Torgu! (Dark Mana NPC, Tales of the Valiant 5e)
In 2021, the BAMF Podcast was promoting several original short stories and supplements they were producing, called Blaster Bolts. As part of this promotion, we played several sessions of White Star and streamed them on the channel. During these sessions, I played the mystic goblin space pirate Torgu, who became a fan favorite, because of the voice I used during the game.
Recently, Kobold Press released their Tales of the Valiant rpg, which I am planning to use to run my space fantasy rpg campaign called Dark Mana.
I just finished building Torgu the space goblin as a sorcerer, adapting the Lightning Adept subclass from the fan-made Star Wars 5e rpg.
TORGU
Small humanoid (goblin sorcerer [void lightning adept] 7), neutral evil
Armor Class 16 (mage armor)
Hit Points 38 (7d6+7)
Speed 30 ft.
Senses darkvision 60 ft.; Perception 11
Languages Galactic Standard, Goblin
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Str 9 (-1) Dex 16 (+3) Con 12 (+1)
Int 14 (+2) Wis 12 (+1) Cha 15 (+2)
Saves Con +4, Cha +5
Skills Arcana +5, Deception +5, Sleight of Hand +6, Survival +4
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Fey Ancestry. The goblin has advantage on saving throws to avoid or end the Charmed condition.
Font of Magic (8 Sorcery Points). The goblin can sacrifice spell slots to gain additional sorcery points or use their sorcery points to gain additional spell slots. When the goblin finishes a short rest, they regain 1d4+1 sorcery points.
Fury of the Small (3/day, Long Rest). Once per turn, when the goblin damages a creature with an attack or spell and the creature’s size is larger than the goblin’s, the goblin deals an extra +3 damage to the target.
Metamagic: The goblin can use the following Metamagic options to twist their spells by using Sorcery Points: Distant Spell (1), Quickened Spell (2), Subtle Spell (1).
Shocking Affinity (3/Short Rest). When the goblin casts a damage-dealing spell that requires a spell attack roll or saving throw, they can cause that spell to instead deal lightning damage. If the spell would call for a saving throw other than DEX, it instead calls for a DEX saving throw.
If the goblin hits with the spell, or the target fails the spell’s saving throw, affected creatures become shocked until the start of the goblin’s next turn. A shocked creature can’t take reactions. On its turn, a shocked creature can take either an action or a bonus action, but not both.
ACTIONS
Grave Touch. Ranged Spell Attack: +5 to hit, 120 ft. one target. Effect: 9 (2d8) necrotic damage plus 2 lightning damage, and target can’t regain hit points until the start of the goblin’s next turn. Undead targets hit with the spell have disadvantage to hit the goblin until the end of the goblin’s next turn.
Pulse Staff. Melee Weapon Attack: +5 to hit, one target, reach. Effect 6 (1d8+2) force damage. While in the hands of a spellcaster, this weapon’s attacks count as magical.
Spellcasting. The goblin casts one of the following arcane spells, using CHA as the spellcasting ability (save DC 13, +5 spell attack)
Cantrips (at will) - grave touch, mage hand, message, shocking grasp
1st Level (4 slots) - featherfall, shield, sleep
2nd Level (3 slots) - blindness/deafness, elemental blade, gust of wind, misty step
3rd Level (3 slots) - call lightning, counterspell, lightning bolt, vampiric touch
4th Level (1 slot) - dimension door, blight, elemental shield
BONUS ACTIONS
Nimble Escape. The goblin can take the Disengage or Hide action.
REACTIONS
Blistering Rebuke (3/Long Rest). When a creature within 5 feet of the goblin that it can see hits the goblin with an attack, the goblin can use its reaction to cause the creature to make a DC 13 DEX saving throw. On a failed save, the creature takes 12 (1d10 + 7) lightning damage, is pushed back 10 feet, and becomes shocked (see “Shocking Affinity” above) until the end of their next turn. On a successful save, the creature takes half as much damage and isn't moved or shocked.
Void Lightning Adept Sorcerer Subclass
Of all of the dark arts of the Void, little can match the spectacle and devastation of Void Lightning. Those sorcerers who follow the Way of Lightning summon intense discharges of pure Void energy, overwhelming enemies with punishing damage from a distance, leaving them shaken and vulnerable -- if not dead.
Void Lightning Adept Progression
Sorcerer Level Feature
3rd Life-Draining Lightning, Shocking Affinity, Void Lightning Origin Spells
7th Blistering Rebuke
11th Electric Attunement
15th Unlimited Power
Life-Draining Lightning
3rd-Level Void Lightning Adept Feature
When you cast a spell that deals lightning damage, you add your CHA modifier (minimum +1) to the effect as necrotic damage. This necrotic damage ignores resistance.
Alternatively, when you cast a spell that deals necrotic damage, you may use this ability to add your CHA modifier as lightning damage to the effect.
Shocking Affinity
3rd-Level Void Lightning Adept Feature
When you cast a damage-dealing spell that requires a spell attack roll or saving throw, you can cause that spell to instead deal lightning damage. If the spell would call for a saving throw other than DEX, it instead calls for a DEX saving throw.
If you hit with the spell, or the target fails the spell’s saving throw, affected creatures become shocked until the start of your next turn. A shocked creature can’t take reactions. On its turn, a shocked creature can take either an action or a bonus action, but not both.
You can use this feature a number of times equal to your PB. You regain all expended uses when you finish a short or long rest.
Void Lightning Origin Spells
3rd-Level Void Lightning Adept Feature
You gain origin spells at the sorcerer levels listed in the Void Lightning Adept Origin Spells table. See the Sorcerer Subclass call feature for how these spells work.
Void Lightning Adept Origin Spells
3rd elemental blade, gust of wind
5th call lightning, lightning bolt
7th blight, elemental shield
9th cone of cold, telekinesis
11th chain lightning, circle of death
Blistering Rebuke
7th-Level Void Lightning Adept Feature
When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a DEX saving throw against your spell save DC. On a failed save, the creature takes 1d10 plus your sorcerer level lightning damage, is pushed back 10 feet, and becomes shocked (see “Shocking Affinity” above) until the end of their next turn. On a successful save, the creature takes half as much damage and isn't moved or shocked.
You can use this feature a number of times equal to your PB. You regain all expended uses when you finish a long rest.
Electric Attunement
11th-Level Void Lightning Adept Feature
You gain resistance to lightning damage, and spells you cast ignore resistance to lightning damage.
Unlimited Power
15th-Level Void Lightning Adept Feature
You can increase the power of your lightning spells. When you cast a spell of 1st through 6th level that deals lightning damage, you can deal maximum damage with that power.
You can use this feature with no adverse effects a number of times equal to your PB. If you use this feature beyond this before you finish a long rest, you take 2d12 necrotic damage for each circle of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the damage increases by 1d12.
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