Yellow Sign

SubclassValdaSpire24Extras2014Gunslinger

Subclass features

Cross-Compatible Subclass: This subclass originates from the Captain class

Note that cross-compatible subclasses might be stronger or weaker than other subclasses.

The GM decides if a subclass should be cross-compatible in your campaign.

Enthrall Your Friends and Foes with Eldritch Madness

The Yellow Sign is a twisting symbol of eldritch chaos, the signature of an otherworldly leviathan ready to consume all of reality. Captains bearing its distinctive mark upon their Shields and armor aren't commanders—they are cult leaders dedicated to incomprehensible alien masters...

Frenzied Strike [Maneuver]

When you hit a creature with an attack using a Melee weapon or an Unarmed Strike, you can expend one Battle Die as a Bonus Action to infect the target's mind. The creature has the Frenzied condition until the end of its next turn.

A creature with the Frenzied condition loses the ability to distinguish between friend and foe, regarding all creatures it can see as enemies. While Frenzied, the creature chooses the targets for its attacks, spells, and abilities randomly from among the creatures it can see within range, and it must make an Opportunity Attacks if any creature provokes one.

Eldritch Herald

Your eldritch master psychically nudges you toward its goals, granting you the following benefits.

Outer Knowledge

When you finish a Long Rest, you gain proficiency and Expertise in a skill chosen by the GM. The GM can change this skill when you finish a Long Rest.

Enthralled

You and your Cohort have Advantage on saving throws you make to avoid or end the Charmed and Frightened conditions.

Pallid Aura

Level 6

You can take a Bonus Action to trace the Yellow Sign in the air and create a 10-foot Emanation of psychic energy centered on yourself for 1 minute or until you have the Incapacitated condition. Once per turn, when a creature within the Emanation makes a D20 Test, you can roll 1d6 and subtract it from the roll (no action required).

Once you use this feature, you can't use it again until you finish a Short or Long Rest unless you expend one Battle Die (no action required) to restore your use of it.

Maniacal Influence

Level 10

Your eldritch master's influence grows, granting you the following benefits.

Frenzied Ally

When a creature has the Frenzied condition of your Frenzied Strike, it regards you and your Cohort as allies while it has the condition.

Frenzied Blitz

When you use your Blitz feature, you can direct a creature that has the Frenzied condition, even if that creature isn't an ally.

Extended Frenzy

Whenever a creature that has the Frenzied condition of your Frenzied Strike ends its turn, it must make a Wisdom saving throw against your Maneuver save DC. On a failed save, the Frenzied condition doesn't end for that creature. On a success, the condition ends for that creature.

Nightmarish Glow

Level 14

While the Emanation of your Pallid Aura is active, you and your allies within the Emantion deal an extra 1d6 Psychic damage when hitting an enemy with a weapon or an Unarmed Strike.

Raw data
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  "name": "Yellow Sign",
  "__prop": "subclass",
  "source": "ValdaSpire24Extras",
  "className": "Gunslinger",
  "shortName": "Yellow Sign",
  "classSource": "ValdaGunslinger",
  "subclassFeatures": [
    [
      {
        "name": "Yellow Sign",
        "type": "entries",
        "level": 3,
        "__prop": "subclassFeature",
        "source": "ValdaSpire24Extras",
        "entries": [
          {
            "type": "entries",
            "style": "text-center",
            "entries": [
              "{@color {@style Cross-Compatible Subclass: This subclass originates from the {@color {@class Captain|ValdaSpire24}|3B7DAF} class|small-caps; large; bold}|e40707}",
              "{@color {@style Note that cross-compatible subclasses might be stronger or weaker than other subclasses.|small-caps; large; bold}|e40707}",
              "{@color {@style The GM decides if a subclass should be cross-compatible in your campaign.|small-caps; large; bold}|e40707}"
            ]
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            "name": "Cross-Compatability Modifications",
            "type": "inset",
            "entries": [
              "{@b Level 10: Frenzied Blitz.} Replace with \"You can give a creature that has the Frenzied condition {@variantrule Advantage|XPHB} or {@variantrule Disadvantage|XPHB} on its attack rolls.\""
            ]
          },
          "{@i Enthrall Your Friends and Foes with Eldritch Madness}",
          "The Yellow Sign is a twisting symbol of eldritch chaos, the signature of an otherworldly leviathan ready to consume all of reality. Captains bearing its distinctive mark upon their Shields and armor aren't commanders—they are cult leaders dedicated to incomprehensible alien masters...",
          {
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            "entries": [
              "When you hit a creature with an attack using a Melee weapon or an {@variantrule Unarmed Strike|XPHB}, you can expend one Battle Die as a {@variantrule Bonus Action|XPHB} to infect the target's mind. The creature has the Frenzied condition until the end of its next turn.",
              "A creature with the Frenzied condition loses the ability to distinguish between friend and foe, regarding all creatures it can see as enemies. While Frenzied, the creature chooses the targets for its attacks, spells, and abilities randomly from among the creatures it can see within range, and it must make an {@action Opportunity Attack|XPHB|Opportunity Attacks} if any creature provokes one."
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              "Your eldritch master psychically nudges you toward its goals, granting you the following benefits.",
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                "name": "Outer Knowledge",
                "type": "entries",
                "entries": [
                  "When you finish a {@variantrule Long Rest|XPHB}, you gain proficiency and {@variantrule Expertise|XPHB} in a skill chosen by the GM. The GM can change this skill when you finish a {@variantrule Long Rest|XPHB}."
                ]
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              {
                "name": "Enthralled",
                "type": "entries",
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                  "You and your Cohort have {@variantrule Advantage|XPHB} on saving throws you make to avoid or end the {@condition Charmed|XPHB} and {@condition Frightened|XPHB} conditions."
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        "subclassSource": "ValdaSpire24Extras",
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      }
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            "entries": [
              "You can take a {@variantrule Bonus Action|XPHB} to trace the Yellow Sign in the air and create a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} of psychic energy centered on yourself for 1 minute or until you have the {@condition Incapacitated|XPHB} condition. Once per turn, when a creature within the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} makes a {@variantrule D20 Test|XPHB}, you can roll {@dice 1d6} and subtract it from the roll (no action required).",
              "Once you use this feature, you can't use it again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB} unless you expend one Battle Die (no action required) to restore your use of it."
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                  "Whenever a creature that has the Frenzied condition of your Frenzied Strike ends its turn, it must make a Wisdom saving throw against your Maneuver save DC. On a failed save, the Frenzied condition doesn't end for that creature. On a success, the condition ends for that creature."
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            "name": "Nightmarish Glow",
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            "entries": [
              "While the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} of your Pallid Aura is active, you and your allies within the Emantion deal an extra {@damage 1d6} Psychic damage when hitting an enemy with a weapon or an {@variantrule Unarmed Strike|XPHB}."
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}