Kryx RPGThemes

Verses

All verses

song, 1 minute/breath

As an action, you can beguile a creature within 10 meters that can hear you. The creature must make a Will saving throw, which it does with advantage if the ally is fighting it.

On a failure, it is charmed by one of your allies within 5 meters of it for the duration.

The effect ends if the chosen ally attacks, damages, or attempts to negatively effect the charmed creature in any way.

As a reaction, which you use when you make an Intimidation check, your words become more commanding. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

As an action, you sing a verse, inciting a creature within 5 meters that can hear you to action. That creature can immediately use its reaction to make one weapon attack with advantage

As an action, you charm a creature within 5 meters that can hear you. The creature must make a Will saving throw, which it does with advantage if you or your companions are fighting it.

On a failure, it is charmed by you until the end of your next turn..

The effect ends if you or your allies attack, damage, or attempt to negatively effect the charmed creature in any way.

When the effect ends, the creature knows it was charmed by you.

1 hour/breath

As an action, you charm a creature within 10 meters that can hear you. The creature must make a Will saving throw, which it does with advantage if you or your companions are fighting it.

On a failure, it is charmed by you and friendly to you for the duration.

The effect ends if you or your allies attack, damage, or attempt to negatively effect the charmed creature in any way.

When the effect ends, the creature knows it was charmed by you.

Augment

You can target two additional creatures for each additional breath expended. The creatures must be within 5 meters of each other when you target them.

song, 1 minute/breath

As an action, you exert an aura of sympathetic power. Each creature other than you in a sphere twice as big as normal centered on you must make a Will saving throw, which it does with advantage if you or your companions are fighting it.

On a failure, it is charmed by you and friendly to you for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

song, 1 minute/breath

As an action, make a weapon attack.

On a hit, if the creature is within 20 meters, it must make a Will saving throw against your passive Persuasion.

On a failure, the creature is drawn to you, compelled by your demand. While compelled, it has disadvantage on attack rolls against creatures other than you, and must make a Will saving throw each time it attempts to move into a space that is more than 5 meters away from you; if it succeeds on this saving throw, the target’s movement isn’t restricted for that turn.

The spell ends if you attack or damage any other creature, if you cast a spell that targets a hostile creature other than the target, if your allies attack, damage, or attempt to negatively effect the charmed creature in any way, or if you end your turn more than 5 meters away from the target.

Augment

You can target one additional creature for each additional breath expended. The creatures must be within 5 meters of each other when you target them.

As a reaction, which you use when another creature within 10 meters that can hear you makes an attack roll, an ability check, or a saving throw, you can use your wit to distract, confuse, and otherwise sap the confidence and competence of the creature. The creature makes the roll with disadvantage. The creature is immune if it can’t hear you or if it’s immune to being charmed. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

Augment

You can use cutting words against one additional creature for each additional breath expended. The creatures must be within 5 meters of each other when you target them.

As a reaction, which you use when you make a Deception check, your words entice the gullible. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

As a reaction, which you use when you make a Persuasion check, your words become more enticing. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

As an action, you can frighten a creature within 5 meters that can hear you. The creature must make a Will saving throw.

On a failure, it takes 1d3 psychic damage and is frightened of you until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

This verse’s damage increases by 1d3 when you reach 9th level (2d3) and 17th level (3d3).

song, 1 minute/breath

As an action, you exert an aura of frightening power. Each creature of your choice that can hear you that is not a construct or an undead in a sphere around you must succeed on a Will saving throw against your passive Intimidation or become frightened of you for the duration.

While frightened by this effect, a creature must move as far as its speed allows away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

As a reaction, which you use when a creature other than you within 10 meters that can hear you makes an attack roll, ability check, or saving throw roll, you sing an inspiring chant. The creature makes the roll with advantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

Augment

You can inspire one additional creature for each additional breath expended. The creatures must be within 5 meters of each other when you target them.

As an action, you sing a lullaby to a creature within 5 meters that can hear you. The creature must make a Will saving throw. If the creature is a construct or an undead, can’t hear you, or is immune to being charmed, the spell has no effect on it.

On a failure, it becomes tired and delirious as its speed is reduced by 2 meters, it can’t take reactions, and it has disadvantage on ability checks until the end of its next turn.

This effect ends for a creature if it takes damage or someone uses an action to shake or slap it awake. Additionally, the creature can repeat the saving throw if it hears an extraordinarily loud noise such as the thunderwave spell, ending the effect on itself on a success.

song, 1 minute/breath

As an action, you let loose an amplified scream audible out to 50 meters that is loud and shrill enough to stop foes in their tracks. Each creature other than you in a sphere centered on you must make a Fortitude saving throw.

On a failure, it takes 1d8 psychic damage and is staggered for the duration.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the damage by 1d4 for each additional breath expended.

song, placeholder

placeholder. Each creature other than you in a sphere centered on you must make a Fortitude saving throw, which it does with advantage if advantage. If noEffect, the verse has no effect on it. afterSavingThrow

On a failure, it takes 1d8 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and either preis staggered 1 for the duration if it is ifItIspost.

On a critical failure, it takes twice as much damage and either preis staggered 2 for the duration if it is ifItIspost.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment
You can augment this verse with the following options, expending breath for each option.
  • placeholder. You can expend 2 additional breaths so the target can roll 2d4.

  • You can expend 4 additional breaths so the target can roll 3d4.

  • You can inspire one additional creature for each additional breath expended. The creatures must be within 5 meters of each other when you target them.

1 minute

As an action, you can produce one of the following effects.

  • Your voice booms up to three times as loud as normal.
  • You whisper your words that can clearly be heard by up to 4 creatures within 10 meters. Other creatures have disadvantage on Perception checks to hear your words.
  • You create an instantaneous sound, such as a rumble of thunder, the cry of a raven, or ominous whispers.

You can dismiss an effect on your turn (no action required).

song, 1 hour/breath

As an action, a creature within 5 meters that can hear you must make a Will saving throw against your passive Persuasion. Undead and creatures immune to being charmed automatically succeed on the saving throw.

On a failure, you lull it into a slumber, causing it to fall unconscious for the duration.

This spell ends for a creature if it takes damage or someone uses an action to shake or slap it awake. Additionally, a creature can repeat the saving throw each minute or if it hears an extraordinarily loud noise such as the thunderwave spell, ending the effect on itself on a success.

Augment

You can target one additional creature for each additional breath expended. The creatures must be within 5 meters of each other when you target them.

As an action, you unleash a string of insults laced with subtle enchantments at a creature within 5 meters. The creature must make a Will saving throw. If the creature can’t hear you, the spell has no effect on it.

On a failure, it takes 1d4 psychic damage and has disadvantage on the next attack roll it makes before the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

This spell’s damage increases by 1d4 when you reach 9th level (2d4) and 17th level (3d4).