (Deception) checks.
Recusant's Sigil. you automatically succeed in using the Scrying spell on creatures who are members of your family, creatures who are your allies, and creatures who are your party members. also, you can use the Scrying spell without spending a spell slot And you don't need material components to cast the Scrying spell. Note: you have to have the Scrying spell equipped to use this trait.
Cloak Of Darkness. you have advantage when rolling Dexterity (Stealth) checks.
Dark Corridor. you can cast the Plane Shift spell without using a spell slot and without needing material components to cast Plane Shift but when you do so, you can only use the spell on yourself. Note: you have to have the Plane Shift spell equipped to use this trait.
Speedy Dodge. When something tries to hit you with a non melee attack that deals damage, you take half damage. also spells and attack rolls rolled against you have disadvantage against you.
Synch Blade. If you use a action to try do a melee weapon attack with Oblivion or Oblivion's replacement keyblade, you can then use Oathkeeper or Oathkeeper's replacement keyblade to do a free melee weapon attack. also, if you use a action to try do a melee weapon attack with Two Become One or Two Become One's replacement keyblade, you can then use it again to do a free melee weapon attack.
Evasion. if you are subjected to an effect that requires you to roll a saving throw, you take no damage if you succeed on the roll and you take half damage if you fail the saving throw.
Special Weapons: Oblivion, Oathkeeper, and Two Become One. you have a Three keyblades, the first is called Oblivion, the second weapon is called Oathkeeper, and the third weapon is called Two Become One. a keyblade is a key shaped longsword. As a humanoid creature, you hold Oblivion in one hand and Oathkeeper in your other hand. as a four legged beast, you hold Two Become One in your mouth. You can summon Oathkeeper and Oblivion as part of a single action, you can summon Two Become One as part of an action, you can dismiss Oathkeeper and Oblivion as part of a single action or a bonus action, and you can dismiss Two Become One as part of a action or a bonus action. your attacks with any keyblade is considered magical for the purpose of overcoming resistances and immunities. also, any longsword you have can be used as a replacement keyblade for either Oathkeeper, Oblivion, or Two Become One but that longsword becomes shaped like a key shaped longsword.
Keyblade Attack Actions
Oblivion. Melee Weapon Attack: (1d20 + one of your class's primary ability modifiers + your proficiency bonus) to hit, reach 5 ft., one target. Hit: (1d6 + one of your class's primary ability modifiers) slashing plus (1d4) radiant damage. Note: the 1d6 slashing damage die and the 1d4 radiant damage die is increased at levels 3 (2d6, 2d4), 5 (3d6, 3d4), 7 (4d6, 4d4), 9 (5d6, 5d4), 11 (6d6, 6d4), 13 (7d6, 7d4), 15 (8d6, 8d4), and 17 (9d6, 9d4).
Oathkeeper. Melee Weapon Attack: (1d20 + one of your class's primary ability modifiers + your proficiency bonus) to hit, reach 5 ft., one target. Hit: (1d6 + one of your class's primary ability modifiers) slashing plus (1d4) acid damage. Note: the 1d6 slashing damage die and the 1d4 acid damage die is increased at levels 3 (2d6, 2d4), 5 (3d6, 3d4), 7 (4d6, 4d4), 9 (5d6, 5d4), 11 (6d6, 6d4), 13 (7d6, 7d4), 15 (8d6, 8d4), and 17 (9d6, 9d4).
Two Become One. Melee Weapon Attack: (1d20 + one of your class's primary ability modifiers + your proficiency bonus) to hit, reach 5 ft., one target. Hit: (1d4 + one of your class's primary ability modifiers) slashing plus (1d4) acid damage and (1d4) radiant damage. Note: the 1d4 slashing damage die, the 1d4 acid damage die, and the 1d4 radiant damage die is increased at levels 3 (2d4, 2d4, 2d4), 5 (3d4, 3d4, 3d4), 7 (4d4, 4d4, 4d4), 9 (5d4, 5d4, 5d4), 11 (6d4, 6d4, 6d4), 13 (7d4, 7d4, 7d4), 15 (8d4, 8d4, 8d4), and 17 (9d4, 9d4, 9d4).
