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Vekeshi Excoriant

Prerequisite: Hand of Retribution feat, proficiency in History and Religion, must have three iconic scars somewhere on the body, character level 7th


ZEITGEISTFeatures

Hit Dice: 1d12 per vekeshi excoriant level.
Hit Points: 1d12 (or 7) + your Constitution modifier per vekeshi excoriant level.

Dreadnought (1st level). The mystic rites you have undertaken to connect you to the goddess have strengthened your will and freed your will to resist worldly temptations. You are proficient in Wisdom saving throws . If you are already proficient in Wisdom saving throws, you get a +2 bonus to Wisdom saving throws.

You also add your proficiency bonus to death saving throws.

Daunting Presence (1st level). On your turn, you can choose to adopt terrifying mannerisms designed to drive your foes back. If you do, you cannot make normal opportunity attacks until the start of your next turn. However, when a creature within your reach would make an attack against you, you can use a reaction to force the creature to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). If it fails this save, the attacking creature becomes frightened of you for one round; if it succeeds, it becomes immune to being frightened by your daunting stance for one day.

Threefold Presence (1st level). At the start of your turn, you may call upon the threefold presence of Srasama. During this turn, when you move, you can trace three different paths from your initial starting position, as if you were splitting into three versions of yourself. At the start of your next turn, you must choose which of those locations is your actual location, at which point the other two versions of you disappear.

Before you choose your actual location, you can act as if you were in any of the three locations, and you can be affected by others as if you were in any of those locations.  Things that would affect you more than once, such an area attack that would hit two of your locations, only affect you once.

Before the start of your next turn, you can take one extra action, one extra bonus action, and one extra reaction. You cannot have any one of your three versions take more than one action, one bonus action, and one reaction each. You cannot use an extra action if another ability grants you an extra action the same turn, such as a fighter’s Action Surge.

After using this ability, you cannot use it again until you take a short or long rest .

Vengeful Gaze of the Goddess (1st level). As a bonus action you can choose a creature you can see. Guided by the divine sight of Srasama, you unerringly know the  direction to the target until you finish a long rest . You cannot use this power again until you finish a long rest.

Triune Blessing (2nd level). You can call upon the three aspects of the goddess Srasama as a bonus action. For each of these blessings, choose yourself or one creature you’re aware of to affect; you can choose the same creature multiple times.

The maiden grants advantage on the creature’s next saving throw , and their next attack roll .

The mother heals 5d8+5 points of damage to that creature.

The crone hexes the creature, so that until the start of your next turn, attacks that hit the creature deal an extra 1d6 necrotic damage.

After using this ability, you cannot use it again until you finish a long rest .

Live for Vengeance (2nd level). Whenever you succeed a death saving throw, you can spend two Hit Dice and heal that many hit points, allowing you to regain consciousness.

Vestige of Srasama (3rd level). As an action, you can call upon a vestige of your goddess . A towering, flaming image of a woman steps into existence. Her features shift by the moment, from youthful warrior, to mature healer, to withered and skeletal sorceress. She strides toward your enemies, six burning swords held in or floating beside her six hands. This aspect of Srasama does not act with any real intelligence; the only word she ever says is for her guttering desperation attack. She is focused on defeating your enemies. She acts on your initiative as soon as you summon her. She follows your desires without you needing to take any action to direct her. This manifestation does not require concentration to maintain as long as any enemies are present, but once you are no longer in danger, you can maintain concentration to keep the aspect present and on guard.

After using this power again, you cannot use it again until you finish a long rest . Any wounds the aspect suffers remain the next time you summon her, though all her injuries heal at the start of the next full moon. If the aspect is reduced to 0 hit points, she fades away and cannot be summoned until the start of the next full moon.