D D5e Does Spiritual Weapon Get Hunters Mark Dmg

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Imaginary Warlock[edit]

Q: What does hunter’s mark do in d&d? A: You do chose the creature which you can see with in a range and also mystically mark it like your quarry. But until the spell ends, you do deal an extra 1d6 damage to the target whenever you hit with the weapon attack and also you have an advantage on any of the wisdom ( Perception ) or else Wisdom. Spiritual Weapon produces an effect that appears as your deity's favored weapon and uses the crit range and multiplier of that weapon. It uses the caster's BAB to attack and to determine if it gets multiple attacks after the first round. If your deity's favored weapon is a ranged weapon, does. You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

Warlock Subclass

You don't quite know how you got your power.Or do you? Yes, you remember. The memories are coming back like a flood. You have made a friend. He's right there, see?Oh, they don't see him. They're probably just ignoring you anyways. Don't worry. Your friend is here to help.Always here.Always watching.Always waiting.Always watching.

Expanded Spell List[edit]

The Imaginary Friend lets you choose from the following expanded spell list when learning a new warlock spell.

1st Leveldissonant whispers, hunter's mark

2nd Levelphantasmal force, spiritual weapon*

3rd Levelspirit guardians, wind wall

4th Levelfaithful hound, phantasmal killer

5th Levelarcane hand, telekinesis

*If you chose Pact of the Blade, the Spiritual Weapon appears as an ethereal copy of it. If not, it appears as a dull, blurry outline of a clawed hand.

Imaginary Warlock Features[edit]

Imaginary Ally

At 1st level, your friend comes in to help at the most dire of times. If you drop to 0 Hit Points but are not killed outright, you can instead drop to 1 Hit Point and deal 1d4 Force damage to the attacker. Once you use this ability, you cannot use it until you complete a Long Rest.

Imaginary Help

At 1st level, you can summon your friend to do things for you. Once per day, you can cast alarm, unseen servant, or guiding bolt as a 1st level spell without any components or without using a spell slot. Once you use this feature, you cannot use it until you complete a Short or Long Rest.

Overflowing Imagination

At 6th level, your imagination has grown so powerful it affects your spells.Whenever you cast a spell, you can add an additional effect to it. Roll on a D100 (Percentile) table, and add the effect to the spell accordingly. You can do this an amount of times equal to your charisma modifier (minimum of 1). All the uses of this feature are returned on a Short or Long Rest.

Imagination Table (d100)


1-2: The spell heals you equivalent to a quarter of the damage/healing dealt (if any) rounded down.

3-4: The spell has the Subtle Spell metamagic effect applied to it.

5-7: If the spell does damage, it can deal Force, Necrotic, Psychic, or Radiant (your choice) instead of it's original damage type. If the spell heals, then it gives the target(s) a temporary +2 bonus to AC.

8-12: If the spell is eligible to do so, the spell has the Twinned Spell metamagic applied to it. If not, it has the Distant Spell metamagic applied to it.

13-24: You can fly for up to 25 feet directly after casting the spell.

25-30: The spell fails.

31-34: You gain a +5 bonus to speed for 1 minute after casting the spell.

35-36: The spell automatically misses or fails, but you regain the spell slot you used to cast it.

37-40: If the spell has a duration of does not already have a condition, you may add the Restrained condition. The condition lasts for 1 minute, or for the duration of the spell if the spells duration is greater than or equal to 1 minute.

41-45: The spell fails.

D D5e Does Spiritual Weapon Get Hunters Mark Dmg Download

46-49: The target(s) automatically fails any saving throws or attack rolls required by the spell.

D D5e Does Spiritual Weapon Get Hunters Mark Dmg

50-60: The spell fails.

Hunters

61-65: The spell has the Extended Spell and the Empowered Spell metamagics.

66-77: If the spell uses a radius or cylinder, it instead uses a cube with twice the range.

78-99: The spell fails.

00: The spell deals quadruple damage.

Imaginary Truth

At 10th level, you can make people believe in your friend too. As an action, you can make one creature within 40 feet of you see your friend. They have to make a wisdom save or they take 2d10 Psychic damage and become frightened of you for 1 minute.Once you use this ability, you can't use it again until you complete a Long Rest, and you can't use it on the same target twice.

D D5e Does Spiritual Weapon Get Hunters Mark Dmg 2

Imaginary Reality

At 14th level, you realize reality is just a dream, which you can control. Once per day, you can cast the spells creation, dream, or modify memory without any components or without using a spell slot. Once you use this ability, you cannot use it again without completing a Long Rest.


D D5e Does Spiritual Weapon Get Hunters Mark Dmg 1

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