Ray Of Light. Ranged Weapon Attack: (1d20 + one of your class's primary ability modifiers + your proficiency bonus) to hit, reach 120 ft., one target. Hit: (1d4 + one of your class's primary ability modifiers) piercing plus (1d6) radiant damage. Note: the 1d6 piercing damage die and the 1d6 radiant damage die is increased at levels 3 (2d6, 2d6), 5 (3d6, 3d6), 7 (4d6, 4d6), 9 (5d6, 5d6), 11 (6d6, 6d6), 13 (7d6, 7d6,), 15 (8d6, 8d6), and 17 (9d6, 9d6). Desciption of this attack: you shoot a ray of light from the tip of one of your key shaped longswords at an object or a creature. if you successfully hit a locked lock or a locked object with your Ray Of Light attack, you can automatically unlock that locked object or locked lock even if that object or lock is locked by magical means. also, you can choose to lock a object or lock a lock by successfully hitting it with your Ray Of Light attack.
Scattering Lights. You summon beams of light in a 30 ft. cone area of effect. Creatures within that cone area of effect must make a DC (8 + one of your class's primary ability modifiers + your proficiency bonus) Dexterity saving throw, taking 3d6 radiant damage on a failure or half as much on a success. Note: the 4d6 radiant damage die is increased at levels 3 (4d6), 5 (5d6), 7 (6d6), 9 (7d6), 11 (8d6), 13 (9d6), 15 (10d6), and 17 (11d6).
Shockwave Thrust. You propel yourself up to 120 ft. towards a creature and then you make a melee weapon attack. After which, you summon beams of light. Each creature within 15 ft. from where you are must make a DC (8 + one of your class's primary ability modifiers + your proficiency bonus) Dexterity saving throw, taking 3d6 radiant damage on a failure or half as much on a success. Note: the 3d6 radiant damage die is increased at levels 3 (4d6), 5 (5d6), 7 (6d6), 9 (7d6), 11 (8d6), 13 (9d6), 15 (10d6), and 17 (11d6).
Magic Hour (Recharge 5-6). All creatures within 30 ft. from where you are must make a DC (8 + one of your class's primary ability modifiers + your proficiency bonus) Constitution saving throw. On a failure, a creature is pushed backwards 30 ft. and is blinded until the end of its next turn. Then you rise 30 ft. in the air and make 5 Ray Of Light at one or more creatures or objects.
Parry. You can hold a reaction in order to raise your AC by 6 against one future attack you can eventually see being made against you.
Boomerang Blade. You move 30 feet and then you make a thrown weapon attack with a range of 90 feet. you use a melee weapon as the weapon used in this trait's thrown weapon attack. the thrown weapon attack is you having thrown a melee weapon like a boomerang at a creature or object in order to damage or hit that creature or object but after the melee weapon teleports to your hand.
Criss-Cross. You imbue your melee weapons or melee weapon with magic and light releasing a horizontal slash around yourself. Creatures within 15 ft. from where you are must make a DC (8 + one of your class's primary ability modifiers + your proficiency bonus) Dexterity saving throw, taking 2d8 slashing plus 2d6 radiant damage on a failure or half as much on a success. Creatures between 15-30 ft. away from where you are must make a DC (8 + one of your class's primary ability modifiers + your proficiency bonus) Dexterity saving throw, taking 4d6 radiant damage on a failure or half as much on a success. Note: the within 15 feet 2d8 slashing damage die, the within 15 feet 2d6 radiant damage die, and the 15 feet to 30 feet 3d6 radiant damage die is increased at levels 3 (3d8, 3d6, 4d6), 5 (4d8, 4d6, 5d6), 7 (5d8, 5d6, 6d6), 9 (6d8, 6d6, 7d6), 11 (7d8, 7d6, 8d6), 13 (8d8, 8d6, 9d6), 15 (9d8, 9d6, 10d6), and 17 (10d8, 10d6, 11d6).
Aerial Roll. Without provoking attacks of Opportunity, You launch into the air towards a target up to 120 ft. away while firing light beams below yourself. All creatures in a line up to 120 ft. long that is 15 ft. wide must make a DC (8 + one of your class's primary ability modifiers + your proficiency bonus) Dexterity saving throw, taking 3d6 radiant damage on a failure or half as much on a success. You then make two melee weapon attacks against the target creature. Note: the 3d6 radiant damage die is increased at levels 3 (4d6), 5 (5d6), 7 (6d6), 9 (7d6), 11 (8d6), 13 (9d6), 15 (10d6), and 17 (11d6).
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