Apr 30, 2023 5:44 pm
Here's an idea! Any input before we settle on all this?
Reaver's Stats:
1. Reaver allots Admiral a maximum number of patron points (PP) equal to his level.
2. All spent patron points are restored after a long rest.
3. Reaver will alert Admiral of the presence of any dragon, dragonborn, or undead within 1 mile.
4. Admiral must choose one necromancy spell from each necromancy spell level. Any of these spells can be cast 1x/day. (See below for cost.)
5. Every PP spent adds to Admiral's total 'Pact Tally'. When Admiral spends a total of 1000 PP, his pact contract will be called due.
Spending Patron Points:
Spend 2PP to gain attack advantage (when attacking with Reaver).
Multiply a damage roll made with Reaver by the number of PP spent.
A number of PP equal to Admiral’s level prevents him from falling unconscious if his HP are reduced to 0 or less.
Add any number of available PP to an initiative roll (when entering battle with Reaver).
Cast a necromancy spell at a PP cost of 2x the spell's level. (Cantrips cost 1PP.) Afterward, Admiral must make a Constitution Save (DC 15) to avoid gaining a level of exhaustion. A failed save will also break concentration.
Hex Warrior, Pact of the Blade, Improved Pact Weapon, and Hexblade Curse still apply. The only thing is that if Admiral ever uses Pact of the Blade to transform a magic weapon other than Reaver into a pact blade, for each day Reaver is not his pact Blade, he must spend 10 PP to maintain the new weapon as his pact blade. And the other pact blade does not offer the extra stats above.
Note: Admiral will be receiving dreams and flashbacks that will reveal more and more throughout gameplay the nature of his contract and relationship with Reaver.
Reaver's Stats:
1. Reaver allots Admiral a maximum number of patron points (PP) equal to his level.
2. All spent patron points are restored after a long rest.
3. Reaver will alert Admiral of the presence of any dragon, dragonborn, or undead within 1 mile.
4. Admiral must choose one necromancy spell from each necromancy spell level. Any of these spells can be cast 1x/day. (See below for cost.)
5. Every PP spent adds to Admiral's total 'Pact Tally'. When Admiral spends a total of 1000 PP, his pact contract will be called due.
Spending Patron Points:
Spend 2PP to gain attack advantage (when attacking with Reaver).
Multiply a damage roll made with Reaver by the number of PP spent.
A number of PP equal to Admiral’s level prevents him from falling unconscious if his HP are reduced to 0 or less.
Add any number of available PP to an initiative roll (when entering battle with Reaver).
Cast a necromancy spell at a PP cost of 2x the spell's level. (Cantrips cost 1PP.) Afterward, Admiral must make a Constitution Save (DC 15) to avoid gaining a level of exhaustion. A failed save will also break concentration.
Hex Warrior, Pact of the Blade, Improved Pact Weapon, and Hexblade Curse still apply. The only thing is that if Admiral ever uses Pact of the Blade to transform a magic weapon other than Reaver into a pact blade, for each day Reaver is not his pact Blade, he must spend 10 PP to maintain the new weapon as his pact blade. And the other pact blade does not offer the extra stats above.
Note: Admiral will be receiving dreams and flashbacks that will reveal more and more throughout gameplay the nature of his contract and relationship with Reaver.