User Tools

Site Tools


classes:blackguard:ploys:2nd-degree-ploys

2nd-Degree Ploys

Ploys of this degree represent the absolute peak of blackguard skill that is achievable without dedicated training. 2nd-degree Ploys can be learned by any Blackguard of 5th level or higher.

Alchemical Oil

Prerequisites: 5th level, proficiency with alchemist's supplies
As an action, you can expend one Ploy Die and use your alchemist's supplies to craft a vial of Alchemical Oil, which retains its potency until the end of your next long rest. Upon creation, you choose either acid, cold, fire, or lightning as the damage type for that vial of oil. You cannot regain the Ploy Die spent on this oil until you expend this Alchemical Oil.

Blinding Debris

Prerequisites: 5th level, Dexterity of 13
As a bonus action, you can expend a Ploy Die to attempt to blind a creature with debris. A creature you can see within 10 feet must succeed on a Constitution saving throw or take piercing damage equal to one roll of your Ploy Die and be blinded until the start of your next turn.

Craft Minor Poison

Prerequisites: 5th level, proficiency with poisoner's kit
As an action, you can expend one Ploy Die and use your poisoner's kit to craft one vial of Minor Poison, which retains its potency until the end of your next long rest. However, you cannot regain this Ploy Die until you expend this poison.

Crippling Strike

Prerequisites: 5th level
When you hit a target with a weapon attack, you can expend a Ploy Die to cripple one of its senses. It must succeed on a Constitution saving throw or it takes additional damage equal to one roll of your Ploy Die and is blinded, deafened, or cannot speak (your choice) until the start of your next turn.

Dirty Hit

Prerequisites: 5th level, Dexterity of 13
When you hit a creature with a melee weapon attack, you can expend a Ploy Die to strike at a vulnerable area. It must succeed on a Constitution saving throw or it takes additional damage equal to a roll of your Ploy Die, it falls prone, and it cannot take reactions until the start of your next turn.

Exposing Strike

Prerequisites: 5th level
When you hit a creature with a weapon attack, you can expend a Ploy Die to temporarily weaken it. The first attack made against that creature before the beginning of your next turn has advantage, and on hit, that attack deals additional damage equal to one roll of your Ploy Die.

Glancing Blow

Prerequisites: 5th level
When you make a melee weapon attack and miss, you can expend one Ploy Die to instantly repeat your attack against another target within the reach of your weapon.

Grasp of Night

Prerequisite: 5th level, Wisdom of 13
In place of an attack, you can expend Ploy Dice (up to your proficiency bonus) to touch a creature, attempting to knock it out. For each Ploy Die that you spent, you roll three Ploy Dice, adding your Wisdom modifier to the total of all the dice. If the total meets or exceeds the creature's remaining hit points, it instantly falls asleep, and is unconscious for 10 minutes.

Improvised Skill

Prerequisites: 5th level
When you make an ability check that doesn't include your proficiency bonus, you can expend a Ploy Die and add it to your roll. You can use this Ploy after you roll, but before you know if you succeed or fail.

Soothing Speech

Prerequisites: 5th level, Charisma of 13
As an action, you can expend a Ploy Die and speak to all creatures that can hear and understand you within 20 feet, and force them to make a Charisma saving throw. On a failed save, creatures become indifferent toward creatures of your choice that they are currently hostile toward for 10 minutes.

Survey Dungeon

Prerequisite: 5th level, Dexterity or Intelligence of 13
You can expend a Ploy Die to spend 10 minutes carefully examining a room you currently occupy. At the end of the 10 minutes, you gain knowledge about three of the following: One trap in the area, one active spell in the area, or one secret compartment, door, or passageway.

Trick Shot

Prerequisites: 5th level, Dexterity or Intelligence of 13
As a bonus action, you can expend a Ploy Die to make a special ranged weapon attack with a weapon that has both the finesse and thrown properties. This attack ignores the benefits of cover and on hit, it deals additional damage equal to one roll of your Ploy Die.

/data0/somn.quest/public_html/data/pages/classes/blackguard/ploys/2nd-degree-ploys.txt ยท Last modified: 2024/01/15 03:37 by Katharius