Base Class: Rogue
The pacifist is a class that has utility and crowd control to help sway a fight or to avoid death which is unwarranted. Using a smattering of different herbs and ingredients, the Pacifist creates different darts to apply to enemies to help create different creative solutions to combat and social scenarios.
Instead of utilizing sneak attack, the Pacifist has a number of darts that she knows how to make. Spell save DC is 8 +Int +proficiency
The list of darts:
Darkness dart: there is a flash of light followed by immediate darkness. This is a magical darkness that has a 10 foot radius
Sleep dart: When a creature is hit by this dart, they must make a wisdom save against the player save DC. If failed, the creature falls asleep for up to a minute or until the creature takes damage.
Fart dart: A dart that, upon hitting a person or area, releases a noxious fume that smells obnoxiously like a fart. The smell spreads into an area of the radius of 10 feet, and every creature needs to make a constitution check against the players spell save DC, a failure leaves the creature poisoned for 10 minutes.
Smoke dart: This dart releases a smoke upon contact with either a creature or an object, covering an area up to 15 foot radius. This smoke obscures sight, but can be cleared with a gust of wind. This smoke clears after 3 rounds in an outdoor area or 7 indoors.
Tasha's hideous laughter dart: A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.
Healing dart: A dart that, upon hitting the target, heals it for 1d4+1
Animate object dart: Animate object spell, up to DM discretion on HP and AC of animated object.
Additional darts can be created that aren't listed, up to DM discretion.
The number of darts scale with level accordingly:
Level 1: 3
Level 3: 4
Level 5: 5
Level 7: 6
Level 9: 7
Level 11: 8
Level 13: 9
Level 15: 10
Level 17: 11
Level 19: 12
Creating New Darts
Starting at level 3, the pacifist can begin to spend time on crafting darts from herbs and other things from their surroundings. These darts can be from the pre-made list or a new dart that the player and DM agree on.
Darts with an Area of effect
Starting at 9th level, the player can begin making darts with an area of effect. This can be existing darts, such as the healing dart or truth dart, or any other dart that has an area of effect component. See list for possible darts.
Entangle dart: Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
Thunder wave dart: A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
Color Spray dart: A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Fireball dart: A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 5d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
Immunity from poison
Starting at 13th level, your frequent use and mingling with herbs and poisons makes you immune to disease and poison.
Ultra darts
Starting at 17th level, you gain the ability to craft ultra darts. Ultra darts can be variations of previous darts that have been crafted or new ones from the list below. When crafting previous darts, they will be crafted and treated as if they are 7th level spells, where applicable. At 17th level, The player can only have 2 darts at one time, and they must be maintained every 24 hours or go bad. The player gets a 3rd ultra dart at 20th level.
Other darts include:
Wall of force dart: An invisible wall of force springs into existence at a point you choose within range that lasts for 10 minutes. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
Anti-magic field dart: A 10-foot-radius invisible sphere of antimagic surrounds where you shoot. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.
Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.
Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.
Areas of Magic. The area of another spell or magical effect, such as fireball, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.
A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.
Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.
Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don’t nullify each other.
Incendiary Cloud dart: A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.
The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.
Comments