The Wicker Force of the Cerulean Crest is a highly elite group of warriors who tap into the magic that innately dwells within all people. By using it their subconscious mind is given spectral form which may be any number of colors. When summoning, the Wicker energy will gather and peel off the shoulders of the caster as it seems to almost shed the mortal form to take its spectral one. It can be anything from a large knight, a large animal, a number of smaller animals, spectral weapons, no two’s Wicker of strength and power is the same. It is also possible to start to draw that power and hold it at the ready to have the Wicker energy waft off of your body and give the caster an otherworldly feel.
Summoning: By using the magic native to their body they are able to summon forth either a small host of spectral brings or creatures that act as an extension of their mind. Many choose to use knights as their Wicker, but it isn’t unheard of for there to be one of the Force who uses a number of hounds or a large monster or animal. The Wicker reflects your ideal and spirit and it’s apparition is chosen by the DM after MUCH studying of the player’s backstory and character.
Upon casting: a spectral figure or figures will appear. When summoning a Wicker reference the scaling below for how much space is taken up. Damage is 1D12 radiant per level. As a cantrip it deals 1D6 radiant damage. Each dice rolled can be directed at a different creature within 5ft of the Wicker.
Cantrip=Small
1st-4th= Medium
5th-7th= Large
8th-9th=Huge
Controlling the Wicker: It can be summoned and must atleast partially remain within 10 feet of you and is commanded as a bonus action. You can command it to attack creatures, or have it hold its attack similar to a player holding their action.
It sheds bright light for 10ft which counts as daylight, and dim light for 30ft.
Exhaustion: After the five minutes, even if concentration is lost, you gain 1 point of exhaustion. If using spell level 7 or higher you gain 2 points of exhaustion instead. If cast as a cantrip no exhaustion is taken.
Additional Damage: While maintaining concentration, all damage half rounded up dealt by a melee weapon from the caster is transferred to radiant damage. When casting at 1st level or above, add a d3 of extra radiant damage for each spell level.
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