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Fiddlesticks Class Guide for DnD 5E

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0% found this document useful (0 votes)
18 views3 pages

Fiddlesticks Class Guide for DnD 5E

Uploaded by

cashel.l.dugan
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Fiddlesticks:

Movespeed: 45
Starts with a +1 scythe (can only use scythes or sickles)
+2 Con
+1 Strength
Proficiencies:
Intimidation +2
Stealth +2
Is proficient with all types of scythes
Natural armor that increases with lvl: 1-5=14 6-10=16 11-15=18 16-20=20 Can only be
increased by magic items.
Uses mana to use abilities : max 350 max cap increases by 60 per lvl restores all mana after a
short or long rest
Hit dice: 1d12sp
Dice HP at lvl 1: 12+con modifier
HP at later lvls: per lvl 1d12 or 7+con modifier
Dim light is normal light and dark light is dim light: infinite range
Fiddlesticks can keep watch while resting, if combat starts fiddlesticks must take a turn to
repossess the scarecrow body.

Levels:

1:
Drain:
Casting time: 1 action
0 mana cost
All enemies within 15 feet of Fiddlesticks take 1d6 + 2 necrotic damage. Fiddlesticks gains
mana equal to double the damage he dealt.

2:
Increase one stat by two or two stats by one

3:
After doing nothing and not taking damage for two turns you imitate a scarecrow. You gain +10
to stealth checks and if you succeed a stealth check they think you are just a normal scarecrow.
Once you reveal yourself to enemies they have to make a constitution check or become
terrified. (Terrified forces enemies to turn around and move 5 ft in their new direction, they are
not able to act their next turn unless terrified is healed)

4:
Backstabbing enemies gives you advantage in attack rolls.
5:
Reap:
Costs 40 mana
Casting time: 1 action
Chose a point within 20ft of you, enemies within a 8ft arc that is also 4ft thick tacks 1d8 slashing
dmg. Enemies within 4ft of the original point get silenced. (Bring silenced stops you from casting
spells and using abilities one spell slot can be used to get rid of the silenced effect early
otherwise it goes away in two turns)

6:
Drain dmg increased to 1d6 + 6 necrotic dmg

7:
Terrify:
Costs 60 mana
Casting time: 1 action
Chose an enemy within 40ft of you, they take 1d8+2 dmg and are terrified. If they have been
terrified within the last 4 turns instead of terrifying them change the damage to 1d8+6.

8:
Increase a stat by two or two stats by one

9:
You are able to leave your scarecrow body and become a floating glowing reddish demon orb.
You can go up to 250 ft away. You get proficiency in stealth checks, and you have 100 fly speed
in this form.

10:
Crowstorm:
Casting time: 1 action
Mana cost: 100
Cooldown: 10 turns
Duration: 2 turns
You teleport anywhere within 50ft and create an aura of crows 25ft around you. All enemies
within this aura take 1d8 force dmg per turn. While you have the aura active, Drain heals you for
half the damage you deal rather than granting you mana.

11:
Reap can crit from nat 19 and nat 20

12:
Effigy:
Mana cost: 0
Casting time: Bonus action
Cooldown: 3 turns
Choose a point within 40ft. Create an effigy of yourself at that point. When it is approached or
attacked it will move towards the creature that approaches it or attacks it. Once it reaches the
creature it approached it explodes dealing 2d4 necrotic dmg and terrifying anyone within 5ft. If
you are within 20ft of the explosion you can attack one of the terrified creatures with advantage.
You can have up to 3 effigy’s created at once.

13:
Drain dmg increased to 1d8 + 6

14:
When a creature near you dies it’s soul gets left behind. You can use your bonus action to
consume the soul and heal 1/20th of its max hp.

15:
Your scythe becomes enchanted and now deals an extra 1d8 necrotic dmg

16:
Drain now deals 1d8 + 8 necrotic dmg

17:
Reap now deals 1d8 + 10 slashing dmg

18:
Reap now deals 2d8 + 10 dmg

19:
Increase a stat by two or two stats by one

20:
Primal Demon:
You get a very powerful demonic scythe.
5d8 slashing dmg + 10 necrotic dmg
Ignores resistances and immunities

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