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View Full Version : D&D 5e/Next Void Survivor - Fighter Archetype based on LoL's Kai'Sa (PEACH)



Vogie
2019-07-26, 11:39 AM
Void Survivor

The common people have little knowledge of the multiverse with which they reside. However, when a portal to a void or the Astral Sea opens up, it uproots entire villages and wrecks the environment around the portal. Those who survive are those who harness the chaotic magic pouring into the area, and are able to channel it against the invaders... and quickly find they can do so against anyone else they fight

Ithican Rain
Starting at level 3, you can release a swarm of missiles that evenly distribute among nearby enemies. As a bonus action, you can cast Magic Missile spawning 4 darts, as though it was cast as a 2nd level spell. However, you must divide the darts between all hostile creatures within 45 feet. You can use this feature twice, and regain all uses when you finish a short or long rest.
This features increases in power as you level. When you use this feature at 5th level, you create 5 darts; 6 darts at 9th level, 7 darts at 13th level and 8 darts at 17th level.

Void Seeker
Starting at level 7, you fire a blast of astral energy in a direction of your choice. As an action, you fire a blast that is 5 feet wide and 200 feet long fires out from you. Each creature in the line must make a Dexterity Saving Throw and gains no benefit from cover or invisibility effects. The first creature to fail the throw takes 4d6 necrotic damage, is marked with 2 Plasma for 1 minute, and stops the blast from travelling further. You can only use this feature once and regain all uses when you finish a short or long rest.

For 1 minute, creatures effected by plasma shed dim light in a 10 foot radius. The affected creature can’t benefit from being Invisible. You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.

Killer Instinct
Starting at 10th level, your weapon attacks and any grappling, restraining, stunning or incapacitating effects by your allies also mark hostile creatures with plasma for up to 1 minute, and can stack up to 4 times. Whenever you attack a creature marked with 4 or more plasma, your weapon attacks deal an additional 3d4 necrotic damage.

In addition, as a bonus action, you can magically teleport up to 100 feet to an unoccupied space you can see within 15 feet of a target marked with plasma, and gain a number of Temporary hit points equal to your Fighter level. You regain the use of this ability when you complete a long rest.

Supercharge
Starting at 15th level, you can charge ahead with blazing speed. When you use your action surge, your movement speed doubles. If you use the attack action with the additional action, you gain an additional 2 attacks when you do so.

Second Skin
Starting at 18th level, your understanding of your Astral abilities strengthens. As a bonus action, you can don or doff any amount of your armor. All armor removed in this way is stored in an extradimensional space.
In addition, you can upgrade one of your previous features:

Ithican Rain - When you use this feature, you create 10 darts instead of 8.
Void Seeker - Creatures hit with this feature are marked with 3 plasma instead of 2. In addition, whenever you damage a creature with this feature, you regain a use of this feature the next time you roll initiative.
Supercharge - When you use your Action Surge, you also become invisible until the beginning of your next turn.



Kai'Sa is called the Daughter of the Void - but, I made the conversional leap into the Astral Plane, in lieu of the more-overused Shadowfell.
Magic Missile is an excellent stand-in for Kai'Sa's missiles, once you remove the targeting control and shrink the range. However, this is a largely Ranged Fighter Archetype, so a skilled Void Survivor can use their positioning to make sure all missiles hit the same target. I have the "spell slot" based on the proficiency bonus.
Void Seeker is a line-style long-range missile, basically a combination of Guiding Bolt and Faerie Fire
Killer Instinct is a combination of her "ultimate" (the shield and dash effect) and the damage boost from her passive.
Supercharger turns your Action Surge feature into a mini-Haste, using the EK's Arcane Charge as a guide.
Second Skin is Kai'Sa's passive in the game, tied to how her abilities are generated from a second-skin-style armor she discovered while fighting the void creatures, and allows her to evolve her abilities over time. I kept the evolution portion and then allowed her to easily move her armor on & off, which is mostly utility and RP stuff. Your choice is between 10d4+10 force damage, multiple Void Seekers, and Action-Surge Based Invisibility... all of which are potentially terrifying.

Please let me Know what you think!


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Lil Mordecai
2019-08-02, 03:57 PM
I don't know anything about LoL, so from that perspective this looks fun and flavorful, but kinda overpowered. The 200-ft. range for void seeker is really large (especially for the amount of damage and ignoring cover and invisibility); you could make it somewhere around 80 ft. like range of a light crossbow, and maybe the damage dice could scale with level or be toned down. Also, getting a move that gives plasma before getting the move that makes having "plasma" do an effect is a little strange (+3d4 flat damage is also high; think of fighting styles that might give you +2).

Hope this helps!

Vogie
2019-08-03, 08:48 AM
I don't know anything about LoL, so from that perspective this looks fun and flavorful, but kinda overpowered. The 200-ft. range for void seeker is really large (especially for the amount of damage and ignoring cover and invisibility); you could make it somewhere around 80 ft. like range of a light crossbow, and maybe the damage dice could scale with level or be toned down. Also, getting a move that gives plasma before getting the move that makes having "plasma" do an effect is a little strange (+3d4 flat damage is also high; think of fighting styles that might give you +2).

Hope this helps!

Ah, good catch - that was only supposed to be a once/rest ability, but was missing the limiter text. It was referenced in the 18th level ability, where you can tweak it to potentially refresh each initiative roll, but I didn't actually have the cooldown on the ability. D'OH.

I've moved some things around so:

being marked by plasma has a point earlier on (faerie fire effect)
the bonus damage only triggers on having 4 or more plasma on the same target
This was the original intention, but wasn't stated properly.

Thanks for your feedback!